- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
// 'None' must always be the first name.
|
2007-12-08 22:17:48 +00:00
|
|
|
xx(None)
|
2009-04-10 04:04:17 +00:00
|
|
|
xx(Null)
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
xx(Super)
|
|
|
|
xx(Object)
|
2006-11-29 04:51:16 +00:00
|
|
|
xx(Actor)
|
2006-05-10 02:40:43 +00:00
|
|
|
|
2006-08-30 02:38:39 +00:00
|
|
|
xx(Untranslated)
|
|
|
|
|
2006-11-29 10:03:35 +00:00
|
|
|
xx(Doom)
|
|
|
|
xx(Heretic)
|
|
|
|
xx(Hexen)
|
|
|
|
xx(Strife)
|
2008-08-08 19:47:18 +00:00
|
|
|
xx(Raven)
|
2006-11-29 10:03:35 +00:00
|
|
|
|
|
|
|
// blood spawning
|
|
|
|
xx(Blood)
|
|
|
|
xx(BloodSplatter)
|
|
|
|
xx(AxeBlood)
|
|
|
|
xx(Spray)
|
|
|
|
|
2006-11-07 10:20:09 +00:00
|
|
|
// Invulnerability types
|
|
|
|
xx(Ghost)
|
|
|
|
xx(Reflective)
|
|
|
|
|
|
|
|
// Healingradius types
|
|
|
|
xx(Mana)
|
|
|
|
xx(Armor)
|
|
|
|
|
2006-08-31 00:16:12 +00:00
|
|
|
// Per-actor sound channels
|
|
|
|
xx(Auto)
|
|
|
|
xx(Weapon)
|
|
|
|
xx(Voice)
|
|
|
|
xx(Item)
|
|
|
|
xx(Body)
|
|
|
|
xx(SoundSlot5)
|
|
|
|
xx(SoundSlot6)
|
|
|
|
xx(SoundSlot7)
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
// Hexen sound sequence names
|
|
|
|
xx(Platform)
|
|
|
|
xx(PlatformMetal)
|
|
|
|
xx(Silence)
|
|
|
|
xx(Lava)
|
|
|
|
xx(Water)
|
|
|
|
xx(Ice)
|
|
|
|
xx(Earth)
|
|
|
|
xx(PlatformMetal2)
|
|
|
|
xx(DoorNormal)
|
|
|
|
xx(DoorHeavy)
|
|
|
|
xx(DoorMetal)
|
|
|
|
xx(DoorCreak)
|
|
|
|
xx(DoorMetal2)
|
|
|
|
xx(Wind)
|
|
|
|
|
2008-08-08 16:16:40 +00:00
|
|
|
xx(PointPusher)
|
|
|
|
xx(PointPuller)
|
|
|
|
|
2006-11-04 13:06:42 +00:00
|
|
|
xx(BulletPuff)
|
2008-08-08 10:24:08 +00:00
|
|
|
xx(StrifePuff)
|
|
|
|
xx(MaulerPuff)
|
2006-11-04 13:06:42 +00:00
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
// Special bosses A_BossDeath knows about
|
|
|
|
xx(Fatso)
|
|
|
|
xx(Arachnotron)
|
|
|
|
xx(BaronOfHell)
|
|
|
|
xx(Cyberdemon)
|
|
|
|
xx(SpiderMastermind)
|
|
|
|
xx(Ironlich)
|
|
|
|
xx(Minotaur)
|
|
|
|
xx(Sorcerer2)
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
// P_SpawnMapThing checks for these as health items (I smell a FIXME)
|
|
|
|
xx(Berserk)
|
|
|
|
xx(Soulsphere)
|
|
|
|
xx(Megasphere) // also counts as armor for P_SpawnMapThing
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
// Standard player classes
|
|
|
|
xx(DoomPlayer)
|
|
|
|
xx(HereticPlayer)
|
|
|
|
xx(StrifePlayer)
|
|
|
|
xx(FighterPlayer)
|
|
|
|
xx(ClericPlayer)
|
|
|
|
xx(MagePlayer)
|
2008-08-30 19:44:19 +00:00
|
|
|
xx(ChexPlayer)
|
2006-05-10 02:40:43 +00:00
|
|
|
xx(ChickenPlayer)
|
|
|
|
xx(PigPlayer)
|
|
|
|
|
|
|
|
// Flechette names for the different Hexen player classes
|
|
|
|
xx(ArtiPoisonBag1)
|
|
|
|
xx(ArtiPoisonBag2)
|
|
|
|
xx(ArtiPoisonBag3)
|
|
|
|
|
|
|
|
// Strife quests
|
|
|
|
xx(QuestItem)
|
|
|
|
|
|
|
|
// Auto-usable health items
|
|
|
|
xx(ArtiHealth)
|
|
|
|
xx(ArtiSuperHealth)
|
|
|
|
xx(MedicalKit)
|
|
|
|
xx(MedPatch)
|
|
|
|
|
2009-06-05 20:23:47 +00:00
|
|
|
// Armor
|
|
|
|
xx(BasicArmor)
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
// The Wings of Wrath
|
|
|
|
xx(ArtiFly)
|
|
|
|
|
|
|
|
// Doom ammo types
|
|
|
|
xx(Clip)
|
|
|
|
xx(Shell)
|
|
|
|
xx(RocketAmmo)
|
|
|
|
xx(Cell)
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
2006-06-17 20:29:41 +00:00
|
|
|
// Hexen Mana
|
|
|
|
xx(Mana1)
|
|
|
|
xx(Mana2)
|
|
|
|
|
2008-08-08 10:24:08 +00:00
|
|
|
// Hexen's fourth weapons
|
|
|
|
xx(FWeapQuietus)
|
|
|
|
xx(CWeapWraithverge)
|
|
|
|
xx(MWeapBloodscourge)
|
|
|
|
|
2006-06-17 20:29:41 +00:00
|
|
|
// Ammo and weapon names for the Strife status bar
|
|
|
|
xx(ClipOfBullets)
|
|
|
|
xx(PoisonBolts)
|
|
|
|
xx(ElectricBolts)
|
|
|
|
xx(HEGrenadeRounds)
|
|
|
|
xx(PhosphorusGrenadeRounds)
|
|
|
|
xx(MiniMissiles)
|
|
|
|
xx(EnergyPod)
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
xx(StrifeCrossbow)
|
|
|
|
xx(AssaultGun)
|
|
|
|
xx(FlameThrower)
|
|
|
|
xx(MiniMissileLauncher)
|
|
|
|
xx(StrifeGrenadeLauncher)
|
|
|
|
xx(Mauler)
|
|
|
|
|
2008-08-05 17:58:38 +00:00
|
|
|
xx(AcolyteBlue)
|
2008-08-05 22:51:51 +00:00
|
|
|
xx(SpectralLightningV1)
|
2008-08-08 19:47:18 +00:00
|
|
|
xx(TeleportDest)
|
|
|
|
xx(TeleportDest2)
|
2008-08-05 22:51:51 +00:00
|
|
|
|
|
|
|
// Strife's spectres
|
|
|
|
xx(AlienSpectre1)
|
|
|
|
xx(AlienSpectre2)
|
|
|
|
xx(AlienSpectre3)
|
|
|
|
xx(AlienSpectre4)
|
|
|
|
xx(AlienSpectre5)
|
2008-08-07 17:45:35 +00:00
|
|
|
xx(Oracle)
|
2008-08-05 17:58:38 +00:00
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
xx(Chicken)
|
|
|
|
xx(Pig)
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
|
|
|
// Standard animator names.
|
|
|
|
xx(Spawn)
|
|
|
|
xx(See)
|
|
|
|
xx(Pain)
|
|
|
|
xx(Melee)
|
|
|
|
xx(Missile)
|
|
|
|
xx(Crash)
|
|
|
|
xx(Death)
|
|
|
|
xx(Raise)
|
|
|
|
xx(Wound)
|
2006-10-31 14:53:21 +00:00
|
|
|
xx(Heal)
|
|
|
|
xx(Crush)
|
|
|
|
xx(Yes)
|
|
|
|
xx(No)
|
|
|
|
xx(Greetings)
|
2008-04-03 10:49:54 +00:00
|
|
|
xx(Idle)
|
2008-08-10 14:19:47 +00:00
|
|
|
xx(GenericFreezeDeath)
|
2006-10-31 14:53:21 +00:00
|
|
|
|
|
|
|
// Compatible death names for the decorate parser.
|
|
|
|
xx(XDeath)
|
|
|
|
xx(Burn)
|
|
|
|
//xx(Ice) // already defined above
|
|
|
|
xx(Disintegrate)
|
2008-07-20 14:42:54 +00:00
|
|
|
xx(Brainexplode)
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
|
|
|
// Weapon animator names.
|
2006-10-31 14:53:21 +00:00
|
|
|
xx(Select)
|
|
|
|
xx(Deselect)
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
xx(Ready)
|
2006-10-31 14:53:21 +00:00
|
|
|
xx(Fire)
|
|
|
|
xx(Hold)
|
|
|
|
xx(AltFire)
|
|
|
|
xx(AltHold)
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
xx(Flash)
|
2006-10-31 14:53:21 +00:00
|
|
|
xx(AltFlash)
|
|
|
|
|
|
|
|
// State names used by ASwitchableDecoration
|
|
|
|
xx(Active)
|
|
|
|
xx(Inactive)
|
|
|
|
|
|
|
|
// State names used by ACustomInventory
|
|
|
|
xx(Pickup)
|
|
|
|
xx(Use)
|
|
|
|
xx(Drop)
|
|
|
|
|
2008-08-05 13:50:57 +00:00
|
|
|
xx(Fist)
|
|
|
|
//xx(Berserk)
|
|
|
|
xx(Chainsaw)
|
|
|
|
xx(Pistol)
|
|
|
|
xx(Shotgun)
|
|
|
|
xx(SSG)
|
|
|
|
xx(Chaingun)
|
|
|
|
xx(Rocket)
|
|
|
|
xx(Plasma)
|
|
|
|
xx(BFG)
|
|
|
|
//xx(Railgun)
|
|
|
|
|
2006-10-31 14:53:21 +00:00
|
|
|
// Damage types
|
|
|
|
//xx(Fire) already defined above
|
|
|
|
//xx(Ice)
|
|
|
|
//xx(Disintegrate)
|
2007-01-28 04:59:04 +00:00
|
|
|
xx(Drowning)
|
2006-10-31 14:53:21 +00:00
|
|
|
xx(Slime)
|
|
|
|
//xx(Crush)
|
|
|
|
xx(Telefrag)
|
|
|
|
xx(Falling)
|
|
|
|
xx(Suicide)
|
|
|
|
xx(Exit)
|
|
|
|
xx(Railgun)
|
|
|
|
xx(Poison)
|
|
|
|
xx(Electric)
|
|
|
|
xx(BFGSplash)
|
|
|
|
xx(DrainLife) // A weapon like the Sigil that drains your life away.
|
|
|
|
xx(Massacre) // For death by a cheater!
|
|
|
|
//(Melee) already defined above, so don't define it again
|
2008-03-01 13:12:33 +00:00
|
|
|
xx(InstantDeath) // Strife "instant death"
|
2008-08-08 15:18:23 +00:00
|
|
|
xx(PoisonCloud) // makes monsters howl.
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
|
|
|
// Special death name for getting killed excessively. Could be used as
|
|
|
|
// a damage type if you wanted to force an extreme death.
|
|
|
|
xx(Extreme)
|
|
|
|
|
2006-11-29 04:51:16 +00:00
|
|
|
// Special names for thingdef_exp.cpp
|
|
|
|
xx(Random)
|
|
|
|
xx(Random2)
|
|
|
|
xx(Cos)
|
|
|
|
xx(Sin)
|
|
|
|
xx(Alpha)
|
|
|
|
xx(Angle)
|
|
|
|
xx(Args)
|
|
|
|
xx(CeilingZ)
|
|
|
|
xx(FloorZ)
|
|
|
|
xx(Health)
|
|
|
|
xx(Pitch)
|
|
|
|
xx(Special)
|
|
|
|
xx(TID)
|
|
|
|
xx(TIDtoHate)
|
|
|
|
xx(WaterLevel)
|
|
|
|
xx(X)
|
|
|
|
xx(Y)
|
|
|
|
xx(Z)
|
2006-12-06 10:38:47 +00:00
|
|
|
xx(MomX)
|
|
|
|
xx(MomY)
|
|
|
|
xx(MomZ)
|
2008-10-18 17:17:44 +00:00
|
|
|
xx(Abs)
|
2006-12-02 15:38:50 +00:00
|
|
|
|
|
|
|
// Various actor names which are used internally
|
|
|
|
xx(MapSpot)
|
|
|
|
xx(PatrolPoint)
|
|
|
|
xx(PatrolSpecial)
|
2006-12-25 13:43:11 +00:00
|
|
|
xx(Communicator)
|
2008-05-08 08:06:26 +00:00
|
|
|
|
|
|
|
// Textmap properties
|
|
|
|
//xx(X)
|
|
|
|
//xx(Y)
|
2008-05-11 21:16:32 +00:00
|
|
|
xx(Height)
|
2008-05-08 08:06:26 +00:00
|
|
|
//xx(Tid)
|
|
|
|
//xx(Angle)
|
|
|
|
xx(Type)
|
|
|
|
//xx(Special)
|
|
|
|
xx(Arg0)
|
|
|
|
xx(Arg1)
|
|
|
|
xx(Arg2)
|
|
|
|
xx(Arg3)
|
|
|
|
xx(Arg4)
|
|
|
|
xx(Id)
|
|
|
|
xx(V1)
|
|
|
|
xx(V2)
|
2008-05-11 21:16:32 +00:00
|
|
|
|
|
|
|
xx(Sidefront)
|
|
|
|
xx(Sideback)
|
2008-05-08 08:06:26 +00:00
|
|
|
xx(Offsetx)
|
|
|
|
xx(Offsety)
|
|
|
|
xx(Texturetop)
|
|
|
|
xx(Texturebottom)
|
|
|
|
xx(Texturemiddle)
|
|
|
|
xx(Sector)
|
2008-05-11 21:16:32 +00:00
|
|
|
xx(Heightfloor)
|
|
|
|
xx(Heightceiling)
|
2008-05-08 08:06:26 +00:00
|
|
|
xx(Lightlevel)
|
2008-05-11 21:16:32 +00:00
|
|
|
xx(Texturefloor)
|
|
|
|
xx(Textureceiling)
|
|
|
|
|
|
|
|
xx(Skill1)
|
|
|
|
xx(Skill2)
|
|
|
|
xx(Skill3)
|
|
|
|
xx(Skill4)
|
|
|
|
xx(Skill5)
|
|
|
|
xx(Skill6)
|
|
|
|
xx(Skill7)
|
|
|
|
xx(Skill8)
|
|
|
|
xx(Skill9)
|
|
|
|
xx(Skill10)
|
|
|
|
xx(Skill11)
|
|
|
|
xx(Skill12)
|
|
|
|
xx(Skill13)
|
|
|
|
xx(Skill14)
|
|
|
|
xx(Skill15)
|
|
|
|
xx(Skill16)
|
|
|
|
xx(Medium)
|
|
|
|
xx(Hard)
|
|
|
|
xx(Ambush)
|
|
|
|
xx(Dormant)
|
|
|
|
xx(Class0)
|
|
|
|
xx(Class1)
|
|
|
|
xx(Class2)
|
|
|
|
xx(Class3)
|
|
|
|
xx(Class4)
|
|
|
|
xx(Class5)
|
|
|
|
xx(Class6)
|
|
|
|
xx(Class7)
|
|
|
|
xx(Class8)
|
|
|
|
xx(Class9)
|
|
|
|
xx(Class10)
|
|
|
|
xx(Class11)
|
|
|
|
xx(Class12)
|
|
|
|
xx(Class13)
|
|
|
|
xx(Class14)
|
|
|
|
xx(Class15)
|
|
|
|
xx(Class16)
|
|
|
|
xx(Single)
|
|
|
|
xx(Coop)
|
|
|
|
xx(Dm)
|
|
|
|
xx(Translucent)
|
|
|
|
xx(Invisible)
|
|
|
|
xx(Friend)
|
|
|
|
xx(Strifeally)
|
|
|
|
xx(Standing)
|
|
|
|
|
|
|
|
xx(Blocking)
|
|
|
|
xx(Blockmonsters)
|
|
|
|
xx(Twosided)
|
|
|
|
xx(Dontpegtop)
|
|
|
|
xx(Dontpegbottom)
|
|
|
|
xx(Secret)
|
2008-05-22 19:35:38 +00:00
|
|
|
xx(Blocksound)
|
2008-05-11 21:16:32 +00:00
|
|
|
xx(Dontdraw)
|
|
|
|
xx(Mapped)
|
|
|
|
xx(Monsteractivate)
|
|
|
|
xx(Blockplayers)
|
|
|
|
xx(Blockeverything)
|
|
|
|
xx(Zoneboundary)
|
|
|
|
xx(Jumpover)
|
|
|
|
xx(Blockfloating)
|
|
|
|
xx(Clipmidtex)
|
|
|
|
xx(Wrapmidtex)
|
|
|
|
xx(Midtex3d)
|
|
|
|
xx(Checkswitchrange)
|
|
|
|
xx(Firstsideonly)
|
|
|
|
xx(Transparent)
|
|
|
|
xx(Passuse)
|
2008-05-22 19:35:38 +00:00
|
|
|
xx(Repeatspecial)
|
2008-05-11 21:16:32 +00:00
|
|
|
|
|
|
|
xx(Playercross)
|
|
|
|
xx(Playeruse)
|
|
|
|
xx(Monstercross)
|
|
|
|
xx(Impact)
|
|
|
|
xx(Playerpush)
|
|
|
|
xx(Missilecross)
|
|
|
|
xx(Anycross)
|
|
|
|
xx(Monsteruse)
|
|
|
|
xx(Monsterpush)
|
|
|
|
|
|
|
|
xx(ZDoom)
|
|
|
|
xx(ZDoomTranslated)
|
2009-03-11 19:28:10 +00:00
|
|
|
xx(Vavoom)
|
2008-05-30 06:56:50 +00:00
|
|
|
|
|
|
|
xx(Xpanningfloor)
|
|
|
|
xx(Ypanningfloor)
|
|
|
|
xx(Xpanningceiling)
|
|
|
|
xx(Ypanningceiling)
|
|
|
|
xx(Xscalefloor)
|
|
|
|
xx(Yscalefloor)
|
|
|
|
xx(Xscaleceiling)
|
|
|
|
xx(Yscaleceiling)
|
|
|
|
xx(Rotationfloor)
|
|
|
|
xx(Rotationceiling)
|
|
|
|
xx(Lightfloor)
|
|
|
|
xx(Lightceiling)
|
|
|
|
xx(Lightfloorabsolute)
|
|
|
|
xx(Lightceilingabsolute)
|
|
|
|
xx(Gravity)
|
|
|
|
xx(Lightcolor)
|
|
|
|
xx(Fadecolor)
|
|
|
|
xx(Desaturation)
|
|
|
|
xx(Silent)
|
|
|
|
xx(Nofallingdamage)
|
|
|
|
xx(Dropactors)
|
2008-12-14 19:12:41 +00:00
|
|
|
xx(NoRespawn)
|
2008-05-30 06:56:50 +00:00
|
|
|
|
|
|
|
xx(offsetx_top)
|
|
|
|
xx(offsety_top)
|
|
|
|
xx(offsetx_mid)
|
|
|
|
xx(offsety_mid)
|
|
|
|
xx(offsetx_bottom)
|
|
|
|
xx(offsety_bottom)
|
2009-06-07 01:14:14 +00:00
|
|
|
xx(scalex_top)
|
|
|
|
xx(scaley_top)
|
|
|
|
xx(scalex_mid)
|
|
|
|
xx(scaley_mid)
|
|
|
|
xx(scalex_bottom)
|
|
|
|
xx(scaley_bottom)
|
2008-05-30 06:56:50 +00:00
|
|
|
xx(light)
|
|
|
|
xx(lightabsolute)
|
|
|
|
xx(nofakecontrast)
|
2008-08-21 08:04:21 +00:00
|
|
|
xx(smoothlighting)
|
2009-02-22 15:39:42 +00:00
|
|
|
xx(blockprojectiles)
|
2009-04-28 20:53:07 +00:00
|
|
|
xx(blockuse)
|
2008-05-30 06:56:50 +00:00
|
|
|
|
2008-06-02 16:56:53 +00:00
|
|
|
xx(Renderstyle)
|