|
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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Red keycard
|
Actor type
|
Key
|
Game
|
(Doom)
|
DoomEd Number
|
13
|
Class Name
|
RedCard
|
Spawn ID
|
86
|
Identifier
|
T_REDKEYCARD
|
Classes: Inventory→Key→DoomKey→RedCard
A Red keycard that opens red doors in Doom.
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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.
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class RedCard : DoomKey
{
Default
{
Inventory.Pickupmessage "$GOTREDCARD";
Inventory.Icon "STKEYS2";
}
States
{
Spawn:
RKEY A 10;
RKEY B 10 bright;
loop;
}
}
|
Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
|
ACTOR RedCard : DoomKey
{
Inventory.PickupMessage "$GOTREDCARD"
Inventory.Icon "STKEYS2"
States
{
Spawn:
RKEY A 10
RKEY B 10 Bright
Loop
}
}