// The barrel of green goop ------------------------------------------------ class ExplosiveBarrel : Actor { Default { Health 20; Radius 10; Height 42; +SOLID +SHOOTABLE +NOBLOOD +ACTIVATEMCROSS +DONTGIB +NOICEDEATH +OLDRADIUSDMG DeathSound "world/barrelx"; Obituary "$OB_BARREL"; } States { Spawn: BAR1 AB 6; Loop; Death: BEXP A 5 BRIGHT; BEXP B 5 BRIGHT A_Scream; BEXP C 5 BRIGHT; BEXP D 10 BRIGHT A_Explode; BEXP E 10 BRIGHT; TNT1 A 1050 BRIGHT A_BarrelDestroy; TNT1 A 5 A_Respawn; Wait; } } extend class Actor { void A_BarrelDestroy() { if (sv_barrelrespawn) { Height = Default.Height; bInvisible = true; bSolid = false; } else { Destroy(); } } } // Bullet puff ------------------------------------------------------------- class BulletPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +ALLOWPARTICLES +RANDOMIZE +ZDOOMTRANS RenderStyle "Translucent"; Alpha 0.5; VSpeed 1; Mass 5; } States { Spawn: PUFF A 4 Bright; PUFF B 4; Melee: PUFF CD 4; Stop; } } // Container for an unused state ------------------------------------------- /* Doom defined the states S_STALAG, S_DEADTORSO, and S_DEADBOTTOM but never * actually used them. For compatibility with DeHackEd patches, they still * need to be kept around. This class serves that purpose. */ class DoomUnusedStates : Actor { States { Label1: SMT2 A -1; stop; Label2: PLAY N -1; stop; PLAY S -1; stop; TNT: // MBF compatibility TNT1 A -1; Loop; } } // MBF Beta emulation items class EvilSceptre : ScoreItem { Default { Inventory.PickupMessage "$BETA_BONUS3"; } States { Spawn: BON3 A 6; Loop; } } class UnholyBible : ScoreItem { Default { Inventory.PickupMessage "$BETA_BONUS4"; } States { Spawn: BON4 A 6; Loop; } }