In the past, when an enemy was crushed under a door, it would be replaced by the RealGibs actor. I think we are talking a really long time ago in earlier versions of ZDoom (no G) before DECORATE.
Anyway, I don't think this happens any more - so I just wanted to check that I am correct in my assumptions.
The base ACTOR class in ZScript has its own "GenericCrush" state sequence:
Code: Select all
GenericCrush:
POL5 A -1;
Stop;
I've tested this by defining a replacement for the RealGibs Actor:
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CLASS NJRealGibs : ACTOR replaces RealGibs
{
Default
{}
States
{
Spawn:
SOUL A -1;
Stop;
}
}If I then kill an enemy (Zombieman, DoomImp, whatever) under a door and allow the door to close on the fallen enemy, the POL5A0 sprite appears - indicating that there was no attempt to spawn the RealGibs actor.
So, am I right in saying that the RealGibs actor is effectively now just a relic of older ZDoom, that it probably never appears in game, and that all classes derived from ACTOR use the GenericCrush state sequence from the parent ACTOR class instead?
If so, I'm assuming that RealGibs is probably only kept around for potential compatibility reasons?
In saying all of the above, the line:
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PClassActor *i = PClass::FindActor("RealGibs");