// Winged Statue (no skull) ------------------------------------------------- ACTOR ZWingedStatueNoSkull : SwitchingDecoration 9011 { Game Hexen Radius 10 Height 62 +SOLID States { Spawn: STWN A -1 Stop Active: STWN B -1 Stop } } // Gem pedestal ------------------------------------------------------------- ACTOR ZGemPedestal : SwitchingDecoration 9012 { Game Hexen Radius 10 Height 40 +SOLID States { Spawn: GMPD A -1 Stop Active: GMPD B -1 Stop } } // Tree (destructible) ------------------------------------------------------ ACTOR TreeDestructible 8062 { Game Hexen Health 70 Radius 15 Height 180 DeathHeight 24 Mass 0x7fffffff PainSound "TreeExplode" DeathSound "TreeBreak" +SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH States { Spawn: TRDT A -1 Stop Death: TRDT B 5 TRDT C 5 A_Scream TRDT DEF 5 TRDT G -1 Stop Burn: TRDT H 5 Bright A_Pain TRDT IJKL 5 Bright TRDT M 5 Bright A_Explode(10, 128) TRDT N 5 Bright TRDT OP 5 TRDT Q -1 Stop } } // Pottery1 ------------------------------------------------------------------ ACTOR Pottery1 104 native { Game Hexen Health 15 Speed 10 Height 32 +SOLID +SHOOTABLE +NOBLOOD +DROPOFF +SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS +NOICEDEATH action native A_PotteryExplode(); States { Spawn: POT1 A -1 Loop Death: POT1 A 0 A_PotteryExplode Stop } } // Pottery2 ----------------------------------------------------------------- ACTOR Pottery2 : Pottery1 105 { Game Hexen Height 25 States { Spawn: POT2 A -1 Stop } } // Pottery3 ----------------------------------------------------------------- ACTOR Pottery3 : Pottery1 106 { Game Hexen Height 25 States { Spawn: POT3 A -1 Stop } } // Pottery Bit -------------------------------------------------------------- ACTOR PotteryBit { Radius 5 Height 5 +MISSILE +NOTELEPORT +NOICEDEATH action native A_PotteryChooseBit(); action native A_PotteryCheck(); States { Spawn: PBIT ABCDE -1 Stop Death: PBIT F 0 A_PotteryChooseBit Stop Pottery1: PBIT F 140 PBIT F 1 A_PotteryCheck Stop Pottery2: PBIT G 140 PBIT G 1 A_PotteryCheck Stop Pottery3: PBIT H 140 PBIT H 1 A_PotteryCheck Stop Pottery4: PBIT I 140 PBIT I 1 A_PotteryCheck Stop Pottery5: PBIT J 140 PBIT J 1 A_PotteryCheck Stop } } // Blood pool --------------------------------------------------------------- ACTOR BloodPool 111 { Game Hexen States { Spawn: BDPL A -1 Stop } } // Lynched corpse (no heart) ------------------------------------------------ ACTOR ZCorpseLynchedNoHeart 109 native { Radius 10 Height 100 +SOLID +SPAWNCEILING +NOGRAVITY action native A_CorpseBloodDrip(); States { Spawn: CPS5 A 140 A_CorpseBloodDrip Loop } } // CorpseBloodDrip ---------------------------------------------------------- ACTOR CorpseBloodDrip { Radius 1 Height 4 Gravity 0.125 +MISSILE +NOICEDEATH States { Spawn: BDRP A -1 Stop Death: BDSH AB 3 BDSH CD 2 Stop } } // Corpse bit --------------------------------------------------------------- ACTOR CorpseBit { Radius 5 Height 5 +NOBLOCKMAP +TELESTOMP States { Spawn: CPB1 A -1 Stop CPB2 A -1 Stop CPB3 A -1 Stop CPB4 A -1 Stop } } // Corpse (sitting, splatterable) ------------------------------------------- ACTOR ZCorpseSitting 110 { Game Hexen Health 30 Radius 15 Height 35 +SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH DeathSound "FireDemonDeath" action native A_CorpseExplode(); States { Spawn: CPS6 A -1 Stop Death: CPS6 A 1 A_CorpseExplode Stop } } // Leaf Spawner ------------------------------------------------------------- ACTOR LeafSpawner 113 { Game Hexen +NOBLOCKMAP +NOSECTOR +INVISIBLE action native A_LeafSpawn(); States { Spawn: TNT1 A 20 A_LeafSpawn Loop } } // Leaf 1 ------------------------------------------------------------------- ACTOR Leaf1 { Radius 2 Height 4 Gravity 0.125 +NOBLOCKMAP +MISSILE +NOTELEPORT +DONTSPLASH +NOICEDEATH action native A_LeafThrust(); action native A_LeafCheck(); States { Spawn: LEF1 ABC 4 LEF1 D 4 A_LeafThrust LEF1 EFG 4 LEF1 H 4 A_LeafThrust LEF1 I 4 LEF1 AB 4 LEF1 C 4 A_LeafThrust LEF1 DEF 4 LEF1 G 4 A_LeafThrust LEF1 HI 4 Stop Death: LEF3 D 10 A_LeafCheck Wait } } // Leaf 2 ------------------------------------------------------------------- ACTOR Leaf2 : Leaf1 { States { Spawn: LEF2 ABC 4 LEF2 D 4 A_LeafThrust LEF2 EFG 4 LEF2 H 4 A_LeafThrust LEF2 I 4 LEF2 AB 4 LEF2 C 4 A_LeafThrust LEF2 DEF 4 LEF2 G 4 A_LeafThrust LEF2 HI 4 Stop } } // Twined torch ------------------------------------------------------------- ACTOR ZTwinedTorch : SwitchableDecoration 116 { Game Hexen Radius 10 Height 64 +SOLID States { Active: TWTR A 0 Bright A_PlaySound("Ignite") Spawn: TWTR ABCDEFGH 4 Bright Loop Inactive: TWTR I -1 Stop } } ACTOR ZTwinedTorchUnlit : ZTwinedTorch 117 { Game Hexen States { Spawn: Goto Super::Inactive } } // Wall torch --------------------------------------------------------------- ACTOR ZWallTorch : SwitchableDecoration 54 { Game Hexen +NOBLOCKMAP +NOGRAVITY +FIXMAPTHINGPOS Radius 6.5 States { Active: WLTR A 0 Bright A_PlaySound("Ignite") Spawn: WLTR ABCDEFGH 5 Bright Loop Inactive: WLTR I -1 Stop } } ACTOR ZWallTorchUnlit : ZWallTorch 55 { Game Hexen States { Spawn: Goto Super::Inactive } } // Shrub1 ------------------------------------------------------------------- ACTOR ZShrub1 8101 { Game Hexen Radius 8 Height 24 Health 20 Mass 0x7fffffff +SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH DeathSound "TreeExplode" States { Spawn: SHB1 A -1 Stop Burn: SHB1 B 7 Bright SHB1 C 6 Bright A_Scream SHB1 D 5 Bright Stop } } // Shrub2 ------------------------------------------------------------------- ACTOR ZShrub2 8102 { Game Hexen Radius 16 Height 40 Health 20 Mass 0x7fffffff +SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH DeathSound "TreeExplode" States { Spawn: SHB2 A -1 Stop Burn: SHB2 B 7 Bright SHB2 C 6 Bright A_Scream SHB2 D 5 Bright A_Explode(30, 64) SHB2 E 5 Bright Stop } } // Fire Bull ---------------------------------------------------------------- ACTOR ZFireBull : SwitchableDecoration 8042 { Game Hexen Radius 20 Height 80 +SOLID States { Active: FBUL I 4 Bright A_PlaySound("Ignite") FBUL J 4 Bright Spawn: FBUL ABCDEFG 4 Bright Loop Inactive: FBUL JI 4 Bright FBUL H -1 Stop } } ACTOR ZFireBullUnlit : ZFireBull 8043 { Game Hexen States { Spawn: Goto Super::Inactive+2 } } // Suit of armor ------------------------------------------------------------ ACTOR ZSuitOfArmor 8064 { Game Hexen Health 60 Radius 16 Height 72 Mass 0x7fffffff +SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH DeathSound "SuitofArmorBreak" action native A_SoAExplode(); States { Spawn: ZSUI A -1 Stop Death: ZSUI A 1 A_SoAExplode Stop } } // Armor chunk -------------------------------------------------------------- ACTOR ZArmorChunk { Radius 4 Height 8 States { Spawn: ZSUI B -1 Stop ZSUI C -1 Stop ZSUI D -1 Stop ZSUI E -1 Stop ZSUI F -1 Stop ZSUI G -1 Stop ZSUI H -1 Stop ZSUI I -1 Stop ZSUI J -1 Stop ZSUI K -1 Stop } } // Bell --------------------------------------------------------------------- ACTOR ZBell 8065 native { Game Hexen Health 5 Radius 56 Height 120 Mass 0x7fffffff +SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING +NOICEDEATH DeathSound "BellRing" action native A_BellReset1(); action native A_BellReset2(); States { Spawn: BBLL F -1 Stop Death: BBLL A 4 A_BellReset1 BBLL BC 4 BBLL D 5 A_Scream BBLL CB 4 BBLL A 3 BBLL E 4 BBLL F 5 BBLL G 6 A_Scream BBLL F 5 BBLL EA 4 BBLL BC 5 BBLL D 6 A_Scream BBLL CB 5 BBLL A 4 BBLL EF 5 BBLL G 7 A_Scream BBLL FEA 5 BBLL B 6 BBLL C 6 BBLL D 7 A_Scream BBLL CB 6 BBLL A 5 BBLL EF 6 BBLL G 7 A_Scream BBLL FEABC 6 BBLL B 7 BBLL A 8 BBLL E 12 BBLL A 10 BBLL B 12 BBLL A 12 BBLL E 14 BBLL A 1 A_BellReset2 Goto Spawn } } // "Christmas" Tree --------------------------------------------------------- ACTOR ZXmasTree 8068 { Game Hexen Radius 11 Height 130 Health 20 Mass 0x7fffffff +SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH DeathSound "TreeExplode" States { Spawn: XMAS A -1 Stop Burn: XMAS B 6 Bright XMAS C 6 Bright A_Scream XMAS D 5 Bright XMAS E 5 Bright A_Explode(30, 64) XMAS F 5 Bright XMAS G 4 Bright XMAS H 5 XMAS I 4 A_NoBlocking XMAS J 4 XMAS K -1 Stop } } // Cauldron ----------------------------------------------------------------- ACTOR ZCauldron : SwitchableDecoration 8069 { Game Hexen Radius 12 Height 26 +SOLID States { Active: CDRN B 0 Bright A_PlaySound("Ignite") Spawn: CDRN BCDEFGH 4 Bright Loop Inactive: CDRN A -1 Stop } } ACTOR ZCauldronUnlit : ZCauldron 8070 { Game Hexen States { Spawn: Goto Super::Inactive } } // Water Drip --------------------------------------------------------------- ACTOR HWaterDrip { Game Hexen SpawnID 95 +MISSILE +LOWGRAVITY +NOTELEPORT Mass 1 DeathSound "Drip" States { Spawn: HWAT A -1 Stop } }