gzdoom/wadsrc/decorate/hexen/flame.txt
Christoph Oelckers 0e69196370 May 3, 2006 (Changes by Graf Zahl)
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
  are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before 
  calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.

May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
  to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
  blend color and the duration were transferred to a temorary item
  and never took effect. They have to be trnasferred to the newly created
  powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific. 
  The base power class still needs to have its color adjusted
  per game though and since Raven's invulnerability item is used in both
  Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
  and made them item specific. They can also be specified as regular
  blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
  a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
  modifications made in d_dehacked.cpp as for most other items which
  need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
  dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
  from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.


SVN r73 (trunk)
2006-05-03 14:54:48 +00:00

116 lines
2 KiB
Text

// Temp Small Flame --------------------------------------------------------
ACTOR AFlameSmallTemp 10500
{
Game Hexen
SpawnID 96
+NOTELEPORT
RenderStyle Add
States
{
Spawn:
FFSM AB 3 Bright
FFSM C 2 Bright A_CountdownArg(1)
FFSM C 2 Bright
FFSM D 3 Bright
FFSM E 3 Bright A_CountdownArg(1)
Loop
}
}
// Temp Large Flame ---------------------------------------------------------
ACTOR AFlameLargeTemp 10502
{
Game Hexen
SpawnID 98
+NOTELEPORT
RenderStyle Add
States
{
Spawn:
FFLG A 4 Bright
FFLG B 4 Bright A_CountdownArg(1)
FFLG C 4 Bright
FFLG D 4 Bright A_CountdownArg(1)
FFLG E 4 Bright
FFLG F 4 Bright A_CountdownArg(1)
FFLG G 4 Bright
FFLG H 4 Bright A_CountdownArg(1)
FFLG I 4 Bright
FFLG J 4 Bright A_CountdownArg(1)
FFLG K 4 Bright
FFLG L 4 Bright A_CountdownArg(1)
FFLG M 4 Bright
FFLG N 4 Bright A_CountdownArg(1)
FFLG O 4 Bright
FFLG P 4 Bright A_CountdownArg(1)
Goto Spawn+4
}
}
// Small Flame --------------------------------------------------------------
ACTOR FlameSmall : SwitchableDecoration 10501
{
Game Hexen
SpawnID 97
+NOTELEPORT
+INVISIBLE
RenderStyle Add
States
{
Active:
FFSM A 0 Bright A_PlaySound("Ignite")
Spawn:
FFSM A 3 Bright
FFSM A 3 Bright A_UnHideThing
FFSM ABCDE 3 Bright
Goto Spawn+2
Inactive:
FFSM A 2
FFSM B 2 A_HideThing
FFSM C 200
Wait
}
}
ACTOR FlameSmall2 : FlameSmall
{
Game Hexen
SpawnID 66
}
// Large Flame --------------------------------------------------------------
ACTOR FlameLarge : SwitchableDecoration 10503
{
Game Hexen
SpawnID 99
+NOTELEPORT
+INVISIBLE
RenderStyle Add
States
{
Active:
FFLG A 0 Bright A_PlaySound("Ignite")
Spawn:
FFLG A 2 Bright
FFLG A 2 Bright A_UnHideThing
FFLG ABCDEFGHIJKLMNOP 4 Bright
Goto Spawn+6
Inactive:
FFLG DCB 2
FFLG A 2 A_HideThing
FFLG A 200
Wait
}
}
ACTOR FlameLarge2 : FlameLarge
{
Game Hexen
SpawnID 67
}