gzdoom-gles/wadsrc/sources/dehsupp.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

809 lines
No EOL
24 KiB
Text

Actions
{
NULL,
MonsterRail,
FireRailgun,
FireRailgunLeft,
FireRailgunRight,
RailWait,
Light0,
WeaponReady,
Lower,
Raise,
Punch,
ReFire,
FirePistol,
Light1,
FireShotgun,
Light2,
FireShotgun2,
CheckReload,
OpenShotgun2,
LoadShotgun2,
CloseShotgun2,
FireCGun,
GunFlash,
FireMissile,
Saw,
FirePlasma,
BFGsound,
FireBFG,
BFGSpray,
Explode,
Pain,
PlayerScream,
Fall,
XScream,
Look,
Chase,
FaceTarget,
PosAttack,
Scream,
SPosAttack,
VileChase,
VileStart,
VileTarget,
VileAttack,
StartFire,
Fire,
FireCrackle,
Tracer,
SkelWhoosh,
SkelFist,
SkelMissile,
FatRaise,
FatAttack1,
FatAttack2,
FatAttack3,
BossDeath,
CPosAttack,
CPosRefire,
TroopAttack,
SargAttack,
HeadAttack,
BruisAttack,
SkullAttack,
Metal,
SpidRefire,
BabyMetal,
BspiAttack,
Hoof,
CyberAttack,
PainAttack,
PainDie,
KeenDie,
BrainPain,
BrainScream,
BrainDie,
BrainAwake,
BrainSpit,
SpawnSound,
SpawnFly,
BrainExplode,
Die,
Detonate,
Mushroom,
// Additional stuff
SetFloorClip,
UnSetFloorClip,
HideThing,
UnHideThing,
SetInvulnerable,
UnSetInvulnerable,
SetReflective,
UnSetReflective,
SetReflectiveInvulnerable,
UnSetReflectiveInvulnerable,
SetShootable,
UnSetShootable,
NoGravity,
Gravity,
LowGravity
};
OrgHeights
{
56, 56, 56, 56, 16, 56, 8, 16, 64, 8, 56, 56,
56, 56, 56, 64, 8, 64, 56, 100, 64, 110, 56, 56,
72, 16, 32, 32, 32, 16, 42, 8, 8, 8,
8, 8, 8, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 68, 84, 84,
68, 52, 84, 68, 52, 52, 68, 16, 16, 16,
16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
16, 16, 16, 16, 88, 88, 64, 64, 64, 64,
16, 16, 16
};
// This is a list of all the action functions used by each of Doom's states.
ActionList
{
NULL, Light0, WeaponReady, Lower, Raise, NULL,
Punch, NULL, NULL, ReFire, WeaponReady, Lower,
Raise, NULL, FirePistol, NULL, ReFire, Light1,
WeaponReady, Lower, Raise, NULL, FireShotgun, NULL,
NULL, NULL, NULL, NULL, NULL, ReFire, Light1,
Light2, WeaponReady, Lower, Raise, NULL,
FireShotgun2, NULL, CheckReload, OpenShotgun2, NULL,
LoadShotgun2, NULL, CloseShotgun2, ReFire, NULL, NULL,
Light1, Light2, WeaponReady, Lower, Raise,
FireCGun, FireCGun, ReFire, Light1, Light2,
WeaponReady, Lower, Raise, GunFlash, FireMissile,
ReFire, Light1, NULL, Light2, Light2, WeaponReady,
WeaponReady, Lower, Raise, Saw, Saw, ReFire,
WeaponReady, Lower, Raise, FirePlasma, ReFire,
Light1, Light1, WeaponReady, Lower, Raise,
BFGsound, GunFlash, FireBFG, ReFire, Light1,
Light2, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, BFGSpray, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, Explode, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
Pain, NULL, PlayerScream, Fall, NULL, NULL, NULL,
NULL, NULL, XScream, Fall, NULL, NULL, NULL, NULL,
NULL, NULL, Look, Look, Chase, Chase, Chase,
Chase, Chase, Chase, Chase, Chase, FaceTarget,
PosAttack, NULL, NULL, Pain, NULL, Scream, Fall,
NULL, NULL, NULL, XScream, Fall, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
Look, Chase, Chase, Chase, Chase, Chase,
Chase, Chase, Chase, FaceTarget, SPosAttack, NULL,
NULL, Pain, NULL, Scream, Fall, NULL, NULL, NULL,
XScream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, Look, Look,
VileChase, VileChase, VileChase, VileChase,
VileChase, VileChase, VileChase, VileChase,
VileChase, VileChase, VileChase, VileChase,
VileStart, FaceTarget, VileTarget, FaceTarget,
FaceTarget, FaceTarget, FaceTarget, FaceTarget,
FaceTarget, VileAttack, NULL, NULL, NULL, NULL, NULL,
Pain, NULL, Scream, Fall, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, StartFire, Fire, Fire, Fire,
FireCrackle, Fire, Fire, Fire, Fire, Fire,
Fire, Fire, Fire, Fire, Fire, Fire, Fire,
Fire, FireCrackle, Fire, Fire, Fire, Fire,
Fire, Fire, Fire, Fire, Fire, Fire, Fire,
NULL, NULL, NULL, NULL, NULL, Tracer, Tracer, NULL,
NULL, NULL, Look, Look, Chase, Chase, Chase,
Chase, Chase, Chase, Chase, Chase, Chase,
Chase, Chase, Chase, FaceTarget, SkelWhoosh,
FaceTarget, SkelFist, FaceTarget, FaceTarget,
SkelMissile, FaceTarget, NULL, Pain, NULL, NULL,
Scream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
Look, Chase, Chase, Chase, Chase, Chase,
Chase, Chase, Chase, Chase, Chase, Chase,
Chase, FatRaise, FatAttack1, FaceTarget, FaceTarget,
FatAttack2, FaceTarget, FaceTarget, FatAttack3,
FaceTarget, FaceTarget, NULL, Pain, NULL, Scream,
Fall, NULL, NULL, NULL, NULL, NULL, NULL, BossDeath,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
Look, Look, Chase, Chase, Chase, Chase,
Chase, Chase, Chase, Chase, FaceTarget,
CPosAttack, CPosAttack, CPosRefire, NULL, Pain,
NULL, Scream, Fall, NULL, NULL, NULL, NULL, NULL,
XScream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, Look, Look, Chase,
Chase, Chase, Chase, Chase, Chase, Chase,
Chase, FaceTarget, FaceTarget, TroopAttack, NULL,
Pain, NULL, Scream, NULL, Fall, NULL, NULL,
XScream, NULL, Fall, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, Look, Look, Chase,
Chase, Chase, Chase, Chase, Chase, Chase,
Chase, FaceTarget, FaceTarget, SargAttack, NULL,
Pain, NULL, Scream, NULL, Fall, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, Look, Chase,
FaceTarget, FaceTarget, HeadAttack, NULL, Pain,
NULL, NULL, Scream, NULL, NULL, Fall, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, Look, Look, Chase, Chase, Chase, Chase,
Chase, Chase, Chase, Chase, FaceTarget,
FaceTarget, BruisAttack, NULL, Pain, NULL, Scream,
NULL, Fall, NULL, NULL, BossDeath, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, Look, Look, Chase,
Chase, Chase, Chase, Chase, Chase, Chase,
Chase, FaceTarget, FaceTarget, BruisAttack, NULL,
Pain, NULL, Scream, NULL, Fall, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
Look, Chase, Chase, FaceTarget, SkullAttack, NULL,
NULL, NULL, Pain, NULL, Scream, NULL, Fall, NULL,
NULL, Look, Look, Metal, Chase, Chase, Chase,
Metal, Chase, Chase, Chase, Metal, Chase,
Chase, Chase, FaceTarget, SPosAttack, SPosAttack,
SpidRefire, NULL, Pain, Scream, Fall, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, BossDeath, Look,
Look, NULL, BabyMetal, Chase, Chase, Chase,
Chase, Chase, BabyMetal, Chase, Chase, Chase,
Chase, Chase, FaceTarget, BspiAttack, NULL,
SpidRefire, NULL, Pain, Scream, Fall, NULL, NULL,
NULL, NULL, BossDeath, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
Look, Look, Hoof, Chase, Chase, Chase,
Chase, Chase, Metal, Chase, FaceTarget,
CyberAttack, FaceTarget, CyberAttack, FaceTarget,
CyberAttack, Pain, NULL, Scream, NULL, NULL, NULL,
Fall, NULL, NULL, NULL, BossDeath, Look, Chase,
Chase, Chase, Chase, Chase, Chase, FaceTarget,
FaceTarget, FaceTarget, PainAttack, NULL, Pain,
NULL, Scream, NULL, NULL, PainDie, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, Look, Look, Chase,
Chase, Chase, Chase, Chase, Chase, Chase,
Chase, FaceTarget, FaceTarget, CPosAttack,
FaceTarget, CPosAttack, CPosRefire, NULL, Pain,
NULL, Scream, Fall, NULL, NULL, NULL, XScream,
Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, Scream,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, KeenDie,
NULL, NULL, Pain, NULL, BrainPain, BrainScream,
NULL, NULL, BrainDie, Look, BrainAwake, BrainSpit,
SpawnSound, SpawnFly, SpawnFly, SpawnFly, Fire,
Fire, Fire, Fire, Fire, Fire, Fire, Fire,
NULL, NULL, BrainExplode, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, Scream, NULL, Explode
};
// DeHackEd made the erroneous assumption that if a state didn't appear in
// Doom with an action function, then it was incorrect to assign it one.
// This is a list of the states that had action functions, so we can figure
// out where in the original list of states a DeHackEd codepointer is.
// (DeHackEd might also have done this for compatibility between Doom
// versions, because states could move around, but actions would never
// disappear, but that doesn't explain why frame patches specify an exact
// state rather than a code pointer.)
CodePConv
{
1, 2, 3, 4, 6, 9, 10, 11, 12, 14,
16, 17, 18, 19, 20, 22, 29, 30, 31, 32,
33, 34, 36, 38, 39, 41, 43, 44, 47, 48,
49, 50, 51, 52, 53, 54, 55, 56, 57, 58,
59, 60, 61, 62, 63, 65, 66, 67, 68, 69,
70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
80, 81, 82, 83, 84, 85, 86, 87, 88, 89,
119, 127, 157, 159, 160, 166, 167, 174, 175, 176,
177, 178, 179, 180, 181, 182, 183, 184, 185, 188,
190, 191, 195, 196, 207, 208, 209, 210, 211, 212,
213, 214, 215, 216, 217, 218, 221, 223, 224, 228,
229, 241, 242, 243, 244, 245, 246, 247, 248, 249,
250, 251, 252, 253, 254, 255, 256, 257, 258, 259,
260, 261, 262, 263, 264, 270, 272, 273, 281, 282,
283, 284, 285, 286, 287, 288, 289, 290, 291, 292,
293, 294, 295, 296, 297, 298, 299, 300, 301, 302,
303, 304, 305, 306, 307, 308, 309, 310, 316, 317,
321, 322, 323, 324, 325, 326, 327, 328, 329, 330,
331, 332, 333, 334, 335, 336, 337, 338, 339, 340,
341, 342, 344, 347, 348, 362, 363, 364, 365, 366,
367, 368, 369, 370, 371, 372, 373, 374, 375, 376,
377, 378, 379, 380, 381, 382, 383, 384, 385, 387,
389, 390, 397, 406, 407, 408, 409, 410, 411, 412,
413, 414, 415, 416, 417, 418, 419, 421, 423, 424,
430, 431, 442, 443, 444, 445, 446, 447, 448, 449,
450, 451, 452, 453, 454, 456, 458, 460, 463, 465,
475, 476, 477, 478, 479, 480, 481, 482, 483, 484,
485, 486, 487, 489, 491, 493, 502, 503, 504, 505,
506, 508, 511, 514, 527, 528, 529, 530, 531, 532,
533, 534, 535, 536, 537, 538, 539, 541, 543, 545,
548, 556, 557, 558, 559, 560, 561, 562, 563, 564,
565, 566, 567, 568, 570, 572, 574, 585, 586, 587,
588, 589, 590, 594, 596, 598, 601, 602, 603, 604,
605, 606, 607, 608, 609, 610, 611, 612, 613, 614,
615, 616, 617, 618, 620, 621, 622, 631, 632, 633,
635, 636, 637, 638, 639, 640, 641, 642, 643, 644,
645, 646, 647, 648, 650, 652, 653, 654, 659, 674,
675, 676, 677, 678, 679, 680, 681, 682, 683, 684,
685, 686, 687, 688, 689, 690, 692, 696, 700, 701,
702, 703, 704, 705, 706, 707, 708, 709, 710, 711,
713, 715, 718, 726, 727, 728, 729, 730, 731, 732,
733, 734, 735, 736, 737, 738, 739, 740, 741, 743,
745, 746, 750, 751, 766, 774, 777, 779, 780, 783,
784, 785, 786, 787, 788, 789, 790, 791, 792, 793,
794, 795, 796, 797, 798, 801, 809, 811
};
// Sprite names in the order Doom originally had them.
OrgSprNames
{
TROO,SHTG,PUNG,PISG,PISF,SHTF,SHT2,CHGG,CHGF,MISG,
MISF,SAWG,PLSG,PLSF,BFGG,BFGF,BLUD,PUFF,BAL1,BAL2,
PLSS,PLSE,MISL,BFS1,BFE1,BFE2,TFOG,IFOG,PLAY,POSS,
SPOS,VILE,FIRE,FATB,FBXP,SKEL,MANF,FATT,CPOS,SARG,
HEAD,BAL7,BOSS,BOS2,SKUL,SPID,BSPI,APLS,APBX,CYBR,
PAIN,SSWV,KEEN,BBRN,BOSF,ARM1,ARM2,BAR1,BEXP,FCAN,
BON1,BON2,BKEY,RKEY,YKEY,BSKU,RSKU,YSKU,STIM,MEDI,
SOUL,PINV,PSTR,PINS,MEGA,SUIT,PMAP,PVIS,CLIP,AMMO,
ROCK,BROK,CELL,CELP,SHEL,SBOX,BPAK,BFUG,MGUN,CSAW,
LAUN,PLAS,SHOT,SGN2,COLU,SMT2,GOR1,POL2,POL5,POL4,
POL3,POL1,POL6,GOR2,GOR3,GOR4,GOR5,SMIT,COL1,COL2,
COL3,COL4,CAND,CBRA,COL6,TRE1,TRE2,ELEC,CEYE,FSKU,
COL5,TBLU,TGRN,TRED,SMBT,SMGT,SMRT,HDB1,HDB2,HDB3,
HDB4,HDB5,HDB6,POB1,POB2,BRS1,TLMP,TLP2
};
StateMap
{
// S_NULL is implicit
DoomWeapon, FirstState, 1, // S_LIGHTDONE
Fist, FirstState, 8, // S_PUNCH - S_PUNCH5
Pistol, FirstState, 8, // S_PISTOL - S_PISTOLFLASH
Shotgun, FirstState, 14, // S_SGUN - S_SGUNFLASH2
SuperShotgun, FirstState, 17, // S_DSGUN - S_DSGUNFLASH2
Chaingun, FirstState, 8, // S_CHAIN - S_CHAINFLASH2
RocketLauncher, FirstState, 10, // S_MISSILE - S_MISSILEFLASH4
Chainsaw, FirstState, 7, // S_SAW - S_SAW3
PlasmaRifle, FirstState, 7, // S_PLASMA - S_PLASMAFLASH2
BFG9000, FirstState, 9, // S_BFG - S_BFGFLASH2
Blood, FirstState, 3, // S_BLOOD1 - S_BLOOD3
BulletPuff, FirstState, 4, // S_PUFF1 - S_PUFF4
DoomImpBall, FirstState, 5, // S_TBALL1 - S_TBALLX3
CacodemonBall, FirstState, 5, // S_RBALL1 - S_RBALLX3
PlasmaBall, FirstState, 7, // S_PLASBALL - S_PLASEXP5
Rocket, SpawnState, 1, // S_ROCKET
BFGBall, SpawnState, 8, // S_BFGSHOT - S_BFGLAND6
BFGExtra, SpawnState, 4, // S_BFGEXP - S_BFGEXP4
Rocket, DeathState, 3, // S_EXPLODE1 - S_EXPLODE3
TeleportFog, SpawnState, 12, // S_TFOG - S_TFOG10
ItemFog, SpawnState, 7, // S_IFOG - S_IFOG5
DoomPlayer, FirstState, 25, // S_PLAY - S_PLAY_XDIE9
ZombieMan, FirstState, 33, // S_POSS_STND - S_POSS_RAISE4
ShotgunGuy, FirstState, 34, // S_SPOS_STND - S_SPOS_RAISE5
Archvile, FirstState, 40, // S_VILE_STND - S_VILE_DIE10
ArchvileFire, FirstState, 30, // S_FIRE1 - S_FIRE30
RevenantTracerSmoke, FirstState, 5, // S_SMOKE1 - S_SMOKE5
RevenantTracer, FirstState, 5, // S_TRACER - S_TRACEEXP3
Revenant, FirstState, 36, // S_SKEL_STND - S_SKEL_RAISE6
FatShot, FirstState, 5, // S_FATSHOT1 - S_FATSHOTX3
Fatso, FirstState, 44, // S_FATT_STND - S_FATT_RAISE8
ChaingunGuy, FirstState, 36, // S_CPOS_STND - S_CPOS_RAISE7
DoomImp, FirstState, 33, // S_TROO_STND - S_TROO_RAISE5
Demon, FirstState, 27, // S_SARG_STND - S_SARG_RAISE6
Cacodemon, FirstState, 20, // S_HEAD_STND - S_HEAD_RAISE6
BaronBall, FirstState, 5, // S_BRBALL1 - S_BRBALLX3
BaronOfHell, FirstState, 29, // S_BOSS_STND - S_BOSS_RAISE7
HellKnight, FirstState, 29, // S_BOS2_STND - S_BOS2_RAISE7
LostSoul, FirstState, 16, // S_SKULL_STND - S_SKULL_DIE6
SpiderMastermind, FirstState, 31, // S_SPID_STND - S_SPID_DIE11
Arachnotron, FirstState, 35, // S_BSPI_STND - S_BSPI_RAISE7
ArachnotronPlasma, FirstState, 7, // S_ARACH_PLAZ - S_ARACH_PLEX5
Cyberdemon, FirstState, 27, // S_CYBER_STND - S_CYBER_DIE10
PainElemental, FirstState, 25, // S_PAIN_STND - S_PAIN_RAISE6
WolfensteinSS, FirstState, 37, // S_SSWV_STND - S_SSWV_RAISE5
CommanderKeen, FirstState, 15, // S_KEENSTND - S_KEENPAIN2
BossBrain, SpawnState, 6, // S_BRAIN - S_BRAIN_DIE4
BossEye, FirstState, 3, // S_BRAINEYE - S_BRAINEYE1
SpawnShot, FirstState, 4, // S_SPAWN1 - S_SPAWN4
SpawnFire, FirstState, 8, // S_SPAWNFIRE1 - S_SPAWNFIRE8
BossBrain, FirstState, 3, // S_BRAINEXPLODE1 - S_BRAINEXPLODE3
GreenArmor, FirstState, 2, // S_ARM1 - S_ARM1A
BlueArmor, FirstState, 2, // S_ARM2 - S_ARM2A
ExplosiveBarrel, FirstState, 7, // S_BAR1 - S_BEXP5
BurningBarrel, FirstState, 3, // S_BBAR1 - S_BBAR3
HealthBonus, FirstState, 6, // S_BON1 - S_BON1E
ArmorBonus, FirstState, 6, // S_BON2 - S_BON2E
BlueCard, FirstState, 2, // S_BKEY - S_BKEY2
RedCard, FirstState, 2, // S_RKEY - S_RKEY2
YellowCard, FirstState, 2, // S_YKEY - S_YKEY2
BlueSkull, FirstState, 2, // S_BSKULL - S_BSKULL2
RedSkull, FirstState, 2, // S_RSKULL - S_RSKULL2
YellowSkull, FirstState, 2, // S_YSKULL - S_YSKULL2
Stimpack, FirstState, 1, // S_STIM
Medikit, FirstState, 1, // S_MEDI
Soulsphere, FirstState, 6, // S_SOUL - S_SOUL6
InvulnerabilitySphere, FirstState, 4, // S_PINV - S_PINV4
Berserk, FirstState, 1, // S_PSTR
BlurSphere, FirstState, 4, // S_PINS - P_PINS4
Megasphere, FirstState, 4, // S_MEGA - S_MEGA4
RadSuit, FirstState, 1, // S_SUIT
Allmap, FirstState, 6, // S_PMAP - S_PMAP6
Infrared, FirstState, 2, // S_PVIS - S_PVIS2
Clip, FirstState, 1, // S_CLIP
ClipBox, FirstState, 1, // S_AMMO
RocketAmmo, FirstState, 1, // S_ROCK
RocketBox, FirstState, 1, // S_BROK
Cell, FirstState, 1, // S_CELL
CellPack, FirstState, 1, // S_CELP
Shell, FirstState, 1, // S_SHEL
ShellBox, FirstState, 1, // S_SBOX
Backpack, FirstState, 1, // S_BPAK
BFG9000, SpawnState, 1, // S_BFUG
Chaingun, SpawnState, 1, // S_MGUN
Chainsaw, SpawnState, 1, // S_CSAW
RocketLauncher, SpawnState, 1, // S_LAUN
PlasmaRifle, SpawnState, 1, // S_PLAS
Shotgun, SpawnState, 1, // S_SHOT
SuperShotgun, SpawnState, 1, // S_SHOT2
Column, FirstState, 1, // S_COLU
DoomUnusedStates, FirstState, 1, // S_STALAG
BloodyTwitch, FirstState, 4, // S_BLOODYTWITCH - S_BLOODYTWITCH4
DoomUnusedStates, DeathState, 2, // S_DEADTORSO - S_DEADBOTTOM
HeadsOnAStick, FirstState, 1, // S_HEADSONSTICK
RealGibs, FirstState, 1, // S_GIBS
HeadOnAStick, FirstState, 1, // S_HEADONASTICK
HeadCandles, FirstState, 2, // S_HEADCANDLES - S_HEADCANDLES2
DeadStick, FirstState, 1, // S_DEADSTICK
LiveStick, FirstState, 2, // S_LIVESTICK
Meat2, FirstState, 1, // S_MEAT2
Meat3, FirstState, 1, // S_MEAT3
Meat4, FirstState, 1, // S_MEAT4
Meat5, FirstState, 1, // S_MEAT5
Stalagtite, FirstState, 1, // S_STALAGTITE
TallGreenColumn, FirstState, 1, // S_TALLGRNCOL
ShortGreenColumn, FirstState, 1, // S_SHRTGRNCOL
TallRedColumn, FirstState, 1, // S_TALLREDCOL
ShortRedColumn, FirstState, 1, // S_SHRTREDCOL
Candlestick, FirstState, 1, // S_CANDLESTIK
Candelabra, FirstState, 1, // S_CANDELABRA
SkullColumn, FirstState, 1, // S_SKULLCOL
TorchTree, FirstState, 1, // S_TORCHTREE
BigTree, FirstState, 1, // S_BIGTREE
TechPillar, FirstState, 1, // S_TECHPILLAR
EvilEye, FirstState, 4, // S_EVILEYE - S_EVILEYE4
FloatingSkull, FirstState, 3, // S_FLOATSKULL - S_FLOATSKULL3
HeartColumn, FirstState, 2, // S_HEARTCOL - S_HEARTCOL2
BlueTorch, FirstState, 4, // S_BLUETORCH - S_BLUETORCH4
GreenTorch, FirstState, 4, // S_GREENTORCH - S_GREENTORCH4
RedTorch, FirstState, 4, // S_REDTORCH - S_REDTORCH4
ShortBlueTorch, FirstState, 4, // S_BTORCHSHRT - S_BTORCHSHRT4
ShortGreenTorch, FirstState, 4, // S_GTORCHSHRT - S_GTORCHSHRT4
ShortRedTorch, FirstState, 4, // S_RTORCHSHRT - S_RTORCHSHRT4
HangNoGuts, FirstState, 1, // S_HANGNOGUTS
HangBNoBrain, FirstState, 1, // S_HANGBNOBRAIN
HangTLookingDown, FirstState, 1, // S_HANGTLOOKDN
HangTSkull, FirstState, 1, // S_HANGTSKULL
HangTLookingUp, FirstState, 1, // S_HANGTLOOKUP
HangTNoBrain, FirstState, 1, // S_HANGTNOBRAIN
ColonGibs, FirstState, 1, // S_COLONGIBS
SmallBloodPool, FirstState, 1, // S_SMALLPOOL
BrainStem, FirstState, 1, // S_BRAINSTEM
TechLamp, FirstState, 4, // S_TECHLAMP - S_TECHLAMP4
TechLamp2, FirstState, 4 // S_TECH2LAMP - S_TECH2LAMP4
};
// Sound equivalences. When a patch tries to change a sound, use these sound names.
SoundMap
{
"weapons/pistol",
"weapons/shotgf",
"weapons/shotgr",
"weapons/sshotf",
"weapons/sshoto",
"weapons/sshotc",
"weapons/sshotl",
"weapons/plasmaf",
"weapons/bfgf",
"weapons/sawup",
"weapons/sawidle",
"weapons/sawfull",
"weapons/sawhit",
"weapons/rocklf",
"weapons/bfgx",
"imp/attack",
"imp/shotx",
"plats/pt1_strt",
"plats/pt1_stop",
"doors/dr1_open",
"doors/dr1_clos",
"plats/pt1_mid",
"switches/normbutn",
"switches/exitbutn",
"*pain100",
"demon/pain",
"grunt/pain",
"vile/pain",
"fatso/pain",
"pain/pain",
"misc/gibbed",
"misc/i_pkup",
"misc/w_pkup",
"*land",
"misc/teleport",
"grunt/sight",
"grunt/sight",
"grunt/sight",
"imp/sight",
"imp/sight",
"demon/sight",
"caco/sight",
"baron/sight",
"cyber/sight",
"spider/sight",
"baby/sight",
"knight/sight",
"vile/sight",
"fatso/sight",
"pain/sight",
"skull/melee",
"demon/melee",
"skeleton/melee",
"vile/start",
"imp/melee",
"skeleton/swing",
"*death",
"*xdeath",
"grunt/death",
"grunt/death",
"grunt/death",
"imp/death",
"imp/death",
"demon/death",
"caco/death",
"misc/unused",
"baron/death",
"cyber/death",
"spider/death",
"baby/death",
"vile/death",
"knight/death",
"pain/death",
"skeleton/death",
"grunt/active",
"imp/active",
"demon/active",
"baby/active",
"baby/walk",
"vile/active",
"*grunt",
"world/barrelx",
"*fist",
"cyber/hoof",
"spider/walk",
"weapons/chngun",
"misc/chat2",
"doors/dr2_open",
"doors/dr2_clos",
"misc/spawn",
"vile/firecrkl",
"vile/firestrt",
"misc/p_pkup",
"brain/spit",
"brain/cube",
"brain/sight",
"brain/pain",
"brain/death",
"fatso/attack",
"fatso/death",
"wolfss/sight",
"wolfss/death",
"keen/pain",
"keen/death",
"skeleton/active",
"skeleton/sight",
"skeleton/attack",
"misc/chat"
};
// Names of different actor types, in original Doom 2 order
InfoNames
{
DoomPlayer,
ZombieMan,
ShotgunGuy,
Archvile,
ArchvileFire,
Revenant,
RevenantTracer,
RevenantTracerSmoke,
Fatso,
FatShot,
ChaingunGuy,
DoomImp,
Demon,
Spectre,
Cacodemon,
BaronOfHell,
BaronBall,
HellKnight,
LostSoul,
SpiderMastermind,
Arachnotron,
Cyberdemon,
PainElemental,
WolfensteinSS,
CommanderKeen,
BossBrain,
BossEye,
BossTarget,
SpawnShot,
SpawnFire,
ExplosiveBarrel,
DoomImpBall,
CacodemonBall,
Rocket,
PlasmaBall,
BFGBall,
ArachnotronPlasma,
BulletPuff,
Blood,
TeleportFog,
ItemFog,
TeleportDest,
BFGExtra,
GreenArmor,
BlueArmor,
HealthBonus,
ArmorBonus,
BlueCard,
RedCard,
YellowCard,
YellowSkull,
RedSkull,
BlueSkull,
Stimpack,
Medikit,
Soulsphere,
InvulnerabilitySphere,
Berserk,
BlurSphere,
RadSuit,
Allmap,
Infrared,
Megasphere,
Clip,
ClipBox,
RocketAmmo,
RocketBox,
Cell,
CellPack,
Shell,
ShellBox,
Backpack,
BFG9000,
Chaingun,
Chainsaw,
RocketLauncher,
PlasmaRifle,
Shotgun,
SuperShotgun,
TechLamp,
TechLamp2,
Column,
TallGreenColumn,
ShortGreenColumn,
TallRedColumn,
ShortRedColumn,
SkullColumn,
HeartColumn,
EvilEye,
FloatingSkull,
TorchTree,
BlueTorch,
GreenTorch,
RedTorch,
ShortBlueTorch,
ShortGreenTorch,
ShortRedTorch,
Stalagtite,
TechPillar,
Candlestick,
Candelabra,
BloodyTwitch,
Meat2,
Meat3,
Meat4,
Meat5,
NonsolidMeat2,
NonsolidMeat4,
NonsolidMeat3,
NonsolidMeat5,
NonsolidTwitch,
DeadCacodemon,
DeadMarine,
DeadZombieMan,
DeadDemon,
DeadLostSoul,
DeadDoomImp,
DeadShotgunGuy,
GibbedMarine,
GibbedMarineExtra,
HeadsOnAStick,
Gibs,
HeadOnAStick,
HeadCandles,
DeadStick,
LiveStick,
BigTree,
BurningBarrel,
HangNoGuts,
HangBNoBrain,
HangTLookingDown,
HangTSkull,
HangTLookingUp,
HangTNoBrain,
ColonGibs,
SmallBloodPool,
BrainStem
};
ThingBits
{
0, 0, SPECIAL,
1, 0, SOLID,
2, 0, SHOOTABLE,
3, 0, NOSECTOR,
4, 0, NOBLOCKMAP,
5, 0, AMBUSH,
6, 0, JUSTHIT,
7, 0, JUSTATTACKED,
8, 0, SPAWNCEILING,
9, 0, NOGRAVITY,
10, 0, DROPOFF,
11, 0, PICKUP,
12, 0, NOCLIP,
14, 0, FLOAT,
15, 0, TELEPORT,
16, 0, MISSILE,
17, 0, DROPPED,
18, 0, SHADOW,
19, 0, NOBLOOD,
20, 0, CORPSE,
21, 0, INFLOAT,
22, 0, COUNTKILL,
23, 0, COUNTITEM,
24, 0, SKULLFLY,
25, 0, NOTDMATCH,
26, 0, TRANSLATION1,
26, 0, TRANSLATION, // BOOM compatibility
27, 0, TRANSLATION2,
27, 0, UNUSED1, // BOOM compatibility
28, 0, UNUSED2, // BOOM compatibility
29, 0, UNUSED3, // BOOM compatibility
30, 0, UNUSED4, // BOOM compatibility
2, 2, TRANSLUCENT, // BOOM compatibility?
30, 0, STEALTH,
1, 2, TRANSLUC25,
2, 2, TRANSLUC50,
3, 2, TRANSLUC75,
// Names for flags2
0, 1, LOGRAV,
1, 1, WINDTHRUST,
2, 1, FLOORBOUNCE,
3, 1, BLASTED,
4, 1, FLY,
5, 1, FLOORCLIP,
6, 1, SPAWNFLOAT,
7, 1, NOTELEPORT,
8, 1, RIP,
9, 1, PUSHABLE,
10, 1, CANSLIDE, // Avoid conflict with SLIDE from BOOM
11, 1, ONMOBJ,
12, 1, PASSMOBJ,
13, 1, CANNOTPUSH,
14, 1, THRUGHOST,
15, 1, BOSS,
16, 1, FIREDAMAGE,
17, 1, NODMGTHRUST,
18, 1, TELESTOMP,
19, 1, FLOATBOB,
4, 2, DONTDRAW,
21, 1, IMPACT,
22, 1, PUSHWALL,
23, 1, MCROSS,
24, 1, PCROSS,
25, 1, CANTLEAVEFLOORPIC,
26, 1, NONSHOOTABLE,
27, 1, INVULNERABLE,
28, 1, DORMANT,
29, 1, ICEDAMAGE,
30, 1, SEEKERMISSILE,
31, 1, REFLECTIVE
};
// RenderStyles, should match those in actor.h
RenderStyles
{
0, STYLE_None,
1, STYLE_Normal,
2, STYLE_Fuzzy,
3, STYLE_SoulTrans,
4, STYLE_OptFuzzy,
8, STYLE_Shaded,
6, STYLE_Translucent,
7, STYLE_Add
};