// Rocks -------------------------------------------------------------------- class Rock1 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK A 20; Loop; Death: ROKK A 10; Stop; } } class Rock2 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK B 20; Loop; Death: ROKK B 10; Stop; } } class Rock3 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK C 20; Loop; Death: ROKK C 10; Stop; } } // Dirt -------------------------------------------------------------------- class Dirt1 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK D 20; Loop; Death: ROKK D 10; Stop; } } class Dirt2 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK E 20; Loop; Death: ROKK E 10; Stop; } } class Dirt3 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK F 20; Loop; Death: ROKK F 10; Stop; } } class Dirt4 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK G 20; Loop; Death: ROKK G 10; Stop; } } class Dirt5 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK H 20; Loop; Death: ROKK H 10; Stop; } } class Dirt6 : Actor { Default { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT } States { Spawn: ROKK I 20; Loop; Death: ROKK I 10; Stop; } } // Stained glass ------------------------------------------------------------ class GlassShard : Actor { Default { Radius 5; Mass 5; Projectile; -ACTIVATEPCROSS -ACTIVATEIMPACT BounceType "HexenCompat"; BounceFactor 0.3; } override void Tick() { Super.Tick(); if (Vel.Z > 0 && Vel.Z < 0.5 && pos.z < floorz + 1) { Destroy (); } } } class SGShard1 : GlassShard { States { Spawn: SGSA ABCDE 4; Loop; Death: SGSA E 30; Stop; } } class SGShard2 : GlassShard { States { Spawn: SGSA FGHIJ 4; Loop; Death: SGSA J 30; Stop; } } class SGShard3 : GlassShard { States { Spawn: SGSA KLMNO 4; Loop; Death: SGSA O 30; Stop; } } class SGShard4 : GlassShard { States { Spawn: SGSA PQRST 4; Loop; Death: SGSA T 30; Stop; } } class SGShard5 : GlassShard { States { Spawn: SGSA UVWXY 4; Loop; Death: SGSA Y 30; Stop; } } class SGShard6 : GlassShard { States { Spawn: SGSB A 4; Loop; Death: SGSB A 30; Stop; } } class SGShard7 : GlassShard { States { Spawn: SGSB B 4; Loop; Death: SGSB B 30; Stop; } } class SGShard8 : GlassShard { States { Spawn: SGSB C 4; Loop; Death: SGSB C 30; Stop; } } class SGShard9 : GlassShard { States { Spawn: SGSB D 4; Loop; Death: SGSB D 30; Stop; } } class SGShard0 : GlassShard { States { Spawn: SGSB E 4; Loop; Death: SGSB E 30; Stop; } } class GlassJunk : Actor { Default { +NOCLIP +NOBLOCKMAP RenderStyle "Translucent"; Alpha 0.4; Health 3; // Number of different shards } States { // Are the first three frames used anywhere? SHAR A 128; Goto Death; SHAR B 128; Goto Death; SHAR C 128; Goto Death; Spawn: SHAR D 128; Goto Death; SHAR E 128; Goto Death; SHAR F 128; Goto Death; Death: "----" A 1 A_FadeOut(0.03); Wait; } }