Merge commit 'b6a4511dd1e74440fad99bc673c1f2b3680dba48' into scripting

Conflicts:
	src/dobjtype.cpp
	src/p_conversation.cpp
	src/p_local.h
	src/p_things.cpp
	src/thingdef/thingdef_properties.cpp

(This is just the conversationID to MAPINFO stuff to keep the conflicts as small as possible)
This commit is contained in:
Christoph Oelckers 2015-04-28 13:08:18 +02:00
commit f7834061df
45 changed files with 707 additions and 373 deletions

View file

@ -46,6 +46,9 @@
#include "zstring.h"
#include "vectors.h"
class PClassActor;
typedef TMap<int, PClassActor *> FClassMap;
// Since this file is included by everything, it seems an appropriate place
// to check the NOASM/USEASM macros.

View file

@ -104,6 +104,7 @@ struct FMapInfoParser
void ParseIntermission();
void ParseDoomEdNums();
void ParseSpawnNums();
void ParseConversationIDs();
void ParseAMColors(bool);
FName CheckEndSequence();
FName ParseEndGame();

View file

@ -1900,6 +1900,18 @@ void FMapInfoParser::ParseMapInfo (int lump, level_info_t &gamedefaults, level_i
sc.ScriptError("spawnnums definitions not supported with old MAPINFO syntax");
}
}
else if (sc.Compare("conversationids"))
{
if (format_type != FMT_Old)
{
format_type = FMT_New;
ParseConversationIDs();
}
else
{
sc.ScriptError("conversationids definitions not supported with old MAPINFO syntax");
}
}
else if (sc.Compare("automap") || sc.Compare("automap_overlay"))
{
if (format_type != FMT_Old)

View file

@ -354,6 +354,15 @@ void PClassActor::RegisterIDs()
return;
}
// Conversation IDs have never been filtered by game so we cannot start doing that.
if (ConversationID > 0)
{
StrifeTypes[ConversationID] = cls;
if (cls != Class)
{
Printf(TEXTCOLOR_RED"Conversation ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
}
}
if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
{
if (SpawnID > 0)

View file

@ -228,7 +228,8 @@ public:
PClassActor *Replacee;
int NumOwnedStates;
BYTE GameFilter;
BYTE SpawnID;
WORD SpawnID;
WORD ConversationID;
SWORD DoomEdNum;
FStateLabels *StateList;
DmgFactors *DamageFactors;

View file

@ -60,6 +60,7 @@
#include "farchive.h"
#include "p_lnspec.h"
#include "r_utility.h"
#include "p_local.h"
#include "menu/menu.h"
// The conversations as they exist inside a SCRIPTxx lump.
@ -105,11 +106,10 @@ void GiveSpawner (player_t *player, PClassActor *type);
TArray<FStrifeDialogueNode *> StrifeDialogues;
typedef TMap<int, PClassActor *> FStrifeTypeMap; // maps conversation IDs to actor classes
typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
static FStrifeTypeMap StrifeTypes;
FClassMap StrifeTypes;
static FDialogueIDMap DialogueRoots;
static FDialogueMap ClassRoots;
static int ConversationMenuY;

View file

@ -164,7 +164,8 @@ AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target); /
//
// [RH] P_THINGS
//
extern TMap<int, PClassActor *> SpawnableThings;
extern FClassMap SpawnableThings;
extern FClassMap StrifeTypes;
bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid);
bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_name, angle_t angle,

View file

@ -49,18 +49,7 @@
#include "i_system.h"
// Set of spawnable things for the Thing_Spawn and Thing_Projectile specials.
TMap<int, PClassActor *> SpawnableThings;
struct MapinfoSpawnItem
{
FName classname; // DECORATE is read after MAPINFO so we do not have the actual classes available here yet.
// These are for error reporting. We must store the file information because it's no longer available when these items get resolved.
FString filename;
int linenum;
};
typedef TMap<int, MapinfoSpawnItem> SpawnMap;
static SpawnMap SpawnablesFromMapinfo;
FClassMap SpawnableThings;
static FRandom pr_leadtarget ("LeadTarget");
@ -543,22 +532,32 @@ PClassActor *P_GetSpawnableType(int spawnnum)
return NULL;
}
typedef TMap<int, PClassActor *>::Pair SpawnablePair;
struct MapinfoSpawnItem
{
FName classname; // DECORATE is read after MAPINFO so we do not have the actual classes available here yet.
// These are for error reporting. We must store the file information because it's no longer available when these items get resolved.
FString filename;
int linenum;
};
typedef TMap<int, MapinfoSpawnItem> SpawnMap;
static SpawnMap SpawnablesFromMapinfo;
static SpawnMap ConversationIDsFromMapinfo;
static int STACK_ARGS SpawnableSort(const void *a, const void *b)
{
return (*((SpawnablePair **)a))->Key - (*((SpawnablePair **)b))->Key;
return (*((FClassMap::Pair **)a))->Key - (*((FClassMap::Pair **)b))->Key;
}
CCMD (dumpspawnables)
static void DumpClassMap(FClassMap &themap)
{
TMapIterator<int, PClassActor *> it(SpawnableThings);
SpawnablePair *pair, **allpairs;
FClassMap::Iterator it(themap);
FClassMap::Pair *pair, **allpairs;
int i = 0;
// Sort into numerical order, since their arrangement in the map can
// be in an unspecified order.
allpairs = new TMap<int, PClassActor *>::Pair *[SpawnableThings.CountUsed()];
allpairs = new FClassMap::Pair *[themap.CountUsed()];
while (it.NextPair(pair))
{
allpairs[i++] = pair;
@ -572,7 +571,18 @@ CCMD (dumpspawnables)
delete[] allpairs;
}
void FMapInfoParser::ParseSpawnNums()
CCMD(dumpspawnables)
{
DumpClassMap(SpawnableThings);
}
CCMD (dumpconversationids)
{
DumpClassMap(StrifeTypes);
}
static void ParseSpawnMap(FScanner &sc, SpawnMap & themap, const char *descript)
{
TMap<int, bool> defined;
int error = 0;
@ -581,7 +591,6 @@ void FMapInfoParser::ParseSpawnNums()
editem.filename = sc.ScriptName;
ParseOpenBrace();
while (true)
{
if (sc.CheckString("}")) return;
@ -594,18 +603,18 @@ void FMapInfoParser::ParseSpawnNums()
bool *def = defined.CheckKey(ednum);
if (def != NULL)
{
sc.ScriptMessage("Spawn Number %d defined more than once", ednum);
sc.ScriptMessage("%s %d defined more than once", descript, ednum);
error++;
}
else if (ednum < 0)
{
sc.ScriptMessage("Spawn Number must be positive, got %d", ednum);
sc.ScriptMessage("%s must be positive, got %d", descript, ednum);
error++;
}
defined[ednum] = true;
editem.classname = sc.String;
SpawnablesFromMapinfo.Insert(ednum, editem);
themap.Insert(ednum, editem);
}
else
{
@ -614,14 +623,27 @@ void FMapInfoParser::ParseSpawnNums()
}
if (error > 0)
{
sc.ScriptError("%d errors encountered in SpawnNum definition");
sc.ScriptError("%d errors encountered in %s definition", error, descript);
}
}
void InitSpawnablesFromMapinfo()
void FMapInfoParser::ParseSpawnNums()
{
SpawnableThings.Clear();
SpawnMap::Iterator it(SpawnablesFromMapinfo);
ParseOpenBrace();
ParseSpawnMap(sc, SpawnablesFromMapinfo, "Spawn number");
}
void FMapInfoParser::ParseConversationIDs()
{
ParseOpenBrace();
ParseSpawnMap(sc, ConversationIDsFromMapinfo, "Conversation ID");
}
void InitClassMap(FClassMap &themap, SpawnMap &thedata)
{
themap.Clear();
SpawnMap::Iterator it(thedata);
SpawnMap::Pair *pair;
int error = 0;
@ -638,11 +660,17 @@ void InitSpawnablesFromMapinfo()
error++;
}
}
SpawnableThings.Insert(pair->Key, cls);
themap.Insert(pair->Key, cls);
}
if (error > 0)
{
I_Error("%d unknown actor classes found", error);
}
SpawnablesFromMapinfo.Clear(); // we do not need this any longer
thedata.Clear(); // we do not need this any longer
}
void InitSpawnablesFromMapinfo()
{
InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
}

View file

@ -418,11 +418,11 @@ DEFINE_INFO_PROPERTY(game, S, Actor)
DEFINE_INFO_PROPERTY(spawnid, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id<0 || id>255)
if (id<0 || id>65535)
{
I_Error ("SpawnID must be in the range [0,255]");
I_Error ("SpawnID must be in the range [0,65535]");
}
else info->SpawnID=(BYTE)id;
else info->SpawnID=(WORD)id;
}
//==========================================================================
@ -434,20 +434,8 @@ DEFINE_INFO_PROPERTY(conversationid, IiI, Actor)
PROP_INT_PARM(id1, 1);
PROP_INT_PARM(id2, 2);
// Handling for Strife teaser IDs - only of meaning for the standard items
// as PWADs cannot be loaded with the teasers.
if (PROP_PARM_COUNT > 1)
{
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
convid = id1;
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
convid = id2;
}
if (convid <= 0) return; // 0 is not usable because the dialogue scripts use it as 'no object'.
SetStrifeType(convid, info);
if (convid <= 0 || convid > 65535) return; // 0 is not usable because the dialogue scripts use it as 'no object'.
else info->ConversationID=(WORD)convid;
}
//==========================================================================

View file

@ -80,7 +80,6 @@ ACTOR Acolyte : StrifeHumanoid
ACTOR AcolyteTan : Acolyte
{
ConversationID 53, 52, 53
+MISSILEMORE +MISSILEEVENMORE
DropItem "ClipOfBullets"
}
@ -89,7 +88,6 @@ ACTOR AcolyteTan : Acolyte
ACTOR AcolyteRed : Acolyte
{
ConversationID 54, 53, 54
+MISSILEMORE +MISSILEEVENMORE
Translation 0
}
@ -98,7 +96,6 @@ ACTOR AcolyteRed : Acolyte
ACTOR AcolyteRust : Acolyte
{
ConversationID 55, 54, 55
+MISSILEMORE +MISSILEEVENMORE
Translation 1
}
@ -107,7 +104,6 @@ ACTOR AcolyteRust : Acolyte
ACTOR AcolyteGray : Acolyte
{
ConversationID 56, 55, 56
+MISSILEMORE +MISSILEEVENMORE
Translation 2
}
@ -116,7 +112,6 @@ ACTOR AcolyteGray : Acolyte
ACTOR AcolyteDGreen : Acolyte
{
ConversationID 57, 56, 57
+MISSILEMORE +MISSILEEVENMORE
Translation 3
}
@ -125,7 +120,6 @@ ACTOR AcolyteDGreen : Acolyte
ACTOR AcolyteGold : Acolyte
{
ConversationID 58, 57, 58
+MISSILEMORE +MISSILEEVENMORE
Translation 4
}
@ -135,7 +129,6 @@ ACTOR AcolyteGold : Acolyte
ACTOR AcolyteLGreen : Acolyte
{
Health 60
ConversationID 59, -1, -1
Translation 5
}
@ -144,7 +137,6 @@ ACTOR AcolyteLGreen : Acolyte
ACTOR AcolyteBlue : Acolyte
{
Health 60
ConversationID 60, -1, -1
Translation 6
}
@ -152,7 +144,6 @@ ACTOR AcolyteBlue : Acolyte
ACTOR AcolyteShadow : Acolyte
{
ConversationID 61, 58, 59
+MISSILEMORE
DropItem "ClipOfBullets"
States
@ -171,7 +162,6 @@ ACTOR AcolyteShadow : Acolyte
ACTOR AcolyteToBe : Acolyte
{
ConversationID 29, -1, -1
Health 61
Radius 20
Height 56

View file

@ -3,7 +3,6 @@
ACTOR AlienSpectre1 : SpectralMonster
{
ConversationID 67,-1,-1
Health 1000
Painchance 250
Speed 12
@ -81,7 +80,6 @@ ACTOR AlienSpectre1 : SpectralMonster
ACTOR AlienSpectre2 : AlienSpectre1
{
ConversationID 70
Health 1200
Painchance 50
Radius 24
@ -101,7 +99,6 @@ ACTOR AlienSpectre2 : AlienSpectre1
ACTOR AlienSpectre3 : AlienSpectre1
{
ConversationID 71,-1,-1
Health 1500
Painchance 50
Radius 24
@ -142,7 +139,6 @@ ACTOR AlienSpectre3 : AlienSpectre1
ACTOR AlienSpectre4 : AlienSpectre1
{
ConversationID 72,-1,-1
Health 1700
Painchance 50
Radius 24
@ -162,7 +158,6 @@ ACTOR AlienSpectre4 : AlienSpectre1
ACTOR AlienSpectre5 : AlienSpectre1
{
ConversationID 73,-1,-1
Health 2000
Painchance 50
Radius 24
@ -181,7 +176,6 @@ ACTOR AlienSpectre5 : AlienSpectre1
ACTOR AlienChunkSmall
{
ConversationID 68,-1,-1
+NOBLOCKMAP
+NOCLIP
States
@ -196,7 +190,6 @@ ACTOR AlienChunkSmall
ACTOR AlienChunkLarge
{
ConversationID 69,-1,-1
+NOBLOCKMAP
+NOCLIP
States

View file

@ -64,29 +64,24 @@ ACTOR Beggar : StrifeHumanoid
ACTOR Beggar1 : Beggar
{
ConversationID 38, 37, 38
}
ACTOR Beggar2 : Beggar
{
ConversationID 39, 38, 39
}
ACTOR Beggar3 : Beggar
{
ConversationID 40, 39, 40
}
ACTOR Beggar4 : Beggar
{
ConversationID 41, 40, 41
}
ACTOR Beggar5 : Beggar
{
ConversationID 42, 41, 42
}

View file

@ -3,7 +3,6 @@
ACTOR Coin : Inventory native
{
ConversationID 168, 161, 165
+DROPPED
+NOTDMATCH
+FLOORCLIP
@ -25,7 +24,6 @@ ACTOR Coin : Inventory native
ACTOR Gold10 : Coin
{
ConversationID 169, 162, 166
Inventory.Amount 10
Tag "$TAG_10GOLD"
Inventory.PickupMessage "$TXT_10GOLD"
@ -41,7 +39,6 @@ ACTOR Gold10 : Coin
ACTOR Gold25 : Coin
{
ConversationID 170, 163, 167
Inventory.Amount 25
Tag "$TAG_25GOLD"
Inventory.PickupMessage "$TXT_25GOLD"
@ -57,7 +54,6 @@ ACTOR Gold25 : Coin
ACTOR Gold50 : Coin
{
ConversationID 171, 164, 168
Inventory.Amount 50
Tag "$TAG_50GOLD"
Inventory.PickupMessage "$TXT_50GOLD"
@ -73,7 +69,6 @@ ACTOR Gold50 : Coin
ACTOR Gold300 : Coin
{
ConversationID 172, -1, -1
Inventory.Amount 300
Tag "$TAG_300GOLD"
Inventory.PickupMessage "$TXT_300GOLD"

View file

@ -3,7 +3,6 @@
ACTOR Crusader
{
ConversationID 63,-1,-1
Speed 8
Radius 40
Height 56
@ -111,7 +110,6 @@ ACTOR CrusaderMissile
ACTOR DeadCrusader
{
ConversationID 230
States
{
Spawn:

View file

@ -3,7 +3,6 @@
ACTOR EntityNest
{
ConversationID 76,-1,-1
Radius 84
Height 47
+SOLID
@ -21,7 +20,6 @@ ACTOR EntityNest
ACTOR EntityPod
{
ConversationID 77,-1,-1
Radius 25
Height 91
+SOLID
@ -50,7 +48,6 @@ ACTOR EntityPod
ACTOR EntityBoss : SpectralMonster
{
ConversationID 74,-1,-1
Health 2500
Painchance 255
Speed 13
@ -129,7 +126,6 @@ ACTOR EntityBoss : SpectralMonster
ACTOR EntitySecond : SpectralMonster
{
ConversationID 75,-1,-1
Health 990
Painchance 255
Speed 14

View file

@ -3,7 +3,6 @@
ACTOR Inquisitor
{
ConversationID 93,-1,-1
Health 1000
Speed 12
Radius 40
@ -86,7 +85,6 @@ ACTOR Inquisitor
ACTOR InquisitorShot
{
ConversationID 108,-1,-1
ReactionTime 15
Speed 25
Radius 13
@ -126,7 +124,6 @@ ACTOR InquisitorShot
ACTOR InquisitorArm
{
ConversationID 94
Speed 25
+NOBLOCKMAP
+NOCLIP

View file

@ -3,7 +3,6 @@
ACTOR Loremaster
{
ConversationID 66, 63, 64
Health 800
Speed 10
Radius 15
@ -76,7 +75,6 @@ ACTOR Loremaster
ACTOR LoreShot native
{
ConversationID 97,-1,-1
Speed 20
Height 14
Radius 10
@ -104,7 +102,6 @@ ACTOR LoreShot native
ACTOR LoreShot2
{
ConversationID 98,-1,-1
+NOBLOCKMAP
+NOGRAVITY
States

View file

@ -3,7 +3,6 @@
ACTOR Macil1
{
ConversationID 49, 48, 49
Health 95
Radius 20
Height 56
@ -59,7 +58,6 @@ ACTOR Macil1
ACTOR Macil2 : Macil1
{
ConversationID 50, 49, 50
Painchance 200
+COUNTKILL
+SPECTRAL

View file

@ -56,7 +56,6 @@ ACTOR Merchant
ACTOR WeaponSmith : Merchant
{
ConversationID 2
PainSound "smith/pain"
Tag "$TAG_WEAPONSMITH"
}
@ -67,7 +66,6 @@ ACTOR WeaponSmith : Merchant
ACTOR BarKeep : Merchant
{
Translation 4
ConversationID 3
PainSound "barkeep/pain"
ActiveSound "barkeep/active"
Tag "$TAG_BARKEEP"
@ -79,7 +77,6 @@ ACTOR BarKeep : Merchant
ACTOR Armorer : Merchant
{
Translation 5
ConversationID 4
PainSound "armorer/pain"
Tag "$TAG_ARMORER"
}
@ -90,7 +87,6 @@ ACTOR Armorer : Merchant
ACTOR Medic : Merchant
{
Translation 6
ConversationID 5
PainSound "medic/pain"
Tag "$TAG_MEDIC"
}

View file

@ -3,7 +3,6 @@
ACTOR Oracle
{
ConversationID 65, 62, 63
Health 1
Radius 15
Height 56

View file

@ -69,136 +69,114 @@ ACTOR Peasant : StrifeHumanoid
ACTOR Peasant1 : Peasant
{
ConversationID 6
Speed 4
}
ACTOR Peasant2 : Peasant
{
ConversationID 7
Speed 5
}
ACTOR Peasant3 : Peasant
{
ConversationID 8
Speed 5
}
ACTOR Peasant4 : Peasant
{
Translation 0
ConversationID 9
Speed 7
}
ACTOR Peasant5 : Peasant
{
Translation 0
ConversationID 10
Speed 7
}
ACTOR Peasant6 : Peasant
{
Translation 0
ConversationID 11
Speed 7
}
ACTOR Peasant7 : Peasant
{
Translation 2
ConversationID 12
}
ACTOR Peasant8 : Peasant
{
Translation 2
ConversationID 13
}
ACTOR Peasant9 : Peasant
{
Translation 2
ConversationID 14
}
ACTOR Peasant10 : Peasant
{
Translation 1
ConversationID 15
}
ACTOR Peasant11 : Peasant
{
Translation 1
ConversationID 16
}
ACTOR Peasant12 : Peasant
{
Translation 1
ConversationID 17
}
ACTOR Peasant13 : Peasant
{
Translation 3
ConversationID 18
}
ACTOR Peasant14 : Peasant
{
Translation 3
ConversationID 19
}
ACTOR Peasant15 : Peasant
{
Translation 3
ConversationID 20
}
ACTOR Peasant16 : Peasant
{
Translation 5
ConversationID 21
}
ACTOR Peasant17 : Peasant
{
Translation 5
ConversationID 22
}
ACTOR Peasant18 : Peasant
{
Translation 5
ConversationID 23
}
ACTOR Peasant19 : Peasant
{
Translation 4
ConversationID 24
}
ACTOR Peasant20 : Peasant
{
Translation 4
ConversationID 25
}
ACTOR Peasant21 : Peasant
{
Translation 4
ConversationID 26
}
ACTOR Peasant22 : Peasant
{
Translation 6
ConversationID 27
}

View file

@ -3,7 +3,6 @@
ACTOR Programmer
{
ConversationID 95, -1, -1
Health 1100
PainChance 50
Speed 26
@ -85,7 +84,6 @@ ACTOR Programmer
ACTOR ProgrammerBase
{
ConversationID 96,-1,-1
+NOBLOCKMAP
+NOCLIP
+NOBLOOD

View file

@ -48,159 +48,128 @@ ACTOR QuestItem : Inventory
ACTOR QuestItem1 : QuestItem
{
ConversationID 312, 293, 310
}
ACTOR QuestItem2 : QuestItem
{
ConversationID 313, 294, 311
}
ACTOR QuestItem3 : QuestItem
{
ConversationID 314, 295, 312
}
ACTOR QuestItem4 : QuestItem
{
ConversationID 315, 296, 313
Tag "$TAG_QUEST4"
}
ACTOR QuestItem5 : QuestItem
{
ConversationID 316, 297, 314
Tag "$TAG_QUEST5"
}
ACTOR QuestItem6 : QuestItem
{
ConversationID 317, 298, 315
Tag "TAG_QUEST6"
}
ACTOR QuestItem7 : QuestItem
{
ConversationID 318, -1, -1
}
ACTOR QuestItem8 : QuestItem
{
ConversationID 319, -1, -1
}
ACTOR QuestItem9 : QuestItem
{
ConversationID 320, -1, -1
}
ACTOR QuestItem10 : QuestItem
{
ConversationID 321, -1, -1
}
ACTOR QuestItem11 : QuestItem
{
ConversationID 322, -1, -1
}
ACTOR QuestItem12 : QuestItem
{
ConversationID 323, -1, -1
}
ACTOR QuestItem13 : QuestItem
{
ConversationID 324, -1, -1
}
ACTOR QuestItem14 : QuestItem
{
ConversationID 325, -1, -1
}
ACTOR QuestItem15 : QuestItem
{
ConversationID 326, -1, -1
}
ACTOR QuestItem16 : QuestItem
{
ConversationID 327, -1, -1
}
ACTOR QuestItem17 : QuestItem
{
ConversationID 328, -1, -1
}
ACTOR QuestItem18 : QuestItem
{
ConversationID 329, -1, -1
}
ACTOR QuestItem19 : QuestItem
{
ConversationID 330, -1, -1
}
ACTOR QuestItem20 : QuestItem
{
ConversationID 331, -1, -1
}
ACTOR QuestItem21 : QuestItem
{
ConversationID 332, -1, -1
}
ACTOR QuestItem22 : QuestItem
{
ConversationID 333, -1, -1
}
ACTOR QuestItem23 : QuestItem
{
ConversationID 334, -1, -1
}
ACTOR QuestItem24 : QuestItem
{
ConversationID 335, -1, -1
}
ACTOR QuestItem25 : QuestItem
{
ConversationID 336, -1, -1
}
ACTOR QuestItem26 : QuestItem
{
ConversationID 337, -1, -1
}
ACTOR QuestItem27 : QuestItem
{
ConversationID 338, -1, -1
}
ACTOR QuestItem28 : QuestItem
{
ConversationID 339, -1, -1
}
ACTOR QuestItem29 : QuestItem
{
ConversationID 340, -1, -1
}
ACTOR QuestItem30 : QuestItem
{
ConversationID 341, -1, -1
}
ACTOR QuestItem31 : QuestItem
{
ConversationID 342, -1, -1
}

View file

@ -1,7 +1,6 @@
ACTOR RatBuddy
{
ConversationID 202, 196, 200
Health 5
Speed 13
Radius 10

View file

@ -12,7 +12,6 @@ ACTOR Reaver
MinMissileChance 150
MaxDropoffHeight 32
Mass 500
ConversationID 52, -1, -1
SeeSound "reaver/sight"
PainSound "reaver/pain"
DeathSound "reaver/death"

View file

@ -66,7 +66,6 @@ ACTOR Rebel : StrifeHumanoid
ACTOR Rebel1 : Rebel
{
ConversationID 43, 42, 43
DropItem "ClipOfBullets"
}
@ -74,42 +73,36 @@ ACTOR Rebel1 : Rebel
ACTOR Rebel2 : Rebel
{
ConversationID 44, 43, 44
}
// Rebel 3 ------------------------------------------------------------------
ACTOR Rebel3 : Rebel
{
ConversationID 45, 44, 45
}
// Rebel 4 ------------------------------------------------------------------
ACTOR Rebel4 : Rebel
{
ConversationID 46, 45, 56
}
// Rebel 5 ------------------------------------------------------------------
ACTOR Rebel5 : Rebel
{
ConversationID 47, 46, 47
}
// Rebel 6 ------------------------------------------------------------------
ACTOR Rebel6 : Rebel
{
ConversationID 48, 47, 48
}
// Teleporter Beacon --------------------------------------------------------
ACTOR TeleporterBeacon : Inventory native
{
ConversationID 166,-1,-1
Health 5
Radius 16
Height 16

View file

@ -3,7 +3,6 @@
ACTOR Sentinel
{
ConversationID 91,-1,-1
Health 100
Painchance 255
Speed 7

View file

@ -124,7 +124,6 @@ ACTOR Sigil : Weapon native
ACTOR Sigil1 : Sigil
{
ConversationID 196, 190, 194
Inventory.Icon "I_SGL1"
Health 1
}
@ -133,7 +132,6 @@ ACTOR Sigil1 : Sigil
ACTOR Sigil2 : Sigil
{
ConversationID 197, 191, 195
Inventory.Icon "I_SGL2"
Health 2
}
@ -142,7 +140,6 @@ ACTOR Sigil2 : Sigil
ACTOR Sigil3 : Sigil
{
ConversationID 198, 192, 196
Inventory.Icon "I_SGL3"
Health 3
}
@ -151,7 +148,6 @@ ACTOR Sigil3 : Sigil
ACTOR Sigil4 : Sigil
{
ConversationID 199, 193, 197
Inventory.Icon "I_SGL4"
Health 4
}
@ -160,7 +156,6 @@ ACTOR Sigil4 : Sigil
ACTOR Sigil5 : Sigil
{
ConversationID 200, 194, 198
Inventory.Icon "I_SGL5"
Health 5
}

View file

@ -77,7 +77,6 @@ ACTOR SpectralLightningDeathShort : SpectralLightningBase
ACTOR SpectralLightningBall1 : SpectralLightningBase
{
ConversationID 80,-1,-1
Speed 30
Radius 8
Height 16
@ -96,7 +95,6 @@ ACTOR SpectralLightningBall1 : SpectralLightningBase
ACTOR SpectralLightningBall2 : SpectralLightningBall1
{
ConversationID 81,-1,-1
Damage 20
}
@ -104,7 +102,6 @@ ACTOR SpectralLightningBall2 : SpectralLightningBall1
ACTOR SpectralLightningH1 : SpectralLightningBase
{
ConversationID 78,-1,-1
Speed 30
Radius 8
Height 16
@ -128,7 +125,6 @@ ACTOR SpectralLightningH1 : SpectralLightningBase
ACTOR SpectralLightningH2 : SpectralLightningH1
{
ConversationID 79,-1,-1
Damage 20
}
@ -136,7 +132,6 @@ ACTOR SpectralLightningH2 : SpectralLightningH1
ACTOR SpectralLightningH3 : SpectralLightningH1
{
ConversationID 82,-1,-1
Damage 10
}
@ -160,7 +155,6 @@ ACTOR SpectralLightningHTail
ACTOR SpectralLightningBigBall1 : SpectralLightningDeath2
{
ConversationID 84,-1,-1
Speed 18
Radius 20
Height 40
@ -184,7 +178,6 @@ ACTOR SpectralLightningBigBall1 : SpectralLightningDeath2
ACTOR SpectralLightningBigBall2 : SpectralLightningBigBall1
{
ConversationID 85,-1,-1
Damage 30
}
@ -192,7 +185,6 @@ ACTOR SpectralLightningBigBall2 : SpectralLightningBigBall1
ACTOR SpectralLightningV1 : SpectralLightningDeathShort
{
ConversationID 86,-1,-1
Speed 22
Radius 8
Height 24
@ -213,7 +205,6 @@ ACTOR SpectralLightningV1 : SpectralLightningDeathShort
ACTOR SpectralLightningV2 : SpectralLightningV1
{
ConversationID 87,-1,-1
Damage 50
}
@ -221,7 +212,6 @@ ACTOR SpectralLightningV2 : SpectralLightningV1
ACTOR SpectralLightningSpot : SpectralLightningDeath1
{
ConversationID 88,-1,-1
Speed 18
ReactionTime 70
+NOBLOCKMAP
@ -246,7 +236,6 @@ ACTOR SpectralLightningSpot : SpectralLightningDeath1
ACTOR SpectralLightningBigV1 : SpectralLightningDeath1
{
ConversationID 89,-1,-1
Speed 28
Radius 8
Height 16
@ -265,7 +254,6 @@ ACTOR SpectralLightningBigV1 : SpectralLightningDeath1
ACTOR SpectralLightningBigV2 : SpectralLightningBigV1
{
ConversationID 90, -1, -1
Damage 60
}

View file

@ -4,7 +4,6 @@
ACTOR Stalker
{
ConversationID 92,-1,-1
Health 80
Painchance 40
Speed 16

View file

@ -3,7 +3,6 @@
ACTOR HEGrenadeRounds : Ammo
{
+FLOORCLIP
ConversationID 177, 170, 174
Inventory.Amount 6
Inventory.MaxAmount 30
Ammo.BackpackAmount 6
@ -24,7 +23,6 @@ ACTOR HEGrenadeRounds : Ammo
ACTOR PhosphorusGrenadeRounds : Ammo
{
+FLOORCLIP
ConversationID 178, 171, 175
Inventory.Amount 4
Inventory.MaxAmount 16
Ammo.BackpackAmount 4
@ -44,7 +42,6 @@ ACTOR PhosphorusGrenadeRounds : Ammo
ACTOR ClipOfBullets : Ammo
{
ConversationID 179, 173, 177
+FLOORCLIP
Inventory.Amount 10
Inventory.MaxAmount 250
@ -65,7 +62,6 @@ ACTOR ClipOfBullets : Ammo
ACTOR BoxOfBullets : ClipOfBullets
{
ConversationID 180, 174, 178
Inventory.Amount 50
Tag "$TAG_BOXOFBULLETS"
Inventory.PickupMessage "$TXT_BOXOFBULLETS"
@ -81,7 +77,6 @@ ACTOR BoxOfBullets : ClipOfBullets
ACTOR MiniMissiles : Ammo
{
ConversationID 181, 175, 179
+FLOORCLIP
Inventory.Amount 4
Inventory.MaxAmount 100
@ -102,7 +97,6 @@ ACTOR MiniMissiles : Ammo
ACTOR CrateOfMissiles : MiniMissiles
{
ConversationID 182, 176, 180
Inventory.Amount 20
Tag "$TAG_CRATEOFMISSILES"
Inventory.PickupMessage "$TXT_CRATEOFMISSILES"
@ -118,7 +112,6 @@ ACTOR CrateOfMissiles : MiniMissiles
ACTOR EnergyPod : Ammo
{
ConversationID 183, 177, 181
+FLOORCLIP
Inventory.Amount 20
Inventory.MaxAmount 400
@ -140,7 +133,6 @@ ACTOR EnergyPod : Ammo
ACTOR EnergyPack : EnergyPod
{
ConversationID 184, 178, 182
Inventory.Amount 100
Tag "$TAG_ENERGYPACK"
Inventory.PickupMessage "$TXT_ENERGYPACK"
@ -156,7 +148,6 @@ ACTOR EnergyPack : EnergyPod
ACTOR PoisonBolts : Ammo
{
ConversationID 185, 179, 183
+FLOORCLIP
Inventory.Amount 10
Inventory.MaxAmount 25
@ -177,7 +168,6 @@ ACTOR PoisonBolts : Ammo
ACTOR ElectricBolts : Ammo
{
ConversationID 186, 180, 184
+FLOORCLIP
Inventory.Amount 20
Inventory.MaxAmount 50
@ -198,7 +188,6 @@ ACTOR ElectricBolts : Ammo
ACTOR AmmoSatchel : BackpackItem
{
ConversationID 187, 181, 184
+FLOORCLIP
Inventory.Icon "I_BKPK"
Tag "$TAG_AMMOSATCHEL"

View file

@ -1,7 +1,6 @@
ACTOR MetalArmor : BasicArmorPickup
{
ConversationID 129, 125, 128
Radius 20
Height 16
+FLOORCLIP
@ -23,7 +22,6 @@ ACTOR MetalArmor : BasicArmorPickup
ACTOR LeatherArmor : BasicArmorPickup
{
ConversationID 130, 126, 129
Radius 20
Height 16
+FLOORCLIP

View file

@ -3,7 +3,6 @@
ACTOR StrifeBishop
{
ConversationID 64,-1,-1
Health 500
Painchance 128
Speed 8

View file

@ -40,7 +40,6 @@ ACTOR StrifeHumanoid
ACTOR FireDroplet
{
ConversationID 297, -1, -1
+NOBLOCKMAP
+NOCLIP
States

View file

@ -2,7 +2,6 @@
ACTOR MedPatch : HealthPickup
{
ConversationID 125, 121, 124
Health 10
+FLOORCLIP
+INVENTORY.INVBAR
@ -24,7 +23,6 @@ ACTOR MedPatch : HealthPickup
ACTOR MedicalKit : HealthPickup
{
ConversationID 126, 122, 125
Health 25
+FLOORCLIP
+INVENTORY.INVBAR
@ -46,7 +44,6 @@ ACTOR MedicalKit : HealthPickup
ACTOR SurgeryKit : HealthPickup
{
ConversationID 127, 123, 126
+FLOORCLIP
+INVENTORY.INVBAR
Health -100
@ -67,7 +64,6 @@ ACTOR SurgeryKit : HealthPickup
ACTOR StrifeMap : MapRevealer
{
ConversationID 164, 160, 163
+FLOORCLIP
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_STRIFEMAP"
@ -87,7 +83,6 @@ ACTOR BeldinsRing : Inventory
+NOTDMATCH
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 173, 165, 169
Tag "$TAG_BELDINSRING"
Inventory.Icon "I_RING"
Inventory.GiveQuest 1
@ -108,7 +103,6 @@ ACTOR OfferingChalice : Inventory
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 174, 166, 170
Radius 10
Height 16
Tag "$TAG_OFFERINGCHALICE"
@ -130,7 +124,6 @@ ACTOR Ear : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 175, 167, 171
Tag "$TAG_EAR"
Inventory.Icon "I_EARS"
Inventory.PickupMessage "$TXT_EAR"
@ -148,7 +141,6 @@ ACTOR Ear : Inventory
ACTOR BrokenPowerCoupling : Inventory
{
ConversationID 289, -1, -1
Health 40
+DROPPED
+FLOORCLIP
@ -173,7 +165,6 @@ ACTOR BrokenPowerCoupling : Inventory
ACTOR ShadowArmor : PowerupGiver
{
ConversationID 160, 156, 159
+FLOORCLIP
+VISIBILITYPULSE
+INVENTORY.INVBAR
@ -198,7 +189,6 @@ ACTOR ShadowArmor : PowerupGiver
ACTOR EnvironmentalSuit : PowerupGiver
{
ConversationID 161, 157, 160
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
@ -221,7 +211,6 @@ ACTOR EnvironmentalSuit : PowerupGiver
ACTOR GuardUniform : Inventory
{
ConversationID 162, 158, 161
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_GUARDUNIFORM"
@ -241,7 +230,6 @@ ACTOR GuardUniform : Inventory
ACTOR OfficersUniform : Inventory
{
ConversationID 163, 159, 162
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_OFFICERSUNIFORM"
@ -260,7 +248,6 @@ ACTOR OfficersUniform : Inventory
ACTOR FlameThrowerParts : Inventory
{
ConversationID 191, 185, 189
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Icon "I_BFLM"
@ -281,7 +268,6 @@ ACTOR FlameThrowerParts : Inventory
ACTOR InterrogatorReport : Inventory
{
ConversationID 308, 289, 306
+FLOORCLIP
Tag "$TAG_REPORT"
Inventory.PickupMessage "$TXT_REPORT"
@ -298,7 +284,6 @@ ACTOR InterrogatorReport : Inventory
ACTOR Info : Inventory
{
ConversationID 300, 282, 299
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_INFO"
@ -317,7 +302,6 @@ ACTOR Info : Inventory
ACTOR Targeter : PowerupGiver
{
ConversationID 167, 169, 173
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
@ -339,7 +323,6 @@ ACTOR Targeter : PowerupGiver
ACTOR Communicator : Inventory
{
ConversationID 176, 168, 172
+NOTDMATCH
Tag "$TAG_COMMUNICATOR"
Inventory.Icon "I_COMM"
@ -357,7 +340,6 @@ ACTOR Communicator : Inventory
ACTOR DegninOre : Inventory native
{
ConversationID 128, 124, 127
Health 10
Radius 16
Height 16
@ -391,7 +373,6 @@ ACTOR DegninOre : Inventory native
ACTOR GunTraining : Inventory
{
ConversationID 310,-1,-1
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
@ -410,7 +391,6 @@ ACTOR GunTraining : Inventory
ACTOR HealthTraining : Inventory native
{
ConversationID 309,-1,-1
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
@ -431,7 +411,6 @@ ACTOR HealthTraining : Inventory native
ACTOR Scanner : PowerupGiver native
{
ConversationID 165,-1,-1
+FLOORCLIP
+INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 1
@ -452,7 +431,6 @@ ACTOR Scanner : PowerupGiver native
ACTOR PrisonPass : Key native
{
ConversationID 304, 286, 303
Inventory.Icon "I_TOKN"
Tag "$TAG_PRISONPASS"
Inventory.PickupMessage "$TXT_PRISONPASS"
@ -483,7 +461,6 @@ ACTOR DummyStrifeItem : Inventory native
ACTOR RaiseAlarm : DummyStrifeItem native
{
ConversationID 301, 283, 300
Tag "$TAG_ALARM"
}
@ -491,28 +468,24 @@ ACTOR RaiseAlarm : DummyStrifeItem native
ACTOR OpenDoor222 : DummyStrifeItem native
{
ConversationID 302, 284, 301
}
// Close door tag 222 -------------------------------------------------------
ACTOR CloseDoor222 : DummyStrifeItem native
{
ConversationID 303, 285, 302
}
// Open door tag 224 --------------------------------------------------------
ACTOR OpenDoor224 : DummyStrifeItem native
{
ConversationID 305, -1, -1
}
// Ammo ---------------------------------------------------------------------
ACTOR AmmoFillup : DummyStrifeItem native
{
ConversationID 298,280,297
Tag "$TAG_AMMOFILLUP"
}
@ -520,7 +493,6 @@ ACTOR AmmoFillup : DummyStrifeItem native
ACTOR HealthFillup : DummyStrifeItem native
{
ConversationID 299,281,298
Tag "$TAG_HEALTHFILLUP"
}
@ -528,7 +500,6 @@ ACTOR HealthFillup : DummyStrifeItem native
ACTOR UpgradeStamina : DummyStrifeItem native
{
ConversationID 306, 287, 307
Inventory.Amount 10
Inventory.MaxAmount 100
}
@ -537,14 +508,12 @@ ACTOR UpgradeStamina : DummyStrifeItem native
ACTOR UpgradeAccuracy : DummyStrifeItem native
{
ConversationID 307, 288, 308
}
// Start a slideshow --------------------------------------------------------
ACTOR SlideshowStarter : DummyStrifeItem native
{
ConversationID 343,-1,-1
}

View file

@ -10,7 +10,6 @@ ACTOR StrifeKey : Key
ACTOR BaseKey : StrifeKey
{
ConversationID 133, 129, 132
Inventory.Icon "I_FUSL"
Tag "$TAG_BASEKEY"
Inventory.PickupMessage "$TXT_BASEKEY"
@ -27,7 +26,6 @@ ACTOR BaseKey : StrifeKey
ACTOR GovsKey : StrifeKey
{
ConversationID 134, 130, 133
Inventory.Icon "I_REBL"
Tag "$TAG_GOVSKEY"
Inventory.PickupMessage "$TXT_GOVSKEY"
@ -44,7 +42,6 @@ ACTOR GovsKey : StrifeKey
ACTOR Passcard : StrifeKey
{
ConversationID 135, 131, 134
Inventory.Icon "I_TPAS"
Tag "$TAG_PASSCARD"
Inventory.PickupMessage "$TXT_PASSCARD"
@ -61,7 +58,6 @@ ACTOR Passcard : StrifeKey
ACTOR IDBadge : StrifeKey
{
ConversationID 136, 132, 135
Inventory.Icon "I_CRD1"
Tag "$TAG_IDBADGE"
Inventory.PickupMessage "$TXT_IDBADGE"
@ -78,7 +74,6 @@ ACTOR IDBadge : StrifeKey
ACTOR PrisonKey : StrifeKey
{
ConversationID 137, 133, 136
Inventory.Icon "I_PRIS"
Tag "$TAG_PRISONKEY"
Inventory.GiveQuest 11
@ -96,7 +91,6 @@ ACTOR PrisonKey : StrifeKey
ACTOR SeveredHand : StrifeKey
{
ConversationID 138, 134, 137
Inventory.Icon "I_HAND"
Tag "$TAG_SEVEREDHAND"
Inventory.GiveQuest 12
@ -114,7 +108,6 @@ ACTOR SeveredHand : StrifeKey
ACTOR Power1Key : StrifeKey
{
ConversationID 139, 135, 138
Inventory.Icon "I_PWR1"
Tag "$TAG_POWER1KEY"
Inventory.PickupMessage "$TXT_POWER1KEY"
@ -131,7 +124,6 @@ ACTOR Power1Key : StrifeKey
ACTOR Power2Key : StrifeKey
{
ConversationID 140, 136, 139
Inventory.Icon "I_PWR2"
Tag "$TAG_POWER2KEY"
Inventory.PickupMessage "$TXT_POWER2KEY"
@ -148,7 +140,6 @@ ACTOR Power2Key : StrifeKey
ACTOR Power3Key : StrifeKey
{
ConversationID 141, 137, 140
Inventory.Icon "I_PWR3"
Tag "$TAG_POWER3KEY"
Inventory.PickupMessage "$TXT_POWER3KEY"
@ -165,7 +156,6 @@ ACTOR Power3Key : StrifeKey
ACTOR GoldKey : StrifeKey
{
ConversationID 142, 138, 141
Inventory.Icon "I_KY1G"
Tag "$TAG_GOLDKEY"
Inventory.PickupMessage "$TXT_GOLDKEY"
@ -182,7 +172,6 @@ ACTOR GoldKey : StrifeKey
ACTOR IDCard : StrifeKey
{
ConversationID 143, 139, 142
Inventory.Icon "I_CRD2"
Tag "$TAG_IDCARD"
Inventory.PickupMessage "$TXT_IDCARD"
@ -199,7 +188,6 @@ ACTOR IDCard : StrifeKey
ACTOR SilverKey : StrifeKey
{
ConversationID 144, 140, 143
Inventory.Icon "I_KY2S"
Tag "$TAG_SILVERKEY"
Inventory.PickupMessage "$TXT_SILVERKEY"
@ -216,7 +204,6 @@ ACTOR SilverKey : StrifeKey
ACTOR OracleKey : StrifeKey
{
ConversationID 145, 141, 144
Inventory.Icon "I_ORAC"
Tag "$TAG_ORACLEKEY"
Inventory.PickupMessage "$TXT_ORACLEKEY"
@ -233,7 +220,6 @@ ACTOR OracleKey : StrifeKey
ACTOR MilitaryID : StrifeKey
{
ConversationID 146, 142, 145
Inventory.Icon "I_GYID"
Tag "$TAG_MILITARYID"
Inventory.PickupMessage "$TXT_MILITARYID"
@ -250,7 +236,6 @@ ACTOR MilitaryID : StrifeKey
ACTOR OrderKey : StrifeKey
{
ConversationID 147, 143, 146
Inventory.Icon "I_FUBR"
Tag "$TAG_ORDERKEY"
Inventory.PickupMessage "$TXT_ORDERKEY"
@ -267,7 +252,6 @@ ACTOR OrderKey : StrifeKey
ACTOR WarehouseKey : StrifeKey
{
ConversationID 148, 144, 147
Inventory.Icon "I_WARE"
Tag "$TAG_WAREHOUSEKEY"
Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
@ -284,7 +268,6 @@ ACTOR WarehouseKey : StrifeKey
ACTOR BrassKey : StrifeKey
{
ConversationID 149, 145, 148
Inventory.Icon "I_KY3B"
Tag "$TAG_BRASSKEY"
Inventory.PickupMessage "$TXT_BRASSKEY"
@ -301,7 +284,6 @@ ACTOR BrassKey : StrifeKey
ACTOR RedCrystalKey : StrifeKey
{
ConversationID 150, 146, 149
Inventory.Icon "I_RCRY"
Tag "$TAG_REDCRYSTALKEY"
Inventory.PickupMessage "$TXT_REDCRYSTAL"
@ -318,7 +300,6 @@ ACTOR RedCrystalKey : StrifeKey
ACTOR BlueCrystalKey : StrifeKey
{
ConversationID 151, 147, 150
Inventory.Icon "I_BCRY"
Tag "$TAG_BLUECRYSTALKEY"
Inventory.PickupMessage "$TXT_BLUECRYSTAL"
@ -335,7 +316,6 @@ ACTOR BlueCrystalKey : StrifeKey
ACTOR ChapelKey : StrifeKey
{
ConversationID 152, 148, 151
Inventory.Icon "I_CHAP"
Tag "$TAG_CHAPELKEY"
Inventory.PickupMessage "$TXT_CHAPELKEY"
@ -352,7 +332,6 @@ ACTOR ChapelKey : StrifeKey
ACTOR CatacombKey : StrifeKey
{
ConversationID 153, 149, 152
Inventory.Icon "I_TUNL"
Tag "$TAG_CATACOMBKEY"
Inventory.GiveQuest 28
@ -370,7 +349,6 @@ ACTOR CatacombKey : StrifeKey
ACTOR SecurityKey : StrifeKey
{
ConversationID 154, 150, 153
Inventory.Icon "I_SECK"
Tag "$TAG_SECURITYKEY"
Inventory.PickupMessage "$TXT_SECURITYKEY"
@ -387,7 +365,6 @@ ACTOR SecurityKey : StrifeKey
ACTOR CoreKey : StrifeKey
{
ConversationID 155, 151, 154
Inventory.Icon "I_GOID"
Tag "$TAG_COREKEY"
Inventory.PickupMessage "$TXT_COREKEY"
@ -404,7 +381,6 @@ ACTOR CoreKey : StrifeKey
ACTOR MaulerKey : StrifeKey
{
ConversationID 156, 152, 155
Inventory.Icon "I_BLTK"
Tag "$TAG_MAULERKEY"
Inventory.PickupMessage "$TXT_MAULERKEY"
@ -421,7 +397,6 @@ ACTOR MaulerKey : StrifeKey
ACTOR FactoryKey : StrifeKey
{
ConversationID 157, 153, 156
Inventory.Icon "I_PROC"
Tag "$TAG_FACTORYKEY"
Inventory.PickupMessage "$TXT_FACTORYKEY"
@ -438,7 +413,6 @@ ACTOR FactoryKey : StrifeKey
ACTOR MineKey : StrifeKey
{
ConversationID 158, 154, 157
Inventory.Icon "I_MINE"
Tag "$TAG_MINEKEY"
Inventory.PickupMessage "$TXT_MINEKEY"
@ -455,7 +429,6 @@ ACTOR MineKey : StrifeKey
ACTOR NewKey5 : StrifeKey
{
ConversationID 159, 155, 158
Inventory.Icon "I_BLTK"
Tag "$TAG_NEWKEY5"
Inventory.PickupMessage "$TXT_NEWKEY5"
@ -472,7 +445,6 @@ ACTOR NewKey5 : StrifeKey
ACTOR OraclePass : Inventory
{
ConversationID 311, 292, 309
+INVENTORY.INVBAR
Inventory.Icon "I_OTOK"
Inventory.GiveQuest 18

View file

@ -5,7 +5,6 @@ ACTOR Tank1
Radius 16
Height 192
+SOLID
ConversationID 31, -1, -1
States
{
Spawn:
@ -23,7 +22,6 @@ ACTOR Tank2
Radius 16
Height 192
+SOLID
ConversationID 32, -1, -1
States
{
Spawn:
@ -41,7 +39,6 @@ ACTOR Tank3
Radius 16
Height 192
+SOLID
ConversationID 33, -1, -1
States
{
Spawn:
@ -59,7 +56,6 @@ ACTOR Tank4
Radius 16
Height 56
+SOLID
ConversationID 34, -1, -1
States
{
Spawn:
@ -77,7 +73,6 @@ ACTOR Tank5
Radius 16
Height 56
+SOLID
ConversationID 35, -1, -1
States
{
Spawn:
@ -95,7 +90,6 @@ ACTOR Tank6
Radius 16
Height 56
+SOLID
ConversationID 36, -1, -1
States
{
Spawn:
@ -110,7 +104,6 @@ ACTOR Tank6
ACTOR WaterBottle
{
ConversationID 131, -1, -1
States
{
Spawn:
@ -123,7 +116,6 @@ ACTOR WaterBottle
ACTOR Mug
{
ConversationID 132, -1, -1
States
{
Spawn:
@ -141,7 +133,6 @@ ACTOR WoodenBarrel
Height 32
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT
ConversationID 203, -1, -1
DeathSound "woodenbarrel/death"
States
{
@ -165,7 +156,6 @@ ACTOR ExplosiveBarrel2
Health 30
Radius 10
Height 32
ConversationID 204, -1, -1
+SOLID +SHOOTABLE +NOBLOOD +OLDRADIUSDMG
DeathSound "world/barrelx"
+INCOMBAT
@ -194,7 +184,6 @@ ACTOR LightSilverFluorescent
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 206, -1, -1
States
{
Spawn:
@ -211,7 +200,6 @@ ACTOR LightBrownFluorescent
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 207, -1, -1
States
{
Spawn:
@ -228,7 +216,6 @@ ACTOR LightGoldFluorescent
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 208, -1, -1
States
{
Spawn:
@ -244,7 +231,6 @@ ACTOR LightGlobe
Radius 16
Height 16
+SOLID
ConversationID 209, -1, -1
States
{
Spawn:
@ -260,7 +246,6 @@ ACTOR PillarTechno
Radius 20
Height 128
+SOLID
ConversationID 210, -1, -1
States
{
Spawn:
@ -276,7 +261,6 @@ ACTOR PillarAztec
Radius 16
Height 128
+SOLID
ConversationID 211, -1, -1
States
{
Spawn:
@ -292,7 +276,6 @@ ACTOR PillarAztecDamaged
Radius 16
Height 80
+SOLID
ConversationID 212, -1, -1
States
{
Spawn:
@ -308,7 +291,6 @@ ACTOR PillarAztecRuined
Radius 16
Height 40
+SOLID
ConversationID 213, -1, -1
States
{
Spawn:
@ -324,7 +306,6 @@ ACTOR PillarHugeTech
Radius 24
Height 192
+SOLID
ConversationID 214, -1, -1
States
{
Spawn:
@ -340,7 +321,6 @@ ACTOR PillarAlienPower
Radius 24
Height 192
+SOLID
ConversationID 215, -1, -1
ActiveSound "ambient/alien2"
States
{
@ -357,7 +337,6 @@ ACTOR SStalactiteBig
Radius 16
Height 54
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 216, -1, -1
States
{
Spawn:
@ -373,7 +352,6 @@ ACTOR SStalactiteSmall
Radius 16
Height 40
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 217, -1, -1
States
{
Spawn:
@ -389,7 +367,6 @@ ACTOR SStalagmiteBig
Radius 16
Height 40
+SOLID
ConversationID 218, -1, -1
States
{
Spawn:
@ -405,7 +382,6 @@ ACTOR CavePillarTop
Radius 16
Height 128
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 219, -1, -1
States
{
Spawn:
@ -421,7 +397,6 @@ ACTOR CavePillarBottom
Radius 16
Height 128
+SOLID
ConversationID 220, -1, -1
States
{
Spawn:
@ -437,7 +412,6 @@ ACTOR SStalagmiteSmall
Radius 16
Height 25
+SOLID
ConversationID 221, -1, -1
States
{
Spawn:
@ -450,7 +424,6 @@ ACTOR SStalagmiteSmall
ACTOR Candle
{
ConversationID 222, -1, -1
States
{
Spawn:
@ -466,7 +439,6 @@ ACTOR StrifeCandelabra
Radius 16
Height 40
+SOLID
ConversationID 223, -1, -1
States
{
Spawn:
@ -480,7 +452,6 @@ ACTOR StrifeCandelabra
ACTOR WaterDropOnFloor
{
+NOBLOCKMAP
ConversationID 224, -1, -1
ActiveSound "world/waterdrip"
States
{
@ -500,7 +471,6 @@ ACTOR WaterDropOnFloor
ACTOR WaterfallSplash
{
+NOBLOCKMAP
ConversationID 225, -1, -1
ActiveSound "world/waterfall"
States
{
@ -517,7 +487,6 @@ ACTOR WaterDrip
{
Height 1
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 226, -1, -1
States
{
Spawn:
@ -532,7 +501,6 @@ ACTOR WaterDrip
ACTOR WaterFountain
{
+NOBLOCKMAP
ConversationID 227, -1, -1
ActiveSound "world/watersplash"
States
{
@ -550,7 +518,6 @@ ACTOR HeartsInTank
Radius 16
Height 56
+SOLID
ConversationID 228, -1, -1
States
{
Spawn:
@ -566,7 +533,6 @@ ACTOR TeleportSwirl
+NOBLOCKMAP
RenderStyle Add
Alpha 0.25
ConversationID 229, -1, -1
States
{
Spawn:
@ -580,7 +546,6 @@ ACTOR TeleportSwirl
ACTOR DeadStrifePlayer
{
ConversationID 231, -1, -1
States
{
Spawn:
@ -595,7 +560,6 @@ ACTOR DeadStrifePlayer
ACTOR DeadPeasant
{
ConversationID 232, -1, -1
States
{
Spawn:
@ -609,7 +573,6 @@ ACTOR DeadPeasant
ACTOR DeadAcolyte
{
ConversationID 233, -1, -1
States
{
Spawn:
@ -622,7 +585,6 @@ ACTOR DeadAcolyte
ACTOR DeadReaver
{
ConversationID 234, -1, -1
States
{
Spawn:
@ -635,7 +597,6 @@ ACTOR DeadReaver
ACTOR DeadRebel
{
ConversationID 235, -1, -1
States
{
Spawn:
@ -648,7 +609,6 @@ ACTOR DeadRebel
ACTOR SacrificedGuy
{
ConversationID 236, -1, -1
States
{
Spawn:
@ -664,7 +624,6 @@ ACTOR PileOfGuts
// Strife used a doomednum, which is the same as the Aztec Pillar. Since
// the pillar came first in the mobjinfo list, you could not spawn this
// in a map. Pity.
ConversationID 237, -1, -1
States
{
Spawn:
@ -680,7 +639,6 @@ ACTOR StrifeBurningBarrel
Radius 16
Height 48
+SOLID
ConversationID 238, -1, -1
States
{
Spawn:
@ -696,7 +654,6 @@ ACTOR BurningBowl
Radius 16
Height 16
+SOLID
ConversationID 239, -1, -1
ActiveSound "world/smallfire"
States
{
@ -713,7 +670,6 @@ ACTOR BurningBrazier
Radius 10
Height 32
+SOLID
ConversationID 240, -1, -1
ActiveSound "world/smallfire"
States
{
@ -731,7 +687,6 @@ ACTOR SmallTorchLit
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 241, -1, -1
// It doesn't have any action functions, so how does it use this sound?
ActiveSound "world/smallfire"
@ -751,7 +706,6 @@ ACTOR SmallTorchUnlit
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 242, -1, -1
States
{
Spawn:
@ -767,7 +721,6 @@ ACTOR CeilingChain
Radius 20
Height 93
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 243, -1, -1
States
{
Spawn:
@ -783,7 +736,6 @@ ACTOR CageLight
// No, it's not bright even though it's a light.
Height 3
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 244, -1, -1
States
{
Spawn:
@ -799,7 +751,6 @@ ACTOR Statue
Radius 20
Height 64
+SOLID
ConversationID 245, -1, -1
States
{
Spawn:
@ -815,7 +766,6 @@ ACTOR StatueRuined
Radius 20
Height 56
+SOLID
ConversationID 246, -1, -1
States
{
Spawn:
@ -831,7 +781,6 @@ ACTOR MediumTorch
Radius 4
Height 72
+SOLID
ConversationID 247, -1, -1
States
{
Spawn:
@ -848,7 +797,6 @@ ACTOR OutsideLamp
Radius 3
Height 80
+SOLID
ConversationID 248, -1, -1
States
{
Spawn:
@ -865,7 +813,6 @@ ACTOR PoleLantern
Radius 3
Height 80
+SOLID
ConversationID 249, -1, -1
States
{
Spawn:
@ -879,7 +826,6 @@ ACTOR PoleLantern
ACTOR SRock1
{
+NOBLOCKMAP
ConversationID 250, -1, -1
States
{
Spawn:
@ -893,7 +839,6 @@ ACTOR SRock1
ACTOR SRock2
{
+NOBLOCKMAP
ConversationID 251, -1, -1
States
{
Spawn:
@ -907,7 +852,6 @@ ACTOR SRock2
ACTOR SRock3
{
+NOBLOCKMAP
ConversationID 252, -1, -1
States
{
Spawn:
@ -921,7 +865,6 @@ ACTOR SRock3
ACTOR SRock4
{
+NOBLOCKMAP
ConversationID 253, -1, -1
States
{
Spawn:
@ -936,7 +879,6 @@ ACTOR StickInWater
{
+NOBLOCKMAP
+FLOORCLIP
ConversationID 254, -1, -1
ActiveSound "world/river"
States
{
@ -951,7 +893,6 @@ ACTOR StickInWater
ACTOR Rubble1
{
+NOBLOCKMAP +NOCLIP
ConversationID 255, -1, -1
States
{
Spawn:
@ -965,7 +906,6 @@ ACTOR Rubble1
ACTOR Rubble2
{
+NOBLOCKMAP +NOCLIP
ConversationID 256, -1, -1
States
{
Spawn:
@ -979,7 +919,6 @@ ACTOR Rubble2
ACTOR Rubble3
{
+NOBLOCKMAP +NOCLIP
ConversationID 257, -1, -1
States
{
Spawn:
@ -993,7 +932,6 @@ ACTOR Rubble3
ACTOR Rubble4
{
+NOBLOCKMAP +NOCLIP
ConversationID 258, -1, -1
States
{
Spawn:
@ -1007,7 +945,6 @@ ACTOR Rubble4
ACTOR Rubble5
{
+NOBLOCKMAP +NOCLIP
ConversationID 259, -1, -1
States
{
Spawn:
@ -1021,7 +958,6 @@ ACTOR Rubble5
ACTOR Rubble6
{
+NOBLOCKMAP +NOCLIP
ConversationID 260, -1, -1
States
{
Spawn:
@ -1035,7 +971,6 @@ ACTOR Rubble6
ACTOR Rubble7
{
+NOBLOCKMAP +NOCLIP
ConversationID 261, -1, -1
States
{
Spawn:
@ -1049,7 +984,6 @@ ACTOR Rubble7
ACTOR Rubble8
{
+NOBLOCKMAP +NOCLIP
ConversationID 262, -1, -1
States
{
Spawn:
@ -1065,7 +999,6 @@ ACTOR SurgeryCrab
+SOLID +SPAWNCEILING +NOGRAVITY
Radius 20
Height 16
ConversationID 263, -1, -1
States
{
Spawn:
@ -1081,7 +1014,6 @@ ACTOR LargeTorch
Radius 10
Height 72
+SOLID
ConversationID 264, -1, -1
ActiveSound "world/smallfire"
States
{
@ -1098,7 +1030,6 @@ ACTOR HugeTorch
Radius 10
Height 80
+SOLID
ConversationID 265, -1, -1
ActiveSound "world/smallfire"
States
{
@ -1115,7 +1046,6 @@ ACTOR PalmTree
Radius 15
Height 109
+SOLID
ConversationID 266, -1, -1
States
{
Spawn:
@ -1131,7 +1061,6 @@ ACTOR BigTree2
Radius 15
Height 109
+SOLID
ConversationID 267, -1, -1
States
{
Spawn:
@ -1147,7 +1076,6 @@ ACTOR PottedTree
Radius 15
Height 64
+SOLID
ConversationID 268, -1, -1
States
{
Spawn:
@ -1163,7 +1091,6 @@ ACTOR TreeStub
Radius 15
Height 80
+SOLID
ConversationID 269, -1, -1
States
{
Spawn:
@ -1179,7 +1106,6 @@ ACTOR ShortBush
Radius 15
Height 40
+SOLID
ConversationID 270, -1, -1
States
{
Spawn:
@ -1195,7 +1121,6 @@ ACTOR TallBush
Radius 20
Height 64
+SOLID
ConversationID 271, -1, -1
States
{
Spawn:
@ -1211,7 +1136,6 @@ ACTOR ChimneyStack
Radius 20
Height 64 // This height does not fit the sprite
+SOLID
ConversationID 272, -1, -1
States
{
Spawn:
@ -1227,7 +1151,6 @@ ACTOR BarricadeColumn
Radius 16
Height 128
+SOLID
ConversationID 273, -1, -1
States
{
Spawn:
@ -1243,7 +1166,6 @@ ACTOR Pot
Radius 12
Height 24
+SOLID
ConversationID 274, -1, -1
States
{
Spawn:
@ -1259,7 +1181,6 @@ ACTOR Pitcher
Radius 12
Height 32
+SOLID
ConversationID 275, -1, -1
States
{
Spawn:
@ -1275,7 +1196,6 @@ ACTOR Stool
Radius 6
Height 24
+SOLID
ConversationID 276, -1, -1
States
{
Spawn:
@ -1289,7 +1209,6 @@ ACTOR Stool
ACTOR MetalPot
{
+NOBLOCKMAP
ConversationID 277, -1, -1
States
{
Spawn:
@ -1303,7 +1222,6 @@ ACTOR MetalPot
ACTOR Tub
{
+NOBLOCKMAP
ConversationID 278, -1, -1
States
{
Spawn:
@ -1319,7 +1237,6 @@ ACTOR Anvil
Radius 16
Height 32
+SOLID
ConversationID 279, -1, -1
States
{
Spawn:
@ -1335,7 +1252,6 @@ ACTOR TechLampSilver
Radius 11
Height 64
+SOLID
ConversationID 280, -1, -1
States
{
Spawn:
@ -1351,7 +1267,6 @@ ACTOR TechLampBrass
Radius 8
Height 64
+SOLID
ConversationID 281, -1, -1
States
{
Spawn:
@ -1367,7 +1282,6 @@ ACTOR Tray
Radius 24
Height 40
+SOLID
ConversationID 282, -1, -1
States
{
Spawn:
@ -1383,7 +1297,6 @@ ACTOR AmmoFiller
Radius 12
Height 24
+SOLID
ConversationID 283, -1, -1
States
{
Spawn:
@ -1399,7 +1312,6 @@ ACTOR SigilBanner
Radius 24
Height 96
+NOBLOCKMAP // I take it this was once solid, yes?
ConversationID 284, -1, -1
States
{
Spawn:
@ -1413,7 +1325,6 @@ ACTOR SigilBanner
ACTOR RebelBoots
{
+NOBLOCKMAP
ConversationID 285, -1, -1
States
{
Spawn:
@ -1427,7 +1338,6 @@ ACTOR RebelBoots
ACTOR RebelHelmet
{
+NOBLOCKMAP
ConversationID 286, -1, -1
States
{
Spawn:
@ -1441,7 +1351,6 @@ ACTOR RebelHelmet
ACTOR RebelShirt
{
+NOBLOCKMAP
ConversationID 287, -1, -1
States
{
Spawn:
@ -1457,7 +1366,6 @@ ACTOR AlienBubbleColumn
Radius 16
Height 128
+SOLID
ConversationID 290, -1, -1
ActiveSound "ambient/alien5"
States
{
@ -1474,7 +1382,6 @@ ACTOR AlienFloorBubble
Radius 16
Height 72
+SOLID
ConversationID 291, -1, -1
ActiveSound "ambient/alien6"
States
{
@ -1491,7 +1398,6 @@ ACTOR AlienCeilingBubble
Radius 16
Height 72
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 292, -1, -1
ActiveSound "ambient/alien4"
States
{
@ -1508,7 +1414,6 @@ ACTOR AlienAspClimber
Radius 16
Height 128
+SOLID
ConversationID 293, -1, -1
ActiveSound "ambient/alien3"
States
{
@ -1525,7 +1430,6 @@ ACTOR AlienSpiderLight
Radius 32
Height 56
+SOLID
ConversationID 294, -1, -1
ActiveSound "ambient/alien1"
States
{
@ -1546,7 +1450,6 @@ ACTOR TargetPractice
Mass 9999999
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT +NODAMAGE
ConversationID 205, -1, -1
PainSound "misc/metalhit"
States
{
@ -1587,7 +1490,6 @@ ACTOR ForceFieldGuard native
ACTOR KneelingGuy
{
ConversationID 37,-1,-1
Health 51
Painchance 255
Radius 6
@ -1635,7 +1537,6 @@ ACTOR KneelingGuy
ACTOR KlaxonWarningLight
{
ConversationID 121,-1,-1
ReactionTime 60
Radius 5
+NOBLOCKMAP +AMBUSH
@ -1659,7 +1560,6 @@ ACTOR KlaxonWarningLight
ACTOR CeilingTurret
{
ConversationID 122,-1,-1
Health 125
Speed 0
Painchance 0
@ -1702,7 +1602,6 @@ ACTOR CeilingTurret
ACTOR PowerCoupling native
{
ConversationID 288,-1,-1
Health 40
Radius 17
Height 64

View file

@ -99,7 +99,6 @@ ACTOR StrifeZap1
ACTOR ElectricBolt : StrifeZap1
{
ConversationID 102,-1,-1
Speed 30
Radius 10
Height 10
@ -124,7 +123,6 @@ ACTOR ElectricBolt : StrifeZap1
ACTOR PoisonBolt native
{
ConversationID 102,-1,-1
Speed 30
Radius 10
Height 10
@ -152,7 +150,6 @@ ACTOR PoisonBolt native
ACTOR StrifeCrossbow : StrifeWeapon
{
+FLOORCLIP
ConversationID 194, 188, 192
Weapon.SelectionOrder 1200
+WEAPON.NOALERT
Weapon.AmmoUse1 1
@ -237,7 +234,6 @@ ACTOR StrifeCrossbow2 : StrifeCrossbow
actor AssaultGun : StrifeWeapon
{
ConversationID 188, 182, 186
+FLOORCLIP
Weapon.SelectionOrder 600
Weapon.AmmoUse1 1
@ -275,7 +271,6 @@ actor AssaultGun : StrifeWeapon
ACTOR AssaultGunStanding : WeaponGiver
{
ConversationID 189, 183, 187
DropItem "AssaultGun"
Inventory.PickupMessage "$TXT_ASSAULTGUN"
States
@ -292,7 +287,6 @@ ACTOR AssaultGunStanding : WeaponGiver
ACTOR MiniMissileLauncher : StrifeWeapon
{
ConversationID 192, 186, 190
+FLOORCLIP
Weapon.SelectionOrder 1800
Weapon.AmmoUse1 1
@ -335,7 +329,6 @@ ACTOR MiniMissileLauncher : StrifeWeapon
ACTOR RocketTrail
{
ConversationID 51,-1,-1
+NOBLOCKMAP
+NOGRAVITY
RenderStyle Translucent
@ -365,7 +358,6 @@ ACTOR MiniMissilePuff : StrifePuff
ACTOR MiniMissile
{
ConversationID 99,-1,-1
Speed 20
Radius 10
Height 14
@ -396,7 +388,6 @@ ACTOR MiniMissile
ACTOR FlameThrower : StrifeWeapon
{
ConversationID 190, 184, 188
+FLOORCLIP
Weapon.SelectionOrder 2100
Weapon.Kickback 0
@ -474,7 +465,6 @@ ACTOR FlameMissile
ACTOR Mauler : StrifeWeapon
{
ConversationID 193, 187, 191
+FLOORCLIP
Weapon.SelectionOrder 300
Weapon.AmmoUse1 20
@ -633,7 +623,6 @@ ACTOR MaulerTorpedoWave
ACTOR HEGrenade
{
ConversationID 106,-1,-1
Speed 15
Radius 13
Height 13
@ -670,7 +659,6 @@ ACTOR HEGrenade
ACTOR PhosphorousGrenade
{
ConversationID 107,-1,-1
Speed 15
Radius 13
Height 13
@ -742,7 +730,6 @@ ACTOR PhosphorousFire native
ACTOR StrifeGrenadeLauncher : StrifeWeapon
{
ConversationID 195, 189, 193
+FLOORCLIP
Weapon.SelectionOrder 2400
Weapon.AmmoUse1 1

View file

@ -1,7 +1,6 @@
ACTOR Templar
{
ConversationID 62, 61, 62
Health 300
Painchance 100
Speed 8

View file

@ -23,7 +23,6 @@ ACTOR Bang4Cloud
ACTOR Piston
{
ConversationID 123,-1,-1
Health 100
Speed 16
Radius 20
@ -59,7 +58,6 @@ ACTOR Piston
ACTOR Computer
{
ConversationID 124,-1,-1
Health 80
Speed 27
Radius 26
@ -98,7 +96,6 @@ ACTOR Computer
ACTOR PowerCrystal
{
ConversationID 201,-1,-1
Health 50
Speed 14
Radius 20

View file

@ -17,7 +17,6 @@ ACTOR Zombie : StrifeHumanoid
MaxStepHeight 16
MaxDropOffHeight 32
Translation 0
ConversationID 28, -1, -1
DeathSound "zombie/death"
CrushPainSound "misc/pcrush"
States
@ -48,7 +47,6 @@ ACTOR ZombieSpawner
+SHOOTABLE
+NOSECTOR
RenderStyle None
ConversationID 30, -1, -1
ActiveSound "zombie/spawner" // Does Strife use this somewhere else?
States
{

View file

@ -0,0 +1,144 @@
conversationids
{
2 WeaponSmith
3 BarKeep
4 Armorer
5 Medic
6 Peasant1
7 Peasant2
8 Peasant3
9 Peasant4
10 Peasant5
11 Peasant6
12 Peasant7
13 Peasant8
14 Peasant9
15 Peasant10
16 Peasant11
17 Peasant12
18 Peasant13
19 Peasant14
20 Peasant15
21 Peasant16
22 Peasant17
23 Peasant18
24 Peasant19
25 Peasant20
26 Peasant21
27 Peasant22
37 Beggar1
38 Beggar2
39 Beggar3
40 Beggar4
41 Beggar5
42 Rebel1
43 Rebel2
44 Rebel3
45 Rebel4
46 Rebel5
47 Rebel6
48 Macil1
49 Macil2
52 AcolyteTan
53 AcolyteRed
54 AcolyteRust
55 AcolyteGray
56 AcolyteDGreen
57 AcolyteGold
58 AcolyteShadow
61 Templar
62 Oracle
63 Loremaster
70 AlienSpectre2
94 InquisitorArm
121 MedPatch
122 MedicalKit
123 SurgeryKit
124 DegninOre
125 MetalArmor
126 LeatherArmor
129 BaseKey
130 GovsKey
131 Passcard
132 IDBadge
133 PrisonKey
134 SeveredHand
135 Power1Key
136 Power2Key
137 Power3Key
138 GoldKey
139 IDCard
140 SilverKey
141 OracleKey
142 MilitaryID
143 OrderKey
144 WarehouseKey
145 BrassKey
146 RedCrystalKey
147 BlueCrystalKey
148 ChapelKey
149 CatacombKey
150 SecurityKey
151 CoreKey
152 MaulerKey
153 FactoryKey
154 MineKey
155 NewKey5
156 ShadowArmor
157 EnvironmentalSuit
158 GuardUniform
159 OfficersUniform
160 StrifeMap
161 Coin
162 Gold10
163 Gold25
164 Gold50
165 BeldinsRing
166 OfferingChalice
167 Ear
168 Communicator
169 Targeter
170 HEGrenadeRounds
171 PhosphorusGrenadeRounds
173 ClipOfBullets
174 BoxOfBullets
175 MiniMissiles
176 CrateOfMissiles
177 EnergyPod
178 EnergyPack
179 PoisonBolts
180 ElectricBolts
181 AmmoSatchel
182 AssaultGun
183 AssaultGunStanding
184 FlameThrower
185 FlameThrowerParts
186 MiniMissileLauncher
187 Mauler
188 StrifeCrossbow
189 StrifeGrenadeLauncher
190 Sigil1
191 Sigil2
192 Sigil3
193 Sigil4
194 Sigil5
196 RatBuddy
230 DeadCrusader
280 AmmoFillup
281 HealthFillup
282 info
283 RaiseAlarm
284 OpenDoor222
285 CloseDoor222
286 PrisonPass
287 UpgradeStamina
288 UpgradeAccuracy
289 InterrogatorReport
292 OraclePass
293 QuestItem1
294 QuestItem2
295 QuestItem3
296 QuestItem4
297 QuestItem5
298 QuestItem6
}

View file

@ -0,0 +1,142 @@
conversationids
{
2 = WeaponSmith
3 = BarKeep
4 = Armorer
5 = Medic
6 = Peasant1
7 = Peasant2
8 = Peasant3
9 = Peasant4
10 = Peasant5
11 = Peasant6
12 = Peasant7
13 = Peasant8
14 = Peasant9
15 = Peasant10
16 = Peasant11
17 = Peasant12
18 = Peasant13
19 = Peasant14
20 = Peasant15
21 = Peasant16
22 = Peasant17
23 = Peasant18
24 = Peasant19
25 = Peasant20
26 = Peasant21
27 = Peasant22
38 = Beggar1
39 = Beggar2
40 = Beggar3
41 = Beggar4
42 = Beggar5
43 = Rebel1
44 = Rebel2
45 = Rebel3
47 = Rebel5
48 = Rebel6
49 = Macil1
50 = Macil2
53 = AcolyteTan
54 = AcolyteRed
55 = AcolyteRust
56 = Rebel4
57 = AcolyteDGreen
58 = AcolyteGold
59 = AcolyteShadow
62 = Templar
63 = Oracle
64 = Loremaster
70 = AlienSpectre2
94 = InquisitorArm
124 = MedPatch
125 = MedicalKit
126 = SurgeryKit
127 = DegninOre
128 = MetalArmor
129 = LeatherArmor
132 = BaseKey
133 = GovsKey
134 = Passcard
135 = IDBadge
136 = PrisonKey
137 = SeveredHand
138 = Power1Key
139 = Power2Key
140 = Power3Key
141 = GoldKey
142 = IDCard
143 = SilverKey
144 = OracleKey
145 = MilitaryID
146 = OrderKey
147 = WarehouseKey
148 = BrassKey
149 = RedCrystalKey
150 = BlueCrystalKey
151 = ChapelKey
152 = CatacombKey
153 = SecurityKey
154 = CoreKey
155 = MaulerKey
156 = FactoryKey
157 = MineKey
158 = NewKey5
159 = ShadowArmor
160 = EnvironmentalSuit
161 = GuardUniform
162 = OfficersUniform
163 = StrifeMap
165 = Coin
166 = Gold10
167 = Gold25
168 = Gold50
169 = BeldinsRing
170 = OfferingChalice
171 = Ear
172 = Communicator
173 = Targeter
174 = HEGrenadeRounds
175 = PhosphorusGrenadeRounds
177 = ClipOfBullets
178 = BoxOfBullets
179 = MiniMissiles
180 = CrateOfMissiles
181 = EnergyPod
182 = EnergyPack
183 = PoisonBolts
184 = AmmoSatchel
186 = AssaultGun
187 = AssaultGunStanding
188 = FlameThrower
189 = FlameThrowerParts
190 = MiniMissileLauncher
191 = Mauler
192 = StrifeCrossbow
193 = StrifeGrenadeLauncher
194 = Sigil1
195 = Sigil2
196 = Sigil3
197 = Sigil4
198 = Sigil5
200 = RatBuddy
230 = DeadCrusader
297 = AmmoFillup
298 = HealthFillup
299 = info
300 = RaiseAlarm
301 = OpenDoor222
302 = CloseDoor222
303 = PrisonPass
306 = InterrogatorReport
307 = UpgradeStamina
308 = UpgradeAccuracy
309 = OraclePass
310 = QuestItem1
311 = QuestItem2
312 = QuestItem3
313 = QuestItem4
314 = QuestItem5
315 = QuestItem6
}

View file

@ -1,3 +1,5 @@
include "mapinfo/conversationids.txt"
Gameinfo
{
CheatKey = "maparrows/key.txt"

View file

@ -0,0 +1,326 @@
conversationids
{
// no conversation IDs were ever defined for other Games than Strife so this is all there is.
2 = WeaponSmith
3 = BarKeep
4 = Armorer
5 = Medic
6 = Peasant1
7 = Peasant2
8 = Peasant3
9 = Peasant4
10 = Peasant5
11 = Peasant6
12 = Peasant7
13 = Peasant8
14 = Peasant9
15 = Peasant10
16 = Peasant11
17 = Peasant12
18 = Peasant13
19 = Peasant14
20 = Peasant15
21 = Peasant16
22 = Peasant17
23 = Peasant18
24 = Peasant19
25 = Peasant20
26 = Peasant21
27 = Peasant22
28 = Zombie
29 = AcolyteToBe
30 = ZombieSpawner
31 = Tank1
32 = Tank2
33 = Tank3
34 = Tank4
35 = Tank5
36 = Tank6
37 = KneelingGuy
38 = Beggar1
39 = Beggar2
40 = Beggar3
41 = Beggar4
42 = Beggar5
43 = Rebel1
44 = Rebel2
45 = Rebel3
46 = Rebel4
47 = Rebel5
48 = Rebel6
49 = Macil1
50 = Macil2
51 = RocketTrail
52 = Reaver
53 = AcolyteTan
54 = AcolyteRed
55 = AcolyteRust
56 = AcolyteGray
57 = AcolyteDGreen
58 = AcolyteGold
59 = AcolyteLGreen
60 = AcolyteBlue
61 = AcolyteShadow
62 = Templar
63 = Crusader
64 = StrifeBishop
65 = Oracle
66 = Loremaster
67 = AlienSpectre1
68 = AlienChunkSmall
69 = AlienChunkLarge
70 = AlienSpectre2
71 = AlienSpectre3
72 = AlienSpectre4
73 = AlienSpectre5
74 = EntityBoss
75 = EntitySecond
76 = EntityNest
77 = EntityPod
78 = SpectralLightningH1
79 = SpectralLightningH2
80 = SpectralLightningBall1
81 = SpectralLightningBall2
82 = SpectralLightningH3
84 = SpectralLightningBigBall1
85 = SpectralLightningBigBall2
86 = SpectralLightningV1
87 = SpectralLightningV2
88 = SpectralLightningSpot
89 = SpectralLightningBigV1
90 = SpectralLightningBigV2
91 = Sentinel
92 = Stalker
93 = Inquisitor
94 = InquisitorArm
95 = Programmer
96 = ProgrammerBase
97 = LoreShot
98 = LoreShot2
99 = MiniMissile
102 = PoisonBolt
106 = HEGrenade
107 = PhosphorousGrenade
108 = InquisitorShot
121 = KlaxonWarningLight
122 = CeilingTurret
123 = Piston
124 = Computer
125 = MedPatch
126 = MedicalKit
127 = SurgeryKit
128 = DegninOre
129 = MetalArmor
130 = LeatherArmor
131 = WaterBottle
132 = Mug
133 = BaseKey
134 = GovsKey
135 = Passcard
136 = IDBadge
137 = PrisonKey
138 = SeveredHand
139 = Power1Key
140 = Power2Key
141 = Power3Key
142 = GoldKey
143 = IDCard
144 = SilverKey
145 = OracleKey
146 = MilitaryID
147 = OrderKey
148 = WarehouseKey
149 = BrassKey
150 = RedCrystalKey
151 = BlueCrystalKey
152 = ChapelKey
153 = CatacombKey
154 = SecurityKey
155 = CoreKey
156 = MaulerKey
157 = FactoryKey
158 = MineKey
159 = NewKey5
160 = ShadowArmor
161 = EnvironmentalSuit
162 = GuardUniform
163 = OfficersUniform
164 = StrifeMap
165 = Scanner
166 = TeleporterBeacon
167 = Targeter
168 = Coin
169 = Gold10
170 = Gold25
171 = Gold50
172 = Gold300
173 = BeldinsRing
174 = OfferingChalice
175 = Ear
176 = Communicator
177 = HEGrenadeRounds
178 = PhosphorusGrenadeRounds
179 = ClipOfBullets
180 = BoxOfBullets
181 = MiniMissiles
182 = CrateOfMissiles
183 = EnergyPod
184 = EnergyPack
185 = PoisonBolts
186 = ElectricBolts
187 = AmmoSatchel
188 = AssaultGun
189 = AssaultGunStanding
190 = FlameThrower
191 = FlameThrowerParts
192 = MiniMissileLauncher
193 = Mauler
194 = StrifeCrossbow
195 = StrifeGrenadeLauncher
196 = Sigil1
197 = Sigil2
198 = Sigil3
199 = Sigil4
200 = Sigil5
201 = PowerCrystal
202 = RatBuddy
203 = WoodenBarrel
204 = ExplosiveBarrel2
205 = TargetPractice
206 = LightSilverFluorescent
207 = LightBrownFluorescent
208 = LightGoldFluorescent
209 = LightGlobe
210 = PillarTechno
211 = PillarAztec
212 = PillarAztecDamaged
213 = PillarAztecRuined
214 = PillarHugeTech
215 = PillarAlienPower
216 = SStalactiteBig
217 = SStalactiteSmall
218 = SStalagmiteBig
219 = CavePillarTop
220 = CavePillarBottom
221 = SStalagmiteSmall
222 = Candle
223 = StrifeCandelabra
224 = WaterDropOnFloor
225 = WaterfallSplash
226 = WaterDrip
227 = WaterFountain
228 = HeartsInTank
229 = TeleportSwirl
230 = DeadCrusader
231 = DeadStrifePlayer
232 = DeadPeasant
233 = DeadAcolyte
234 = DeadReaver
235 = DeadRebel
236 = SacrificedGuy
237 = PileOfGuts
238 = StrifeBurningBarrel
239 = BurningBowl
240 = BurningBrazier
241 = SmallTorchLit
242 = SmallTorchUnlit
243 = CeilingChain
244 = CageLight
245 = Statue
246 = StatueRuined
247 = MediumTorch
248 = OutsideLamp
249 = PoleLantern
250 = SRock1
251 = SRock2
252 = SRock3
253 = SRock4
254 = StickInWater
255 = Rubble1
256 = Rubble2
257 = Rubble3
258 = Rubble4
259 = Rubble5
260 = Rubble6
261 = Rubble7
262 = Rubble8
263 = SurgeryCrab
264 = LargeTorch
265 = HugeTorch
266 = PalmTree
267 = BigTree2
268 = PottedTree
269 = TreeStub
270 = ShortBush
271 = TallBush
272 = ChimneyStack
273 = BarricadeColumn
274 = Pot
275 = Pitcher
276 = Stool
277 = MetalPot
278 = Tub
279 = Anvil
280 = TechLampSilver
281 = TechLampBrass
282 = Tray
283 = AmmoFiller
284 = SigilBanner
285 = RebelBoots
286 = RebelHelmet
287 = RebelShirt
288 = PowerCoupling
289 = BrokenPowerCoupling
290 = AlienBubbleColumn
291 = AlienFloorBubble
292 = AlienCeilingBubble
293 = AlienAspClimber
294 = AlienSpiderLight
297 = FireDroplet
298 = AmmoFillup
299 = HealthFillup
300 = info
301 = RaiseAlarm
302 = OpenDoor222
303 = CloseDoor222
304 = PrisonPass
305 = OpenDoor224
306 = UpgradeStamina
307 = UpgradeAccuracy
308 = InterrogatorReport
309 = HealthTraining
310 = GunTraining
311 = OraclePass
312 = QuestItem1
313 = QuestItem2
314 = QuestItem3
315 = QuestItem4
316 = QuestItem5
317 = QuestItem6
318 = QuestItem7
319 = QuestItem8
320 = QuestItem9
321 = QuestItem10
322 = QuestItem11
323 = QuestItem12
324 = QuestItem13
325 = QuestItem14
326 = QuestItem15
327 = QuestItem16
328 = QuestItem17
329 = QuestItem18
330 = QuestItem19
331 = QuestItem20
332 = QuestItem21
333 = QuestItem22
334 = QuestItem23
335 = QuestItem24
336 = QuestItem25
337 = QuestItem26
338 = QuestItem27
339 = QuestItem28
340 = QuestItem29
341 = QuestItem30
342 = QuestItem31
343 = SlideshowStarter
}