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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.
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Teleport fog
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Actor type
|
SFX
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Game
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(ZDoom)
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DoomEd Number
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None
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Class Name
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TeleportFog
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Classes: TeleportFog
The Teleport Fog is a special effect flash that is spawned when an actor teleports and, by default, when an actor morphs or unmorphs. Teleport Fogs set the teleporting actor as their target, so actor manipulation via pointers is possible. This includes when an actor (un)morphs.
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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 TeleportFog : Actor
{
default
{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
+ZDOOMTRANS
RenderStyle "Add";
}
States
{
Spawn:
TFOG ABABCDEFGHIJ 6 Bright;
Stop;
Raven:
TELE ABCDEFGHGFEDC 6 Bright;
Stop;
Strife:
TFOG ABCDEFEDCB 6 Bright;
Stop;
}
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
A_StartSound ("misc/teleport", CHAN_BODY);
switch (gameinfo.gametype)
{
case GAME_Hexen:
case GAME_Heretic:
SetStateLabel("Raven");
break;
case GAME_Strife:
SetStateLabel("Strife");
break;
default:
break;
}
}
}
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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 TeleportFog native
{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
RenderStyle Add
States
{
Spawn:
TFOG ABABCDEFGHIJ 6 Bright
Stop
Raven:
TELE ABCDEFGHGFEDC 6 Bright
Stop
Strife:
TFOG ABCDEFEDCB 6 Bright
Stop
}
}