// A Cloud used for varius explosions --------------------------------------- // This actor has no direct equivalent in strife. To create this, Strife // spawned a spark and then changed its state to that of this explosion // cloud. Weird. class Bang4Cloud : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Add"; VSpeed 1; } States { Spawn: BNG4 BCDEFGHIJKLMN 3 Bright; Stop; } } // Piston ------------------------------------------------------------------- class Piston : Actor { Default { Health 100; Speed 16; Radius 20; Height 76; Mass 10000000; +SOLID +SHOOTABLE +NOBLOOD +FLOORCLIP +INCOMBAT DeathSound "misc/explosion"; } States { Spawn: PSTN AB 8; Loop; Death: PSTN A 4 Bright A_Scream; PSTN B 4 Bright A_NoBlocking; PSTN C 4 Bright A_GiveQuestItem(16); PSTN D 4 Bright A_Bang4Cloud; PSTN E 4 Bright A_TossGib; PSTN F 4 Bright; PSTN G 4 Bright A_Bang4Cloud; PSTN H 4; PSTN I -1; Stop; } } // Computer ----------------------------------------------------------------- class Computer : Actor { Default { Health 80; Speed 27; Radius 26; Height 128; Mass 10000000; +SOLID +SHOOTABLE +NOBLOOD +FLOORCLIP +INCOMBAT DeathSound "misc/explosion"; } States { Spawn: SECR ABCD 4 Bright; Loop; Death: SECR E 5 Bright A_Bang4Cloud; SECR F 5 Bright A_NoBlocking; SECR G 5 Bright A_GiveQuestItem(27); SECR H 5 Bright A_TossGib; SECR I 5 Bright A_Bang4Cloud; SECR J 5; SECR K 5 A_Bang4Cloud; SECR L 5; SECR M 5 A_Bang4Cloud; SECR N 5; SECR O 5 A_Bang4Cloud; SECR P -1; Stop; } } // Power Crystal ------------------------------------------------------------ class PowerCrystal : Actor { Default { Health 50; Speed 14; Radius 20; Height 16; Mass 99999999; +SOLID +SHOOTABLE +NOGRAVITY +NOBLOOD +FLOORCLIP DeathSound "misc/explosion"; ActiveSound "misc/reactor"; } action native void A_ExtraLightOff (); action native void A_Explode512 (); action native void A_LightGoesOut (); States { Spawn: CRYS A 16 A_LoopActiveSound; CRYS B 5 A_LoopActiveSound; CRYS CDEF 4 A_LoopActiveSound; Loop; Death: BOOM A 0 Bright A_Scream; BOOM A 1 Bright A_Explode512; BOOM B 3 Bright A_GiveQuestItem(14); BOOM C 2 Bright A_LightGoesOut; BOOM D 3 Bright A_Bang4Cloud; BOOM EF 3 Bright; BOOM G 3 Bright A_Bang4Cloud; BOOM H 1 Bright A_Explode512; BOOM I 3 Bright; BOOM JKL 3 Bright A_Bang4Cloud; BOOM MN 3 Bright; BOOM O 3 Bright A_Bang4Cloud; BOOM PQRST 3 Bright; BOOM U 3 Bright A_ExtraLightOff; BOOM VWXY 3 Bright; Stop; } }