mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
0e69196370
- Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
199 lines
2.3 KiB
Text
199 lines
2.3 KiB
Text
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// Water --------------------------------------------------------------------
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ACTOR WaterSplash
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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SPSH ABC 8
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SPSH D 16
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Stop
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Death:
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SPSH D 10
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Stop
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}
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}
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ACTOR WaterSplashBase
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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SPSH EFGHIJK 5
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Stop
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}
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}
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// Lava ---------------------------------------------------------------------
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ACTOR LavaSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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LVAS ABCDEF 5 Bright
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Stop
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}
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}
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ACTOR LavaSmoke
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle Translucent
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Alpha Default
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States
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{
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Spawn:
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LVAS GHIJK 5 Bright
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Stop
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}
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}
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// Sludge -------------------------------------------------------------------
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ACTOR SludgeChunk
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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States
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{
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Spawn:
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SLDG ABCD 8
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Stop
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Death:
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SLDG D 6
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Stop
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}
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}
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ACTOR SludgeSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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States
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{
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Spawn:
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SLDG EFGH 6
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Stop
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}
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}
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/*
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* These next four classes are not used by me anywhere.
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* They are for people who want to use them in a TERRAIN lump.
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*/
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// Blood (water with a different sprite) ------------------------------------
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ACTOR BloodSplash
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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BSPH ABC 8
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BSPH D 16
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Stop
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Death:
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BSPH D 10
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Stop
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}
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}
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ACTOR BloodSplashBase
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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BSPH EFGHIJK 5
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Stop
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}
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}
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// Slime (sludge with a different sprite) -----------------------------------
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ACTOR SlimeChunk
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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States
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{
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Spawn:
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SLIM ABCD 8
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Stop
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Death:
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SLIM D 6
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Stop
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}
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}
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ACTOR SlimeSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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States
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{
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Spawn:
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SLIM EFGH 6
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Stop
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}
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}
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