Classes:PowerMask

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Environment protection power
Actor type Power Game MiniZDoomLogoIcon.png (ZDoom)
DoomEd Number None Class Name PowerMask


Classes: InventoryPowerupPowerIronFeetPowerMask

One of the many powerups, i.e. items based on the Powerup class. While an item of this class is placed in an actor's inventory, the actor will be affected by it. Usually powerups are given through a PowerupGiver, but they can be given directly as well (see here for more details).

A subtype of PowerIronFeet with a few added effects:

  • It doesn't change the owner's screen tint.
  • By default, lasts 33% longer (although, as always, this can be changed).
  • By default, is kept when traveling through hubs (this can also be changed).
  • Protects not only from 'Drowning' but also from the 'Fire' damage type.
  • Periodically plays the "misc/mask" sound.

ZScript definition

Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
class PowerMask : PowerIronFeet
{
	Default
	{
		Powerup.Duration -80;
		Powerup.Color "00 00 00", 0;
		+INVENTORY.HUBPOWER
		Inventory.Icon "I_MASK";
	}
	
	override void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor, Actor source, int flags)
	{
		if (damageType == 'Fire' || damageType == 'Drowning')
		{
			newdamage = 0;
		}
	}

	override void DoEffect ()
	{
		Super.DoEffect ();
		if (!(Level.maptime & 0x3f))
		{
			Owner.A_StartSound ("misc/mask", CHAN_AUTO);
		}
	}
	
}

DECORATE definition

Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
ACTOR PowerMask : PowerIronFeet native
{
  Powerup.Duration -80
  Powerup.Color 0, 0, 0, 0
  +INVENTORY.HUBPOWER
  Inventory.Icon "I_MASK"
}