mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. SVN r1823 (trunk)
This commit is contained in:
parent
ea8c94d637
commit
a59de25107
20 changed files with 213 additions and 66 deletions
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@ -1,6 +1,16 @@
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September 14, 2009 (Changes by Graf Zahl)
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- Fixed: Argument count for UsePuzzleItem was wrong.
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- Added a few things from Gez's experimental build:
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* MBF's dog (definition only, no sprites yet.)
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* User variables. There's an array of 10. They can be set and checked in
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both DECORATE and ACS.
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* Made the tag name changeable but eliminated the redundancy of having
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both the meta property and the individual actor's one. Having one is
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fully sufficient. TO BE FIXED: Names are case insensitive but this
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should better be case sensitive. Unfortunately there's currently nothing
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better than FName to store a string inside an actor without severely
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complicating matters. Also bumped savegame version to avoid problems
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with this change.
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* MBF grenade and bouncing code.
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* several compatibility options.
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* info CCMD to print extended actor information (not fully implemented yet)
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@ -712,6 +712,7 @@ public:
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fixed_t GetGravity() const;
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bool IsSentient() const;
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const char *GetTag(const char *def = NULL) const;
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// info for drawing
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@ -779,6 +780,7 @@ public:
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int tid; // thing identifier
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int special; // special
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int args[5]; // special arguments
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int uservar[10]; // user variables, accessible by DECORATE and ACS
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AActor *inext, **iprev;// Links to other mobjs in same bucket
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TObjPtr<AActor> goal; // Monster's goal if not chasing anything
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@ -802,6 +804,7 @@ public:
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int lastpush;
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int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL
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int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
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FNameNoInit Tag; // Strife's tag name. FIXME: should be case sensitive!
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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@ -110,6 +110,24 @@ CVAR (Bool, chasedemo, false, 0);
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CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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EXTERN_CVAR (Float, con_midtime);
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//==========================================================================
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//
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// CVAR displaynametags
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//
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// Selects whether to display name tags or not when changing weapons
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//
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//==========================================================================
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CUSTOM_CVAR (Bool, displaynametags, 0, CVAR_ARCHIVE)
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{
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if (self != 0 && self != 1)
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{
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self = 0;
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}
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}
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gameaction_t gameaction;
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gamestate_t gamestate = GS_STARTUP;
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@ -335,6 +353,10 @@ CCMD (invnext)
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who->InvSel = who->Inventory;
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}
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}
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if (displaynametags && StatusBar && SmallFont
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&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
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StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
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2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
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}
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who->player->inventorytics = 5*TICRATE;
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}
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@ -362,6 +384,10 @@ CCMD (invprev)
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}
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who->InvSel = item;
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}
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if (displaynametags && StatusBar && SmallFont
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&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
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StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
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2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
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}
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who->player->inventorytics = 5*TICRATE;
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}
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@ -385,9 +411,7 @@ CCMD(invquery)
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AInventory *inv = players[consoleplayer].mo->InvSel;
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if (inv != NULL)
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{
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const char *description = inv->GetClass()->Meta.GetMetaString(AMETA_StrifeName);
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if (description == NULL) description = inv->GetClass()->TypeName;
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Printf(PRINT_HIGH, "%s (%dx)\n", description, inv->Amount);
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Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->Amount);
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}
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}
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@ -58,15 +58,9 @@ void AWeapon::Serialize (FArchive &arc)
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<< MoveCombatDist
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<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
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<< bAltFire
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<< ReloadCounter;
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if (SaveVersion >= 1688)
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{
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arc << FOVScale;
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if (SaveVersion >= 1700)
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{
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arc << Crosshair;
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}
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}
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<< ReloadCounter
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<< FOVScale
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<< Crosshair;
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}
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//===========================================================================
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@ -636,11 +636,7 @@ private:
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continue;
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}
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label = item->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
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if (label == NULL)
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{
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label = item->GetClass()->TypeName.GetChars();
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}
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label = item->GetTag();
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int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
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int rownum = (i % 5) * 18;
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@ -93,6 +93,8 @@ EXTERN_CVAR(Int, showendoom)
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EXTERN_CVAR(Bool, hud_althud)
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EXTERN_CVAR(Int, compatmode)
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR(Bool, displaynametags)
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//
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// defaulted values
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//
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@ -499,6 +501,7 @@ static menuitem_t VideoItems[] = {
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{ discrete, "Rocket Trails", {&cl_rockettrails}, {4.0}, {0.0}, {0.0}, {RocketTrailTypes} },
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{ discrete, "Blood Type", {&cl_bloodtype}, {3.0}, {0.0}, {0.0}, {BloodTypes} },
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{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
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{ discrete, "Display nametags", {&displaynametags}, {2.0}, {0.0}, {0.0}, {YesNo} },
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};
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#define CROSSHAIR_INDEX 7
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@ -2426,7 +2426,7 @@ enum
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APROP_Dropped = 18,
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APROP_Notarget = 19,
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APROP_Species = 20,
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// APROP_Nametag
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APROP_NameTag = 21,
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APROP_Score = 22,
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};
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case APROP_Score:
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actor->Score = value;
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case APROP_NameTag:
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actor->Tag = FBehavior::StaticLookupString(value);
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break;
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default:
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// do nothing.
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break;
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}
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}
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@ -2695,6 +2702,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_DeathSound: string = actor->DeathSound; break;
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case APROP_ActiveSound: string = actor->ActiveSound; break;
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case APROP_Species: string = actor->GetSpecies(); break;
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case APROP_NameTag: string = actor->GetTag(); break;
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}
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if (string == NULL) string = "";
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return (!stricmp(string, FBehavior::StaticLookupString(value)));
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@ -2881,6 +2889,8 @@ enum EACSFunctions
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ACSF_SpawnSpotFacingForced,
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ACSF_CheckActorProperty,
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ACSF_SetActorVelocity,
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ACSF_SetUserVariable,
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ACSF_GetUserVariable,
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};
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int DLevelScript::SideFromID(int id, int side)
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@ -3079,6 +3089,42 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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}
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return 0;
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case ACSF_SetUserVariable:
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{
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int cnt = 0;
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if (args[1] >= 0 && args[1] < 10)
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{
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if (args[0] == 0)
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{
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if (activator != NULL)
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{
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activator->uservar[args[1]] = args[2];
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}
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cnt++;
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}
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else
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{
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TActorIterator<AActor> iterator (args[0]);
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while ( (actor = iterator.Next ()) )
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{
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actor->uservar[args[1]] = args[2];
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cnt++;
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}
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}
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}
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return cnt;
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}
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case ACSF_GetUserVariable:
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if (args[1] >= 0 && args[1] < 10)
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{
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activator = SingleActorFromTID(args[0], NULL);
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return activator != NULL? activator->uservar[args[1]] : 0;
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}
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else return 0;
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default:
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break;
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}
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@ -875,11 +875,7 @@ static void DrawConversationMenu ()
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}
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else
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{
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speakerName = cp->ConversationNPC->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
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if (speakerName == NULL)
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{
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speakerName = "Person";
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}
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speakerName = cp->mo->GetTag("Person");
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}
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// Dim the screen behind the dialogue (but only if there is no backdrop).
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@ -280,36 +280,9 @@ void AActor::Serialize (FArchive &arc)
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<< MeleeState
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<< MissileState
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<< MaxDropOffHeight
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<< MaxStepHeight;
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if (SaveVersion < 1796)
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{
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int BounceFlags, bounceflags;
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arc << BounceFlags;
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bounceflags = 0;
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if (BounceFlags & 4)
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bounceflags |= BOUNCE_UseSeeSound;
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BounceFlags &= 3;
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if (BounceFlags == 1) bounceflags |= BOUNCE_Doom;
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else if (BounceFlags == 2) bounceflags |= BOUNCE_Heretic;
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else if (BounceFlags == 3) bounceflags |= BOUNCE_Hexen;
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if (flags3 & 0x00800000)
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flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
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if (flags3 & 0x01000000)
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flags3 &= ~0x01000000, bounceflags |= BOUNCE_NoWallSound;
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if (flags4 & 0x80000000)
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flags4 &= ~0x80000000, bounceflags |= BOUNCE_Quiet;
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if (flags5 & 0x00000008)
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flags5 &= ~0x00000008, bounceflags |= BOUNCE_AllActors;
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if (flags5 & 0x00000010)
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flags5 &= ~0x00000010, bounceflags |= BOUNCE_ExplodeOnWater;
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BounceFlags = bounceflags;
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}
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else
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{
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arc << BounceFlags;
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}
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arc << bouncefactor
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<< MaxStepHeight
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<< BounceFlags
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<< bouncefactor
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<< wallbouncefactor
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<< bouncecount
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<< maxtargetrange
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@ -323,11 +296,12 @@ void AActor::Serialize (FArchive &arc)
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<< BlockingMobj
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<< BlockingLine
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<< pushfactor
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<< Species;
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<< Species
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<< Score
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<< Tag;
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for(int i=0; i<10; i++) arc << uservar[i];
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if (SaveVersion >= 1819)
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arc << Score;
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if (arc.IsStoring ())
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{
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int convnum = 0;
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@ -5446,6 +5420,14 @@ bool AActor::IsSentient() const
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}
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const char *AActor::GetTag(const char *def) const
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{
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if (Tag != NAME_None) return Tag.GetChars();
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else if (def) return def;
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else return GetClass()->TypeName.GetChars();
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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@ -2852,3 +2852,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
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self->args[4] = arg4;
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}
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//===========================================================================
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//
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// A_SetVar
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(pos, 0);
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ACTION_PARAM_INT(value, 1);
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if (pos < 0 || pos > 9)
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return;
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// Set the value of the specified arg
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self->uservar[pos] = value;
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}
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@ -78,6 +78,7 @@ DEFINE_MEMBER_VARIABLE_ALIAS(momy, vely, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor)
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DEFINE_MEMBER_VARIABLE(Damage, AActor)
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DEFINE_MEMBER_VARIABLE(Score, AActor)
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DEFINE_MEMBER_VARIABLE(uservar, AActor)
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//==========================================================================
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//
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@ -302,7 +302,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
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DEFINE_PROPERTY(tag, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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info->Class->Meta.SetMetaString(AMETA_StrifeName, str);
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defaults->Tag = str;
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}
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//==========================================================================
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|
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1643
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#define MINSAVEVER 1823
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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|
|
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@ -26,6 +26,7 @@ ACTOR Actor native //: Thinker
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native fixed_t alpha;
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native angle_t angle;
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native int args[5];
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native int uservar[10];
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native fixed_t ceilingz;
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native fixed_t floorz;
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native int health;
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@ -254,6 +255,7 @@ ACTOR Actor native //: Thinker
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action native A_ScaleVelocity(float scale);
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action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
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action native A_SetArg(int pos, int value);
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action native A_SetVar(int pos, int value);
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action native A_SetSpecial(int spec, int arg0, int arg1, int arg2, int arg3, int arg4);
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|
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States
|
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|
|
45
wadsrc/static/actors/doom/dog.txt
Normal file
45
wadsrc/static/actors/doom/dog.txt
Normal file
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@ -0,0 +1,45 @@
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ACTOR Dog 888
|
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{
|
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Game Doom
|
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Health 500
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Speed 10
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PainChance 180
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Radius 12
|
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Height 28
|
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Mass 100
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Monster
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+JUMPDOWN
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ActiveSound "dog/active"
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AttackSound "dog/attack"
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DeathSound "dog/death"
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PainSound "dog/pain"
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SeeSound "dog/sight"
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Obituary "$OB_DOG"
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States
|
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{
|
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Spawn:
|
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DOGS AB 10 A_Look
|
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Loop
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See:
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DOGS AABBCCDD 2 A_Chase
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Loop
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Melee:
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DOGS EF 8 A_FaceTarget
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DOGS G 8 A_SargAttack
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Goto See
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Pain:
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DOGS H 2
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DOGS H 2 A_Pain
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Goto See
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||||
Death:
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DOGS I 8
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||||
DOGS J 8 A_Scream
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DOGS K 4
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DOGS L 4 A_Fall
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DOGS M 4
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||||
DOGS N -1
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Raise:
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||||
DOGS NMLKJI 5
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||||
Goto See
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||||
}
|
||||
}
|
|
@ -78,3 +78,15 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
|
|||
{
|
||||
anybossdeath
|
||||
}
|
||||
|
||||
// Arch-Vile ghost monster effect is used by the following maps
|
||||
145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26
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||||
5379C080299EB961792B50AD96821543 // Hell to Pay map14
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||||
7837B5334A277F107515D649BCEFB682 // Hell to Pay map22
|
||||
2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24
|
||||
65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32
|
||||
2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23
|
||||
{
|
||||
corpsegibs
|
||||
vileghosts
|
||||
}
|
||||
|
|
|
@ -45,6 +45,7 @@
|
|||
#include "actors/doom/spidermaster.txt"
|
||||
#include "actors/doom/keen.txt"
|
||||
#include "actors/doom/bossbrain.txt"
|
||||
#include "actors/doom/dog.txt"
|
||||
|
||||
#include "actors/doom/deadthings.txt"
|
||||
#include "actors/doom/doomammo.txt"
|
||||
|
|
|
@ -172,15 +172,15 @@ ActionList
|
|||
Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase,
|
||||
FaceTarget, FaceTarget, SargAttack, NULL, Pain, NULL, Scream,
|
||||
NULL, Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, BFGsound,
|
||||
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/,
|
||||
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/,
|
||||
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/,
|
||||
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/,
|
||||
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/,
|
||||
FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
|
||||
FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
|
||||
FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
|
||||
FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
|
||||
FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
|
||||
Light0, ReFire, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
||||
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
||||
Look, Chase, Chase, Chase, CHase, FaceTarget,
|
||||
NULL/*BetaSkullAttack*/, NULL, NULL, Pain, NULL,
|
||||
Look, Chase, Chase, Chase, Chase, FaceTarget,
|
||||
BetaSkullAttack, NULL, NULL, Pain, NULL,
|
||||
NULL, NULL, NULL, NULL, Scream, NULL, Fall, Stop,
|
||||
Mushroom
|
||||
};
|
||||
|
|
|
@ -115,6 +115,10 @@ PD_YELLOWSO = "You need a yellow skull to activate this object";
|
|||
GGSAVED = "game saved.";
|
||||
HUSTR_MSGU = "[Message unsent]";
|
||||
PICKUP_PISTOL_DROPPED = "Picked up a pistol.";
|
||||
BETA_BONUS1 = "You pick up a demonic dagger.";
|
||||
BETA_BONUS2 = "You pick up a skullchest.";
|
||||
BETA_BONUS3 = "You pick up an evil sceptre.";
|
||||
BETA_BONUS4 = "You pick up an unholy bible.";
|
||||
|
||||
// Level names
|
||||
HUSTR_E1M1 = "E1M1: Hangar";
|
||||
|
@ -634,6 +638,7 @@ OB_SPIDER = "%o stood in awe of the spider demon.";
|
|||
OB_BABY = "%o let an arachnotron get %h.";
|
||||
OB_CYBORG = "%o was splattered by a cyberdemon.";
|
||||
OB_WOLFSS = "%o met a Nazi.";
|
||||
OB_DOG = "%o was mauled by a dog.";
|
||||
|
||||
OB_CHICKEN = "%o was pecked to death.";
|
||||
OB_BEAST = "%o was charred by a weredragon.";
|
||||
|
@ -707,6 +712,7 @@ OB_MPBFG_BOOM = "%o was splintered by %k's BFG.";
|
|||
OB_MPBFG_SPLASH = "%o couldn't hide from %k's BFG.";
|
||||
OB_MPTELEFRAG = "%o was telefragged by %k.";
|
||||
OB_RAILGUN = "%o was railed by %k.";
|
||||
OB_MPBFG_MBF = "%o was burned by %k's BFG.";
|
||||
|
||||
// Same as OB_MPTELEFRAG, but shown when a monster telefrags you
|
||||
OB_MONTELEFRAG = "%o was telefragged.";
|
||||
|
|
|
@ -425,6 +425,13 @@ brain/cube dsboscub
|
|||
brain/cubeboom dsfirxpl
|
||||
$alias brain/spawn misc/teleport
|
||||
|
||||
// Marine's Best Friend
|
||||
dog/active dsdgact
|
||||
dog/attack dsdgatk
|
||||
dog/death dsdgdth
|
||||
dog/pain dsdgpain
|
||||
dog/sight dsdgsit
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue