mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-18 02:11:27 +00:00
29195a913c
- Added VSpeed DECORATE property so that an actor can be given an initial vertical speed. - Removed the barrel check in P_DamageMobj. AActor::Die is doing the same operation unconditionally so this is redundant. - Added A_BarrelDestroy to the list of DECORATE code pointers so that the same effect can be recreated for other items as well. - Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for monsters and added it to the list of DECORATE code pointers. Now Quake-style zombies should be possible. ;) - Changed handling of MF4_RANDOMIZE so that it applies to all actors being spawned and not just projectiles. - Converted Berserk and Megasphere to DECORATE. - Fixed: HealThing should respect the stamina a player has and the Dehacked health compatibility flag if max is 0. To do that it calls P_GiveBody now. SVN r373 (trunk)
178 lines
3.3 KiB
Text
178 lines
3.3 KiB
Text
// Invulnerability Sphere ---------------------------------------------------
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ACTOR InvulnerabilitySphere : PowerupGiver 2022
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{
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Game Doom
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SpawnID 133
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.BIGPOWERUP
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Inventory.MaxAmount 0
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Powerup.Type Invulnerable
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Powerup.Color InverseMap
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Inventory.PickupMessage "$GOTINVUL"
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States
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{
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Spawn:
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PINV ABCD 6 Bright
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Loop
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}
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}
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// Soulsphere --------------------------------------------------------------
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ACTOR Soulsphere : Health 2013
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{
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Game Doom
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SpawnID 25
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.Amount 100
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Inventory.MaxAmount 200
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Inventory.PickupMessage "$GOTSUPER"
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Inventory.PickupSound "misc/p_pkup"
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States
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{
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Spawn:
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SOUL ABCDCB 6 Bright
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Loop
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}
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}
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// Mega sphere --------------------------------------------------------------
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ACTOR MegasphereHealth : Health // for manipulation by Dehacked
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{
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Inventory.Amount 200
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Inventory.MaxAmount 200
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+INVENTORY.ALWAYSPICKUP
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}
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ACTOR Megasphere : CustomInventory 83
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{
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Game Doom
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SpawnID 132
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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Inventory.PickupMessage "$GOTMSPHERE"
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States
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{
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Spawn:
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MEGA ABCD 6 BRIGHT
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Loop
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Pickup:
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TNT1 A 0 A_GiveInventory("BlueArmor", 1)
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TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
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Stop
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}
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}
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// Invisibility -------------------------------------------------------------
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ACTOR BlurSphere : PowerupGiver 2024
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{
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Game Doom
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SpawnID 135
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+COUNTITEM
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+VISIBILITYPULSE
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.BIGPOWERUP
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Inventory.MaxAmount 0
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Powerup.Type Invisibility
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RenderStyle Translucent
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Inventory.PickupMessage "$GOTINVIS"
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States
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{
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Spawn:
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PINS ABCD 6 Bright
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Loop
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}
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}
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// Radiation suit (aka iron feet) -------------------------------------------
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ACTOR RadSuit : PowerupGiver 2025
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{
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Game Doom
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SpawnID 136
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Height 46
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Inventory.PickupMessage "$GOTSUIT"
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Powerup.Type IronFeet
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States
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{
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Spawn:
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SUIT A -1 Bright
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Stop
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}
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}
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// infrared -----------------------------------------------------------------
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ACTOR Infrared : PowerupGiver 2045
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{
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Game Doom
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SpawnID 138
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Powerup.Type LightAmp
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Inventory.PickupMessage "$GOTVISOR"
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States
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{
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Spawn:
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PVIS A 6 Bright
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PVIS B 6
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Loop
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}
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}
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// Allmap -------------------------------------------------------------------
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ACTOR Allmap : MapRevealer 2026
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{
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Game Doom
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SpawnID 137
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$GOTMAP"
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States
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{
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Spawn:
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PMAP ABCDCB 6 Bright
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Loop
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}
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}
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// Berserk ------------------------------------------------------------------
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ACTOR Berserk : CustomInventory 2023
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{
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Game Doom
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SpawnID 134
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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Inventory.PickupMessage "$GOTBERSERK"
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States
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{
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Spawn:
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PSTR A -1
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Stop
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Pickup:
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TNT1 A 0 A_GiveInventory("PowerStrength")
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TNT1 A 0 HealThing(100, 0)
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TNT1 A 0 A_SelectWeapon("Fist")
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Stop
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}
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}
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