gzdoom-gles/wadsrc/static/actors/hexen/hexenspecialdecs.txt

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// Winged Statue (no skull) -------------------------------------------------
ACTOR ZWingedStatueNoSkull : SwitchingDecoration
{
Radius 10
Height 62
+SOLID
States
{
Spawn:
STWN A -1
Stop
Active:
STWN B -1
Stop
}
}
// Gem pedestal -------------------------------------------------------------
ACTOR ZGemPedestal : SwitchingDecoration
{
Radius 10
Height 40
+SOLID
States
{
Spawn:
GMPD A -1
Stop
Active:
GMPD B -1
Stop
}
}
// Tree (destructible) ------------------------------------------------------
ACTOR TreeDestructible
{
Health 70
Radius 15
Height 180
DeathHeight 24
Mass 0x7fffffff
PainSound "TreeExplode"
DeathSound "TreeBreak"
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
States
{
Spawn:
TRDT A -1
Stop
Death:
TRDT B 5
TRDT C 5 A_Scream
TRDT DEF 5
TRDT G -1
Stop
Burn:
TRDT H 5 Bright A_Pain
TRDT IJKL 5 Bright
TRDT M 5 Bright A_Explode(10, 128)
TRDT N 5 Bright
TRDT OP 5
TRDT Q -1
Stop
}
}
// Pottery1 ------------------------------------------------------------------
ACTOR Pottery1 native
{
Health 15
Speed 10
Height 32
+SOLID +SHOOTABLE +NOBLOOD +DROPOFF
+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
+NOICEDEATH
action native A_PotteryExplode();
States
{
Spawn:
POT1 A -1
Loop
Death:
POT1 A 0 A_PotteryExplode
Stop
}
}
// Pottery2 -----------------------------------------------------------------
ACTOR Pottery2 : Pottery1
{
Height 25
States
{
Spawn:
POT2 A -1
Stop
}
}
// Pottery3 -----------------------------------------------------------------
ACTOR Pottery3 : Pottery1
{
Height 25
States
{
Spawn:
POT3 A -1
Stop
}
}
// Pottery Bit --------------------------------------------------------------
ACTOR PotteryBit
{
Radius 5
Height 5
+MISSILE
+NOTELEPORT
+NOICEDEATH
action native A_PotteryChooseBit();
action native A_PotteryCheck();
States
{
Spawn:
PBIT ABCDE -1
Stop
Death:
PBIT F 0 A_PotteryChooseBit
Stop
Pottery1:
PBIT F 140
PBIT F 1 A_PotteryCheck
Stop
Pottery2:
PBIT G 140
PBIT G 1 A_PotteryCheck
Stop
Pottery3:
PBIT H 140
PBIT H 1 A_PotteryCheck
Stop
Pottery4:
PBIT I 140
PBIT I 1 A_PotteryCheck
Stop
Pottery5:
PBIT J 140
PBIT J 1 A_PotteryCheck
Stop
}
}
// Blood pool ---------------------------------------------------------------
ACTOR BloodPool
{
States
{
Spawn:
BDPL A -1
Stop
}
}
// Lynched corpse (no heart) ------------------------------------------------
ACTOR ZCorpseLynchedNoHeart native
{
Radius 10
Height 100
+SOLID +SPAWNCEILING +NOGRAVITY
action native A_CorpseBloodDrip();
States
{
Spawn:
CPS5 A 140 A_CorpseBloodDrip
Loop
}
}
// CorpseBloodDrip ----------------------------------------------------------
ACTOR CorpseBloodDrip
{
Radius 1
Height 4
Gravity 0.125
+MISSILE
+NOICEDEATH
DeathSound "Drip"
States
{
Spawn:
BDRP A -1
Stop
Death:
BDSH AB 3
BDSH CD 2
Stop
}
}
// Corpse bit ---------------------------------------------------------------
ACTOR CorpseBit
{
Radius 5
Height 5
+NOBLOCKMAP
+TELESTOMP
States
{
Spawn:
CPB1 A -1
Stop
CPB2 A -1
Stop
CPB3 A -1
Stop
CPB4 A -1
Stop
}
}
// Corpse (sitting, splatterable) -------------------------------------------
ACTOR ZCorpseSitting
{
Health 30
Radius 15
Height 35
+SOLID +SHOOTABLE +NOBLOOD
+NOICEDEATH
DeathSound "FireDemonDeath"
action native A_CorpseExplode();
States
{
Spawn:
CPS6 A -1
Stop
Death:
CPS6 A 1 A_CorpseExplode
Stop
}
}
// Leaf Spawner -------------------------------------------------------------
ACTOR LeafSpawner
{
+NOBLOCKMAP +NOSECTOR
+INVISIBLE
action native A_LeafSpawn();
States
{
Spawn:
TNT1 A 20 A_LeafSpawn
Loop
}
}
// Leaf 1 -------------------------------------------------------------------
ACTOR Leaf1
{
Radius 2
Height 4
Gravity 0.125
+NOBLOCKMAP +MISSILE
+NOTELEPORT +DONTSPLASH
+NOICEDEATH
action native A_LeafThrust();
action native A_LeafCheck();
States
{
Spawn:
LEF1 ABC 4
LEF1 D 4 A_LeafThrust
LEF1 EFG 4
LEF1 H 4 A_LeafThrust
LEF1 I 4
LEF1 AB 4
LEF1 C 4 A_LeafThrust
LEF1 DEF 4
LEF1 G 4 A_LeafThrust
LEF1 HI 4
Stop
Death:
LEF3 D 10 A_LeafCheck
Wait
}
}
// Leaf 2 -------------------------------------------------------------------
ACTOR Leaf2 : Leaf1
{
States
{
Spawn:
LEF2 ABC 4
LEF2 D 4 A_LeafThrust
LEF2 EFG 4
LEF2 H 4 A_LeafThrust
LEF2 I 4
LEF2 AB 4
LEF2 C 4 A_LeafThrust
LEF2 DEF 4
LEF2 G 4 A_LeafThrust
LEF2 HI 4
Stop
}
}
// Twined torch -------------------------------------------------------------
ACTOR ZTwinedTorch : SwitchableDecoration
{
Radius 10
Height 64
+SOLID
States
{
Active:
TWTR A 0 Bright A_PlaySound("Ignite")
Spawn:
TWTR ABCDEFGH 4 Bright
Loop
Inactive:
TWTR I -1
Stop
}
}
ACTOR ZTwinedTorchUnlit : ZTwinedTorch
{
States
{
Spawn:
Goto Super::Inactive
}
}
// Wall torch ---------------------------------------------------------------
ACTOR ZWallTorch : SwitchableDecoration
{
+NOBLOCKMAP
+NOGRAVITY
+FIXMAPTHINGPOS
Radius 6.5
States
{
Active:
WLTR A 0 Bright A_PlaySound("Ignite")
Spawn:
WLTR ABCDEFGH 5 Bright
Loop
Inactive:
WLTR I -1
Stop
}
}
ACTOR ZWallTorchUnlit : ZWallTorch
{
States
{
Spawn:
Goto Super::Inactive
}
}
// Shrub1 -------------------------------------------------------------------
ACTOR ZShrub1
{
Radius 8
Height 24
Health 20
Mass 0x7fffffff
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
DeathSound "TreeExplode"
States
{
Spawn:
SHB1 A -1
Stop
Burn:
SHB1 B 7 Bright
SHB1 C 6 Bright A_Scream
SHB1 D 5 Bright
Stop
}
}
// Shrub2 -------------------------------------------------------------------
ACTOR ZShrub2
{
Radius 16
Height 40
Health 20
Mass 0x7fffffff
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
DeathSound "TreeExplode"
States
{
Spawn:
SHB2 A -1
Stop
Burn:
SHB2 B 7 Bright
SHB2 C 6 Bright A_Scream
SHB2 D 5 Bright A_Explode(30, 64)
SHB2 E 5 Bright
Stop
}
}
// Fire Bull ----------------------------------------------------------------
ACTOR ZFireBull : SwitchableDecoration
{
Radius 20
Height 80
+SOLID
States
{
Active:
FBUL I 4 Bright A_PlaySound("Ignite")
FBUL J 4 Bright
Spawn:
FBUL ABCDEFG 4 Bright
Loop
Inactive:
FBUL JI 4 Bright
FBUL H -1
Stop
}
}
ACTOR ZFireBullUnlit : ZFireBull
{
States
{
Spawn:
Goto Super::Inactive+2
}
}
// Suit of armor ------------------------------------------------------------
ACTOR ZSuitOfArmor
{
Health 60
Radius 16
Height 72
Mass 0x7fffffff
+SOLID +SHOOTABLE +NOBLOOD
+NOICEDEATH
DeathSound "SuitofArmorBreak"
action native A_SoAExplode();
States
{
Spawn:
ZSUI A -1
Stop
Death:
ZSUI A 1 A_SoAExplode
Stop
}
}
// Armor chunk --------------------------------------------------------------
ACTOR ZArmorChunk
{
Radius 4
Height 8
States
{
Spawn:
ZSUI B -1
Stop
ZSUI C -1
Stop
ZSUI D -1
Stop
ZSUI E -1
Stop
ZSUI F -1
Stop
ZSUI G -1
Stop
ZSUI H -1
Stop
ZSUI I -1
Stop
ZSUI J -1
Stop
ZSUI K -1
Stop
}
}
// Bell ---------------------------------------------------------------------
ACTOR ZBell native
{
Health 5
Radius 56
Height 120
Mass 0x7fffffff
+SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING
+NOICEDEATH
DeathSound "BellRing"
action native A_BellReset1();
action native A_BellReset2();
States
{
Spawn:
BBLL F -1
Stop
Death:
BBLL A 4 A_BellReset1
BBLL BC 4
BBLL D 5 A_Scream
BBLL CB 4
BBLL A 3
BBLL E 4
BBLL F 5
BBLL G 6 A_Scream
BBLL F 5
BBLL EA 4
BBLL BC 5
BBLL D 6 A_Scream
BBLL CB 5
BBLL A 4
BBLL EF 5
BBLL G 7 A_Scream
BBLL FEA 5
BBLL B 6
BBLL C 6
BBLL D 7 A_Scream
BBLL CB 6
BBLL A 5
BBLL EF 6
BBLL G 7 A_Scream
BBLL FEABC 6
BBLL B 7
BBLL A 8
BBLL E 12
BBLL A 10
BBLL B 12
BBLL A 12
BBLL E 14
BBLL A 1 A_BellReset2
Goto Spawn
}
}
// "Christmas" Tree ---------------------------------------------------------
ACTOR ZXmasTree
{
Radius 11
Height 130
Health 20
Mass 0x7fffffff
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
DeathSound "TreeExplode"
States
{
Spawn:
XMAS A -1
Stop
Burn:
XMAS B 6 Bright
XMAS C 6 Bright A_Scream
XMAS D 5 Bright
XMAS E 5 Bright A_Explode(30, 64)
XMAS F 5 Bright
XMAS G 4 Bright
XMAS H 5
XMAS I 4 A_NoBlocking
XMAS J 4
XMAS K -1
Stop
}
}
// Cauldron -----------------------------------------------------------------
ACTOR ZCauldron : SwitchableDecoration
{
Radius 12
Height 26
+SOLID
States
{
Active:
CDRN B 0 Bright A_PlaySound("Ignite")
Spawn:
CDRN BCDEFGH 4 Bright
Loop
Inactive:
CDRN A -1
Stop
}
}
ACTOR ZCauldronUnlit : ZCauldron
{
States
{
Spawn:
Goto Super::Inactive
}
}
// Water Drip ---------------------------------------------------------------
ACTOR HWaterDrip
{
+MISSILE
+LOWGRAVITY
+NOTELEPORT
Mass 1
DeathSound "Drip"
States
{
Spawn:
HWAT A -1
Stop
}
}