gzdoom-gles/wadsrc/decorate/raven/artiegg.txt
Christoph Oelckers f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00

106 lines
2.1 KiB
Text

// Egg missile --------------------------------------------------------------
ACTOR EggFX : MorphProjectile
{
Game Heretic
SpawnID 40
Radius 8
Height 8
Speed 18
MorphProjectile.PlayerClass "ChickenPlayer"
MorphProjectile.MonsterClass "Chicken"
States
{
Spawn:
EGGM ABCDE 4
Loop
Death:
FX01 FFGH 3 Bright
Stop
}
}
// Morph Ovum ----------------------------------------------------------------
ACTOR ArtiEgg : CustomInventory 30
{
Game Heretic
SpawnID 14
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIEGGC"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIEGG"
Inventory.DefMaxAmount
States
{
Spawn:
EGGC ABCB 6
Loop
Use:
TNT1 A 0 A_FireCustomMissile("EggFX", -15, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", -7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 0, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 15, 0, 0, 0, 1)
Stop
}
}
// Pork missile --------------------------------------------------------------
ACTOR PorkFX : MorphProjectile
{
Game Hexen
SpawnID 40
Radius 8
Height 8
Speed 18
MorphProjectile.PlayerClass "PigPlayer"
MorphProjectile.MonsterClass "Pig"
States
{
Spawn:
PRKM ABCDE 4
Loop
Death:
FHFX IJKL 3 Bright
Stop
}
}
// Porkalator ---------------------------------------------------------------
ACTOR ArtiPork : CustomInventory 30
{
Game Hexen
SpawnID 14
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIPORK"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIEGG2"
Inventory.DefMaxAmount
States
{
Spawn:
EGGC ABCB 6
Loop
Use:
TNT1 A 0 A_FireCustomMissile("PorkFX", -15, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", -7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", 0, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", 7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", 15, 0, 0, 0, 1)
Stop
}
}