gzdoom-gles/wadsrc/static/zscript/actors/shared/sharedmisc.zs

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// 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 ()
{
Super.BeginPlay ();
String name = String.Format("BTIL%04d", args[0] & 0xffff);
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;
}
}