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 May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository.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)
335 lines
5.9 KiB
Text
335 lines
5.9 KiB
Text
// Med patch -----------------------------------------------------------------
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ACTOR MedPatch : HealthPickup 2011
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{
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Game Strife
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ConversationID 125, 121, 124
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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 "Med_patch"
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Inventory.Icon "I_STMP"
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Inventory.PickupMessage "$TXT_MEDPATCH"
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States
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{
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Spawn:
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STMP A -1
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Stop
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}
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}
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// Medical Kit ---------------------------------------------------------------
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ACTOR MedicalKit : HealthPickup 2012
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{
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Game Strife
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ConversationID 126, 122, 125
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Health 25
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 15
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Tag "Medical_kit"
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Inventory.Icon "I_MDKT"
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Inventory.PickupMessage "$TXT_MEDICALKIT"
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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 83
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{
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Game Strife
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ConversationID 127, 123, 126
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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 "Surgery_Kit" // "full_health" in the Teaser
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Inventory.Icon "I_FULL"
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Inventory.PickupMessage "$TXT_SURGERYKIT"
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States
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{
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Spawn:
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FULL AB 35
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Loop
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}
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}
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// StrifeMap ----------------------------------------------------------------
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ACTOR StrifeMap : MapRevealer 2026
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{
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Game Strife
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SpawnID 137
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ConversationID 164, 160, 163
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+FLOORCLIP
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$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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Game Strife
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+NOTDMATCH
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 173, 165, 169
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Tag "ring"
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Inventory.Icon "I_RING"
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Inventory.GiveQuest 1
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Inventory.PickupMessage "$TXT_BELDINSRING"
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States
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{
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Spawn:
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RING A -1
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Stop
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}
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}
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// Offering Chalice ---------------------------------------------------------
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ACTOR OfferingChalice : Inventory 205
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{
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Game Strife
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 174, 166, 170
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Radius 10
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Height 16
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Tag "Offering_Chalice"
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Inventory.Icon "I_RELC"
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Inventory.PickupMessage "$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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Game Strife
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 175, 167, 171
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Tag "ear"
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Inventory.Icon "I_EARS"
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Inventory.PickupMessage "$TXT_EAR"
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Inventory.GiveQuest 9
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States
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{
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Spawn:
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EARS A -1
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Stop
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}
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}
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// Broken Power Coupling ----------------------------------------------------
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ACTOR BrokenPowerCoupling : Inventory 226
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{
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Game Strife
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ConversationID 289, -1, -1
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Health 40
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 16
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Height 16
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Tag "BROKEN_POWER_COUPLING"
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Inventory.MaxAmount 1
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Inventory.Icon "I_COUP"
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Inventory.PickupMessage "$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 2024
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{
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Game Strife
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SpawnID 135
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ConversationID 160, 156, 159
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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 "Shadow_armor"
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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 "$TXT_SHADOWARMOR"
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States
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{
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Spawn:
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SHD1 A -1 Bright
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Stop
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}
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}
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// Environmental suit -------------------------------------------------------
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ACTOR EnvironmentalSuit : PowerupGiver 2025
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{
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Game Strife
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SpawnID 136
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ConversationID 161, 157, 160
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 5
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Powerup.Type "Mask"
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Tag "Environmental_Suit"
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Inventory.Icon "I_MASK"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$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 90
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{
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Game Strife
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ConversationID 162, 158, 161
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "Guard_Uniform"
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Inventory.Icon "I_UNIF"
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Inventory.PickupMessage "$TXT_GUARDUNIFORM"
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Inventory.GiveQuest 15
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States
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{
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Spawn:
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UNIF A -1
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Stop
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}
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}
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// Officer's Uniform --------------------------------------------------------
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ACTOR OfficersUniform : Inventory 52
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{
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Game Strife
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ConversationID 163, 159, 162
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "Officer's_Uniform"
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Inventory.Icon "I_OFIC"
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Inventory.PickupMessage "$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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// 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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Game Strife
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ConversationID 308, 289, 306
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+FLOORCLIP
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Tag "report"
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Inventory.PickupMessage "$TXT_REPORT"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Info ---------------------------------------------------------------------
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ACTOR Info : Inventory
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{
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Game Strife
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ConversationID 300, 282, 299
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "info"
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Inventory.Icon "I_TOKN"
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Inventory.PickupMessage "$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 207
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{
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Game Strife
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ConversationID 167, 169, 173
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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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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