304 lines
8.2 KiB
Text
304 lines
8.2 KiB
Text
// ----
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// Sprites required by misc. world effects.
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// ----
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$sprdir fx
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$spritename puff
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$load art/gfx/sprites/s_puff_0.pcx
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$spriteframe 0 0 48 48
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$load art/gfx/sprites/s_puff_1.pcx
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$spriteframe 0 0 48 48
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$load art/gfx/sprites/s_puff_2.pcx
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$spriteframe 0 0 48 48
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$load art/gfx/sprites/s_puff_3.pcx
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$spriteframe 0 0 48 48
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$load art/gfx/sprites/s_puff_4.pcx
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$spriteframe 0 0 48 48
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$spritename wfall
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$load art/gfx/sprites/s_wfall_0.pcx
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$spriteframe 0 0 64 64
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$load art/gfx/sprites/s_wfall_1.pcx
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$spriteframe 0 0 64 64
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$spritename mist
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$load art/gfx/sprites/s_mist_0.pcx
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$spriteframe 0 0 128 64
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$spritename steam
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$load art/gfx/sprites/s_steam_0.pcx
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$spriteframe 0 0 32 32
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$spritename steam_add
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$load art/gfx/sprites/s_steam_add.pcx
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$spriteframe 0 0 32 32
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$spritename steamhalf
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$load art/gfx/sprites/s_steamhalf_0.pcx
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$spriteframe 0 0 32 16
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$spritename waterentryripple
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$load art/gfx/sprites/s_waterentryripple.tga
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$spriteframe 0 0 64 64
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$spritename ripple_add
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$load art/gfx/sprites/s_ripple_add.pcx
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$spriteframe 0 0 64 64
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$spritename waterwake
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$load art/gfx/sprites/s_waterwake.pcx
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$spriteframe 0 0 64 64
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$spritename wake_add
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;$load art/gfx/sprites/s_wake_add.pcx
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$load art/gfx/sprites/s_waterwake_a.pcx
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$spriteframe 0 0 64 64
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$spritename scorchmark
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$load art/gfx/sprites/s_scorchmark.pcx
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$spriteframe 0 0 32 32
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$spritename spoo
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$load art/gfx/sprites/s_spoo3.tga
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$spriteframe 0 0 16 16
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$spritename spoo2
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$load art/gfx/sprites/s_spoo4.tga
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$spriteframe 0 0 16 16
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$spritename shadow
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$load art/gfx/sprites/shadow.pcx
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$spriteframe 0 0 32 32
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$spritename relect
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$load art/gfx/sprites/relect_shrine.tga
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$spriteframe 0 0 64 64
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//
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$spritename nflame
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$load art/gfx/sprites/s_nflame.pcx
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$spriteframe 0 0 128 128
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$spriteframe 0 0 128 128
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// Lens flares.
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$spritename halo
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$load art/gfx/sprites/s_halo_1.pcx
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$spriteframe 0 0 64 64
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$load art/gfx/sprites/s_halo_2.pcx
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$spriteframe 0 0 64 64
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$load art/gfx/sprites/s_halo_3.pcx
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$spriteframe 0 0 64 64
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$spritename haloblue
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$load art/gfx/sprites/s_haloblue.pcx
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$spriteframe 0 0 64 64
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$spritename halored
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$load art/gfx/sprites/s_halored.pcx
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$spriteframe 0 0 64 64
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$spritename halogreen
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$load art/gfx/sprites/s_halo_4.pcx
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$spriteframe 0 0 64 64
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$spritename fire
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$load art/gfx/sprites/s_fire1.pcx
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$spriteframe 0 0 32 32
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$load art/gfx/sprites/s_fire2.pcx
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$spriteframe 0 0 32 32
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$load art/gfx/sprites/s_fire3.pcx
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$spriteframe 0 0 32 32
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$spritename bubble
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$load art/gfx/sprites/bubble.tga
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$spriteframe 0 0 32 32
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$load art/gfx/sprites/beerbub.tga
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$spriteframe 0 0 32 32
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$load art/gfx/sprites/bludbub.tga
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$spriteframe 0 0 32 32
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$spritename abubble
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$load art/gfx/sprites/abubble.pcx
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$spriteframe 0 0 32 32
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$spritename waterdrop
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$load art/gfx/sprites/jbubble2.tga
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$spriteframe 0 0 32 32
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; Line segment textures
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$spritename redraindrop
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$load art/gfx/sprites/l_redraindrop.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_magraindrop.pcx
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$spriteframe 0 0 32 128
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$spritename segment_rope
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$load art/gfx/sprites/l_segment_rope.tga
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$spriteframe 0 0 16 64
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$spritename lightning
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$load art/gfx/sprites/l_lightning.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_lightning_2.pcx
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$spriteframe 0 0 16 64
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$spritename rlightning
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$load art/gfx/sprites/l_rlightning.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_rlightning_2.pcx
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$spriteframe 0 0 16 64
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$spritename plightning
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$load art/gfx/sprites/l_plightning.pcx
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$spriteframe 0 0 32 128
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$load art/gfx/sprites/l_plightning_2.pcx
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$spriteframe 0 0 32 128
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$spritename neon
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$load art/gfx/sprites/l_neon.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_neon2.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_neon3.pcx
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$spriteframe 0 0 16 64
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$spritename segment_chain
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$load art/gfx/sprites/l_segment_chain.tga
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$spriteframe 0 0 16 64
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$spritename segment_vine
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$load art/gfx/sprites/l_segment_vine.tga
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$spriteframe 0 0 16 64
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$spritename segment_tendril
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$load art/gfx/sprites/l_segment_tendril.tga
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$spriteframe 0 0 16 64
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$spritename hpproj1_1
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$load art/gfx/sprites/s_hpproj1_1.tga
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$spriteframe 0 0 32 32
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$spritename hpproj1_2
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$load art/gfx/sprites/s_hpproj1_2.tga
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$spriteframe 0 0 32 32
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$spritename segment_trail
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$load art/gfx/sprites/l_segment_trail.tga
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$spriteframe 0 0 16 64
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$spritename hp_halo
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$load art/gfx/sprites/s_hphalo.pcx
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$spriteframe 0 0 64 64
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$spritename segment_trail_w
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$load art/gfx/sprites/l_segment_trail_w.tga
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$spriteframe 0 0 16 64
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$spritename segment_trail_wt
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$load art/gfx/sprites/l_segment_trail_wt.tga
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$spriteframe 0 0 16 64
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$spritename segment_trail_y
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$load art/gfx/sprites/l_segment_trail_y.tga
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$spriteframe 0 0 16 64
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$spritename helllaser
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$load art/gfx/sprites/l_helllaser.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_helllaser2.pcx
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$spriteframe 0 0 16 64
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// Some effects for hit graphics
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// Firey line with cool head
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$spritename firestreak
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$load art/gfx/sprites/l_firestreak.pcx
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$spriteframe 0 0 16 64
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// Blue sparky line with cool head
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$spritename bluestreak
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$load art/gfx/sprites/l_bluestreak.pcx
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$spriteframe 0 0 16 64
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// Blue star-like line for long fx
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$spritename bluestar
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$load art/gfx/sprites/l_bluestar.pcx
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$spriteframe 0 0 16 64
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// Line effects for magic missile
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$spritename greenlines
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$load art/gfx/sprites/l_greenarray1.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_greenarray2.pcx
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$spriteframe 0 0 16 64
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// Line effects for firewave (firewall)
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$spritename fireline
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$load art/gfx/sprites/l_fireline.pcx
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$spriteframe 0 0 32 128
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// Line effects for ripper ball (unpowered mace ball)
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$spritename ballstreak
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$load art/gfx/sprites/l_ballstreak1.pcx
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$spriteframe 0 0 16 64
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$load art/gfx/sprites/l_ballstreak2.pcx
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$spriteframe 0 0 16 64
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$spritename redexpl
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$load art/gfx/sprites/boom1_0.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_1.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_2.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_3.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_4.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_5.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_6.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_7.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_8.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_9.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_10.pcx
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$spriteframe 0 0 128 128
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$load art/gfx/sprites/boom1_11.pcx
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$spriteframe 0 0 128 128
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$spritename core_b
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$load art/gfx/sprites/halob.pcx
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$spriteframe 0 0 64 64
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$spritename hp_light
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$load art/gfx/sprites/s_hplight.tga
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$spriteframe 0 0 64 64
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$spritename hp_lightning
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$load art/gfx/sprites/hp_lightning.tga
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$spriteframe 0 0 16 64
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$spritename blood_splat
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$load art/gfx/sprites/blood_splat.tga
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$spriteframe 0 0 64 64
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$spritename crosshair
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$load art/gfx/sprites/crosshair1.pcx
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$spriteframe 0 0 32 32
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$load art/gfx/sprites/crosshair2.pcx
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$spriteframe 0 0 32 32
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$load art/gfx/sprites/crosshair3.pcx
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$spriteframe 0 0 32 32
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$spritename segment_trail_buoy
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$load art/gfx/sprites/l_segment_buoy.tga
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$spriteframe 0 0 16 64
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$spritename morc_halo
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$load art/gfx/sprites/s_m_halo.pcx
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$spriteframe 0 0 64 64
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