// Tank 1 Huge ------------------------------------------------------------ ACTOR Tank1 { Radius 16 Height 192 +SOLID States { Spawn: TNK1 A 15 TNK1 B 11 TNK1 C 40 Loop } } // Tank 2 Huge ------------------------------------------------------------ ACTOR Tank2 { Radius 16 Height 192 +SOLID States { Spawn: TNK2 A 15 TNK2 B 11 TNK2 C 40 Loop } } // Tank 3 Huge ------------------------------------------------------------ ACTOR Tank3 { Radius 16 Height 192 +SOLID States { Spawn: TNK3 A 15 TNK3 B 11 TNK3 C 40 Loop } } // Tank 4 ------------------------------------------------------------------- ACTOR Tank4 { Radius 16 Height 56 +SOLID States { Spawn: TNK4 A 15 TNK4 B 11 TNK4 C 40 Loop } } // Tank 5 ------------------------------------------------------------------- ACTOR Tank5 { Radius 16 Height 56 +SOLID States { Spawn: TNK5 A 15 TNK5 B 11 TNK5 C 40 Loop } } // Tank 6 ------------------------------------------------------------------- ACTOR Tank6 { Radius 16 Height 56 +SOLID States { Spawn: TNK6 A 15 TNK6 B 11 TNK6 C 40 Loop } } // Water Bottle ------------------------------------------------------------- ACTOR WaterBottle { States { Spawn: WATR A -1 Stop } } // Mug ---------------------------------------------------------------------- ACTOR Mug { States { Spawn: MUGG A -1 Stop } } // Wooden Barrel ------------------------------------------------------------ ACTOR WoodenBarrel { Health 10 Radius 10 Height 32 +SOLID +SHOOTABLE +NOBLOOD +INCOMBAT DeathSound "woodenbarrel/death" States { Spawn: BARW A -1 Stop Death: BARW B 2 A_Scream BARW C 2 BARW D 2 A_NoBlocking BARW EFG 2 BARW H -1 Stop } } // Strife's explosive barrel ------------------------------------------------ ACTOR ExplosiveBarrel2 { Health 30 Radius 10 Height 32 +SOLID +SHOOTABLE +NOBLOOD +OLDRADIUSDMG DeathSound "world/barrelx" +INCOMBAT States { Spawn: BART A -1 Stop Death: BART B 2 Bright A_Scream BART CD 2 Bright BART E 2 Bright A_NoBlocking BART F 2 Bright A_Explode(64, 64, 1, 1) BART GHIJ 2 Bright BART K 3 Bright BART L -1 Stop } } // Light Silver, Fluorescent ---------------------------------------------- ACTOR LightSilverFluorescent { Radius 2.5 Height 16 +NOBLOCKMAP +FIXMAPTHINGPOS States { Spawn: LITS A -1 Bright Stop } } // Light Brown, Fluorescent ----------------------------------------------- ACTOR LightBrownFluorescent { Radius 2.5 Height 16 +NOBLOCKMAP +FIXMAPTHINGPOS States { Spawn: LITB A -1 Bright Stop } } // Light Gold, Fluorescent ------------------------------------------------ ACTOR LightGoldFluorescent { Radius 2.5 Height 16 +NOBLOCKMAP +FIXMAPTHINGPOS States { Spawn: LITG A -1 Bright Stop } } // Light Globe -------------------------------------------------------------- ACTOR LightGlobe { Radius 16 Height 16 +SOLID States { Spawn: LITE A -1 Bright Stop } } // Techno Pillar ------------------------------------------------------------ ACTOR PillarTechno { Radius 20 Height 128 +SOLID States { Spawn: MONI A -1 Stop } } // Aztec Pillar ------------------------------------------------------------- ACTOR PillarAztec { Radius 16 Height 128 +SOLID States { Spawn: STEL A -1 Stop } } // Damaged Aztec Pillar ----------------------------------------------------- ACTOR PillarAztecDamaged { Radius 16 Height 80 +SOLID States { Spawn: STLA A -1 Stop } } // Ruined Aztec Pillar ------------------------------------------------------ ACTOR PillarAztecRuined { Radius 16 Height 40 +SOLID States { Spawn: STLE A -1 Stop } } // Huge Tech Pillar --------------------------------------------------------- ACTOR PillarHugeTech { Radius 24 Height 192 +SOLID States { Spawn: HUGE ABCD 4 Loop } } // Alien Power Crystal in a Pillar ------------------------------------------ ACTOR PillarAlienPower { Radius 24 Height 192 +SOLID ActiveSound "ambient/alien2" States { Spawn: APOW A 4 A_LoopActiveSound Loop } } // SStalactiteBig ----------------------------------------------------------- ACTOR SStalactiteBig { Radius 16 Height 54 +SOLID +SPAWNCEILING +NOGRAVITY States { Spawn: STLG C -1 Stop } } // SStalactiteSmall --------------------------------------------------------- ACTOR SStalactiteSmall { Radius 16 Height 40 +SOLID +SPAWNCEILING +NOGRAVITY States { Spawn: STLG A -1 Stop } } // SStalagmiteBig ----------------------------------------------------------- ACTOR SStalagmiteBig { Radius 16 Height 40 +SOLID States { Spawn: STLG B -1 Stop } } // Cave Pillar Top ---------------------------------------------------------- ACTOR CavePillarTop { Radius 16 Height 128 +SOLID +SPAWNCEILING +NOGRAVITY States { Spawn: STLG D -1 Stop } } // Cave Pillar Bottom ------------------------------------------------------- ACTOR CavePillarBottom { Radius 16 Height 128 +SOLID States { Spawn: STLG E -1 Stop } } // SStalagmiteSmall --------------------------------------------------------- ACTOR SStalagmiteSmall { Radius 16 Height 25 +SOLID States { Spawn: STLG F -1 Stop } } // Candle ------------------------------------------------------------------- ACTOR Candle { States { Spawn: KNDL A -1 Bright Stop } } // StrifeCandelabra --------------------------------------------------------- ACTOR StrifeCandelabra { Radius 16 Height 40 +SOLID States { Spawn: CLBR A -1 Stop } } // Floor Water Drop --------------------------------------------------------- ACTOR WaterDropOnFloor { +NOBLOCKMAP ActiveSound "world/waterdrip" States { Spawn: DRIP A 6 A_FLoopActiveSound DRIP BC 4 DRIP D 4 A_FLoopActiveSound DRIP EF 4 DRIP G 4 A_FLoopActiveSound DRIP H 4 Loop } } // Waterfall Splash --------------------------------------------------------- ACTOR WaterfallSplash { +NOBLOCKMAP ActiveSound "world/waterfall" States { Spawn: SPLH ABCDEFG 4 SPLH H 4 A_LoopActiveSound Loop } } // Ceiling Water Drip ------------------------------------------------------- ACTOR WaterDrip { Height 1 +NOBLOCKMAP +SPAWNCEILING +NOGRAVITY States { Spawn: CDRP A 10 CDRP BCD 8 Loop } } // WaterFountain ------------------------------------------------------------ ACTOR WaterFountain { +NOBLOCKMAP ActiveSound "world/watersplash" States { Spawn: WTFT ABC 4 WTFT D 4 A_LoopActiveSound Loop } } // Hearts in Tank ----------------------------------------------------------- ACTOR HeartsInTank { Radius 16 Height 56 +SOLID States { Spawn: HERT ABC 4 Bright Loop } } // Teleport Swirl ----------------------------------------------------------- ACTOR TeleportSwirl { +NOBLOCKMAP RenderStyle Add Alpha 0.25 States { Spawn: TELP ABCD 3 Bright Loop } } // Dead Player -------------------------------------------------------------- // Strife's disappeared. This one doesn't. ACTOR DeadStrifePlayer { States { Spawn: PLAY P 700 RGIB H -1 Stop } } // Dead Peasant ------------------------------------------------------------- // Unlike Strife's, this one does not turn into gibs and disappear. ACTOR DeadPeasant { States { Spawn: PEAS N -1 Stop } } // Dead Acolyte ------------------------------------------------------------- // Unlike Strife's, this one does not turn into gibs and disappear. ACTOR DeadAcolyte { States { Spawn: AGRD N -1 Stop } } // Dead Reaver -------------------------------------------------------------- ACTOR DeadReaver { States { Spawn: ROB1 R -1 Stop } } // Dead Rebel --------------------------------------------------------------- ACTOR DeadRebel { States { Spawn: HMN1 N -1 Stop } } // Sacrificed Guy ----------------------------------------------------------- ACTOR SacrificedGuy { States { Spawn: SACR A -1 Stop } } // Pile of Guts ------------------------------------------------------------- ACTOR PileOfGuts { // Strife used a doomednum, which is the same as the Aztec Pillar. Since // the pillar came first in the mobjinfo list, you could not spawn this // in a map. Pity. States { Spawn: DEAD A -1 Stop } } // Burning Barrel ----------------------------------------------------------- ACTOR StrifeBurningBarrel { Radius 16 Height 48 +SOLID States { Spawn: BBAR ABCD 4 Bright Loop } } // Burning Bowl ----------------------------------------------------------- ACTOR BurningBowl { Radius 16 Height 16 +SOLID ActiveSound "world/smallfire" States { Spawn: BOWL ABCD 4 Bright Loop } } // Burning Brazier ----------------------------------------------------------- ACTOR BurningBrazier { Radius 10 Height 32 +SOLID ActiveSound "world/smallfire" States { Spawn: BRAZ ABCD 4 Bright Loop } } // Small Torch Lit -------------------------------------------------------- ACTOR SmallTorchLit { Radius 2.5 Height 16 +NOBLOCKMAP +FIXMAPTHINGPOS // It doesn't have any action functions, so how does it use this sound? ActiveSound "world/smallfire" States { Spawn: TRHL ABCD 4 Bright Loop } } // Small Torch Unlit -------------------------------------------------------- ACTOR SmallTorchUnlit { Radius 2.5 Height 16 +NOBLOCKMAP +FIXMAPTHINGPOS States { Spawn: TRHO A -1 Stop } } // Ceiling Chain ------------------------------------------------------------ ACTOR CeilingChain { Radius 20 Height 93 +NOBLOCKMAP +SPAWNCEILING +NOGRAVITY States { Spawn: CHAN A -1 Stop } } // Cage Light --------------------------------------------------------------- ACTOR CageLight { // No, it's not bright even though it's a light. Height 3 +NOBLOCKMAP +SPAWNCEILING +NOGRAVITY States { Spawn: CAGE A -1 Stop } } // Statue ------------------------------------------------------------------- ACTOR Statue { Radius 20 Height 64 +SOLID States { Spawn: STAT A -1 Stop } } // Ruined Statue ------------------------------------------------------------ ACTOR StatueRuined { Radius 20 Height 56 +SOLID States { Spawn: DSTA A -1 Stop } } // Medium Torch ------------------------------------------------------------- ACTOR MediumTorch { Radius 4 Height 72 +SOLID States { Spawn: LTRH ABCD 4 Loop } } // Outside Lamp ------------------------------------------------------------- ACTOR OutsideLamp { // No, it's not bright. Radius 3 Height 80 +SOLID States { Spawn: LAMP A -1 Stop } } // Pole Lantern ------------------------------------------------------------- ACTOR PoleLantern { // No, it's not bright. Radius 3 Height 80 +SOLID States { Spawn: LANT A -1 Stop } } // Rock 1 ------------------------------------------------------------------- ACTOR SRock1 { +NOBLOCKMAP States { Spawn: ROK1 A -1 Stop } } // Rock 2 ------------------------------------------------------------------- ACTOR SRock2 { +NOBLOCKMAP States { Spawn: ROK2 A -1 Stop } } // Rock 3 ------------------------------------------------------------------- ACTOR SRock3 { +NOBLOCKMAP States { Spawn: ROK3 A -1 Stop } } // Rock 4 ------------------------------------------------------------------- ACTOR SRock4 { +NOBLOCKMAP States { Spawn: ROK4 A -1 Stop } } // Stick in Water ----------------------------------------------------------- ACTOR StickInWater { +NOBLOCKMAP +FLOORCLIP ActiveSound "world/river" States { Spawn: LOGW ABCD 5 A_LoopActiveSound Loop } } // Rubble 1 ----------------------------------------------------------------- ACTOR Rubble1 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB1 A -1 Stop } } // Rubble 2 ----------------------------------------------------------------- ACTOR Rubble2 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB2 A -1 Stop } } // Rubble 3 ----------------------------------------------------------------- ACTOR Rubble3 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB3 A -1 Stop } } // Rubble 4 ----------------------------------------------------------------- ACTOR Rubble4 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB4 A -1 Stop } } // Rubble 5 ----------------------------------------------------------------- ACTOR Rubble5 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB5 A -1 Stop } } // Rubble 6 ----------------------------------------------------------------- ACTOR Rubble6 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB6 A -1 Stop } } // Rubble 7 ----------------------------------------------------------------- ACTOR Rubble7 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB7 A -1 Stop } } // Rubble 8 ----------------------------------------------------------------- ACTOR Rubble8 { +NOBLOCKMAP +NOCLIP States { Spawn: RUB8 A -1 Stop } } // Surgery Crab ------------------------------------------------------------- ACTOR SurgeryCrab { +SOLID +SPAWNCEILING +NOGRAVITY Radius 20 Height 16 States { Spawn: CRAB A -1 Stop } } // Large Torch -------------------------------------------------------------- ACTOR LargeTorch { Radius 10 Height 72 +SOLID ActiveSound "world/smallfire" States { Spawn: LMPC ABCD 4 Bright Loop } } // Huge Torch -------------------------------------------------------------- ACTOR HugeTorch { Radius 10 Height 80 +SOLID ActiveSound "world/smallfire" States { Spawn: LOGS ABCD 4 Loop } } // Palm Tree ---------------------------------------------------------------- ACTOR PalmTree { Radius 15 Height 109 +SOLID States { Spawn: TREE A -1 Stop } } // Big Tree ---------------------------------------------------------------- ACTOR BigTree2 { Radius 15 Height 109 +SOLID States { Spawn: TREE B -1 Stop } } // Potted Tree ---------------------------------------------------------------- ACTOR PottedTree { Radius 15 Height 64 +SOLID States { Spawn: TREE C -1 Stop } } // Tree Stub ---------------------------------------------------------------- ACTOR TreeStub { Radius 15 Height 80 +SOLID States { Spawn: TRET A -1 Stop } } // Short Bush --------------------------------------------------------------- ACTOR ShortBush { Radius 15 Height 40 +SOLID States { Spawn: BUSH A -1 Stop } } // Tall Bush --------------------------------------------------------------- ACTOR TallBush { Radius 20 Height 64 +SOLID States { Spawn: SHRB A -1 Stop } } // Chimney Stack ------------------------------------------------------------ ACTOR ChimneyStack { Radius 20 Height 64 // This height does not fit the sprite +SOLID States { Spawn: STAK A -1 Stop } } // Barricade Column --------------------------------------------------------- ACTOR BarricadeColumn { Radius 16 Height 128 +SOLID States { Spawn: BARC A -1 Stop } } // Pot ---------------------------------------------------------------------- ACTOR Pot { Radius 12 Height 24 +SOLID States { Spawn: VAZE A -1 Stop } } // Pitcher ------------------------------------------------------------------ ACTOR Pitcher { Radius 12 Height 32 +SOLID States { Spawn: VAZE B -1 Stop } } // Stool -------------------------------------------------------------------- ACTOR Stool { Radius 6 Height 24 +SOLID States { Spawn: STOL A -1 Stop } } // Metal Pot ---------------------------------------------------------------- ACTOR MetalPot { +NOBLOCKMAP States { Spawn: MPOT A -1 Stop } } // Tub ---------------------------------------------------------------------- ACTOR Tub { +NOBLOCKMAP States { Spawn: TUB1 A -1 Stop } } // Anvil -------------------------------------------------------------------- ACTOR Anvil { Radius 16 Height 32 +SOLID States { Spawn: ANVL A -1 Stop } } // Silver Tech Lamp ---------------------------------------------------------- ACTOR TechLampSilver { Radius 11 Height 64 +SOLID States { Spawn: TECH A -1 Stop } } // Brass Tech Lamp ---------------------------------------------------------- ACTOR TechLampBrass { Radius 8 Height 64 +SOLID States { Spawn: TECH B -1 Stop } } // Tray -------------------------------------------------------------------- ACTOR Tray { Radius 24 Height 40 +SOLID States { Spawn: TRAY A -1 Stop } } // AmmoFiller --------------------------------------------------------------- ACTOR AmmoFiller { Radius 12 Height 24 +SOLID States { Spawn: AFED A -1 Stop } } // Sigil Banner ------------------------------------------------------------- ACTOR SigilBanner { Radius 24 Height 96 +NOBLOCKMAP // I take it this was once solid, yes? States { Spawn: SBAN A -1 Stop } } // RebelBoots --------------------------------------------------------------- ACTOR RebelBoots { +NOBLOCKMAP States { Spawn: BOTR A -1 Stop } } // RebelHelmet -------------------------------------------------------------- ACTOR RebelHelmet { +NOBLOCKMAP States { Spawn: HATR A -1 Stop } } // RebelShirt --------------------------------------------------------------- ACTOR RebelShirt { +NOBLOCKMAP States { Spawn: TOPR A -1 Stop } } // Alien Bubble Column ------------------------------------------------------ ACTOR AlienBubbleColumn { Radius 16 Height 128 +SOLID ActiveSound "ambient/alien5" States { Spawn: BUBB A 4 A_LoopActiveSound Loop } } // Alien Floor Bubble ------------------------------------------------------- ACTOR AlienFloorBubble { Radius 16 Height 72 +SOLID ActiveSound "ambient/alien6" States { Spawn: BUBF A 4 A_LoopActiveSound Loop } } // Alien Ceiling Bubble ----------------------------------------------------- ACTOR AlienCeilingBubble { Radius 16 Height 72 +SOLID +SPAWNCEILING +NOGRAVITY ActiveSound "ambient/alien4" States { Spawn: BUBC A 4 A_LoopActiveSound Loop } } // Alien Asp Climber -------------------------------------------------------- ACTOR AlienAspClimber { Radius 16 Height 128 +SOLID ActiveSound "ambient/alien3" States { Spawn: ASPR A 4 A_LoopActiveSound Loop } } // Alien Spider Light ------------------------------------------------------- ACTOR AlienSpiderLight { Radius 32 Height 56 +SOLID ActiveSound "ambient/alien1" States { Spawn: SPDL ABC 5 A_LoopActiveSound Loop } } // Target Practice ----------------------------------------------------------- ACTOR TargetPractice { Health 99999999 PainChance 255 Radius 10 Height 72 Mass 9999999 +SOLID +SHOOTABLE +NOBLOOD +INCOMBAT +NODAMAGE PainSound "misc/metalhit" States { Spawn: HOGN A 2 A_CheckTerrain Loop Pain: HOGN B 1 A_CheckTerrain HOGN C 1 A_Pain Goto Spawn } } // Force Field Guard -------------------------------------------------------- ACTOR ForceFieldGuard native { Health 10 Radius 2 Height 1 Mass 10000 +SHOOTABLE +NOSECTOR +NOBLOOD +INCOMBAT States { Spawn: TNT1 A -1 Stop Death: TNT1 A 1 A_RemoveForceField Stop } } // Kneeling Guy ------------------------------------------------------------- ACTOR KneelingGuy { Health 51 Painchance 255 Radius 6 Height 17 Mass 50000 +SOLID +SHOOTABLE +NOBLOOD +ISMONSTER +INCOMBAT PainSound "misc/static" DeathSound "misc/static" ActiveSound "misc/chant" states { Spawn: See: NEAL A 15 A_LoopActiveSound NEAL B 40 A_LoopActiveSound Loop Pain: NEAL C 5 A_SetShadow NEAL B 4 A_Pain NEAL C 5 A_ClearShadow Goto Spawn Wound: NEAL B 6 NEAL C 13 A_GetHurt Loop Death: NEAL D 5 NEAL E 5 A_Scream NEAL F 6 NEAL G 5 A_NoBlocking NEAL H 5 NEAL I 6 NEAL J -1 Stop } } // Klaxon Warning Light ----------------------------------------------------- ACTOR KlaxonWarningLight { ReactionTime 60 Radius 5 +NOBLOCKMAP +AMBUSH +SPAWNCEILING +NOGRAVITY +FIXMAPTHINGPOS +NOSPLASHALERT +SYNCHRONIZED States { Spawn: KLAX A 5 A_TurretLook Loop See: KLAX B 6 A_KlaxonBlare KLAX C 60 Loop } } // CeilingTurret ------------------------------------------------------------ ACTOR CeilingTurret { Health 125 Speed 0 Painchance 0 Mass 10000000 Monster -SOLID -CANPASS +AMBUSH +SPAWNCEILING +NOGRAVITY +NOBLOOD +NOSPLASHALERT +DONTFALL MinMissileChance 150 DeathSound "turret/death" States { Spawn: TURT A 5 A_TurretLook Loop See: TURT A 2 A_Chase Loop Missile: Pain: TURT B 4 Slow A_ShootGun TURT D 3 Slow A_SentinelRefire TURT A 4 A_SentinelRefire Loop Death: BALL A 6 Bright A_Scream BALL BCDE 6 Bright TURT C -1 Stop } } // Power Coupling ----------------------------------------------------------- ACTOR PowerCoupling native { Health 40 Radius 17 Height 64 Mass 999999 +SOLID +SHOOTABLE +DROPPED +NOBLOOD +NOTDMATCH +INCOMBAT States { Spawn: COUP AB 5 Loop } } // Gibs for things that bleed ----------------------------------------------- ACTOR Meat native { +NOCLIP States { Spawn: MEAT A 700 Stop MEAT B 700 Stop MEAT C 700 Stop MEAT D 700 Stop MEAT E 700 Stop MEAT F 700 Stop MEAT G 700 Stop MEAT H 700 Stop MEAT I 700 Stop MEAT J 700 Stop MEAT K 700 Stop MEAT L 700 Stop MEAT M 700 Stop MEAT N 700 Stop MEAT O 700 Stop MEAT P 700 Stop MEAT Q 700 Stop MEAT R 700 Stop MEAT S 700 Stop MEAT T 700 Stop } } // Gibs for things that don't bleed ----------------------------------------- ACTOR Junk : Meat { states { Spawn: JUNK A 700 Stop JUNK B 700 Stop JUNK C 700 Stop JUNK D 700 Stop JUNK E 700 Stop JUNK F 700 Stop JUNK G 700 Stop JUNK H 700 Stop JUNK I 700 Stop JUNK J 700 Stop JUNK K 700 Stop JUNK L 700 Stop JUNK M 700 Stop JUNK N 700 Stop JUNK O 700 Stop JUNK P 700 Stop JUNK Q 700 Stop JUNK R 700 Stop JUNK S 700 Stop JUNK T 700 Stop } }