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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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Spectre
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Actor type
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Monster
|
Game
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(Doom)
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DoomEd Number
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58
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Class Name
|
Spectre
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Spawn ID
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9
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Identifier
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T_SPECTRE
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Classes: Demon→Spectre
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.
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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 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";
}
}
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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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
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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."
}