gzdoom-gles/wadsrc/decorate/shared/splashes.txt
Christoph Oelckers cb1bd7739e - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
  (MELEERANGE) and didn't set the puff to its melee state if the range
  was different. Even worse, it checked a global variable for this so
  the behavior was undefined when P_SpawnPuff was called from anywhere
  else but P_LineAttack. To reduce the amount of parameters I combined
  this information with the hitthing and temporary parameters into one
  flags parameter. Also changed P_LineAttack so that it gets passed
  an additional parameter that specifies whether the attack is a melee
  attack or not and set this to true in all calls that are to be considered
  melee attacks. I couldn't use the damage type because A_CustomPunch
  and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET 
  and FX_GRENADE.


SVN r879 (trunk)
2008-04-04 14:31:20 +00:00

237 lines
2.8 KiB
Text

// Water --------------------------------------------------------------------
ACTOR WaterSplash
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
SPSH ABC 8
SPSH D 16
Stop
Death:
SPSH D 10
Stop
}
}
ACTOR WaterSplashBase
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
SPSH EFGHIJK 5
Stop
}
}
// Lava ---------------------------------------------------------------------
ACTOR LavaSplash
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
LVAS ABCDEF 5 Bright
Stop
}
}
ACTOR LavaSmoke
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
RenderStyle Translucent
Alpha Default
States
{
Spawn:
LVAS GHIJK 5 Bright
Stop
}
}
// Sludge -------------------------------------------------------------------
ACTOR SludgeChunk
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
States
{
Spawn:
SLDG ABCD 8
Stop
Death:
SLDG D 6
Stop
}
}
ACTOR SludgeSplash
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
States
{
Spawn:
SLDG EFGH 6
Stop
}
}
/*
* These next four classes are not used by me anywhere.
* They are for people who want to use them in a TERRAIN lump.
*/
// Blood (water with a different sprite) ------------------------------------
ACTOR BloodSplash
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
BSPH ABC 8
BSPH D 16
Stop
Death:
BSPH D 10
Stop
}
}
ACTOR BloodSplashBase
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
BSPH EFGHIJK 5
Stop
}
}
// Slime (sludge with a different sprite) -----------------------------------
ACTOR SlimeChunk
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
States
{
Spawn:
SLIM ABCD 8
Stop
Death:
SLIM D 6
Stop
}
}
ACTOR SlimeSplash
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
States
{
Spawn:
SLIM EFGH 6
Stop
}
}
// Smoke trail for rocket -----------------------------------
ACTOR RocketSmokeTrail
{
RenderStyle Translucent
Alpha 0.4
VSpeed 1
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+NOTELEPORT
States
{
Spawn:
RSMK ABCDE 5
Stop
}
}
ACTOR GrenadeSmokeTrail
{
RenderStyle Translucent
Alpha 0.4
+NOBLOCKMAP
+NOCLIP
+DONTSPLASH
+NOTELEPORT
Gravity 0.1
VSpeed 0.5
Scale 0.6
States
{
Spawn:
RSMK ABCDE 4
Stop
}
}