mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
135 lines
1.9 KiB
Text
135 lines
1.9 KiB
Text
// Fire Ball ----------------------------------------------------------------
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ACTOR FireBall
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{
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Game Hexen
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SpawnID 10
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Speed 2
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Radius 8
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Height 8
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Damage 4
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DamageType Fire
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
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+NOTELEPORT
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RenderStyle Add
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DeathSound "Fireball"
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States
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{
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Spawn:
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FBL1 AB 4 Bright
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Loop
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Death:
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XPL1 ABCDEF 4 Bright
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Stop
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}
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}
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// Arrow --------------------------------------------------------------------
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ACTOR Arrow
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{
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Game Hexen
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SpawnID 50
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Speed 6
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Radius 8
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Height 4
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Damage 4
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ARRW A -1
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Stop
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Death:
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ARRW A 1
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Stop
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}
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}
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// Dart ---------------------------------------------------------------------
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ACTOR Dart
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{
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Game Hexen
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SpawnID 51
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Speed 6
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Radius 8
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Height 4
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Damage 2
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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DART A -1
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Stop
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Death:
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DART A 1
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Stop
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}
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}
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// Poison Dart --------------------------------------------------------------
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ACTOR PoisonDart : Dart
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{
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Game Hexen
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SpawnID 52
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PoisonDamage 20
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}
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// Ripper Ball --------------------------------------------------------------
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ACTOR RipperBall
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{
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Game Hexen
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SpawnID 53
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Speed 6
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Radius 8
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Damage 2
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
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+NOTELEPORT +RIPPER
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States
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{
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Spawn:
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RIPP ABC 3
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Loop
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Death:
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CFCF Q 4 Bright
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CFCF R 3 Bright
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CFCF S 4 Bright
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CFCF T 3 Bright
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CFCF U 4 Bright
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CFCF V 3 Bright
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CFCF W 4 Bright
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CFCF X 3 Bright
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CFCF Y 4 Bright
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CFCF Z 3 Bright
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Stop
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}
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}
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// Projectile Blade ---------------------------------------------------------
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ACTOR ProjectileBlade
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{
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Game Hexen
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SpawnID 64
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Speed 6
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Radius 6
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Height 6
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Damage 3
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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BLAD A -1
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Stop
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Death:
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BLAD A 1
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Stop
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}
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}
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