Intermission Inter_Pic1 { Image { Background = "@1" // index into finalepic FadeIn gameinfo block } } Intermission Inter_Pic2 { Image { Background = "@2" } } Intermission Inter_Pic3 { Image { Background = "@3" } } Intermission Inter_Bunny { Scroller { ScrollDirection = Right Background = "PFUB1" Background2 = "PFUB2" Music = "$MUSIC_BUNNY" InitialDelay = -230 Scrolltime = -640 Time = -1130 Link = TheEnd } } Intermission TheEnd { // no backgrounds are set here so this will reuse the previous one. Image { Draw = "END0", 108, 68 Time = -50 } Image { Draw = "END0", 108, 68 Draw = "END1", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END0", 108, 68 Draw = "END2", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END0", 108, 68 Draw = "END3", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END0", 108, 68 Draw = "END4", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END0", 108, 68 Draw = "END5", 108, 68 Time = -5 Sound = "weapons/pistol" } Image { Draw = "END0", 108, 68 Draw = "END6", 108, 68 Time = -5 Sound = "weapons/pistol" } } Intermission Inter_Underwater { Image { Background = "E2END", 0, "E2PAL" Time = 10000000 // advance only manually } GotoTitle { } } Intermission Inter_Demonscroll { Scroller { ScrollDirection = Up Background = "FINAL1" Background2 = "FINAL2" InitialDelay = 2 Scrolltime = -600 } } Intermission Inter_BuyStrife { Scroller { ScrollDirection = Right Background = "CREDIT" Background2 = "VELLOGO" InitialDelay = -230 Scrolltime = -640 } } Intermission Inter_Cast { Image { // This is only here to initialize the background and the music Background = "$bgcastcall" Time = -1 Music = "$MUSIC_EVIL" Link = Doom2Cast } } Intermission Doom2Cast { Cast { CastClass = "Zombieman" CastName = "$CC_ZOMBIE" AttackSound = "Missile", 1, "grunt/attack" } Cast { CastClass = "ShotgunGuy" CastName = "$CC_SHOTGUN" AttackSound = "Missile", 1, "shotguy/attack" } Cast { CastClass = "ChaingunGuy" CastName = "$CC_HEAVY" AttackSound = "Missile", 1, "chainguy/attack" AttackSound = "Missile", 2, "chainguy/attack" AttackSound = "Missile", 3, "chainguy/attack" } Cast { CastClass = "DoomImp" CastName = "$CC_IMP" AttackSound = "Missile", 2, "imp/attack" } Cast { CastClass = "Demon" CastName = "$CC_DEMON" AttackSound = "Melee", 1, "demon/melee" } Cast { CastClass = "LostSoul" CastName = "$CC_LOST" AttackSound = "Missile", 1, "grunt/attack" } Cast { CastClass = "Cacodemon" CastName = "$CC_CACO" AttackSound = "Missile", 1, "caco/attack" } Cast { CastClass = "HellKnight" CastName = "$CC_HELL" AttackSound = "Missile", 1, "baron/attack" } Cast { CastClass = "BaronOfHell" CastName = "$CC_BARON" AttackSound = "Missile", 1, "baron/attack" } Cast { CastClass = "Arachnotron" CastName = "$CC_ARACH" AttackSound = "Missile", 1, "baby/attack" } Cast { CastClass = "PainElemental" CastName = "$CC_PAIN" AttackSound = "Missile", 2, "skull/melee" } Cast { CastClass = "Revenant" CastName = "$CC_REVEN" AttackSound = "Missile", 1, "skeleton/attack" AttackSound = "Melee", 1, "skeleton/swing" AttackSound = "Melee", 3, "skeleton/melee" } Cast { CastClass = "Fatso" CastName = "$CC_FATSO" AttackSound = "Missile", 1, "fatso/attack" AttackSound = "Missile", 4, "fatso/attack" AttackSound = "Missile", 7, "fatso/attack" } Cast { CastClass = "Archvile" CastName = "$CC_ARCH" AttackSound = "Missile", 1, "vile/start" } Cast { CastClass = "SpiderMastermind" CastName = "$CC_SPIDER" AttackSound = "Missile", 1, "spider/attack" AttackSound = "Missile", 2, "spider/attack" } Cast { CastClass = "Cyberdemon" CastName = "$CC_CYBER" AttackSound = "Missile", 1, "weapons/rocklf" AttackSound = "Missile", 3, "weapons/rocklf" AttackSound = "Missile", 5, "weapons/rocklf" } Cast { CastClass = "DoomPlayer" CastName = "$CC_HERO" AttackSound = "Missile", 0, "weapons/sshotf" Link = Doom2Cast // restart cast call } } Intermission Inter_Chess { Fader { Music = "Hall" Background = "FINALE1" Time = 2 FadeType = FadeIn } TextScreen { Background = "FINALE1" TextSpeed = 3 TextLump = "win1msg" } TextScreen { Music = "Orb" Background = "FINALE2" TextSpeed = 3 TextLump = "win2msg" } Fader { Background = "FINALE2" Time = 2 FadeType = FadeOut } Fader { Music = "Chess" Background = "FINALE3" Time = 2 FadeType = FadeIn } TextScreen { Background = "FINALE3" /* IfMultiplayer { Draw = 20, 0, "CHESSALL" } IfPlayer(cleric) { Draw = 60, 0, "CHESSC" } IfPlayer(mage) { Draw = 60, 0, "CHESSM" } */ TextSpeed = 3 TextLump = "win3msg" Position = 5, 135 } } Intermission Inter_Strife_Good { Image { Music = "D_HAPPY" Background = "SS4F1" Sound = "svox/rie01" Time = 13 } Image { Background = "SS4F2" Sound = "svox/bbx01" Time = 11 } Image { Background = "SS4F3" Sound = "svox/bbx02" Time = 14 } Image { Background = "SS4F4" Time = 28 } Wiper { WipeType = Crossfade } Image { Music = "D_FAST" Background = "CREDIT" } } Intermission Inter_Strife_Sad { Image { Music = "D_SAD" Background = "SS6F1" Sound = "svox/ss601a" Time = 8 } Image { Background = "SS6F2" Sound = "svox/ss602a" Time = 8 } Image { Background = "SS6F3" Sound = "svox/ss603a" Time = 9 } Wiper { WipeType = Crossfade } Image { Music = "D_FAST" Background = "CREDIT" } } Intermission Inter_Strife_Lose { Image { Music = "D_SAD" Background = "SS5F1" Sound = "svox/ss501b" Time = 11 } Image { Background = "SS5F2" Sound = "svox/ss502b" Time = 16 } Image { Background = "SS5F3" Sound = "svox/ss503b" Time = 11 } Wiper { WipeType = Crossfade } Image { Music = "D_FAST" Background = "CREDIT" } } /* later Intermission Inter_Strife_Intro { } */ Intermission Inter_Strife_MAP03 { Image { Music = "D_FAST" Background = "SS2F1" Sound = "svox/mac10" Time = 9 } Image { Background = "SS2F2" Sound = "svox/mac11" Time = 10 } Image { Background = "SS2F3" Sound = "svox/mac12" Time = 12 } Image { Background = "SS2F4" Sound = "svox/mac13" Time = 17 } } Intermission Inter_Strife_MAP10 { Image { Music = "D_FAST" Background = "SS3F1" Sound = "svox/mac16" Time = 10 } Image { Background = "SS3F2" Sound = "svox/mac17" Time = 12 } Image { Background = "SS3F3" Sound = "svox/mac18" Time = 12 } Image { Background = "SS3F4" Sound = "svox/mac19" Time = 11 } }