// Default class for unregistered doomednums ------------------------------- class Unknown : Actor { Default { Radius 32; Height 56; +NOGRAVITY +NOBLOCKMAP +DONTSPLASH } States { Spawn: UNKN A -1; Stop; } } // Route node for monster patrols ------------------------------------------- class PatrolPoint : Actor { Default { Radius 8; Height 8; Mass 10; +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle "None"; } } // A special to execute when a monster reaches a matching patrol point ------ class PatrolSpecial : Actor { Default { Radius 8; Height 8; Mass 10; +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle "None"; } } // Map spot ---------------------------------------------------------------- class MapSpot : Actor { Default { +NOBLOCKMAP +NOSECTOR +NOGRAVITY +DONTSPLASH RenderStyle "None"; CameraHeight 0; } } // same with different editor number for Legacy maps ----------------------- class FS_Mapspot : Mapspot { } // Map spot with gravity --------------------------------------------------- class MapSpotGravity : MapSpot { Default { -NOBLOCKMAP -NOSECTOR -NOGRAVITY } } // Point Pushers ----------------------------------------------------------- class PointPusher : Actor { Default { +NOBLOCKMAP +INVISIBLE +NOCLIP } } class PointPuller : Actor { Default { +NOBLOCKMAP +INVISIBLE +NOCLIP } } // Bloody gibs ------------------------------------------------------------- class RealGibs : Actor { Default { +DROPOFF +CORPSE +NOTELEPORT +DONTGIB } States { Spawn: goto GenericCrush; } } // Gibs that can be placed on a map. --------------------------------------- // // These need to be a separate class from the above, in case someone uses // a deh patch to change the gibs, since ZDoom actually creates a gib class // for actors that get crushed instead of changing their state as Doom did. class Gibs : RealGibs { Default { ClearFlags; } } // Needed for loading Build maps ------------------------------------------- class CustomSprite : Actor { Default { +NOBLOCKMAP +NOGRAVITY } States { Spawn: TNT1 A -1; Stop; } override void BeginPlay () { String name; Super.BeginPlay (); //format(name, "BTIL%04d", args[0] & 0xffff); // note: this does NOTHING and did NOTHING. what? picnum = TexMan.CheckForTexture (name, TexMan.TYPE_Build); if (!picnum.Exists()) { Destroy(); return; } Scale.X = args[2] / 64.; Scale.Y = args[3] / 64.; int cstat = args[4]; if (cstat & 2) { A_SetRenderStyle((cstat & 512) ? 0.6666 : 0.3333, STYLE_Translucent); } if (cstat & 4) bXFlip = true; if (cstat & 8) bYFlip = true; if (cstat & 16) bWallSprite = true; if (cstat & 32) bFlatSprite = true; } } // SwitchableDecoration: Activate and Deactivate change state -------------- class SwitchableDecoration : Actor { override void Activate (Actor activator) { SetStateLabel("Active"); } override void Deactivate (Actor activator) { SetStateLabel("Inactive"); } } class SwitchingDecoration : SwitchableDecoration { override void Deactivate (Actor activator) { } } // Sector flag setter ------------------------------------------------------ class SectorFlagSetter : Actor { Default { +NOBLOCKMAP +NOGRAVITY +DONTSPLASH RenderStyle "None"; } override void BeginPlay () { Super.BeginPlay (); CurSector.Flags |= args[0]; } } // Marker for sounds : Actor ------------------------------------------------------- class SpeakerIcon : Unknown { States { Spawn: SPKR A -1 BRIGHT; Stop; } Default { Scale 0.125; } }