mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
240 lines
3.5 KiB
Text
240 lines
3.5 KiB
Text
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// Default class for unregistered doomednums -------------------------------
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class Unknown : Actor
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{
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Default
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{
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Radius 32;
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Height 56;
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+NOGRAVITY
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+NOBLOCKMAP
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+DONTSPLASH
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}
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States
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{
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Spawn:
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UNKN A -1;
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Stop;
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}
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}
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// Route node for monster patrols -------------------------------------------
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class PatrolPoint : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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Mass 10;
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+NOGRAVITY
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+NOBLOCKMAP
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+DONTSPLASH
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RenderStyle "None";
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}
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}
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// A special to execute when a monster reaches a matching patrol point ------
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class PatrolSpecial : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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Mass 10;
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+NOGRAVITY
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+NOBLOCKMAP
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+DONTSPLASH
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RenderStyle "None";
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}
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}
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// Map spot ----------------------------------------------------------------
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class MapSpot : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle "None";
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CameraHeight 0;
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}
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}
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// same with different editor number for Legacy maps -----------------------
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class FS_Mapspot : Mapspot
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{
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}
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// Map spot with gravity ---------------------------------------------------
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class MapSpotGravity : MapSpot
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{
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Default
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{
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-NOBLOCKMAP
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-NOSECTOR
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-NOGRAVITY
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}
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}
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// Point Pushers -----------------------------------------------------------
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class PointPusher : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+INVISIBLE
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+NOCLIP
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}
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}
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class PointPuller : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+INVISIBLE
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+NOCLIP
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}
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}
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// Bloody gibs -------------------------------------------------------------
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class RealGibs : Actor
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{
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Default
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{
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+DROPOFF
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+CORPSE
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+NOTELEPORT
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+DONTGIB
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}
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States
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{
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Spawn:
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goto GenericCrush;
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}
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}
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// Gibs that can be placed on a map. ---------------------------------------
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//
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// These need to be a separate class from the above, in case someone uses
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// a deh patch to change the gibs, since ZDoom actually creates a gib class
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// for actors that get crushed instead of changing their state as Doom did.
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class Gibs : RealGibs
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{
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Default
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{
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ClearFlags;
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}
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}
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// Needed for loading Build maps -------------------------------------------
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class CustomSprite : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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}
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States
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{
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Spawn:
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TNT1 A -1;
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Stop;
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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String name = String.Format("BTIL%04d", args[0] & 0xffff);
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picnum = TexMan.CheckForTexture (name, TexMan.TYPE_Build);
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if (!picnum.Exists())
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{
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Destroy();
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return;
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}
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Scale.X = args[2] / 64.;
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Scale.Y = args[3] / 64.;
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int cstat = args[4];
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if (cstat & 2)
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{
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A_SetRenderStyle((cstat & 512) ? 0.6666 : 0.3333, STYLE_Translucent);
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}
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if (cstat & 4) bXFlip = true;
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if (cstat & 8) bYFlip = true;
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if (cstat & 16) bWallSprite = true;
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if (cstat & 32) bFlatSprite = true;
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}
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}
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// SwitchableDecoration: Activate and Deactivate change state --------------
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class SwitchableDecoration : Actor
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{
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override void Activate (Actor activator)
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{
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SetStateLabel("Active");
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}
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override void Deactivate (Actor activator)
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{
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SetStateLabel("Inactive");
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}
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}
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class SwitchingDecoration : SwitchableDecoration
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{
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override void Deactivate (Actor activator)
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{
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}
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}
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// Sector flag setter ------------------------------------------------------
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class SectorFlagSetter : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle "None";
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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CurSector.Flags |= args[0];
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}
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}
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// Marker for sounds : Actor -------------------------------------------------------
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class SpeakerIcon : Unknown
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{
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States
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{
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Spawn:
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SPKR A -1 BRIGHT;
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Stop;
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}
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Default
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{
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Scale 0.125;
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}
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}
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