gzdoom/wadsrc/static/zscript/doom/doomdecorations.txt

901 lines
10 KiB
Text
Raw Normal View History

// Tech lamp ---------------------------------------------------------------
class TechLamp : Actor
{
Default
{
Radius 16;
Height 80;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TLMP ABCD 4 BRIGHT;
Loop;
}
}
// Tech lamp 2 -------------------------------------------------------------
class TechLamp2 : Actor
{
Default
{
Radius 16;
Height 60;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TLP2 ABCD 4 BRIGHT;
Loop;
}
}
// Column ------------------------------------------------------------------
class Column : Actor
{
Default
{
Radius 16;
Height 48;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COLU A -1 BRIGHT;
Stop;
}
}
// Tall green column -------------------------------------------------------
class TallGreenColumn : Actor
{
Default
{
Radius 16;
Height 52;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COL1 A -1;
Stop;
}
}
// Short green column ------------------------------------------------------
class ShortGreenColumn : Actor
{
Default
{
Radius 16;
Height 40;;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COL2 A -1;
Stop;
}
}
// Tall red column ---------------------------------------------------------
class TallRedColumn : Actor
{
Default
{
Radius 16;
Height 52;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COL3 A -1;
Stop;
}
}
// Short red column --------------------------------------------------------
class ShortRedColumn : Actor
{
Default
{
Radius 16;
Height 40;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COL4 A -1;
Stop;
}
}
// Skull column ------------------------------------------------------------
class SkullColumn : Actor
{
Default
{
Radius 16;
Height 40;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COL6 A -1;
Stop;
}
}
// Heart column ------------------------------------------------------------
class HeartColumn : Actor
{
Default
{
Radius 16;
Height 40;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
COL5 AB 14;
Loop;
}
}
// Evil eye ----------------------------------------------------------------
class EvilEye : Actor
{
Default
{
Radius 16;
Height 54;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
CEYE ABCB 6 BRIGHT;
Loop;
}
}
// Floating skull ----------------------------------------------------------
class FloatingSkull : Actor
{
Default
{
Radius 16;
Height 26;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
FSKU ABC 6 BRIGHT;
Loop;
}
}
// Torch tree --------------------------------------------------------------
class TorchTree : Actor
{
Default
{
Radius 16;
Height 56;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TRE1 A -1;
Stop;
}
}
// Blue torch --------------------------------------------------------------
class BlueTorch : Actor
{
Default
{
Radius 16;
Height 68;;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TBLU ABCD 4 BRIGHT;
Loop;
}
}
// Green torch -------------------------------------------------------------
class GreenTorch : Actor
{
Default
{
Radius 16;
Height 68;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TGRN ABCD 4 BRIGHT;
Loop;
}
}
// Red torch ---------------------------------------------------------------
class RedTorch : Actor
{
Default
{
Radius 16;
Height 68;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TRED ABCD 4 BRIGHT;
Loop;
}
}
// Short blue torch --------------------------------------------------------
class ShortBlueTorch : Actor
{
Default
{
Radius 16;
Height 37;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
SMBT ABCD 4 BRIGHT;
Loop;
}
}
// Short green torch -------------------------------------------------------
class ShortGreenTorch : Actor
{
Default
{
Radius 16;
Height 37;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
SMGT ABCD 4 BRIGHT;
Loop;
}
}
// Short red torch ---------------------------------------------------------
class ShortRedTorch : Actor
{
Default
{
Radius 16;
Height 37;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
SMRT ABCD 4 BRIGHT;
Loop;
}
}
// Stalagtite --------------------------------------------------------------
class Stalagtite : Actor
{
Default
{
Radius 16;
Height 40;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
SMIT A -1;
Stop;
}
}
// Tech pillar -------------------------------------------------------------
class TechPillar : Actor
{
Default
{
Radius 16;
Height 128;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
ELEC A -1;
Stop;
}
}
// Candle stick ------------------------------------------------------------
class Candlestick : Actor
{
Default
{
Radius 20;
Height 14;
ProjectilePassHeight -16;
}
States
{
Spawn:
CAND A -1 BRIGHT;
Stop;
}
}
// Candelabra --------------------------------------------------------------
class Candelabra : Actor
{
Default
{
Radius 16;
Height 60;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
CBRA A -1 BRIGHT;
Stop;
}
}
// Bloody twitch -----------------------------------------------------------
class BloodyTwitch : Actor
{
Default
{
Radius 16;
Height 68;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
GOR1 A 10;
GOR1 B 15;
GOR1 C 8;
GOR1 B 6;
Loop;
}
}
// Meat 2 ------------------------------------------------------------------
class Meat2 : Actor
{
Default
{
Radius 16;
Height 84;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
GOR2 A -1;
Stop;
}
}
// Meat 3 ------------------------------------------------------------------
class Meat3 : Actor
{
Default
{
Radius 16;
Height 84;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
GOR3 A -1;
Stop;
}
}
// Meat 4 ------------------------------------------------------------------
class Meat4 : Actor
{
Default
{
Radius 16;
Height 68;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
GOR4 A -1;
Stop;
}
}
// Meat 5 ------------------------------------------------------------------
class Meat5 : Actor
{
Default
{
Radius 16;
Height 52;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
GOR5 A -1;
Stop;
}
}
// Nonsolid meat -----------------------------------------------------------
class NonsolidMeat2 : Meat2
{
Default
{
-SOLID
Radius 20;
}
}
class NonsolidMeat3 : Meat3
{
Default
{
-SOLID
Radius 20;
}
}
class NonsolidMeat4 : Meat4
{
Default
{
-SOLID
Radius 20;
}
}
class NonsolidMeat5 : Meat5
{
Default
{
-SOLID
Radius 20;
}
}
// Nonsolid bloody twitch --------------------------------------------------
class NonsolidTwitch : BloodyTwitch
{
Default
{
-SOLID
Radius 20;
}
}
// Head on a stick ---------------------------------------------------------
class HeadOnAStick : Actor
{
Default
{
Radius 16;
Height 56;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
POL4 A -1;
Stop;
}
}
// Heads (plural!) on a stick ----------------------------------------------
class HeadsOnAStick : Actor
{
Default
{
Radius 16;
Height 64;;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
POL2 A -1;
Stop;
}
}
// Head candles ------------------------------------------------------------
class HeadCandles : Actor
{
Default
{
Radius 16;
Height 42;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
POL3 AB 6 BRIGHT;
Loop;
}
}
// Dead on a stick ---------------------------------------------------------
class DeadStick : Actor
{
Default
{
Radius 16;
Height 64;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
POL1 A -1;
Stop;
}
}
// Still alive on a stick --------------------------------------------------
class LiveStick : Actor
{
Default
{
Radius 16;
Height 64;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
POL6 A 6;
POL6 B 8;
Loop;
}
}
// Big tree ----------------------------------------------------------------
class BigTree : Actor
{
Default
{
Radius 32;
Height 108;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
TRE2 A -1;
Stop;
}
}
// Burning barrel ----------------------------------------------------------
class BurningBarrel : Actor
{
Default
{
Radius 16;
Height 32;
ProjectilePassHeight -16;
+SOLID
}
States
{
Spawn:
FCAN ABC 4 BRIGHT;
Loop;
}
}
// Hanging with no guts ----------------------------------------------------
class HangNoGuts : Actor
{
Default
{
Radius 16;
Height 88;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
HDB1 A -1;
Stop;
}
}
// Hanging from bottom with no brain ---------------------------------------
class HangBNoBrain : Actor
{
Default
{
Radius 16;
Height 88;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
HDB2 A -1;
Stop;
}
}
// Hanging from top, looking down ------------------------------------------
class HangTLookingDown : Actor
{
Default
{
Radius 16;
Height 64;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
HDB3 A -1;
Stop;
}
}
// Hanging from top, looking up --------------------------------------------
class HangTLookingUp : Actor
{
Default
{
Radius 16;
Height 64;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
HDB5 A -1;
Stop;
}
}
// Hanging from top, skully ------------------------------------------------
class HangTSkull : Actor
{
Default
{
Radius 16;
Height 64;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
HDB4 A -1;
Stop;
}
}
// Hanging from top without a brain ----------------------------------------
class HangTNoBrain : Actor
{
Default
{
Radius 16;
Height 64;
+SOLID
+NOGRAVITY
+SPAWNCEILING
}
States
{
Spawn:
HDB6 A -1;
Stop;
}
}
// Colon gibs --------------------------------------------------------------
class ColonGibs : Actor
{
Default
{
Radius 20;
Height 4;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
POB1 A -1;
Stop;
}
}
// Small pool o' blood -----------------------------------------------------
class SmallBloodPool : Actor
{
Default
{
Radius 20;
Height 1;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
POB2 A -1;
Stop;
}
}
// brain stem lying on the ground ------------------------------------------
class BrainStem : Actor
{
Default
{
Radius 20;
Height 4;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
BRS1 A -1;
Stop;
}
}
// Grey stalagmite (unused Doom sprite, definition taken from Skulltag -----
class Stalagmite : Actor
{
Default
{
Radius 16;
Height 48;
+SOLID
}
States
{
Spawn:
SMT2 A -1;
Stop;
}
}