gzdoom-gles/wadsrc/static/actors/strife/thingstoblowup.txt
Christoph Oelckers 535f209560 - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.


SVN r1121 (trunk)
2008-08-06 22:59:24 +00:00

147 lines
2.6 KiB
Text

// A Cloud used for varius explosions ---------------------------------------
// This actor has no direct equivalent in strife. To create this, Strife
// spawned a spark and then changed its state to that of this explosion
// cloud. Weird.
ACTOR Bang4Cloud
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle Add
VSpeed 1
States
{
Spawn:
BNG4 BCDEFGHIJKLMN 3 Bright
Stop
}
}
// Piston -------------------------------------------------------------------
ACTOR Piston 45
{
Game Strife
ConversationID 123,-1,-1
Health 100
Speed 16
Radius 16
Height 76
Mass 10000000
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
DeathSound "misc/explosion"
states
{
Spawn:
PSTN AB 8
Loop
Death:
PSTN A 4 Bright A_Scream
PSTN B 4 Bright A_NoBlocking
PSTN C 4 Bright A_GiveQuestItem(16)
PSTN D 4 Bright A_Bang4Cloud
PSTN E 4 Bright A_TossGib
PSTN F 4 Bright
PSTN G 4 Bright A_Bang4Cloud
PSTN H 4
PSTN I -1
Stop
}
}
// Computer -----------------------------------------------------------------
ACTOR Computer 182
{
Game Strife
ConversationID 128,-1,-1
Health 80
Speed 27
Radius 26
Height 128
Mass 10000000
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
DeathSound "misc/explosion"
states
{
Spawn:
SECR ABCD 4 Bright
Loop
Death:
SECR E 5 Bright A_Bang4Cloud
SECR F 5 Bright A_NoBlocking
SECR G 5 Bright A_GiveQuestItem(27)
SECR H 5 Bright A_TossGib
SECR I 5 Bright A_Bang4Cloud
SECR J 5
SECR K 5 A_Bang4Cloud
SECR L 5
SECR M 5 A_Bang4Cloud
SECR N 5
SECR O 5 A_Bang4Cloud
SECR P -1
Stop
}
}
// Power Crystal ------------------------------------------------------------
ACTOR PowerCrystal 92
{
Game Strife
ConversationID 201,-1,-1
Health 50
Speed 14
Radius 20
Height 16
Mass 99999999
+SOLID
+SHOOTABLE
+NOGRAVITY
+NOBLOOD
+FLOORCLIP
DeathSound "misc/explosion"
ActiveSound "misc/reactor"
action native A_ExtraLightOff ();
action native A_Explode512 ();
action native A_LightGoesOut ();
States
{
Spawn:
CRYS A 16 A_LoopActiveSound
CRYS B 5 A_LoopActiveSound
CRYS CDEF 4 A_LoopActiveSound
Loop
Death:
BOOM A 0 Bright A_Scream
BOOM A 1 Bright A_Explode512
BOOM B 3 Bright A_GiveQuestItem(14)
BOOM C 2 Bright A_LightGoesOut
BOOM D 3 Bright A_Bang4Cloud
BOOM EF 3 Bright
BOOM G 3 Bright A_Bang4Cloud
BOOM H 1 Bright A_Explode512
BOOM I 3 Bright
BOOM JKL 3 Bright A_Bang4Cloud
BOOM MN 3 Bright
BOOM O 3 Bright A_Bang4Cloud
BOOM PQRST 3 Bright
BOOM U 3 Bright A_ExtraLightOff
BOOM VWXY 3 Bright
Stop
}
}