gzdoom/wadsrc/static/actors/heretic/heretickeys.txt

151 lines
2.0 KiB
Plaintext
Raw Normal View History

May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
ACTOR HereticKey : Key
{
+NOTDMATCH
Radius 20
Height 16
}
// Green key ------------------------------------------------------------
ACTOR KeyGreen : HereticKey 73
{
Game Heretic
SpawnID 86
Inventory.PickupMessage "$TXT_GOTGREENKEY"
States
{
Spawn:
AKYY ABCDEFGHIJ 3 Bright
Loop
}
}
// Blue key -----------------------------------------------------------------
ACTOR KeyBlue : HereticKey 79
{
Game Heretic
SpawnID 85
Inventory.PickupMessage "$TXT_GOTBLUEKEY"
States
{
Spawn:
BKYY ABCDEFGHIJ 3 Bright
Loop
}
}
// Yellow key ---------------------------------------------------------------
ACTOR KeyYellow : HereticKey 80
{
Game Heretic
SpawnID 87
Inventory.PickupMessage "$TXT_GOTYELLOWKEY"
States
{
Spawn:
CKYY ABCDEFGHI 3 Bright
Loop
}
}
// --- Blue Key gizmo -----------------------------------------------------------
ACTOR KeyGizmoBlue 94
{
Game Heretic
Radius 16
Height 50
+SOLID
States
{
Spawn:
KGZ1 A 1
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatBlue", 0, 0, 60)
KGZ1 A -1
Stop
}
}
ACTOR KeyGizmoFloatBlue
{
Radius 16
Height 16
+SOLID
+NOGRAVITY
States
{
Spawn:
KGZB A -1 Bright
Stop
}
}
// --- Green Key gizmo -----------------------------------------------------------
ACTOR KeyGizmoGreen 95
{
Game Heretic
Radius 16
Height 50
+SOLID
States
{
Spawn:
KGZ1 A 1
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatGreen", 0, 0, 60)
KGZ1 A -1
Stop
}
}
ACTOR KeyGizmoFloatGreen
{
Radius 16
Height 16
+SOLID
+NOGRAVITY
States
{
Spawn:
KGZG A -1 Bright
Stop
}
}
// --- Yellow Key gizmo -----------------------------------------------------------
ACTOR KeyGizmoYellow 96
{
Game Heretic
Radius 16
Height 50
+SOLID
States
{
Spawn:
KGZ1 A 1
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatYellow", 0, 0, 60)
KGZ1 A -1
Stop
}
}
ACTOR KeyGizmoFloatYellow
{
Radius 16
Height 16
+SOLID
+NOGRAVITY
States
{
Spawn:
KGZY A -1 Bright
Stop
}
}