2016-10-17 22:49:13 +00:00
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// Winged Statue (no skull) -------------------------------------------------
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class ZWingedStatueNoSkull : SwitchingDecoration
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{
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Default
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{
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Radius 10;
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Height 62;
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+SOLID
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}
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States
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{
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Spawn:
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STWN A -1;
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Stop;
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Active:
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STWN B -1;
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Stop;
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}
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}
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// Gem pedestal -------------------------------------------------------------
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class ZGemPedestal : SwitchingDecoration
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{
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Default
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{
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Radius 10;
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Height 40;
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+SOLID
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}
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States
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{
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Spawn:
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GMPD A -1;
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Stop;
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Active:
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GMPD B -1;
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Stop;
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}
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}
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// Tree (destructible) ------------------------------------------------------
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class TreeDestructible : Actor
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{
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Default
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{
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Health 70;
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Radius 15;
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Height 180;
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DeathHeight 24;
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Mass 0x7fffffff;
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PainSound "TreeExplode";
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DeathSound "TreeBreak";
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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}
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States
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{
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Spawn:
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TRDT A -1;
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Stop;
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Death:
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TRDT B 5;
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TRDT C 5 A_Scream;
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TRDT DEF 5;
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TRDT G -1;
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Stop;
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Burn:
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TRDT H 5 Bright A_Pain;
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TRDT IJKL 5 Bright;
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TRDT M 5 Bright A_Explode(10, 128);
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TRDT N 5 Bright;
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TRDT OP 5;
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TRDT Q -1;
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Stop;
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}
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}
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// Pottery1 ------------------------------------------------------------------
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2016-11-24 12:45:43 +00:00
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class Pottery1 : Actor
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2016-10-17 22:49:13 +00:00
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{
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Default
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{
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Health 15;
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Speed 10;
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Height 32;
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2016-11-24 12:45:43 +00:00
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+SOLID +SHOOTABLE +NOBLOOD +DROPOFF +SMASHABLE
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2016-10-17 22:49:13 +00:00
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+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
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+NOICEDEATH
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}
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States
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{
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Spawn:
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POT1 A -1;
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Loop;
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Death:
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POT1 A 0 A_PotteryExplode;
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Stop;
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}
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2016-11-27 19:14:43 +00:00
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//============================================================================
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//
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// A_PotteryExplode
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//
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//============================================================================
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void A_PotteryExplode()
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{
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Actor mo = null;
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int i;
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for(i = (random[Pottery]()&3)+3; i; i--)
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{
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mo = Spawn ("PotteryBit", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + (random[Pottery]()%5));
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mo.Vel.X = random2[Pottery]() / 64.;
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mo.Vel.Y = random2[Pottery]() / 64.;
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mo.Vel.Z = ((random[Pottery]() & 7) + 5) * 0.75;
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}
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}
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mo.A_PlaySound ("PotteryExplode", CHAN_BODY);
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// Spawn an item?
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Class<Actor> type = GetSpawnableType(args[0]);
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if (type != null)
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{
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if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
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{ // Only spawn monsters if not -nomonsters
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Spawn (type, Pos, ALLOW_REPLACE);
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}
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}
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}
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2016-10-17 22:49:13 +00:00
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}
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// Pottery2 -----------------------------------------------------------------
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class Pottery2 : Pottery1
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{
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Default
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{
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Height 25;
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}
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States
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{
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Spawn:
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POT2 A -1;
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Stop;
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}
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}
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// Pottery3 -----------------------------------------------------------------
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class Pottery3 : Pottery1
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{
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Default
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{
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Height 25;
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}
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States
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{
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Spawn:
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POT3 A -1;
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Stop;
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}
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}
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// Pottery Bit --------------------------------------------------------------
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class PotteryBit : Actor
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{
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2016-11-27 19:14:43 +00:00
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State LoopState;
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2016-10-17 22:49:13 +00:00
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Default
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{
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Radius 5;
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Height 5;
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+MISSILE
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+NOTELEPORT
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+NOICEDEATH
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}
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States
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{
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Spawn:
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PBIT ABCDE -1;
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Stop;
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Death:
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PBIT F 0 A_PotteryChooseBit;
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Stop;
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Pottery1:
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PBIT F 140;
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PBIT F 1 A_PotteryCheck;
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Stop;
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Pottery2:
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PBIT G 140;
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PBIT G 1 A_PotteryCheck;
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Stop;
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Pottery3:
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PBIT H 140;
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PBIT H 1 A_PotteryCheck;
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Stop;
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Pottery4:
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PBIT I 140;
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PBIT I 1 A_PotteryCheck;
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Stop;
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Pottery5:
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PBIT J 140;
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PBIT J 1 A_PotteryCheck;
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Stop;
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}
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2016-11-27 19:14:43 +00:00
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//============================================================================
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//
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// A_PotteryChooseBit
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//
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//============================================================================
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void A_PotteryChooseBit()
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{
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static const statelabel bits[] = { "Pottery1", "Pottery2", "Pottery3", "Pottery4", "Pottery5" };
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LoopState = FindState(bits[random[PotteryBit]() % 5]); // Save the state for jumping back to.
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SetState (LoopState);
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tics = 256 + (random[PotteryBit]() << 1);
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}
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//============================================================================
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//
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// A_PotteryCheck
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//
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//============================================================================
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void A_PotteryCheck()
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{
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for(int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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Actor pmo = players[i].mo;
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if (CheckSight (pmo) && (absangle(pmo.AngleTo(self), pmo.Angle) <= 45))
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{ // jump back to previpusly set state.
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SetState (LoopState);
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return;
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}
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}
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}
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}
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2016-10-17 22:49:13 +00:00
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}
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// Blood pool ---------------------------------------------------------------
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class BloodPool : Actor
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{
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States
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{
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Spawn:
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BDPL A -1;
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Stop;
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}
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}
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// Lynched corpse (no heart) ------------------------------------------------
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2016-11-27 19:14:43 +00:00
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class ZCorpseLynchedNoHeart : Actor
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2016-10-17 22:49:13 +00:00
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{
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Default
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{
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Radius 10;
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Height 100;
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+SOLID +SPAWNCEILING +NOGRAVITY
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}
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States
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{
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Spawn:
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CPS5 A 140 A_CorpseBloodDrip;
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Loop;
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}
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2016-11-27 19:14:43 +00:00
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override void PostBeginPlay ()
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{
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Super.PostBeginPlay ();
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Spawn ("BloodPool", (pos.xy, floorz), ALLOW_REPLACE);
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}
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//============================================================================
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//
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// A_CorpseBloodDrip
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//
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//============================================================================
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void A_CorpseBloodDrip()
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{
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if (random[CorpseDrip]() <= 128)
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{
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Spawn ("CorpseBloodDrip", pos + (0, 0, Height / 2), ALLOW_REPLACE);
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}
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}
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2016-10-17 22:49:13 +00:00
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}
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// CorpseBloodDrip ----------------------------------------------------------
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class CorpseBloodDrip : Actor
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{
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Default
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{
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Radius 1;
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Height 4;
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Gravity 0.125;
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+MISSILE
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+NOICEDEATH
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DeathSound "Drip";
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}
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States
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{
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Spawn:
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BDRP A -1;
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Stop;
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Death:
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BDSH AB 3;
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BDSH CD 2;
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Stop;
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}
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}
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// Corpse bit ---------------------------------------------------------------
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class CorpseBit : Actor
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{
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Default
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{
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Radius 5;
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Height 5;
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+NOBLOCKMAP
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+TELESTOMP
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}
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States
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{
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Spawn:
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CPB1 A -1;
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Stop;
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CPB2 A -1;
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Stop;
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CPB3 A -1;
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Stop;
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CPB4 A -1;
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Stop;
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}
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}
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// Corpse (sitting, splatterable) -------------------------------------------
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class ZCorpseSitting : Actor
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{
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Default
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{
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Health 30;
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Radius 15;
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Height 35;
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+SOLID +SHOOTABLE +NOBLOOD
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+NOICEDEATH
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DeathSound "FireDemonDeath";
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}
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States
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{
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Spawn:
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CPS6 A -1;
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Stop;
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Death:
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CPS6 A 1 A_CorpseExplode;
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Stop;
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}
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2016-11-27 19:14:43 +00:00
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//============================================================================
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//
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// A_CorpseExplode
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//
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//============================================================================
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void A_CorpseExplode()
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{
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Actor mo;
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for (int i = (random[CorpseExplode]() & 3) + 3; i; i--)
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{
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mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + (random[CorpseExplode]() % 3));
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mo.Vel.X = random2[CorpseExplode]() / 64.;
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mo.Vel.Y = random2[CorpseExplode]() / 64.;
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mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
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}
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}
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// Spawn a skull
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mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + 3);
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mo.Vel.X = random2[CorpseExplode]() / 64.;
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mo.Vel.Y = random2[CorpseExplode]() / 64.;
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mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
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}
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A_PlaySound (DeathSound, CHAN_BODY);
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Destroy ();
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}
|
2016-10-17 22:49:13 +00:00
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|
|
}
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// Leaf Spawner -------------------------------------------------------------
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class LeafSpawner : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOSECTOR
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+INVISIBLE
|
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}
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States
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|
{
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|
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Spawn:
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|
|
|
TNT1 A 20 A_LeafSpawn;
|
|
|
|
Loop;
|
|
|
|
}
|
2016-11-27 19:14:43 +00:00
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_LeafSpawn
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_LeafSpawn()
|
|
|
|
{
|
|
|
|
static const class<Actor> leaves[] = { "Leaf1", "Leaf2" };
|
|
|
|
|
|
|
|
for (int i = (random[LeafSpawn]() & 3) + 1; i; i--)
|
|
|
|
{
|
|
|
|
double xo = random2[LeafSpawn]() / 4.;
|
|
|
|
double yo = random2[LeafSpawn]() / 4.;
|
|
|
|
double zo = random[LeafSpawn]() / 4.;
|
|
|
|
Actor mo = Spawn (leaves[random[LeafSpawn]()&1], Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
|
|
|
|
|
|
if (mo)
|
|
|
|
{
|
|
|
|
mo.Thrust(random[LeafSpawn]() / 128. + 3);
|
|
|
|
mo.target = self;
|
|
|
|
mo.special1 = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2016-10-17 22:49:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Leaf 1 -------------------------------------------------------------------
|
|
|
|
|
|
|
|
class Leaf1 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 2;
|
|
|
|
Height 4;
|
|
|
|
Gravity 0.125;
|
|
|
|
+NOBLOCKMAP +MISSILE
|
|
|
|
+NOTELEPORT +DONTSPLASH
|
|
|
|
+NOICEDEATH
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
LEF1 ABC 4;
|
|
|
|
LEF1 D 4 A_LeafThrust;
|
|
|
|
LEF1 EFG 4;
|
2016-11-27 19:14:43 +00:00
|
|
|
Looping:
|
2016-10-17 22:49:13 +00:00
|
|
|
LEF1 H 4 A_LeafThrust;
|
|
|
|
LEF1 I 4;
|
|
|
|
LEF1 AB 4;
|
|
|
|
LEF1 C 4 A_LeafThrust;
|
|
|
|
LEF1 DEF 4;
|
|
|
|
LEF1 G 4 A_LeafThrust;
|
|
|
|
LEF1 HI 4;
|
|
|
|
Stop;
|
|
|
|
Death:
|
|
|
|
LEF3 D 10 A_LeafCheck;
|
|
|
|
Wait;
|
|
|
|
}
|
2016-11-27 19:14:43 +00:00
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_LeafThrust
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_LeafThrust()
|
|
|
|
{
|
|
|
|
if (random[LeafThrust]() <= 96)
|
|
|
|
{
|
|
|
|
Vel.Z += random[LeafThrust]() / 128. + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_LeafCheck
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_LeafCheck()
|
|
|
|
{
|
|
|
|
special1++;
|
|
|
|
if (special1 >= 20)
|
|
|
|
{
|
|
|
|
Destroy();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
double ang = target ? target.angle : angle;
|
|
|
|
if (random[LeafCheck]() > 64)
|
|
|
|
{
|
|
|
|
if (Vel.X == 0 && Vel.Y == 0)
|
|
|
|
{
|
|
|
|
Thrust(random[LeafCheck]() / 128. + 1, ang);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SetStateLabel ("Looping");
|
|
|
|
Vel.Z = random[LeafCheck]() / 128. + 1;
|
|
|
|
Thrust(random[LeafCheck]() / 128. + 2, ang);
|
|
|
|
bMissile = true;
|
|
|
|
}
|
2016-10-17 22:49:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Leaf 2 -------------------------------------------------------------------
|
|
|
|
|
|
|
|
class Leaf2 : Leaf1
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
LEF2 ABC 4;
|
|
|
|
LEF2 D 4 A_LeafThrust;
|
|
|
|
LEF2 EFG 4;
|
|
|
|
LEF2 H 4 A_LeafThrust;
|
|
|
|
LEF2 I 4;
|
|
|
|
LEF2 AB 4;
|
|
|
|
LEF2 C 4 A_LeafThrust;
|
|
|
|
LEF2 DEF 4;
|
|
|
|
LEF2 G 4 A_LeafThrust;
|
|
|
|
LEF2 HI 4;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Twined torch -------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZTwinedTorch : SwitchableDecoration
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 10;
|
|
|
|
Height 64;
|
|
|
|
+SOLID
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Active:
|
|
|
|
TWTR A 0 Bright A_PlaySound("Ignite");
|
|
|
|
Spawn:
|
|
|
|
TWTR ABCDEFGH 4 Bright;
|
|
|
|
Loop;
|
|
|
|
Inactive:
|
|
|
|
TWTR I -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class ZTwinedTorchUnlit : ZTwinedTorch
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
Goto Super::Inactive;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Wall torch ---------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZWallTorch : SwitchableDecoration
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOGRAVITY
|
|
|
|
+FIXMAPTHINGPOS
|
|
|
|
Radius 6.5;
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Active:
|
|
|
|
WLTR A 0 Bright A_PlaySound("Ignite");
|
|
|
|
Spawn:
|
|
|
|
WLTR ABCDEFGH 5 Bright;
|
|
|
|
Loop;
|
|
|
|
Inactive:
|
|
|
|
WLTR I -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class ZWallTorchUnlit : ZWallTorch
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
Goto Super::Inactive;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Shrub1 -------------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZShrub1 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 8;
|
|
|
|
Height 24;
|
|
|
|
Health 20;
|
|
|
|
Mass 0x7fffffff;
|
|
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
|
|
DeathSound "TreeExplode";
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
SHB1 A -1;
|
|
|
|
Stop;
|
|
|
|
Burn:
|
|
|
|
SHB1 B 7 Bright;
|
|
|
|
SHB1 C 6 Bright A_Scream;
|
|
|
|
SHB1 D 5 Bright;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Shrub2 -------------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZShrub2 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 16;
|
|
|
|
Height 40;
|
|
|
|
Health 20;
|
|
|
|
Mass 0x7fffffff;
|
|
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
|
|
DeathSound "TreeExplode";
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
SHB2 A -1;
|
|
|
|
Stop;
|
|
|
|
Burn:
|
|
|
|
SHB2 B 7 Bright;
|
|
|
|
SHB2 C 6 Bright A_Scream;
|
|
|
|
SHB2 D 5 Bright A_Explode(30, 64);
|
|
|
|
SHB2 E 5 Bright;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Fire Bull ----------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZFireBull : SwitchableDecoration
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 20;
|
|
|
|
Height 80;
|
|
|
|
+SOLID
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Active:
|
|
|
|
FBUL I 4 Bright A_PlaySound("Ignite");
|
|
|
|
FBUL J 4 Bright;
|
|
|
|
Spawn:
|
|
|
|
FBUL ABCDEFG 4 Bright;
|
|
|
|
Loop;
|
|
|
|
Inactive:
|
|
|
|
FBUL JI 4 Bright;
|
|
|
|
FBUL H -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class ZFireBullUnlit : ZFireBull
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
Goto Super::Inactive+2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Suit of armor ------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZSuitOfArmor : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Health 60;
|
|
|
|
Radius 16;
|
|
|
|
Height 72;
|
|
|
|
Mass 0x7fffffff;
|
|
|
|
+SOLID +SHOOTABLE +NOBLOOD
|
|
|
|
+NOICEDEATH
|
|
|
|
DeathSound "SuitofArmorBreak";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ZSUI A -1;
|
|
|
|
Stop;
|
|
|
|
Death:
|
|
|
|
ZSUI A 1 A_SoAExplode;
|
|
|
|
Stop;
|
|
|
|
}
|
2016-11-27 19:14:43 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_SoAExplode - Suit of Armor Explode
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void A_SoAExplode()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
|
|
{
|
|
|
|
double xo = (random[SoAExplode]() - 128) / 16.;
|
|
|
|
double yo = (random[SoAExplode]() - 128) / 16.;
|
|
|
|
double zo = random[SoAExplode]() * Height / 256.;
|
|
|
|
Actor mo = Spawn ("ZArmorChunk", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
|
|
if (mo)
|
|
|
|
{
|
|
|
|
mo.SetState (mo.SpawnState + i);
|
|
|
|
mo.Vel.X = random2[SoAExplode]() / 64.;
|
|
|
|
mo.Vel.Y = random2[SoAExplode]() / 64.;
|
|
|
|
mo.Vel.Z = (random[SoAExplode]() & 7) + 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Spawn an item?
|
|
|
|
Class<Actor> type = GetSpawnableType(args[0]);
|
|
|
|
if (type != null)
|
|
|
|
{
|
|
|
|
if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
|
|
|
|
{ // Only spawn monsters if not -nomonsters
|
|
|
|
Spawn (type, Pos, ALLOW_REPLACE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
A_PlaySound (DeathSound, CHAN_BODY);
|
|
|
|
Destroy ();
|
|
|
|
}
|
2016-10-17 22:49:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Armor chunk --------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZArmorChunk : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 4;
|
|
|
|
Height 8;
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ZSUI B -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI C -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI D -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI E -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI F -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI G -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI H -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI I -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI J -1;
|
|
|
|
Stop;
|
|
|
|
ZSUI K -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Bell ---------------------------------------------------------------------
|
|
|
|
|
2016-11-27 19:14:43 +00:00
|
|
|
class ZBell : Actor
|
2016-10-17 22:49:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Health 5;
|
|
|
|
Radius 56;
|
|
|
|
Height 120;
|
|
|
|
Mass 0x7fffffff;
|
|
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING
|
|
|
|
+NOICEDEATH
|
|
|
|
DeathSound "BellRing";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
BBLL F -1;
|
|
|
|
Stop;
|
|
|
|
Death:
|
|
|
|
BBLL A 4 A_BellReset1;
|
|
|
|
BBLL BC 4;
|
|
|
|
BBLL D 5 A_Scream;
|
|
|
|
BBLL CB 4;
|
|
|
|
BBLL A 3;
|
|
|
|
BBLL E 4;
|
|
|
|
BBLL F 5;
|
|
|
|
BBLL G 6 A_Scream;
|
|
|
|
BBLL F 5;
|
|
|
|
BBLL EA 4;
|
|
|
|
BBLL BC 5;
|
|
|
|
BBLL D 6 A_Scream;
|
|
|
|
BBLL CB 5;
|
|
|
|
BBLL A 4;
|
|
|
|
BBLL EF 5;
|
|
|
|
BBLL G 7 A_Scream;
|
|
|
|
BBLL FEA 5;
|
|
|
|
BBLL B 6;
|
|
|
|
BBLL C 6;
|
|
|
|
BBLL D 7 A_Scream;
|
|
|
|
BBLL CB 6;
|
|
|
|
BBLL A 5;
|
|
|
|
BBLL EF 6;
|
|
|
|
BBLL G 7 A_Scream;
|
|
|
|
BBLL FEABC 6;
|
|
|
|
BBLL B 7;
|
|
|
|
BBLL A 8;
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BBLL E 12;
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BBLL A 10;
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BBLL B 12;
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BBLL A 12;
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BBLL E 14;
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|
BBLL A 1 A_BellReset2;
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|
|
Goto Spawn;
|
|
|
|
}
|
2016-11-27 19:14:43 +00:00
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override void Activate (Actor activator)
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|
{
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|
|
|
if (health > 0) A_Die();
|
|
|
|
{
|
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|
DamageMobj (activator, activator, 10, 'Melee', DMG_THRUSTLESS); // 'ring' the bell
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|
}
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}
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//===========================================================================
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//
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|
|
// A_BellReset1
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|
|
//
|
|
|
|
//===========================================================================
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|
|
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|
|
|
void A_BellReset1()
|
|
|
|
{
|
|
|
|
bNoGravity = true;
|
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|
|
Height = Default.Height;
|
|
|
|
if (special)
|
|
|
|
{ // Initiate death action
|
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|
|
A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
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|
|
special = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_BellReset2
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void A_BellReset2()
|
|
|
|
{
|
|
|
|
bShootable = true;
|
|
|
|
bCorpse = false;
|
|
|
|
bKilled = false;
|
|
|
|
health = 5;
|
|
|
|
}
|
2016-10-17 22:49:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// "Christmas" Tree ---------------------------------------------------------
|
|
|
|
|
|
|
|
class ZXmasTree : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 11;
|
|
|
|
Height 130;
|
|
|
|
Health 20;
|
|
|
|
Mass 0x7fffffff;
|
|
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
|
|
DeathSound "TreeExplode";
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
XMAS A -1;
|
|
|
|
Stop;
|
|
|
|
Burn:
|
|
|
|
XMAS B 6 Bright;
|
|
|
|
XMAS C 6 Bright A_Scream;
|
|
|
|
XMAS D 5 Bright;
|
|
|
|
XMAS E 5 Bright A_Explode(30, 64);
|
|
|
|
XMAS F 5 Bright;
|
|
|
|
XMAS G 4 Bright;
|
|
|
|
XMAS H 5;
|
|
|
|
XMAS I 4 A_NoBlocking;
|
|
|
|
XMAS J 4;
|
|
|
|
XMAS K -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Cauldron -----------------------------------------------------------------
|
|
|
|
|
|
|
|
class ZCauldron : SwitchableDecoration
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 12;
|
|
|
|
Height 26;
|
|
|
|
+SOLID
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Active:
|
|
|
|
CDRN B 0 Bright A_PlaySound("Ignite");
|
|
|
|
Spawn:
|
|
|
|
CDRN BCDEFGH 4 Bright;
|
|
|
|
Loop;
|
|
|
|
Inactive:
|
|
|
|
CDRN A -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class ZCauldronUnlit : ZCauldron
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
Goto Super::Inactive;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Water Drip ---------------------------------------------------------------
|
|
|
|
|
|
|
|
class HWaterDrip : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+MISSILE
|
|
|
|
+NOTELEPORT
|
|
|
|
Gravity 0.125;
|
|
|
|
Mass 1;
|
|
|
|
DeathSound "Drip";
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
HWAT A -1;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|