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

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// Wimpy ammo ---------------------------------------------------------------
ACTOR GoldWandAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOGOLDWAND1"
Inventory.Amount 10
Inventory.MaxAmount 100
Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 200
Inventory.Icon "INAMGLD"
States
{
Spawn:
AMG1 A -1
Stop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR GoldWandHefty : GoldWandAmmo
{
Inventory.PickupMessage "$TXT_AMMOGOLDWAND2"
Inventory.Amount 50
States
{
Spawn:
AMG2 ABC 4
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR CrossbowAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOCROSSBOW1"
Inventory.Amount 5
Inventory.MaxAmount 50
Ammo.BackpackAmount 5
Ammo.BackpackMaxAmount 100
Inventory.Icon "INAMBOW"
States
{
Spawn:
AMC1 A -1
Stop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR CrossbowHefty : CrossbowAmmo
{
Inventory.PickupMessage "$TXT_AMMOCROSSBOW2"
Inventory.Amount 20
States
{
Spawn:
AMC2 ABC 5
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR MaceAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOMACE1"
Inventory.Amount 20
Inventory.MaxAmount 150
Ammo.BackpackAmount 20
Ammo.BackpackMaxAmount 300
Inventory.Icon "INAMLOB"
States
{
Spawn:
AMM1 A -1
Stop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR MaceHefty : MaceAmmo
{
Inventory.PickupMessage "$TXT_AMMOMACE2"
Inventory.Amount 100
States
{
Spawn:
AMM2 A -1
Stop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR BlasterAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOBLASTER1"
Inventory.Amount 10
Inventory.MaxAmount 200
Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 400
Inventory.Icon "INAMBST"
States
{
Spawn:
AMB1 ABC 4
Loop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR BlasterHefty : BlasterAmmo
{
Inventory.PickupMessage "$TXT_AMMOBLASTER2"
Inventory.Amount 25
States
{
Spawn:
AMB2 ABC 4
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR SkullRodAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOSKULLROD1"
Inventory.Amount 20
Inventory.MaxAmount 200
Ammo.BackpackAmount 20
Ammo.BackpackMaxAmount 400
Inventory.Icon "INAMRAM"
States
{
Spawn:
AMS1 AB 5
Loop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR SkullRodHefty : SkullRodAmmo
{
Inventory.PickupMessage "$TXT_AMMOSKULLROD2"
Inventory.Amount 100
States
{
Spawn:
AMS2 AB 5
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR PhoenixRodAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOPHOENIXROD1"
Inventory.Amount 1
Inventory.MaxAmount 20
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 40
Inventory.Icon "INAMPNX"
States
{
Spawn:
AMP1 ABC 4
Loop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR PhoenixRodHefty : PhoenixRodAmmo
{
Inventory.PickupMessage "$TXT_AMMOPHOENIXROD2"
Inventory.Amount 10
States
{
Spawn:
AMP2 ABC 4
Loop
}
}
// --- Bag of holding -------------------------------------------------------
ACTOR BagOfHolding : BackpackItem
{
Inventory.PickupMessage "$TXT_ITEMBAGOFHOLDING"
+COUNTITEM
+FLOATBOB
States
{
Spawn:
BAGH A -1
Stop
}
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
}