mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
516 lines
8.6 KiB
Text
516 lines
8.6 KiB
Text
ACTOR StrifeKey : Key
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{
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Radius 20
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Height 16
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+NOTDMATCH
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+FLOORCLIP
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}
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// Base Key -----------------------------------------------------------------
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ACTOR BaseKey : StrifeKey 230
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{
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Game Strife
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ConversationID 133, 129, 132
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Inventory.Icon "I_FUSL"
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Tag "Base_Key"
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Inventory.PickupMessage "$TXT_BASEKEY"
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States
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{
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Spawn:
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FUSL A -1
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Stop
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}
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}
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// Govs Key -----------------------------------------------------------------
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ACTOR GovsKey : StrifeKey
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{
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Game Strife
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ConversationID 134, 130, 133
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Inventory.Icon "I_REBL"
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Tag "Govs_Key" // "Rebel_Key" in the Teaser
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Inventory.PickupMessage "$TXT_GOVSKEY"
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States
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{
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Spawn:
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REBL A -1
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Stop
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}
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}
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// Passcard -----------------------------------------------------------------
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ACTOR Passcard : StrifeKey 185
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{
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Game Strife
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ConversationID 135, 131, 134
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Inventory.Icon "I_TPAS"
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Tag "Passcard"
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Inventory.PickupMessage "$TXT_PASSCARD"
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States
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{
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Spawn:
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TPAS A -1
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Stop
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}
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}
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// ID Badge -----------------------------------------------------------------
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ACTOR IDBadge : StrifeKey 184
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{
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Game Strife
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ConversationID 136, 132, 135
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Inventory.Icon "I_CRD1"
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Tag "ID_Badge"
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Inventory.PickupMessage "$TXT_IDBADGE"
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States
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{
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Spawn:
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CRD1 A -1
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Stop
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}
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}
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// Prison Key ---------------------------------------------------------------
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ACTOR PrisonKey : StrifeKey
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{
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Game Strife
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ConversationID 137, 133, 136
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Inventory.Icon "I_PRIS"
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Tag "Prison_Key"
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Inventory.GiveQuest 11
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Inventory.PickupMessage "$TXT_PRISONKEY"
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States
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{
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Spawn:
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PRIS A -1
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Stop
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}
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}
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// Severed Hand -------------------------------------------------------------
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ACTOR SeveredHand : StrifeKey 91
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{
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Game Strife
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ConversationID 138, 134, 137
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Inventory.Icon "I_HAND"
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Tag "Severed_Hand"
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Inventory.GiveQuest 12
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Inventory.PickupMessage "$TXT_SEVEREDHAND"
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States
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{
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Spawn:
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HAND A -1
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Stop
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}
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}
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// Power1 Key ---------------------------------------------------------------
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ACTOR Power1Key : StrifeKey
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{
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Game Strife
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ConversationID 139, 135, 138
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Inventory.Icon "I_PWR1"
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Tag "Power1_Key"
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Inventory.PickupMessage "$TXT_POWER1KEY"
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States
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{
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Spawn:
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PWR1 A -1
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Stop
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}
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}
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// Power2 Key ---------------------------------------------------------------
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ACTOR Power2Key : StrifeKey
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{
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Game Strife
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ConversationID 140, 136, 139
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Inventory.Icon "I_PWR2"
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Tag "Power2_Key"
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Inventory.PickupMessage "$TXT_POWER2KEY"
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States
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{
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Spawn:
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PWR2 A -1
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Stop
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}
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}
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// Power3 Key ---------------------------------------------------------------
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ACTOR Power3Key : StrifeKey
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{
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Game Strife
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ConversationID 141, 137, 140
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Inventory.Icon "I_PWR3"
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Tag "Power3_Key"
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Inventory.PickupMessage "$TXT_POWER3KEY"
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States
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{
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Spawn:
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PWR3 A -1
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Stop
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}
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}
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// Gold Key -----------------------------------------------------------------
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ACTOR GoldKey : StrifeKey 40
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{
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Game Strife
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ConversationID 142, 138, 141
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Inventory.Icon "I_KY1G"
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Tag "Gold_Key"
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Inventory.PickupMessage "$TXT_GOLDKEY"
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States
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{
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Spawn:
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KY1G A -1
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Stop
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}
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}
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// ID Card ------------------------------------------------------------------
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ACTOR IDCard : StrifeKey 13
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{
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Game Strife
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ConversationID 143, 139, 142
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Inventory.Icon "I_CRD2"
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Tag "ID_Card"
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Inventory.PickupMessage "$TXT_IDCARD"
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States
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{
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Spawn:
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CRD2 A -1
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Stop
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}
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}
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// Silver Key ---------------------------------------------------------------
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ACTOR SilverKey : StrifeKey 38
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{
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Game Strife
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ConversationID 144, 140, 143
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Inventory.Icon "I_KY2S"
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Tag "Silver_Key"
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Inventory.PickupMessage "$TXT_SILVERKEY"
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States
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{
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Spawn:
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KY2S A -1
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Stop
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}
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}
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// Oracle Key ---------------------------------------------------------------
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ACTOR OracleKey : StrifeKey 61
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{
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Game Strife
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ConversationID 145, 141, 144
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Inventory.Icon "I_ORAC"
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Tag "Oracle_Key"
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Inventory.PickupMessage "$TXT_ORACLEKEY"
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States
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{
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Spawn:
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ORAC A -1
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Stop
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}
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}
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// Military ID --------------------------------------------------------------
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ACTOR MilitaryID : StrifeKey
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{
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Game Strife
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ConversationID 146, 142, 145
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Inventory.Icon "I_GYID"
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Tag "Military ID"
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Inventory.PickupMessage "$TXT_MILITARYID"
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States
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{
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Spawn:
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GYID A -1
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Stop
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}
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}
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// Order Key ----------------------------------------------------------------
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ACTOR OrderKey : StrifeKey 86
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{
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Game Strife
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ConversationID 147, 143, 146
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Inventory.Icon "I_FUBR"
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Tag "Order_Key"
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Inventory.PickupMessage "$TXT_ORDERKEY"
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States
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{
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Spawn:
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FUBR A -1
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Stop
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}
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}
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// Warehouse Key ------------------------------------------------------------
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ACTOR WarehouseKey : StrifeKey 166
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{
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Game Strife
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ConversationID 148, 144, 147
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Inventory.Icon "I_WARE"
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Tag "Warehouse_Key"
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Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
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States
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{
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Spawn:
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WARE A -1
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Stop
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}
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}
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// Brass Key ----------------------------------------------------------------
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ACTOR BrassKey : StrifeKey 39
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{
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Game Strife
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ConversationID 149, 145, 148
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Inventory.Icon "I_KY3B"
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Tag "Brass_Key"
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Inventory.PickupMessage "$TXT_BRASSKEY"
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States
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{
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Spawn:
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KY3B A -1
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Stop
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}
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}
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// Red Crystal Key ----------------------------------------------------------
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ACTOR RedCrystalKey : StrifeKey 192
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{
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Game Strife
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ConversationID 150, 146, 149
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Inventory.Icon "I_RCRY"
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Tag "Red_Crystal_Key"
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Inventory.PickupMessage "$TXT_REDCRYSTAL"
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States
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{
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Spawn:
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RCRY A -1 Bright
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Stop
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}
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}
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// Blue Crystal Key ---------------------------------------------------------
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ACTOR BlueCrystalKey : StrifeKey 193
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{
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Game Strife
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ConversationID 151, 147, 150
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Inventory.Icon "I_BCRY"
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Tag "Blue_Crystal_Key"
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Inventory.PickupMessage "$TXT_BLUECRYSTAL"
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States
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{
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Spawn:
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BCRY A -1 Bright
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Stop
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}
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}
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// Chapel Key ---------------------------------------------------------------
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ACTOR ChapelKey : StrifeKey 195
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{
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Game Strife
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ConversationID 152, 148, 151
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Inventory.Icon "I_CHAP"
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Tag "Chapel_Key"
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Inventory.PickupMessage "$TXT_CHAPELKEY"
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States
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{
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Spawn:
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CHAP A -1
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Stop
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}
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}
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// Catacomb Key -------------------------------------------------------------
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ACTOR CatacombKey : StrifeKey
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{
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Game Strife
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ConversationID 153, 149, 152
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Inventory.Icon "I_TUNL"
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Tag "Catacomb_Key" // "Tunnel_Key" in the Teaser
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Inventory.GiveQuest 28
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Inventory.PickupMessage "$TXT_CATACOMBKEY"
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States
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{
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Spawn:
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TUNL A -1
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Stop
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}
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}
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// Security Key -------------------------------------------------------------
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ACTOR SecurityKey : StrifeKey
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{
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Game Strife
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ConversationID 154, 150, 153
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Inventory.Icon "I_SECK"
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Tag "Security_Key"
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Inventory.PickupMessage "$TXT_SECURITYKEY"
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States
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{
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Spawn:
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SECK A -1
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Stop
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}
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}
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// Core Key -----------------------------------------------------------------
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ACTOR CoreKey : StrifeKey 236
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{
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Game Strife
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ConversationID 155, 151, 154
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Inventory.Icon "I_GOID"
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Tag "Core_Key" // "New_Key1" in the Teaser
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Inventory.PickupMessage "$TXT_COREKEY"
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States
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{
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Spawn:
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GOID A -1
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Stop
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}
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}
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// Mauler Key ---------------------------------------------------------------
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ACTOR MaulerKey : StrifeKey 233
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{
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Game Strife
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ConversationID 156, 152, 155
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Inventory.Icon "I_BLTK"
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Tag "Mauler_Key" // "New_Key2" in the Teaser
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Inventory.PickupMessage "$TXT_MAULERKEY"
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States
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{
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Spawn:
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BLTK A -1
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Stop
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}
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}
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// Factory Key --------------------------------------------------------------
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ACTOR FactoryKey : StrifeKey 234
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{
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Game Strife
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ConversationID 157, 153, 156
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Inventory.Icon "I_PROC"
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Tag "Factory_Key" // "New_Key3" in the Teaser
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Inventory.PickupMessage "$TXT_FACTORYKEY"
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States
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{
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Spawn:
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PROC A -1
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Stop
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}
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}
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// Mine Key -----------------------------------------------------------------
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ACTOR MineKey : StrifeKey 235
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{
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Game Strife
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ConversationID 158, 154, 157
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Inventory.Icon "I_MINE" // "New_Key4" in the Teaser
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Tag "MINE_KEY"
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Inventory.PickupMessage "$TXT_MINEKEY"
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States
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{
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Spawn:
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MINE A -1
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Stop
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}
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}
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// New Key5 -----------------------------------------------------------------
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ACTOR NewKey5 : StrifeKey
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{
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Game Strife
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ConversationID 159, 155, 158
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Inventory.Icon "I_BLTK"
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Tag "New_Key5"
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Inventory.PickupMessage "$TXT_NEWKEY5"
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States
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{
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Spawn:
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BLTK A -1
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Stop
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}
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}
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// Oracle Pass --------------------------------------------------------------
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ACTOR OraclePass : Inventory
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{
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Game Strife
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ConversationID 311, 292, 309
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+INVENTORY.INVBAR
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Inventory.Icon "I_OTOK"
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Inventory.GiveQuest 18
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Inventory.PickupMessage "$TXT_ORACLEPASS"
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Tag "Oracle_Pass"
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States
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{
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Spawn:
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OTOK A -1
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Stop
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}
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}
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