gzdoom-gles/wadsrc/static/zscript/hexen/flame.txt

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// Temp Small Flame --------------------------------------------------------
class FlameSmallTemp : Actor
{
Default
{
+NOTELEPORT
RenderStyle "Add";
}
States
{
Spawn:
FFSM AB 3 Bright;
FFSM C 2 Bright A_CountdownArg(0);
FFSM C 2 Bright;
FFSM D 3 Bright;
FFSM E 3 Bright A_CountdownArg(0);
Loop;
}
}
// Temp Large Flame ---------------------------------------------------------
class FlameLargeTemp : Actor
{
Default
{
+NOTELEPORT
RenderStyle "Add";
}
States
{
Spawn:
FFLG A 4 Bright;
FFLG B 4 Bright A_CountdownArg(0);
FFLG C 4 Bright;
FFLG D 4 Bright A_CountdownArg(0);
FFLG E 4 Bright;
FFLG F 4 Bright A_CountdownArg(0);
FFLG G 4 Bright;
FFLG H 4 Bright A_CountdownArg(0);
FFLG I 4 Bright;
FFLG J 4 Bright A_CountdownArg(0);
FFLG K 4 Bright;
FFLG L 4 Bright A_CountdownArg(0);
FFLG M 4 Bright;
FFLG N 4 Bright A_CountdownArg(0);
FFLG O 4 Bright;
FFLG P 4 Bright A_CountdownArg(0);
Goto Spawn+4;
}
}
// Small Flame --------------------------------------------------------------
class FlameSmall : SwitchableDecoration
{
Default
{
+NOTELEPORT
+INVISIBLE
Radius 15;
RenderStyle "Add";
}
States
{
Active:
FFSM A 0 Bright A_PlaySound("Ignite");
Spawn:
FFSM A 3 Bright;
FFSM A 3 Bright A_UnHideThing;
FFSM ABCDE 3 Bright;
Goto Spawn+2;
Inactive:
FFSM A 2;
FFSM B 2 A_HideThing;
FFSM C 200;
Wait;
}
}
class FlameSmall2 : FlameSmall
{
}
// Large Flame --------------------------------------------------------------
class FlameLarge : SwitchableDecoration
{
Default
{
+NOTELEPORT
+INVISIBLE
Radius 15;
RenderStyle "Add";
}
States
{
Active:
FFLG A 0 Bright A_PlaySound("Ignite");
Spawn:
FFLG A 2 Bright;
FFLG A 2 Bright A_UnHideThing;
FFLG ABCDEFGHIJKLMNOP 4 Bright;
Goto Spawn+6;
Inactive:
FFLG DCB 2;
FFLG A 2 A_HideThing;
FFLG A 200;
Wait;
}
}
class FlameLarge2 : FlameLarge
{
}