Updated ZDoom ACC to 1.53

Added several new icons for ZDoom things
This commit is contained in:
MaxED 2012-08-30 23:28:45 +00:00
parent bf1e9480ed
commit 566edbc08e
19 changed files with 79 additions and 16 deletions

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@ -193,6 +193,7 @@
#define CR_PURPLE 19
#define CR_DARKGRAY 20
#define CR_DARKGREY 20
#define CR_CYAN 21
// HUD message types --------------------------------------------------------
@ -203,11 +204,26 @@
// OR this with one of the above to log the hudmessage to the console.
// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
#define HUDMSG_LOG 0x80000000
#define HUDMSG_LOG 0x80000000
// OR this with one of the above if the color you passed is a string
// instead of one of the CR_ constants.
#define HUDMSG_COLORSTRING 0x40000000
#define HUDMSG_COLORSTRING 0x40000000
// OR this with one of the above to use additive blending when drawing the
// HUD message.
#define HUDMSG_ADDBLEND 0x20000000
// HUD message layers; these are not flags
#define HUDMSG_LAYER_OVERHUD 0x00000000
#define HUDMSG_LAYER_UNDERHUD 0x00001000
#define HUDMSG_LAYER_OVERMAP 0x00002000
// HUD message visibility flags
#define HUDMSG_NOTWITH3DVIEW 0x00010000
#define HUDMSG_NOTWITHFULLMAP 0x00020000
#define HUDMSG_NOTWITHOVERLAYMAP 0x00040000
// "Scripted" Marine weapon types -------------------------------------------
@ -264,13 +280,16 @@
// Render Styles ------------------------------------------------------------
#define STYLE_None 0 // Do not draw
#define STYLE_None 0 // Do not draw
#define STYLE_Normal 1 // Normal; just copy the image to the screen
#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
#define STYLE_Stencil 5 // Draw as solid color
#define STYLE_Translucent 64 // Draw translucent
#define STYLE_Add 65 // Draw additive
#define STYLE_Add 65 // Draw additive
#define STYLE_Shaded 66 //
#define STYLE_TranslucentStencil 67
// Properties you can use with GetLevelInfo() -------------------------------
@ -295,6 +314,8 @@
#define PLAYERINFO_MOVEBOB 5
#define PLAYERINFO_STILLBOB 6
#define PLAYERINFO_PLAYERCLASS 7
#define PLAYERINFO_FOV 8
#define PLAYERINFO_DESIREDFOV 9
// Flags for ReplaceTextures ------------------------------------------------
@ -715,7 +736,7 @@
// Skulltag Armor/Health Items ----------------------------------------------
#define T_MAXHEALTHBONUS 166
#define T_MASARMORBONUS 167
#define T_MAXARMORBONUS 167
#define T_REDARMOR 168
// Skulltag Powerups --------------------------------------------------------

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@ -287,6 +287,8 @@ special
-43:ACS_NamedLockedExecuteDoor(5),
-44:ACS_NamedExecuteWithResult(1,4),
-45:ACS_NamedExecuteAlways(2,5),
-46:UniqueTID(0,2),
-47:IsTIDUsed(1),
-1000:__EndOfList__(10);

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@ -8,8 +8,14 @@ boom
height = 16;
sort = 1;
fixedsize = true;
sprite = "internal:action";
5001 = "Pusher";
5002 = "Puller";
5001 {
title = "Pusher";
sprite = "internal:pointpusher";
}
5002 {
title = "Puller";
sprite = "internal:pointpuller";
}
}

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@ -378,10 +378,15 @@ zdoom
type = 14;
}
}
9080 = "Skybox Viewpoint";
9080
{
title = "Skybox Viewpoint";
sprite = "internal:SkyboxViewpoint";
}
9081
{
title = "Skybox Picker";
sprite = "internal:SkyboxPicker";
arg0
{
title = "Thing";
@ -402,6 +407,7 @@ zdoom
9074
{
title = "Actor Mover";
sprite = "internal:actormover";
arg0
{
title = "Point";
@ -432,6 +438,7 @@ zdoom
9070
{
title = "Interpolation point";
sprite = "internal:InterpolationPoint";
arg0
{
title = "Pitch";
@ -453,7 +460,11 @@ zdoom
title = "High Next";
}
}
9075 = "Interpolation Special";
9075
{
title = "Interpolation Special";
sprite = "internal:InterpolationSpecial";
}
9072
{
title = "Moving Camera";
@ -487,6 +498,7 @@ zdoom
9071
{
title = "Path Follower";
sprite = "internal:PathFollower";
arg0
{
title = "Point";
@ -524,7 +536,11 @@ zdoom
fixedsize = true;
sprite = "internal:action";
9082 = "Silent Sector";
9082
{
title = "Silent Sector";
sprite = "internal:SilentSector";
}
9998 = "Actor enters sector";
9989 = "Actor hits fake floor";
9996 = "Actor hits ceiling";
@ -711,6 +727,7 @@ zdoom
9024
{
title = "Path Node";
sprite = "internal:PathFollower";
arg0
{
title = "Next Node";
@ -730,10 +747,15 @@ zdoom
}
}
9040 = "Map Marker";
9045 = "Deep Water";
9045
{
title = "Deep Water";
sprite = "internal:DeepWater";
}
9046
{
title = "Secret";
sprite = "internal:Secret";
arg0
{
title = "Mode";
@ -747,12 +769,24 @@ zdoom
}
}
}
9300 = "Polyobject Anchor";
9300
{
title = "Polyobject Anchor";
sprite = "internal:anchor";
}
9301 = "Polyobject Start Spot";
9302 = "Polyobject Start Spot (crush)";
9303 = "Polyobject Spawn(Hurts to touch)";
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9001
{
title = "Map Spot";
sprite = "internal:MapSpot";
}
9013
{
title = "Map Spot (gravity)";
sprite = "internal:MapSpotGravity";
}
9076 = "Hate target";
9988
{

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