gzdoom-gles/wadsrc/static/actors/doom/doomdecorations.txt
Christoph Oelckers bf4e17703d - Fixed: Dehacked string replacement did not check the clusters' finaleflats.
- Changed the definition of several typedef'd structs so that they are
  properly named.
- Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer
  be possible to load DEHSUPP lumps from user WADs.
- Brought back the text-based DEHSUPP parser and changed it to be able to 
  reference states by label. Also changed label names of 
  DoomUnusedStates and added proper labels to all states that were
  previously forced to be the first state of an actor so that the old
  (limited) method could access them. This was done to address the following
  bug:
- Fixed: The player's death states calling A_PlayerSkinCheck should not be
  part of the state set that is accessible by Dehacked. These will produce
  error messages when mapped to non-players.

SVN r1512 (trunk)
2009-03-28 11:49:44 +00:00

800 lines
10 KiB
Text

// Tech lamp ---------------------------------------------------------------
ACTOR TechLamp 85
{
Game Doom
Radius 16
Height 80
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TLMP ABCD 4 BRIGHT
Loop
}
}
// Tech lamp 2 -------------------------------------------------------------
ACTOR TechLamp2 86
{
Game Doom
Radius 16
Height 60
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TLP2 ABCD 4 BRIGHT
Loop
}
}
// Column ------------------------------------------------------------------
ACTOR Column 2028
{
Game Doom
Radius 16
Height 48
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COLU A -1 BRIGHT
Stop
}
}
// Tall green column -------------------------------------------------------
ACTOR TallGreenColumn 30
{
Game Doom
Radius 16
Height 52
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL1 A -1
Stop
}
}
// Short green column ------------------------------------------------------
ACTOR ShortGreenColumn 31
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL2 A -1
Stop
}
}
// Tall red column ---------------------------------------------------------
ACTOR TallRedColumn 32
{
Game Doom
Radius 16
Height 52
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL3 A -1
Stop
}
}
// Short red column --------------------------------------------------------
ACTOR ShortRedColumn 33
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL4 A -1
Stop
}
}
// Skull column ------------------------------------------------------------
ACTOR SkullColumn 37
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL6 A -1
Stop
}
}
// Heart column ------------------------------------------------------------
ACTOR HeartColumn 36
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL5 AB 14
Loop
}
}
// Evil eye ----------------------------------------------------------------
ACTOR EvilEye 41
{
Game Doom
Radius 16
Height 54
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
CEYE ABCB 6 BRIGHT
Loop
}
}
// Floating skull ----------------------------------------------------------
ACTOR FloatingSkull 42
{
Game Doom
Radius 16
Height 26
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
FSKU ABC 6 BRIGHT
Loop
}
}
// Torch tree --------------------------------------------------------------
ACTOR TorchTree 43
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRE1 A -1
Stop
}
}
// Blue torch --------------------------------------------------------------
ACTOR BlueTorch 44
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TBLU ABCD 4 BRIGHT
Loop
}
}
// Green torch -------------------------------------------------------------
ACTOR GreenTorch 45
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TGRN ABCD 4 BRIGHT
Loop
}
}
// Red torch ---------------------------------------------------------------
ACTOR RedTorch 46
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRED ABCD 4 BRIGHT
Loop
}
}
// Short blue torch --------------------------------------------------------
ACTOR ShortBlueTorch 55
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMBT ABCD 4 BRIGHT
Loop
}
}
// Short green torch -------------------------------------------------------
ACTOR ShortGreenTorch 56
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMGT ABCD 4 BRIGHT
Loop
}
}
// Short red torch ---------------------------------------------------------
ACTOR ShortRedTorch 57
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMRT ABCD 4 BRIGHT
Loop
}
}
// Stalagtite --------------------------------------------------------------
ACTOR Stalagtite 47
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMIT A -1
Stop
}
}
// Tech pillar -------------------------------------------------------------
ACTOR TechPillar 48
{
Game Doom
Radius 16
Height 128
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
ELEC A -1
Stop
}
}
// Candle stick ------------------------------------------------------------
ACTOR Candlestick 34
{
Game Doom
Radius 20
Height 14
ProjectilePassHeight -16
States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
// Candelabra --------------------------------------------------------------
ACTOR Candelabra 35
{
Game Doom
Radius 16
Height 60
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
// Bloody twitch -----------------------------------------------------------
ACTOR BloodyTwitch 49
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR1 A 10
GOR1 B 15
GOR1 C 8
GOR1 B 6
Loop
}
}
// Meat 2 ------------------------------------------------------------------
ACTOR Meat2 50
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR2 A -1
Stop
}
}
// Meat 3 ------------------------------------------------------------------
ACTOR Meat3 51
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR3 A -1
Stop
}
}
// Meat 4 ------------------------------------------------------------------
ACTOR Meat4 52
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR4 A -1
Stop
}
}
// Meat 5 ------------------------------------------------------------------
ACTOR Meat5 53
{
Game Doom
Radius 16
Height 52
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR5 A -1
Stop
}
}
// Nonsolid meat -----------------------------------------------------------
ACTOR NonsolidMeat2 : Meat2 59
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat3 : Meat3 61
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat4 : Meat4 60
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat5 : Meat5 62
{
Game Doom
-SOLID
Radius 20
}
// Nonsolid bloody twitch --------------------------------------------------
ACTOR NonsolidTwitch : BloodyTwitch 63
{
Game Doom
-SOLID
Radius 20
}
// Head on a stick ---------------------------------------------------------
ACTOR HeadOnAStick 27
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL4 A -1
Stop
}
}
// Heads (plural!) on a stick ----------------------------------------------
ACTOR HeadsOnAStick 28
{
Game Doom
Radius 16
Height 64
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL2 A -1
Stop
}
}
// Head candles ------------------------------------------------------------
ACTOR HeadCandles 29
{
Game Doom
Radius 16
Height 42
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL3 AB 6 BRIGHT
Loop
}
}
// Dead on a stick ---------------------------------------------------------
ACTOR DeadStick 25
{
Game Doom
Radius 16
Height 64
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL1 A -1
Stop
}
}
// Still alive on a stick --------------------------------------------------
ACTOR LiveStick 26
{
Game Doom
Radius 16
Height 64
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL6 A 6
POL6 B 8
Loop
}
}
// Big tree ----------------------------------------------------------------
ACTOR BigTree 54
{
Game Doom
Radius 32
Height 108
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}
// Burning barrel ----------------------------------------------------------
ACTOR BurningBarrel 70
{
Game Doom
SpawnID 149
Radius 16
Height 32
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
FCAN ABC 4 BRIGHT
Loop
}
}
// Hanging with no guts ----------------------------------------------------
ACTOR HangNoGuts 73
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB1 A -1
Stop
}
}
// Hanging from bottom with no brain ---------------------------------------
ACTOR HangBNoBrain 74
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB2 A -1
Stop
}
}
// Hanging from top, looking down ------------------------------------------
ACTOR HangTLookingDown 75
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB3 A -1
Stop
}
}
// Hanging from top, looking up --------------------------------------------
ACTOR HangTLookingUp 77
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB5 A -1
Stop
}
}
// Hanging from top, skully ------------------------------------------------
ACTOR HangTSkull 76
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB4 A -1
Stop
}
}
// Hanging from top without a brain ----------------------------------------
ACTOR HangTNoBrain 78
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB6 A -1
Stop
}
}
// Colon gibs --------------------------------------------------------------
ACTOR ColonGibs 79
{
Game Doom
SpawnID 147
Radius 20
Height 4
States
{
Spawn:
POB1 A -1
Stop
}
}
// Small pool o' blood -----------------------------------------------------
ACTOR SmallBloodPool 80
{
Game Doom
SpawnID 148
Radius 20
Height 1
States
{
Spawn:
POB2 A -1
Stop
}
}
// brain stem lying on the ground ------------------------------------------
ACTOR BrainStem 81
{
Game Doom
SpawnID 150
Radius 20
Height 4
States
{
Spawn:
BRS1 A -1
Stop
}
}
// Grey stalagmite (unused Doom sprite, definition taken from Skulltag -----
ACTOR Stalagmite 5050
{
Game Doom
Radius 16
Height 48
+SOLID
States
{
Spawn:
SMT2 A -1
Stop
}
}