mirror of
https://github.com/ZDoom/gzdoom-gles.git
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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 May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository.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)
99 lines
1.6 KiB
Text
99 lines
1.6 KiB
Text
// Base class for the merchants ---------------------------------------------
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ACTOR Merchant
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{
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Health 10000000
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PainChance 256 // a merchant should always enter the pain state when getting hurt
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Radius 20
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Height 56
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Mass 5000
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+SOLID
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+SHOOTABLE
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+NOTDMATCH
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+NOSPLASHALERT
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+NODAMAGE
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States
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{
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Spawn:
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MRST A 10 A_Look2
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Loop
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MRLK A 30 A_ActiveSound
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Loop
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MRLK B 30
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Loop
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MRBD ABCDEDCB 4
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MRBD A 5
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MRBD F 6
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Loop
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See:
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Pain:
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MRPN A 3 A_AlertMonsters
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MRPN B 3 A_Pain
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MRPN C 3
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MRPN D 9 Door_CloseWaitOpen(999, 64, 960)
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MRPN C 4
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MRPN B 3
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MRPN A 3 A_ClearSoundTarget
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Goto Spawn
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Yes:
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MRYS A 20
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// Fall through
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Greetings:
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MRGT ABCDEFGHI 5
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Goto Spawn
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No:
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MRNO AB 6
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MRNO C 10
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MRNO BA 6
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Goto Greetings
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}
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}
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// Weapon Smith -------------------------------------------------------------
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ACTOR WeaponSmith : Merchant 116
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{
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Game Strife
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ConversationID 2
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PainSound "smith/pain"
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Tag "Weapon_Smith"
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}
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// Bar Keep -----------------------------------------------------------------
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ACTOR BarKeep : Merchant 72
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{
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Game Strife
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Translation 4
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ConversationID 3
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PainSound "barkeep/pain"
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ActiveSound "barkeep/active"
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Tag "Bar_Keep"
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}
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// Armorer ------------------------------------------------------------------
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ACTOR Armorer : Merchant 73
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{
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Game Strife
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Translation 5
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ConversationID 4
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PainSound "armorer/pain"
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Tag "Armorer"
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}
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// Medic --------------------------------------------------------------------
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ACTOR Medic : Merchant 74
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{
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Game Strife
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Translation 6
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ConversationID 5
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PainSound "medic/pain"
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Tag "Medic"
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}
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