gzdoom-gles/wadsrc/static/actors/strife/strifestuff.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

1659 lines
24 KiB
Text

// Tank 1 Huge ------------------------------------------------------------
ACTOR Tank1 209
{
Game Strife
Radius 16
Height 192
+SOLID
ConversationID 31, -1, -1
States
{
Spawn:
TNK1 A 15
TNK1 B 11
TNK1 C 40
Loop
}
}
// Tank 2 Huge ------------------------------------------------------------
ACTOR Tank2 210
{
Game Strife
Radius 16
Height 192
+SOLID
ConversationID 32, -1, -1
States
{
Spawn:
TNK2 A 15
TNK2 B 11
TNK2 C 40
Loop
}
}
// Tank 3 Huge ------------------------------------------------------------
ACTOR Tank3 211
{
Game Strife
Radius 16
Height 192
+SOLID
ConversationID 33, -1, -1
States
{
Spawn:
TNK3 A 15
TNK3 B 11
TNK3 C 40
Loop
}
}
// Tank 4 -------------------------------------------------------------------
ACTOR Tank4 213
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 34, -1, -1
States
{
Spawn:
TNK4 A 15
TNK4 B 11
TNK4 C 40
Loop
}
}
// Tank 5 -------------------------------------------------------------------
ACTOR Tank5 214
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 35, -1, -1
States
{
Spawn:
TNK5 A 15
TNK5 B 11
TNK5 C 40
Loop
}
}
// Tank 6 -------------------------------------------------------------------
ACTOR Tank6 229
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 36, -1, -1
States
{
Spawn:
TNK6 A 15
TNK6 B 11
TNK6 C 40
Loop
}
}
// Water Bottle -------------------------------------------------------------
ACTOR WaterBottle 2014
{
Game Strife
ConversationID 131, -1, -1
States
{
Spawn:
WATR A -1
Stop
}
}
// Mug ----------------------------------------------------------------------
ACTOR Mug 164
{
Game Strife
ConversationID 132, -1, -1
States
{
Spawn:
MUGG A -1
Stop
}
}
// Wooden Barrel ------------------------------------------------------------
ACTOR WoodenBarrel 82
{
Game Strife
Health 10
Radius 10
Height 32
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT
ConversationID 203, -1, -1
DeathSound "woodenbarrel/death"
States
{
Spawn:
BARW A -1
Stop
Death:
BARW B 2 A_Scream
BARW C 2
BARW D 2 A_NoBlocking
BARW EFG 2
BARW H -1
Stop
}
}
// Strife's explosive barrel ------------------------------------------------
ACTOR ExplosiveBarrel2 : ExplosiveBarrel 94
{
Game Strife
Health 30
Radius 10
Height 32
ConversationID 204, -1, -1
//+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT
States
{
Spawn:
BART A -1
Stop
Death:
BART B 2 Bright A_Scream
BART CD 2 Bright
BART E 2 Bright A_NoBlocking
BART F 0 Bright A_AlertMonsters
BART F 2 Bright A_Explode(64, 64)
BART GHIJ 2 Bright
BART K 3 Bright
BART L -1
Stop
}
}
// Light Silver, Fluorescent ----------------------------------------------
ACTOR LightSilverFluorescent 95
{
Game Strife
Radius 2.5
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 206, -1, -1
States
{
Spawn:
LITS A -1 Bright
Stop
}
}
// Light Brown, Fluorescent -----------------------------------------------
ACTOR LightBrownFluorescent 96
{
Game Strife
Radius 2.5
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 207, -1, -1
States
{
Spawn:
LITB A -1 Bright
Stop
}
}
// Light Gold, Fluorescent ------------------------------------------------
ACTOR LightGoldFluorescent 97
{
Game Strife
Radius 2.5
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 208, -1, -1
States
{
Spawn:
LITG A -1 Bright
Stop
}
}
// Light Globe --------------------------------------------------------------
ACTOR LightGlobe 2028
{
Game Strife
Radius 16
Height 16
+SOLID
ConversationID 209, -1, -1
States
{
Spawn:
LITE A -1 Bright
Stop
}
}
// Techno Pillar ------------------------------------------------------------
ACTOR PillarTechno 48
{
Game Strife
Radius 20
Height 128
+SOLID
ConversationID 210, -1, -1
States
{
Spawn:
MONI A -1
Stop
}
}
// Aztec Pillar -------------------------------------------------------------
ACTOR PillarAztec 54
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 211, -1, -1
States
{
Spawn:
STEL A -1
Stop
}
}
// Damaged Aztec Pillar -----------------------------------------------------
ACTOR PillarAztecDamaged 55
{
Game Strife
Radius 16
Height 80
+SOLID
ConversationID 212, -1, -1
States
{
Spawn:
STLA A -1
Stop
}
}
// Ruined Aztec Pillar ------------------------------------------------------
ACTOR PillarAztecRuined 56
{
Game Strife
Radius 16
Height 40
+SOLID
ConversationID 213, -1, -1
States
{
Spawn:
STLE A -1
Stop
}
}
// Huge Tech Pillar ---------------------------------------------------------
ACTOR PillarHugeTech 57
{
Game Strife
Radius 24
Height 192
+SOLID
ConversationID 214, -1, -1
States
{
Spawn:
HUGE ABCD 4
Loop
}
}
// Alien Power Crystal in a Pillar ------------------------------------------
ACTOR PillarAlienPower 227
{
Game Strife
Radius 24
Height 192
+SOLID
ConversationID 215, -1, -1
ActiveSound "ambient/alien2"
States
{
Spawn:
APOW A -1 A_LoopActiveSound
Stop
}
}
// SStalactiteBig -----------------------------------------------------------
ACTOR SStalactiteBig 98
{
Game Strife
Radius 16
Height 54
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 216, -1, -1
States
{
Spawn:
STLG C -1
Stop
}
}
// SStalactiteSmall ---------------------------------------------------------
ACTOR SStalactiteSmall 161
{
Game Strife
Radius 16
Height 40
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 217, -1, -1
States
{
Spawn:
STLG A -1
Stop
}
}
// SStalagmiteBig -----------------------------------------------------------
ACTOR SStalagmiteBig 160
{
Game Strife
Radius 16
Height 40
+SOLID
ConversationID 218, -1, -1
States
{
Spawn:
STLG B -1
Stop
}
}
// Cave Pillar Top ----------------------------------------------------------
ACTOR CavePillarTop 159
{
Game Strife
Radius 16
Height 128
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 219, -1, -1
States
{
Spawn:
STLG D -1
Stop
}
}
// Cave Pillar Bottom -------------------------------------------------------
ACTOR CavePillarBottom 162
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 220, -1, -1
States
{
Spawn:
STLG E -1
Stop
}
}
// SStalagmiteSmall ---------------------------------------------------------
ACTOR SStalagmiteSmall 163
{
Game Strife
Radius 16
Height 25
+SOLID
ConversationID 221, -1, -1
States
{
Spawn:
STLG E -1
Stop
}
}
// Candle -------------------------------------------------------------------
ACTOR Candle 34
{
Game Strife
ConversationID 222, -1, -1
States
{
Spawn:
KNDL A -1 Bright
Stop
}
}
// StrifeCandelabra ---------------------------------------------------------
ACTOR StrifeCandelabra 35
{
Game Strife
Radius 16
Height 40
+SOLID
ConversationID 223, -1, -1
States
{
Spawn:
CLBR A -1
Stop
}
}
// Floor Water Drop ---------------------------------------------------------
ACTOR WaterDropOnFloor 103
{
Game Strife
+NOBLOCKMAP
ConversationID 224, -1, -1
ActiveSound "world/waterdrips"
States
{
Spawn:
DRIP A 6 A_FLoopActiveSound
DRIP BC 4
DRIP D 4 A_FLoopActiveSound
DRIP EF 4
DRIP G 4 A_FLoopActiveSound
DRIP H 4
Loop
}
}
// Waterfall Splash ---------------------------------------------------------
ACTOR WaterfallSplash 104
{
Game Strife
+NOBLOCKMAP
ConversationID 225, -1, -1
ActiveSound "world/waterfall"
States
{
Spawn:
SPLH ABCDEFG 4
SPLH H 4 A_LoopActiveSound
Loop
}
}
// Ceiling Water Drip -------------------------------------------------------
ACTOR WaterDrip 53
{
Game Strife
Height 1
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 226, -1, -1
States
{
Spawn:
CDRP A 10
CDRP BCD 8
Loop
}
}
// WaterFountain ------------------------------------------------------------
ACTOR WaterFountain 112
{
Game Strife
+NOBLOCKMAP
ConversationID 227, -1, -1
ActiveSound "world/watersplash"
States
{
Spawn:
WTFT ABC 4
WTFT D 4 A_LoopActiveSound
Loop
}
}
// Hearts in Tank -----------------------------------------------------------
ACTOR HeartsInTank 113
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 228, -1, -1
States
{
Spawn:
HERT ABC 4 Bright
Loop
}
}
// Teleport Swirl -----------------------------------------------------------
ACTOR TeleportSwirl 23
{
Game Strife
+NOBLOCKMAP
RenderStyle Add
Alpha 0.25
ConversationID 229, -1, -1
States
{
Spawn:
TELP ABCD 3 Bright
Loop
}
}
// Dead Player --------------------------------------------------------------
// Strife's disappeared. This one doesn't.
ACTOR DeadStrifePlayer 15
{
Game Strife
ConversationID 231, -1, -1
States
{
Spawn:
PLAY P 700
RGIB H -1
Stop
}
}
// Dead Peasant -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
ACTOR DeadPeasant 18
{
Game Strife
ConversationID 232, -1, -1
States
{
Spawn:
PEAS N -1
Stop
}
}
// Dead Acolyte -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
ACTOR DeadAcolyte 21
{
Game Strife
ConversationID 233, -1, -1
States
{
Spawn:
AGRD N -1
Stop
}
}
// Dead Reaver --------------------------------------------------------------
ACTOR DeadReaver 20
{
Game Strife
ConversationID 234, -1, -1
States
{
Spawn:
ROB1 R -1
Stop
}
}
// Dead Rebel ---------------------------------------------------------------
ACTOR DeadRebel 19
{
Game Strife
ConversationID 235, -1, -1
States
{
Spawn:
HMN1 N -1
Stop
}
}
// Sacrificed Guy -----------------------------------------------------------
ACTOR SacrificedGuy 212
{
Game Strife
ConversationID 236, -1, -1
States
{
Spawn:
SACR A -1
Stop
}
}
// Pile of Guts -------------------------------------------------------------
ACTOR PileOfGuts
{
// Strife used a doomednum, which is the same as the Aztec Pillar. Since
// the pillar came first in the mobjinfo list, you could not spawn this
// in a map. Pity.
Game Strife
ConversationID 237, -1, -1
States
{
Spawn:
DEAD A -1
Stop
}
}
// Burning Barrel -----------------------------------------------------------
ACTOR StrifeBurningBarrel 70
{
Game Strife
Radius 16
Height 48
+SOLID
ConversationID 238, -1, -1
States
{
Spawn:
BBAR ABCD 4 Bright
Loop
}
}
// Burning Bowl -----------------------------------------------------------
ACTOR BurningBowl 105
{
Game Strife
Radius 16
Height 16
+SOLID
ConversationID 239, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
BOWL ABCD 4 Bright
Loop
}
}
// Burning Brazier -----------------------------------------------------------
ACTOR BurningBrazier 106
{
Game Strife
Radius 10
Height 32
+SOLID
ConversationID 240, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
BRAZ ABCD 4 Bright
Loop
}
}
// Small Torch Lit --------------------------------------------------------
ACTOR SmallTorchLit 107
{
Game Strife
Radius 2.5
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 241, -1, -1
// It doesn't have any action functions, so how does it use this sound?
ActiveSound "world/smallfire"
States
{
Spawn:
TRHL ABCD 4 Bright
Loop
}
}
// Small Torch Unlit --------------------------------------------------------
ACTOR SmallTorchUnlit 108
{
Game Strife
Radius 2.5
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 242, -1, -1
States
{
Spawn:
TRHO A -1
Stop
}
}
// Ceiling Chain ------------------------------------------------------------
ACTOR CeilingChain 109
{
Game Strife
Radius 20
Height 93
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 243, -1, -1
States
{
Spawn:
CHAN A -1
Stop
}
}
// Cage Light ---------------------------------------------------------------
ACTOR CageLight 28
{
// No, it's not bright even though it's a light.
Game Strife
Height 3
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 244, -1, -1
States
{
Spawn:
CAGE A -1
Stop
}
}
// Statue -------------------------------------------------------------------
ACTOR Statue 110
{
Game Strife
Radius 20
Height 64
+SOLID
ConversationID 245, -1, -1
States
{
Spawn:
STAT A -1
Stop
}
}
// Ruined Statue ------------------------------------------------------------
ACTOR StatueRuined 44
{
Game Strife
Radius 20
Height 56
+SOLID
ConversationID 246, -1, -1
States
{
Spawn:
DSTA A -1
Stop
}
}
// Medium Torch -------------------------------------------------------------
ACTOR MediumTorch 111
{
Game Strife
Radius 4
Height 72
+SOLID
ConversationID 247, -1, -1
States
{
Spawn:
LTRH ABCD 4
Loop
}
}
// Outside Lamp -------------------------------------------------------------
ACTOR OutsideLamp 43
{
// No, it's not bright.
Game Strife
Radius 3
Height 80
+SOLID
ConversationID 248, -1, -1
States
{
Spawn:
LAMP A -1
Stop
}
}
// Pole Lantern -------------------------------------------------------------
ACTOR PoleLantern 46
{
// No, it's not bright.
Game Strife
Radius 3
Height 80
+SOLID
ConversationID 249, -1, -1
States
{
Spawn:
LANT A -1
Stop
}
}
// Rock 1 -------------------------------------------------------------------
ACTOR SRock1 99
{
Game Strife
+NOBLOCKMAP
ConversationID 250, -1, -1
States
{
Spawn:
ROK1 A -1
Stop
}
}
// Rock 2 -------------------------------------------------------------------
ACTOR SRock2 100
{
Game Strife
+NOBLOCKMAP
ConversationID 251, -1, -1
States
{
Spawn:
ROK2 A -1
Stop
}
}
// Rock 3 -------------------------------------------------------------------
ACTOR SRock3 101
{
Game Strife
+NOBLOCKMAP
ConversationID 252, -1, -1
States
{
Spawn:
ROK3 A -1
Stop
}
}
// Rock 4 -------------------------------------------------------------------
ACTOR SRock4 102
{
Game Strife
+NOBLOCKMAP
ConversationID 253, -1, -1
States
{
Spawn:
ROK4 A -1
Stop
}
}
// Stick in Water -----------------------------------------------------------
ACTOR StickInWater 215
{
Game Strife
+NOBLOCKMAP
+FLOORCLIP
ConversationID 254, -1, -1
ActiveSound "world/river"
States
{
Spawn:
LOGW ABCD 5 A_LoopActiveSound
Loop
}
}
// Rubble 1 -----------------------------------------------------------------
ACTOR Rubble1 29
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 255, -1, -1
States
{
Spawn:
RUB1 A -1
Stop
}
}
// Rubble 2 -----------------------------------------------------------------
ACTOR Rubble2 30
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 256, -1, -1
States
{
Spawn:
RUB2 A -1
Stop
}
}
// Rubble 3 -----------------------------------------------------------------
ACTOR Rubble3 31
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 257, -1, -1
States
{
Spawn:
RUB3 A -1
Stop
}
}
// Rubble 4 -----------------------------------------------------------------
ACTOR Rubble4 32
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 258, -1, -1
States
{
Spawn:
RUB4 A -1
Stop
}
}
// Rubble 5 -----------------------------------------------------------------
ACTOR Rubble5 36
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 259, -1, -1
States
{
Spawn:
RUB5 A -1
Stop
}
}
// Rubble 6 -----------------------------------------------------------------
ACTOR Rubble6 37
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 260, -1, -1
States
{
Spawn:
RUB6 A -1
Stop
}
}
// Rubble 7 -----------------------------------------------------------------
ACTOR Rubble7 41
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 261, -1, -1
States
{
Spawn:
RUB7 A -1
Stop
}
}
// Rubble 8 -----------------------------------------------------------------
ACTOR Rubble8 42
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 262, -1, -1
States
{
Spawn:
RUB8 A -1
Stop
}
}
// Surgery Crab -------------------------------------------------------------
ACTOR SurgeryCrab 117
{
Game Strife
+SOLID +SPAWNCEILING +NOGRAVITY
Radius 20
Height 16
ConversationID 263, -1, -1
States
{
Spawn:
CRAB A -1
Stop
}
}
// Large Torch --------------------------------------------------------------
ACTOR LargeTorch 47
{
Game Strife
Radius 10
Height 72
+SOLID
ConversationID 264, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
LMPC ABCD 4 Bright
Loop
}
}
// Huge Torch --------------------------------------------------------------
ACTOR HugeTorch 50
{
Game Strife
Radius 10
Height 80
+SOLID
ConversationID 265, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
LOGS ABCD 4
Loop
}
}
// Palm Tree ----------------------------------------------------------------
ACTOR PalmTree 51
{
Game Strife
Radius 15
Height 109
+SOLID
ConversationID 266, -1, -1
States
{
Spawn:
TREE A -1
Stop
}
}
// Big Tree ----------------------------------------------------------------
ACTOR BigTree2 202
{
Game Strife
Radius 15
Height 109
+SOLID
ConversationID 267, -1, -1
States
{
Spawn:
TREE B -1
Stop
}
}
// Potted Tree ----------------------------------------------------------------
ACTOR PottedTree 203
{
Game Strife
Radius 15
Height 64
+SOLID
ConversationID 268, -1, -1
States
{
Spawn:
TREE C -1
Stop
}
}
// Tree Stub ----------------------------------------------------------------
ACTOR TreeStub 33
{
Game Strife
Radius 15
Height 80
+SOLID
ConversationID 269, -1, -1
States
{
Spawn:
TRET A -1
Stop
}
}
// Short Bush ---------------------------------------------------------------
ACTOR ShortBush 60
{
Game Strife
Radius 15
Height 40
+SOLID
ConversationID 270, -1, -1
States
{
Spawn:
BUSH A -1
Stop
}
}
// Tall Bush ---------------------------------------------------------------
ACTOR TallBush 62
{
Game Strife
Radius 20
Height 64
+SOLID
ConversationID 271, -1, -1
States
{
Spawn:
SHRB A -1
Stop
}
}
// Chimney Stack ------------------------------------------------------------
ACTOR ChimneyStack 63
{
Game Strife
Radius 20
Height 64 // This height does not fit the sprite
+SOLID
ConversationID 272, -1, -1
States
{
Spawn:
STAK A -1
Stop
}
}
// Barricade Column ---------------------------------------------------------
ACTOR BarricadeColumn 69
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 273, -1, -1
States
{
Spawn:
BARC A -1
Stop
}
}
// Pot ----------------------------------------------------------------------
ACTOR Pot 165
{
Game Strife
Radius 12
Height 24
+SOLID
ConversationID 274, -1, -1
States
{
Spawn:
VAZE A -1
Stop
}
}
// Pitcher ------------------------------------------------------------------
ACTOR Pitcher 188
{
Game Strife
Radius 12
Height 32
+SOLID
ConversationID 275, -1, -1
States
{
Spawn:
VAZE B -1
Stop
}
}
// Stool --------------------------------------------------------------------
ACTOR Stool 189
{
Game Strife
Radius 6
Height 24
+SOLID
ConversationID 276, -1, -1
States
{
Spawn:
STOL A -1
Stop
}
}
// Metal Pot ----------------------------------------------------------------
ACTOR MetalPot 190
{
Game Strife
+NOBLOCKMAP
ConversationID 277, -1, -1
States
{
Spawn:
MPOT A -1
Stop
}
}
// Tub ----------------------------------------------------------------------
ACTOR Tub 191
{
Game Strife
+NOBLOCKMAP
ConversationID 278, -1, -1
States
{
Spawn:
TUB1 A -1
Stop
}
}
// Anvil --------------------------------------------------------------------
ACTOR Anvil 194
{
Game Strife
Radius 16
Height 32
+SOLID
ConversationID 279, -1, -1
States
{
Spawn:
ANVL A -1
Stop
}
}
// Silver Tech Lamp ----------------------------------------------------------
ACTOR TechLampSilver 196
{
Game Strife
Radius 11
Height 64
+SOLID
ConversationID 280, -1, -1
States
{
Spawn:
TECH A -1
Stop
}
}
// Brass Tech Lamp ----------------------------------------------------------
ACTOR TechLampBrass 197
{
Game Strife
Radius 8
Height 64
+SOLID
ConversationID 281, -1, -1
States
{
Spawn:
TECH B -1
Stop
}
}
// Tray --------------------------------------------------------------------
ACTOR Tray 68
{
Game Strife
Radius 24
Height 40
+SOLID
ConversationID 282, -1, -1
States
{
Spawn:
TRAY A -1
Stop
}
}
// AmmoFiller ---------------------------------------------------------------
ACTOR AmmoFiller 228
{
Game Strife
Radius 12
Height 24
+SOLID
ConversationID 283, -1, -1
States
{
Spawn:
AFED A -1
Stop
}
}
// Sigil Banner -------------------------------------------------------------
ACTOR SigilBanner 216
{
Game Strife
Radius 24
Height 96
+NOBLOCKMAP // I take it this was once solid, yes?
ConversationID 284, -1, -1
States
{
Spawn:
SBAN A -1
Stop
}
}
// RebelBoots ---------------------------------------------------------------
ACTOR RebelBoots 217
{
Game Strife
+NOBLOCKMAP
ConversationID 285, -1, -1
States
{
Spawn:
BOTR A -1
Stop
}
}
// RebelHelmet --------------------------------------------------------------
ACTOR RebelHelmet 218
{
Game Strife
+NOBLOCKMAP
ConversationID 286, -1, -1
States
{
Spawn:
HATR A -1
Stop
}
}
// RebelShirt ---------------------------------------------------------------
ACTOR RebelShirt 219
{
Game Strife
+NOBLOCKMAP
ConversationID 287, -1, -1
States
{
Spawn:
TOPR A -1
Stop
}
}
// Alien Bubble Column ------------------------------------------------------
ACTOR AlienBubbleColumn 221
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 290, -1, -1
ActiveSound "ambient/alien5"
States
{
Spawn:
BUBB A 4 A_LoopActiveSound
Loop
}
}
// Alien Floor Bubble -------------------------------------------------------
ACTOR AlienFloorBubble 222
{
Game Strife
Radius 16
Height 72
+SOLID
ConversationID 291, -1, -1
ActiveSound "ambient/alien6"
States
{
Spawn:
BUBF A 4 A_LoopActiveSound
Loop
}
}
// Alien Ceiling Bubble -----------------------------------------------------
ACTOR AlienCeilingBubble 223
{
Game Strife
Radius 16
Height 72
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 292, -1, -1
ActiveSound "ambient/alien4"
States
{
Spawn:
BUBC A 4 A_LoopActiveSound
Loop
}
}
// Alien Asp Climber --------------------------------------------------------
ACTOR AlienAspClimber 224
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 293, -1, -1
ActiveSound "ambient/alien3"
States
{
Spawn:
ASPR A 4 A_LoopActiveSound
Loop
}
}
// Alien Spider Light -------------------------------------------------------
ACTOR AlienSpiderLight 225
{
Game Strife
Radius 32
Height 56
+SOLID
ConversationID 294, -1, -1
ActiveSound "ambient/alien1"
States
{
Spawn:
SPDL ABC 5 A_LoopActiveSound
Loop
}
}
// Target Practice -----------------------------------------------------------
ACTOR TargetPractice 208
{
Game Strife
Health 99999999
PainChance 255
Radius 10
Height 72
Mass 9999999
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT +NODAMAGE
ConversationID 205, -1, -1
PainSound "misc/metalhit"
States
{
Spawn:
HOGN A 2 A_CheckTerrain
Loop
Pain:
HOGN B 1 A_CheckTerrain
HOGN C 1 A_Pain
Goto Spawn
}
}