|
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
|
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.
|
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 RedCard : DoomKey
{
Default
{
Inventory.Pickupmessage "$GOTREDCARD";
Inventory.Icon "STKEYS2";
}
States
{
Spawn:
RKEY A 10;
RKEY B 10 bright;
loop;
}
}
|
Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
|
ACTOR RedCard : DoomKey
{
Inventory.PickupMessage "$GOTREDCARD"
Inventory.Icon "STKEYS2"
States
{
Spawn:
RKEY A 10
RKEY B 10 Bright
Loop
}
}