gzdoom-gles/wadsrc/decorate/hexen/hexenspecialdecs.txt

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// Winged Statue (no skull) -------------------------------------------------
ACTOR ZWingedStatueNoSkull : SwitchingDecoration 9011
{
Game Hexen
Radius 10
Height 62
+SOLID
States
{
Spawn:
STWN A -1
Stop
Active:
STWN B -1
Stop
}
}
// Gem pedestal -------------------------------------------------------------
ACTOR ZGemPedestal : SwitchingDecoration 9012
{
Game Hexen
Radius 10
Height 40
+SOLID
States
{
Spawn:
GMPD A -1
Stop
Active:
GMPD B -1
Stop
}
}
// Tree (destructible) ------------------------------------------------------
ACTOR TreeDestructible 8062
{
Game Hexen
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
}
}
// Twined torch -------------------------------------------------------------
ACTOR ZTwinedTorch : SwitchableDecoration 116
{
Game Hexen
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 117
{
Game Hexen
States
{
Spawn:
Goto Super::Inactive
}
}
// Wall torch ---------------------------------------------------------------
ACTOR ZWallTorch : SwitchableDecoration 54
{
Game Hexen
+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 55
{
Game Hexen
States
{
Spawn:
Goto Super::Inactive
}
}
// Shrub1 -------------------------------------------------------------------
ACTOR ZShrub1 8101
{
Game Hexen
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 8102
{
Game Hexen
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 8042
{
Game Hexen
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 8043
{
Game Hexen
States
{
Spawn:
Goto Super::Inactive+2
}
}
// "Christmas" Tree ---------------------------------------------------------
ACTOR ZXmasTree 8068
{
Game Hexen
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 8069
{
Game Hexen
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
}
}
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
ACTOR ZCauldronUnlit : ZCauldron 8070
{
Game Hexen
States
{
Spawn:
Goto Super::Inactive
}
}
// Water Drip ---------------------------------------------------------------
ACTOR HWaterDrip
{
Game Hexen
SpawnID 95
+MISSILE
+LOWGRAVITY
+NOTELEPORT
Mass 1
DeathSound "Drip"
States
{
Spawn:
HWAT A -1
Stop
}
}