// Default class for unregistered doomednums ------------------------------- class Unknown : Actor { Default { Radius 32; Height 56; +NOGRAVITY +NOBLOCKMAP +DONTSPLASH } States { Spawn: UNKN A -1; Stop; } } // Route node for monster patrols ------------------------------------------- class PatrolPoint : Actor { Default { Radius 8; Height 8; Mass 10; +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle "None"; } } // A special to execute when a monster reaches a matching patrol point ------ class PatrolSpecial : Actor { Default { Radius 8; Height 8; Mass 10; +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle "None"; } } // Map spot ---------------------------------------------------------------- class MapSpot : Actor { Default { +NOBLOCKMAP +NOSECTOR +NOGRAVITY +DONTSPLASH RenderStyle "None"; CameraHeight 0; } } // same with different editor number for Legacy maps ----------------------- class FS_Mapspot : Mapspot { } // Map spot with gravity --------------------------------------------------- class MapSpotGravity : MapSpot { Default { -NOBLOCKMAP -NOSECTOR -NOGRAVITY } } // Point Pushers ----------------------------------------------------------- class PointPusher : Actor { Default { +NOBLOCKMAP +INVISIBLE +NOCLIP } } class PointPuller : Actor { Default { +NOBLOCKMAP +INVISIBLE +NOCLIP } } // Bloody gibs ------------------------------------------------------------- class RealGibs : Actor { Default { +DROPOFF +CORPSE +NOTELEPORT +DONTGIB } States { Spawn: goto GenericCrush; } } // Gibs that can be placed on a map. --------------------------------------- // // These need to be a separate class from the above, in case someone uses // a deh patch to change the gibs, since ZDoom actually creates a gib class // for actors that get crushed instead of changing their state as Doom did. class Gibs : RealGibs { Default { ClearFlags; } } // Needed for loading Build maps ------------------------------------------- class CustomSprite : Actor native { Default { +NOBLOCKMAP +NOGRAVITY } States { Spawn: TNT1 A -1; Stop; } } // SwitchableDecoration: Activate and Deactivate change state -------------- class SwitchableDecoration : Actor { override void Activate (Actor activator) { SetStateLabel("Active"); } override void Deactivate (Actor activator) { SetStateLabel("Inactive"); } } class SwitchingDecoration : SwitchableDecoration { override void Deactivate (Actor activator) { } } // Random spawner ---------------------------------------------------------- class RandomSpawner : Actor native { Default { +NOBLOCKMAP +NOSECTOR +NOGRAVITY +THRUACTORS } } // Sector flag setter ------------------------------------------------------ class SectorFlagSetter : Actor native { Default { +NOBLOCKMAP +NOGRAVITY +DONTSPLASH RenderStyle "None"; } } // Marker for sounds : Actor ------------------------------------------------------- class SpeakerIcon : Unknown { States { Spawn: SPKR A -1 BRIGHT; Stop; } Default { Scale 0.125; } }