gzdoom-gles/wadsrc/static/zscript/strife/strifestuff.txt
Christoph Oelckers 999894af25 - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2019-04-18 17:01:14 +02:00

1984 lines
25 KiB
Text

// Notes so I don't forget them:
//
// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
// angle += pr_spawnmissile.Random2() << 21
// When MF_STRIFEx4000000 is set, the angle is adjusted similarly:
// angle += pr_spawnmissile.Random2() << 22
// Note that these numbers are different from those used by all the other Doom engine games.
// Tank 1 Huge ------------------------------------------------------------
class Tank1 : Actor
{
Default
{
Radius 16;
Height 192;
+SOLID
}
States
{
Spawn:
TNK1 A 15;
TNK1 B 11;
TNK1 C 40;
Loop;
}
}
// Tank 2 Huge ------------------------------------------------------------
class Tank2 : Actor
{
Default
{
Radius 16;
Height 192;
+SOLID
}
States
{
Spawn:
TNK2 A 15;
TNK2 B 11;
TNK2 C 40;
Loop;
}
}
// Tank 3 Huge ------------------------------------------------------------
class Tank3 : Actor
{
Default
{
Radius 16;
Height 192;
+SOLID
}
States
{
Spawn:
TNK3 A 15;
TNK3 B 11;
TNK3 C 40;
Loop;
}
}
// Tank 4 -------------------------------------------------------------------
class Tank4 : Actor
{
Default
{
Radius 16;
Height 56;
+SOLID
}
States
{
Spawn:
TNK4 A 15;
TNK4 B 11;
TNK4 C 40;
Loop;
}
}
// Tank 5 -------------------------------------------------------------------
class Tank5 : Actor
{
Default
{
Radius 16;
Height 56;
+SOLID
}
States
{
Spawn:
TNK5 A 15;
TNK5 B 11;
TNK5 C 40;
Loop;
}
}
// Tank 6 -------------------------------------------------------------------
class Tank6 : Actor
{
Default
{
Radius 16;
Height 56;
+SOLID
}
States
{
Spawn:
TNK6 A 15;
TNK6 B 11;
TNK6 C 40;
Loop;
}
}
// Water Bottle -------------------------------------------------------------
class WaterBottle : Actor
{
States
{
Spawn:
WATR A -1;
Stop;
}
}
// Mug ----------------------------------------------------------------------
class Mug : Actor
{
States
{
Spawn:
MUGG A -1;
Stop;
}
}
// Wooden Barrel ------------------------------------------------------------
class WoodenBarrel : Actor
{
Default
{
Health 10;
Radius 10;
Height 32;
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT
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 ------------------------------------------------
class ExplosiveBarrel2 : Actor
{
Default
{
Health 30;
Radius 10;
Height 32;
+SOLID +SHOOTABLE +NOBLOOD +OLDRADIUSDMG
DeathSound "world/barrelx";
+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 2 Bright A_Explode(64, 64, alert:true);
BART GHIJ 2 Bright;
BART K 3 Bright;
BART L -1;
Stop;
}
}
// Light Silver, Fluorescent ----------------------------------------------
class LightSilverFluorescent : Actor
{
Default
{
Radius 2.5;
Height 16;
+NOBLOCKMAP
+FIXMAPTHINGPOS
}
States
{
Spawn:
LITS A -1 Bright;
Stop;
}
}
// Light Brown, Fluorescent -----------------------------------------------
class LightBrownFluorescent : Actor
{
Default
{
Radius 2.5;
Height 16;
+NOBLOCKMAP
+FIXMAPTHINGPOS
}
States
{
Spawn:
LITB A -1 Bright;
Stop;
}
}
// Light Gold, Fluorescent ------------------------------------------------
class LightGoldFluorescent : Actor
{
Default
{
Radius 2.5;
Height 16;
+NOBLOCKMAP
+FIXMAPTHINGPOS
}
States
{
Spawn:
LITG A -1 Bright;
Stop;
}
}
// Light Globe --------------------------------------------------------------
class LightGlobe : Actor
{
Default
{
Radius 16;
Height 16;
+SOLID
}
States
{
Spawn:
LITE A -1 Bright;
Stop;
}
}
// Techno Pillar ------------------------------------------------------------
class PillarTechno : Actor
{
Default
{
Radius 20;
Height 128;
+SOLID
}
States
{
Spawn:
MONI A -1;
Stop;
}
}
// Aztec Pillar -------------------------------------------------------------
class PillarAztec : Actor
{
Default
{
Radius 16;
Height 128;
+SOLID
}
States
{
Spawn:
STEL A -1;
Stop;
}
}
// Damaged Aztec Pillar -----------------------------------------------------
class PillarAztecDamaged : Actor
{
Default
{
Radius 16;
Height 80;
+SOLID
}
States
{
Spawn:
STLA A -1;
Stop;
}
}
// Ruined Aztec Pillar ------------------------------------------------------
class PillarAztecRuined : Actor
{
Default
{
Radius 16;
Height 40;
+SOLID
}
States
{
Spawn:
STLE A -1;
Stop;
}
}
// Huge Tech Pillar ---------------------------------------------------------
class PillarHugeTech : Actor
{
Default
{
Radius 24;
Height 192;
+SOLID
}
States
{
Spawn:
HUGE ABCD 4;
Loop;
}
}
// Alien Power Crystal in a Pillar ------------------------------------------
class PillarAlienPower : Actor
{
Default
{
Radius 24;
Height 192;
+SOLID
ActiveSound "ambient/alien2";
}
States
{
Spawn:
APOW A 4 A_LoopActiveSound;
Loop;
}
}
// SStalactiteBig -----------------------------------------------------------
class SStalactiteBig : Actor
{
Default
{
Radius 16;
Height 54;
+SOLID +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
STLG C -1;
Stop;
}
}
// SStalactiteSmall ---------------------------------------------------------
class SStalactiteSmall : Actor
{
Default
{
Radius 16;
Height 40;
+SOLID +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
STLG A -1;
Stop;
}
}
// SStalagmiteBig -----------------------------------------------------------
class SStalagmiteBig : Actor
{
Default
{
Radius 16;
Height 40;
+SOLID
}
States
{
Spawn:
STLG B -1;
Stop;
}
}
// Cave Pillar Top ----------------------------------------------------------
class CavePillarTop : Actor
{
Default
{
Radius 16;
Height 128;
+SOLID +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
STLG D -1;
Stop;
}
}
// Cave Pillar Bottom -------------------------------------------------------
class CavePillarBottom : Actor
{
Default
{
Radius 16;
Height 128;
+SOLID
}
States
{
Spawn:
STLG E -1;
Stop;
}
}
// SStalagmiteSmall ---------------------------------------------------------
class SStalagmiteSmall : Actor
{
Default
{
Radius 16;
Height 25;
+SOLID
}
States
{
Spawn:
STLG F -1;
Stop;
}
}
// Candle -------------------------------------------------------------------
class Candle : Actor
{
States
{
Spawn:
KNDL A -1 Bright;
Stop;
}
}
// StrifeCandelabra ---------------------------------------------------------
class StrifeCandelabra : Actor
{
Default
{
Radius 16;
Height 40;
+SOLID
}
States
{
Spawn:
CLBR A -1;
Stop;
}
}
// Floor Water Drop ---------------------------------------------------------
class WaterDropOnFloor : Actor
{
Default
{
+NOBLOCKMAP
ActiveSound "world/waterdrip";
}
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 ---------------------------------------------------------
class WaterfallSplash : Actor
{
Default
{
+NOBLOCKMAP
ActiveSound "world/waterfall";
}
States
{
Spawn:
SPLH ABCDEFG 4;
SPLH H 4 A_LoopActiveSound;
Loop;
}
}
// Ceiling Water Drip -------------------------------------------------------
class WaterDrip : Actor
{
Default
{
Height 1;
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
CDRP A 10;
CDRP BCD 8;
Loop;
}
}
// WaterFountain ------------------------------------------------------------
class WaterFountain : Actor
{
Default
{
+NOBLOCKMAP
ActiveSound "world/watersplash";
}
States
{
Spawn:
WTFT ABC 4;
WTFT D 4 A_LoopActiveSound;
Loop;
}
}
// Hearts in Tank -----------------------------------------------------------
class HeartsInTank : Actor
{
Default
{
Radius 16;
Height 56;
+SOLID
}
States
{
Spawn:
HERT ABC 4 Bright;
Loop;
}
}
// Teleport Swirl -----------------------------------------------------------
class TeleportSwirl : Actor
{
Default
{
+NOBLOCKMAP
+ZDOOMTRANS
RenderStyle "Add";
Alpha 0.25;
}
States
{
Spawn:
TELP ABCD 3 Bright;
Loop;
}
}
// Dead Player --------------------------------------------------------------
// Strife's disappeared. This one doesn't.
class DeadStrifePlayer : Actor
{
States
{
Spawn:
PLAY P 700;
RGIB H -1;
Stop;
}
}
// Dead Peasant -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
class DeadPeasant : Actor
{
States
{
Spawn:
PEAS N -1;
Stop;
}
}
// Dead Acolyte -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
class DeadAcolyte : Actor
{
States
{
Spawn:
AGRD N -1;
Stop;
}
}
// Dead Reaver --------------------------------------------------------------
class DeadReaver : Actor
{
States
{
Spawn:
ROB1 R -1;
Stop;
}
}
// Dead Rebel ---------------------------------------------------------------
class DeadRebel : Actor
{
States
{
Spawn:
HMN1 N -1;
Stop;
}
}
// Sacrificed Guy -----------------------------------------------------------
class SacrificedGuy : Actor
{
States
{
Spawn:
SACR A -1;
Stop;
}
}
// Pile of Guts -------------------------------------------------------------
class PileOfGuts : Actor
{
// 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.
States
{
Spawn:
DEAD A -1;
Stop;
}
}
// Burning Barrel -----------------------------------------------------------
class StrifeBurningBarrel : Actor
{
Default
{
Radius 16;
Height 48;
+SOLID
}
States
{
Spawn:
BBAR ABCD 4 Bright;
Loop;
}
}
// Burning Bowl -----------------------------------------------------------
class BurningBowl : Actor
{
Default
{
Radius 16;
Height 16;
+SOLID
ActiveSound "world/smallfire";
}
States
{
Spawn:
BOWL ABCD 4 Bright;
Loop;
}
}
// Burning Brazier -----------------------------------------------------------
class BurningBrazier : Actor
{
Default
{
Radius 10;
Height 32;
+SOLID
ActiveSound "world/smallfire";
}
States
{
Spawn:
BRAZ ABCD 4 Bright;
Loop;
}
}
// Small Torch Lit --------------------------------------------------------
class SmallTorchLit : Actor
{
Default
{
Radius 2.5;
Height 16;
+NOBLOCKMAP
+FIXMAPTHINGPOS
// 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 --------------------------------------------------------
class SmallTorchUnlit : Actor
{
Default
{
Radius 2.5;
Height 16;
+NOBLOCKMAP
+FIXMAPTHINGPOS
}
States
{
Spawn:
TRHO A -1;
Stop;
}
}
// Ceiling Chain ------------------------------------------------------------
class CeilingChain : Actor
{
Default
{
Radius 20;
Height 93;
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
CHAN A -1;
Stop;
}
}
// Cage Light ---------------------------------------------------------------
class CageLight : Actor
{
Default
{
// No, it's not bright even though it's a light.
Height 3;
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
CAGE A -1;
Stop;
}
}
// Statue -------------------------------------------------------------------
class Statue : Actor
{
Default
{
Radius 20;
Height 64;
+SOLID
}
States
{
Spawn:
STAT A -1;
Stop;
}
}
// Ruined Statue ------------------------------------------------------------
class StatueRuined : Actor
{
Default
{
Radius 20;
Height 56;
+SOLID
}
States
{
Spawn:
DSTA A -1;
Stop;
}
}
// Medium Torch -------------------------------------------------------------
class MediumTorch : Actor
{
Default
{
Radius 4;
Height 72;
+SOLID
}
States
{
Spawn:
LTRH ABCD 4;
Loop;
}
}
// Outside Lamp -------------------------------------------------------------
class OutsideLamp : Actor
{
Default
{
// No, it's not bright.
Radius 3;
Height 80;
+SOLID
}
States
{
Spawn:
LAMP A -1;
Stop;
}
}
// Pole Lantern -------------------------------------------------------------
class PoleLantern : Actor
{
Default
{
// No, it's not bright.
Radius 3;
Height 80;
+SOLID
}
States
{
Spawn:
LANT A -1;
Stop;
}
}
// Rock 1 -------------------------------------------------------------------
class SRock1 : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
ROK1 A -1;
Stop;
}
}
// Rock 2 -------------------------------------------------------------------
class SRock2 : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
ROK2 A -1;
Stop;
}
}
// Rock 3 -------------------------------------------------------------------
class SRock3 : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
ROK3 A -1;
Stop;
}
}
// Rock 4 -------------------------------------------------------------------
class SRock4 : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
ROK4 A -1;
Stop;
}
}
// Stick in Water -----------------------------------------------------------
class StickInWater : Actor
{
Default
{
+NOBLOCKMAP
+FLOORCLIP
ActiveSound "world/river";
}
States
{
Spawn:
LOGW ABCD 5 A_LoopActiveSound;
Loop;
}
}
// Rubble 1 -----------------------------------------------------------------
class Rubble1 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB1 A -1;
Stop;
}
}
// Rubble 2 -----------------------------------------------------------------
class Rubble2 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB2 A -1;
Stop;
}
}
// Rubble 3 -----------------------------------------------------------------
class Rubble3 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB3 A -1;
Stop;
}
}
// Rubble 4 -----------------------------------------------------------------
class Rubble4 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB4 A -1;
Stop;
}
}
// Rubble 5 -----------------------------------------------------------------
class Rubble5 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB5 A -1;
Stop;
}
}
// Rubble 6 -----------------------------------------------------------------
class Rubble6 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB6 A -1;
Stop;
}
}
// Rubble 7 -----------------------------------------------------------------
class Rubble7 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB7 A -1;
Stop;
}
}
// Rubble 8 -----------------------------------------------------------------
class Rubble8 : Actor
{
Default
{
+NOBLOCKMAP +NOCLIP
}
States
{
Spawn:
RUB8 A -1;
Stop;
}
}
// Surgery Crab -------------------------------------------------------------
class SurgeryCrab : Actor
{
Default
{
+SOLID +SPAWNCEILING +NOGRAVITY
Radius 20;
Height 16;
}
States
{
Spawn:
CRAB A -1;
Stop;
}
}
// Large Torch --------------------------------------------------------------
class LargeTorch : Actor
{
Default
{
Radius 10;
Height 72;
+SOLID
ActiveSound "world/smallfire";
}
States
{
Spawn:
LMPC ABCD 4 Bright;
Loop;
}
}
// Huge Torch --------------------------------------------------------------
class HugeTorch : Actor
{
Default
{
Radius 10;
Height 80;
+SOLID
ActiveSound "world/smallfire";
}
States
{
Spawn:
LOGS ABCD 4;
Loop;
}
}
// Palm Tree ----------------------------------------------------------------
class PalmTree : Actor
{
Default
{
Radius 15;
Height 109;
+SOLID
}
States
{
Spawn:
TREE A -1;
Stop;
}
}
// Big Tree ----------------------------------------------------------------
class BigTree2 : Actor
{
Default
{
Radius 15;
Height 109;
+SOLID
}
States
{
Spawn:
TREE B -1;
Stop;
}
}
// Potted Tree ----------------------------------------------------------------
class PottedTree : Actor
{
Default
{
Radius 15;
Height 64;
+SOLID
}
States
{
Spawn:
TREE C -1;
Stop;
}
}
// Tree Stub ----------------------------------------------------------------
class TreeStub : Actor
{
Default
{
Radius 15;
Height 80;
+SOLID
}
States
{
Spawn:
TRET A -1;
Stop;
}
}
// Short Bush ---------------------------------------------------------------
class ShortBush : Actor
{
Default
{
Radius 15;
Height 40;
+SOLID
}
States
{
Spawn:
BUSH A -1;
Stop;
}
}
// Tall Bush ---------------------------------------------------------------
class TallBush : Actor
{
Default
{
Radius 20;
Height 64;
+SOLID
}
States
{
Spawn:
SHRB A -1;
Stop;
}
}
// Chimney Stack ------------------------------------------------------------
class ChimneyStack : Actor
{
Default
{
Radius 20;
Height 64; // This height does not fit the sprite
+SOLID
}
States
{
Spawn:
STAK A -1;
Stop;
}
}
// Barricade Column ---------------------------------------------------------
class BarricadeColumn : Actor
{
Default
{
Radius 16;
Height 128;
+SOLID
}
States
{
Spawn:
BARC A -1;
Stop;
}
}
// Pot ----------------------------------------------------------------------
class Pot : Actor
{
Default
{
Radius 12;
Height 24;
+SOLID
}
States
{
Spawn:
VAZE A -1;
Stop;
}
}
// Pitcher ------------------------------------------------------------------
class Pitcher : Actor
{
Default
{
Radius 12;
Height 32;
+SOLID
}
States
{
Spawn:
VAZE B -1;
Stop;
}
}
// Stool --------------------------------------------------------------------
class Stool : Actor
{
Default
{
Radius 6;
Height 24;
+SOLID
}
States
{
Spawn:
STOL A -1;
Stop;
}
}
// Metal Pot ----------------------------------------------------------------
class MetalPot : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
MPOT A -1;
Stop;
}
}
// Tub ----------------------------------------------------------------------
class Tub : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
TUB1 A -1;
Stop;
}
}
// Anvil --------------------------------------------------------------------
class Anvil : Actor
{
Default
{
Radius 16;
Height 32;
+SOLID
}
States
{
Spawn:
ANVL A -1;
Stop;
}
}
// Silver Tech Lamp ----------------------------------------------------------
class TechLampSilver : Actor
{
Default
{
Radius 11;
Height 64;
+SOLID
}
States
{
Spawn:
TECH A -1;
Stop;
}
}
// Brass Tech Lamp ----------------------------------------------------------
class TechLampBrass : Actor
{
Default
{
Radius 8;
Height 64;
+SOLID
}
States
{
Spawn:
TECH B -1;
Stop;
}
}
// Tray --------------------------------------------------------------------
class Tray : Actor
{
Default
{
Radius 24;
Height 40;
+SOLID
}
States
{
Spawn:
TRAY A -1;
Stop;
}
}
// AmmoFiller ---------------------------------------------------------------
class AmmoFiller : Actor
{
Default
{
Radius 12;
Height 24;
+SOLID
}
States
{
Spawn:
AFED A -1;
Stop;
}
}
// Sigil Banner -------------------------------------------------------------
class SigilBanner : Actor
{
Default
{
Radius 24;
Height 96;
+NOBLOCKMAP // I take it this was once solid, yes?
}
States
{
Spawn:
SBAN A -1;
Stop;
}
}
// RebelBoots ---------------------------------------------------------------
class RebelBoots : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
BOTR A -1;
Stop;
}
}
// RebelHelmet --------------------------------------------------------------
class RebelHelmet : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
HATR A -1;
Stop;
}
}
// RebelShirt ---------------------------------------------------------------
class RebelShirt : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
TOPR A -1;
Stop;
}
}
// Alien Bubble Column ------------------------------------------------------
class AlienBubbleColumn : Actor
{
Default
{
Radius 16;
Height 128;
+SOLID
ActiveSound "ambient/alien5";
}
States
{
Spawn:
BUBB A 4 A_LoopActiveSound;
Loop;
}
}
// Alien Floor Bubble -------------------------------------------------------
class AlienFloorBubble : Actor
{
Default
{
Radius 16;
Height 72;
+SOLID
ActiveSound "ambient/alien6";
}
States
{
Spawn:
BUBF A 4 A_LoopActiveSound;
Loop;
}
}
// Alien Ceiling Bubble -----------------------------------------------------
class AlienCeilingBubble : Actor
{
Default
{
Radius 16;
Height 72;
+SOLID +SPAWNCEILING +NOGRAVITY
ActiveSound "ambient/alien4";
}
States
{
Spawn:
BUBC A 4 A_LoopActiveSound;
Loop;
}
}
// Alien Asp Climber --------------------------------------------------------
class AlienAspClimber : Actor
{
Default
{
Radius 16;
Height 128;
+SOLID
ActiveSound "ambient/alien3";
}
States
{
Spawn:
ASPR A 4 A_LoopActiveSound;
Loop;
}
}
// Alien Spider Light -------------------------------------------------------
class AlienSpiderLight : Actor
{
Default
{
Radius 32;
Height 56;
+SOLID
ActiveSound "ambient/alien1";
}
States
{
Spawn:
SPDL ABC 5 A_LoopActiveSound;
Loop;
}
}
// Target Practice -----------------------------------------------------------
class TargetPractice : Actor
{
Default
{
Health 99999999;
PainChance 255;
Radius 10;
Height 72;
Mass 9999999;
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT +NODAMAGE
PainSound "misc/metalhit";
}
States
{
Spawn:
HOGN A 2 A_CheckTerrain;
Loop;
Pain:
HOGN B 1 A_CheckTerrain;
HOGN C 1 A_Pain;
Goto Spawn;
}
}
// Force Field Guard --------------------------------------------------------
class ForceFieldGuard : Actor
{
Default
{
Health 10;
Radius 2;
Height 1;
Mass 10000;
+SHOOTABLE
+NOSECTOR
+NOBLOOD
+INCOMBAT
}
States
{
Spawn:
TNT1 A -1;
Stop;
Death:
TNT1 A 1 A_RemoveForceField;
Stop;
}
override int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype)
{
if (inflictor == NULL || !(inflictor is "DegninOre"))
{
return -1;
}
return health;
}
}
// Kneeling Guy -------------------------------------------------------------
class KneelingGuy : Actor
{
Default
{
Health 51;
Painchance 255;
Radius 6;
Height 17;
Mass 50000;
+SOLID
+SHOOTABLE
+NOBLOOD
+ISMONSTER
+INCOMBAT
PainSound "misc/static";
DeathSound "misc/static";
ActiveSound "misc/chant";
}
States
{
Spawn:
See:
NEAL A 15 A_LoopActiveSound;
NEAL B 40 A_LoopActiveSound;
Loop;
Pain:
NEAL C 5 A_SetShadow;
NEAL B 4 A_Pain;
NEAL C 5 A_ClearShadow;
Goto Spawn;
Wound:
NEAL B 6;
NEAL C 13 A_GetHurt;
Loop;
Death:
NEAL D 5;
NEAL E 5 A_Scream;
NEAL F 6;
NEAL G 5 A_NoBlocking;
NEAL H 5;
NEAL I 6;
NEAL J -1;
Stop;
}
}
// Power Coupling -----------------------------------------------------------
class PowerCoupling : Actor
{
Default
{
Health 40;
Radius 17;
Height 64;
Mass 999999;
+SOLID
+SHOOTABLE
+DROPPED
+NOBLOOD
+NOTDMATCH
+INCOMBAT
}
States
{
Spawn:
COUP AB 5;
Loop;
}
override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
{
Super.Die (source, inflictor, dmgflags, MeansOfDeath);
int i;
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].health > 0)
break;
if (i == MAXPLAYERS)
return;
// [RH] In case the player broke it with the dagger, alert the guards now.
if (LastHeard != source)
{
SoundAlert (source);
}
Door_Close(225, 16);
Floor_LowerToHighestEE(44, 8);
players[i].mo.GiveInventoryType ("QuestItem6");
S_Sound ("svox/voc13", CHAN_VOICE);
players[i].SetLogNumber (13);
A_DropItem ("BrokenPowerCoupling", -1, 256);
Destroy ();
}
}
// Gibs for things that bleed -----------------------------------------------
class Meat : Actor
{
Default
{
+NOCLIP
}
States
{
Spawn:
MEAT A 700;
Stop;
MEAT B 700;
Stop;
MEAT C 700;
Stop;
MEAT D 700;
Stop;
MEAT E 700;
Stop;
MEAT F 700;
Stop;
MEAT G 700;
Stop;
MEAT H 700;
Stop;
MEAT I 700;
Stop;
MEAT J 700;
Stop;
MEAT K 700;
Stop;
MEAT L 700;
Stop;
MEAT M 700;
Stop;
MEAT N 700;
Stop;
MEAT O 700;
Stop;
MEAT P 700;
Stop;
MEAT Q 700;
Stop;
MEAT R 700;
Stop;
MEAT S 700;
Stop;
MEAT T 700;
Stop;
}
override void BeginPlay ()
{
// Strife used mod 19, but there are 20 states. Hmm.
SetState (SpawnState + random[GibTosser](0, 19));
}
}
// Gibs for things that don't bleed -----------------------------------------
class Junk : Meat
{
States
{
Spawn:
JUNK A 700;
Stop;
JUNK B 700;
Stop;
JUNK C 700;
Stop;
JUNK D 700;
Stop;
JUNK E 700;
Stop;
JUNK F 700;
Stop;
JUNK G 700;
Stop;
JUNK H 700;
Stop;
JUNK I 700;
Stop;
JUNK J 700;
Stop;
JUNK K 700;
Stop;
JUNK L 700;
Stop;
JUNK M 700;
Stop;
JUNK N 700;
Stop;
JUNK O 700;
Stop;
JUNK P 700;
Stop;
JUNK Q 700;
Stop;
JUNK R 700;
Stop;
JUNK S 700;
Stop;
JUNK T 700;
Stop;
}
}