Classes:Spectre

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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Spectre
Actor type Monster Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 58 Class Name Spectre
Spawn ID 9 Identifier T_SPECTRE


Classes: DemonSpectre

The spectre is effectively the same as the demon, with the difference that it is rendered with the "fuzzy" partial invisibility effect. This can optionally be changed with the r_drawfuzz and (in OpenGL renderers) gl_fuzztype console variables.

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 Spectre : Demon
{
	Default
	{
		+SHADOW
		RenderStyle "OptFuzzy";
		Alpha 0.5;
		SeeSound "spectre/sight";
		AttackSound "spectre/melee";
		PainSound "spectre/pain";
		DeathSound "spectre/death";
		ActiveSound "spectre/active";
		Obituary "$OB_SPECTREHIT";
		Tag "$FN_SPECTRE";
	}
}

DECORATE definition

Nuvolabomb.png Warning: 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Spectre : Demon
{
  +SHADOW
  RenderStyle OptFuzzy
  Alpha 0.5
  SeeSound "spectre/sight"
  AttackSound "spectre/melee"
  PainSound "spectre/pain"
  DeathSound "spectre/death"
  ActiveSound "spectre/active"
  HitObituary "$OB_SPECTREHIT" // "%o was eaten by a spectre."
}