mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
519 lines
8.9 KiB
Text
519 lines
8.9 KiB
Text
// Med patch -----------------------------------------------------------------
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ACTOR MedPatch : HealthPickup
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{
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Health 10
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 20
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Tag "$TAG_MEDPATCH"
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Inventory.Icon "I_STMP"
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Inventory.PickupMessage "$TXT_MEDPATCH"
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HealthPickup.Autouse 3
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States
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{
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Spawn:
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STMP A -1
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Stop
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}
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}
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// Medical Kit ---------------------------------------------------------------
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ACTOR MedicalKit : HealthPickup
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{
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Health 25
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 15
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Tag "$TAG_MEDICALKIT"
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Inventory.Icon "I_MDKT"
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Inventory.PickupMessage "$TXT_MEDICALKIT"
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HealthPickup.Autouse 3
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States
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{
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Spawn:
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MDKT A -1
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Stop
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}
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}
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// Surgery Kit --------------------------------------------------------------
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ACTOR SurgeryKit : HealthPickup
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Health -100
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Inventory.MaxAmount 5
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Tag "$TAG_SURGERYKIT"
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Inventory.Icon "I_FULL"
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Inventory.PickupMessage "$TXT_SURGERYKIT"
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States
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{
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Spawn:
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FULL AB 35
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Loop
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}
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}
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// StrifeMap ----------------------------------------------------------------
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ACTOR StrifeMap : MapRevealer
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{
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+FLOORCLIP
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_STRIFEMAP"
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States
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{
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Spawn:
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SMAP AB 6 Bright
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Loop
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}
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}
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// Beldin's Ring ------------------------------------------------------------
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ACTOR BeldinsRing : Inventory
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{
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+NOTDMATCH
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_BELDINSRING"
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Inventory.Icon "I_RING"
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Inventory.GiveQuest 1
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Inventory.PickupMessage "$TXT_BELDINSRING"
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States
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{
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Spawn:
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RING A -1
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Stop
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}
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}
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// Offering Chalice ---------------------------------------------------------
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ACTOR OfferingChalice : Inventory
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{
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 10
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Height 16
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Tag "$TAG_OFFERINGCHALICE"
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Inventory.Icon "I_RELC"
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Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
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Inventory.GiveQuest 2
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States
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{
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Spawn:
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RELC A -1
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Stop
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}
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}
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// Ear ----------------------------------------------------------------------
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ACTOR Ear : Inventory
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_EAR"
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Inventory.Icon "I_EARS"
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Inventory.PickupMessage "$TXT_EAR"
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Inventory.GiveQuest 9
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States
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{
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Spawn:
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EARS A -1
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Stop
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}
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}
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// Broken Power Coupling ----------------------------------------------------
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ACTOR BrokenPowerCoupling : Inventory
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{
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Health 40
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 16
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Height 16
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Tag "$TAG_BROKENCOUPLING"
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Inventory.MaxAmount 1
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Inventory.Icon "I_COUP"
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Inventory.PickupMessage "$TXT_BROKENCOUPLING"
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Inventory.GiveQuest 8
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States
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{
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Spawn:
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COUP C -1
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Stop
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}
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}
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// Shadow Armor -------------------------------------------------------------
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ACTOR ShadowArmor : PowerupGiver
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{
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+FLOORCLIP
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+VISIBILITYPULSE
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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RenderStyle Translucent
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Tag "$TAG_SHADOWARMOR"
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Inventory.MaxAmount 2
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Powerup.Type "Shadow"
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Inventory.Icon "I_SHD1"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_SHADOWARMOR"
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States
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{
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Spawn:
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SHD1 A -1 Bright
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Stop
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}
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}
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// Environmental suit -------------------------------------------------------
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ACTOR EnvironmentalSuit : PowerupGiver
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 5
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Powerup.Type "Mask"
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Tag "$TAG_ENVSUIT"
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Inventory.Icon "I_MASK"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_ENVSUIT"
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States
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{
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Spawn:
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MASK A -1
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Stop
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}
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}
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// Guard Uniform ------------------------------------------------------------
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ACTOR GuardUniform : Inventory
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_GUARDUNIFORM"
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Inventory.Icon "I_UNIF"
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Inventory.PickupMessage "$TXT_GUARDUNIFORM"
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Inventory.GiveQuest 15
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States
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{
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Spawn:
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UNIF A -1
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Stop
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}
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}
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// Officer's Uniform --------------------------------------------------------
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ACTOR OfficersUniform : Inventory
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_OFFICERSUNIFORM"
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Inventory.Icon "I_OFIC"
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Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
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States
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{
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Spawn:
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OFIC A -1
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Stop
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}
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}
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// Flame Thrower Parts ------------------------------------------------------
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ACTOR FlameThrowerParts : Inventory
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.Icon "I_BFLM"
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Tag "$TAG_FTHROWERPARTS"
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Inventory.PickupMessage "$TXT_FTHROWERPARTS"
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States
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{
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Spawn:
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BFLM A -1
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Stop
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}
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}
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// InterrogatorReport -------------------------------------------------------
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// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
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// find that Acolyte in the map. It seems to be totally unused in the
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// final game.
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ACTOR InterrogatorReport : Inventory
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{
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+FLOORCLIP
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Tag "$TAG_REPORT"
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Inventory.PickupMessage "$TXT_REPORT"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Info ---------------------------------------------------------------------
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ACTOR Info : Inventory
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_INFO"
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Inventory.Icon "I_TOKN"
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Inventory.PickupMessage "$TXT_INFO"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Targeter -----------------------------------------------------------------
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ACTOR Targeter : PowerupGiver
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Tag "$TAG_TARGETER"
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Powerup.Type "Targeter"
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Inventory.MaxAmount 5
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Inventory.Icon "I_TARG"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_TARGETER"
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States
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{
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Spawn:
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TARG A -1
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Stop
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}
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}
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// Communicator -----------------------------------------------------------------
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ACTOR Communicator : Inventory
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{
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+NOTDMATCH
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Tag "$TAG_COMMUNICATOR"
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Inventory.Icon "I_COMM"
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_COMMUNICATOR"
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States
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{
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Spawn:
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COMM A -1
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Stop
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}
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}
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// Degnin Ore ---------------------------------------------------------------
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ACTOR DegninOre : Inventory native
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{
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Health 10
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Radius 16
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Height 16
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Inventory.MaxAmount 10
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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+INVENTORY.INVBAR
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Tag "$TAG_DEGNINORE"
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DeathSound "ore/explode"
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Inventory.Icon "I_XPRK"
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Inventory.PickupMessage "$TXT_DEGNINORE"
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States
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{
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Spawn:
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XPRK A -1
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Stop
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Death:
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XPRK A 1 A_RemoveForceField
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BNG3 A 0 A_SetTranslucent(1,1)
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BNG3 A 0 A_Scream
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BNG3 A 3 Bright A_Explode(192,192,1,1)
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BNG3 BCDEFGH 3 Bright
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Stop
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}
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}
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// Gun Training -------------------------------------------------------------
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ACTOR GunTraining : Inventory
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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+INVENTORY.UNDROPPABLE
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Inventory.MaxAmount 100
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Tag "$TAG_GUNTRAINING"
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Inventory.Icon "I_GUNT"
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States
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{
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Spawn:
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GUNT A -1
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Stop
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}
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}
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// Health Training ----------------------------------------------------------
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ACTOR HealthTraining : Inventory native
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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+INVENTORY.UNDROPPABLE
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Inventory.MaxAmount 100
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Tag "$TAG_HEALTHTRAINING"
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Inventory.Icon "I_HELT"
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States
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{
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Spawn:
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HELT A -1
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Stop
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}
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}
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// Scanner ------------------------------------------------------------------
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ACTOR Scanner : PowerupGiver native
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{
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+FLOORCLIP
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 1
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Tag "$TAG_SCANNER"
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Inventory.Icon "I_PMUP"
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Powerup.Type "Scanner"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_SCANNER"
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States
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{
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Spawn:
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PMUP AB 6
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Loop
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}
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}
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// Prison Pass --------------------------------------------------------------
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ACTOR PrisonPass : Key native
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{
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Inventory.Icon "I_TOKN"
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Tag "$TAG_PRISONPASS"
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Inventory.PickupMessage "$TXT_PRISONPASS"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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//---------------------------------------------------------------------------
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// Dummy items. They are just used by Strife to perform ---------------------
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// actions and cannot be held. ----------------------------------------------
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//---------------------------------------------------------------------------
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ACTOR DummyStrifeItem : Inventory native
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{
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Sound the alarm! ---------------------------------------------------------
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ACTOR RaiseAlarm : DummyStrifeItem native
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{
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Tag "$TAG_ALARM"
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}
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// Open door tag 222 --------------------------------------------------------
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ACTOR OpenDoor222 : DummyStrifeItem native
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{
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}
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// Close door tag 222 -------------------------------------------------------
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ACTOR CloseDoor222 : DummyStrifeItem native
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{
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}
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// Open door tag 224 --------------------------------------------------------
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ACTOR OpenDoor224 : DummyStrifeItem native
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{
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}
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// Ammo ---------------------------------------------------------------------
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ACTOR AmmoFillup : DummyStrifeItem native
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{
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Tag "$TAG_AMMOFILLUP"
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}
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// Health -------------------------------------------------------------------
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ACTOR HealthFillup : DummyStrifeItem native
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{
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Tag "$TAG_HEALTHFILLUP"
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}
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// Upgrade Stamina ----------------------------------------------------------
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ACTOR UpgradeStamina : DummyStrifeItem native
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{
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Inventory.Amount 10
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Inventory.MaxAmount 100
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}
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// Upgrade Accuracy ---------------------------------------------------------
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ACTOR UpgradeAccuracy : DummyStrifeItem native
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{
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}
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// Start a slideshow --------------------------------------------------------
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ACTOR SlideshowStarter : DummyStrifeItem native
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{
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}
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