mirror of
https://github.com/ZDoom/gzdoom.git
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835 lines
27 KiB
Text
835 lines
27 KiB
Text
OrgHeights
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{
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56, 56, 56, 56, 16, 56, 8, 16, 64, 8, 56, 56,
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56, 56, 56, 64, 8, 64, 56, 100, 64, 110, 56, 56,
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72, 16, 32, 32, 32, 16, 42, 8, 8, 8,
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8, 8, 8, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 68, 84, 84,
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68, 52, 84, 68, 52, 52, 68, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 88, 88, 64, 64, 64, 64,
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16, 16, 16
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};
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// This is a list of all the action functions used by each of Doom's states.
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ActionList
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{
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NULL, Light0, WeaponReady, Lower, Raise, NULL,
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Punch, NULL, NULL, ReFire, WeaponReady, Lower,
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Raise, NULL, FirePistol, NULL, ReFire, Light1,
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WeaponReady, Lower, Raise, NULL, FireShotgun, NULL,
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NULL, NULL, NULL, NULL, NULL, ReFire, Light1,
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Light2, WeaponReady, Lower, Raise, NULL,
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FireShotgun2, NULL, CheckReload, OpenShotgun2, NULL,
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LoadShotgun2, NULL, CloseShotgun2, ReFire, NULL, NULL,
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Light1, Light2, WeaponReady, Lower, Raise,
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FireCGun, FireCGun, ReFire, Light1, Light2,
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WeaponReady, Lower, Raise, GunFlash, FireMissile,
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ReFire, Light1, NULL, Light2, Light2, WeaponReady,
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WeaponReady, Lower, Raise, Saw, Saw, ReFire,
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WeaponReady, Lower, Raise, FirePlasma, ReFire,
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Light1, Light1, WeaponReady, Lower, Raise,
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BFGsound, GunFlash, FireBFG, ReFire, Light1,
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Light2, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, BFGSpray, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, Explode, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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Pain, NULL, PlayerScream, Fall, NULL, NULL, NULL,
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NULL, NULL, XScream, Fall, NULL, NULL, NULL, NULL,
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NULL, NULL, Look, Look, Chase, Chase, Chase,
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Chase, Chase, Chase, Chase, Chase, FaceTarget,
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PosAttack, NULL, NULL, Pain, NULL, Scream, Fall,
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NULL, NULL, NULL, XScream, Fall, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
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Look, Chase, Chase, Chase, Chase, Chase,
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Chase, Chase, Chase, FaceTarget, SPosAttack, NULL,
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NULL, Pain, NULL, Scream, Fall, NULL, NULL, NULL,
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XScream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, Look, Look,
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VileChase, VileChase, VileChase, VileChase,
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VileChase, VileChase, VileChase, VileChase,
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VileChase, VileChase, VileChase, VileChase,
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VileStart, FaceTarget, VileTarget, FaceTarget,
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FaceTarget, FaceTarget, FaceTarget, FaceTarget,
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FaceTarget, VileAttack, NULL, NULL, NULL, NULL, NULL,
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Pain, NULL, Scream, Fall, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, StartFire, Fire, Fire, Fire,
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FireCrackle, Fire, Fire, Fire, Fire, Fire,
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Fire, Fire, Fire, Fire, Fire, Fire, Fire,
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Fire, FireCrackle, Fire, Fire, Fire, Fire,
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Fire, Fire, Fire, Fire, Fire, Fire, Fire,
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NULL, NULL, NULL, NULL, NULL, Tracer, Tracer, NULL,
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NULL, NULL, Look, Look, Chase, Chase, Chase,
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Chase, Chase, Chase, Chase, Chase, Chase,
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Chase, Chase, Chase, FaceTarget, SkelWhoosh,
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FaceTarget, SkelFist, FaceTarget, FaceTarget,
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SkelMissile, FaceTarget, NULL, Pain, NULL, NULL,
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Scream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
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Look, Chase, Chase, Chase, Chase, Chase,
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Chase, Chase, Chase, Chase, Chase, Chase,
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Chase, FatRaise, FatAttack1, FaceTarget, FaceTarget,
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FatAttack2, FaceTarget, FaceTarget, FatAttack3,
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FaceTarget, FaceTarget, NULL, Pain, NULL, Scream,
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Fall, NULL, NULL, NULL, NULL, NULL, NULL, BossDeath,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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Look, Look, Chase, Chase, Chase, Chase,
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Chase, Chase, Chase, Chase, FaceTarget,
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CPosAttack, CPosAttack, CPosRefire, NULL, Pain,
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NULL, Scream, Fall, NULL, NULL, NULL, NULL, NULL,
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XScream, Fall, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, Look, Look, Chase,
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Chase, Chase, Chase, Chase, Chase, Chase,
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Chase, FaceTarget, FaceTarget, TroopAttack, NULL,
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Pain, NULL, Scream, NULL, Fall, NULL, NULL,
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XScream, NULL, Fall, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, Look, Look, Chase,
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Chase, Chase, Chase, Chase, Chase, Chase,
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Chase, FaceTarget, FaceTarget, SargAttack, NULL,
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Pain, NULL, Scream, NULL, Fall, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, Look, Chase,
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FaceTarget, FaceTarget, HeadAttack, NULL, Pain,
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NULL, NULL, Scream, NULL, NULL, Fall, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, Look, Look, Chase, Chase, Chase, Chase,
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Chase, Chase, Chase, Chase, FaceTarget,
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FaceTarget, BruisAttack, NULL, Pain, NULL, Scream,
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NULL, Fall, NULL, NULL, BossDeath, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, Look, Look, Chase,
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Chase, Chase, Chase, Chase, Chase, Chase,
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Chase, FaceTarget, FaceTarget, BruisAttack, NULL,
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Pain, NULL, Scream, NULL, Fall, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, Look,
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Look, Chase, Chase, FaceTarget, SkullAttack, NULL,
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NULL, NULL, Pain, NULL, Scream, NULL, Fall, NULL,
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NULL, Look, Look, Metal, Chase, Chase, Chase,
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Metal, Chase, Chase, Chase, Metal, Chase,
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Chase, Chase, FaceTarget, SPosAttack, SPosAttack,
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SpidRefire, NULL, Pain, Scream, Fall, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, BossDeath, Look,
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Look, NULL, BabyMetal, Chase, Chase, Chase,
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Chase, Chase, BabyMetal, Chase, Chase, Chase,
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Chase, Chase, FaceTarget, BspiAttack, NULL,
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SpidRefire, NULL, Pain, Scream, Fall, NULL, NULL,
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NULL, NULL, BossDeath, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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Look, Look, Hoof, Chase, Chase, Chase,
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Chase, Chase, Metal, Chase, FaceTarget,
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CyberAttack, FaceTarget, CyberAttack, FaceTarget,
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CyberAttack, Pain, NULL, Scream, NULL, NULL, NULL,
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Fall, NULL, NULL, NULL, BossDeath, Look, Chase,
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Chase, Chase, Chase, Chase, Chase, FaceTarget,
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FaceTarget, FaceTarget, PainAttack, NULL, Pain,
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NULL, Scream, NULL, NULL, PainDie, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, Look, Look, Chase,
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Chase, Chase, Chase, Chase, Chase, Chase,
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Chase, FaceTarget, FaceTarget, CPosAttack,
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FaceTarget, CPosAttack, CPosRefire, NULL, Pain,
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NULL, Scream, Fall, NULL, NULL, NULL, XScream,
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Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, Scream,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, KeenDie,
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NULL, NULL, Pain, NULL, BrainPain, BrainScream,
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NULL, NULL, BrainDie, Look, BrainAwake, BrainSpit,
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SpawnSound, SpawnFly, SpawnFly, SpawnFly, Fire,
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Fire, Fire, Fire, Fire, Fire, Fire, Fire,
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NULL, NULL, BrainExplode, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, Scream, NULL, Explode,
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// 156 NULLs so we can get to MBF-specific entries
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL,
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// Now, these are all new to MBF.
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Die, Scream, Detonate, NULL, Look, Look,
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Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase,
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FaceTarget, FaceTarget, SargAttack, NULL, Pain, NULL, Scream,
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NULL, Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, BFGsound,
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FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
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FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
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FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
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FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
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FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
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Light0, ReFire, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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Look, Chase, Chase, Chase, Chase, FaceTarget,
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BetaSkullAttack, NULL, NULL, Pain, NULL,
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NULL, NULL, NULL, NULL, Scream, NULL, Fall, Stop,
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Mushroom
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};
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// DeHackEd made the erroneous assumption that if a state didn't appear in
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// Doom with an action function, then it was incorrect to assign it one.
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// This is a list of the states that had action functions, so we can figure
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// out where in the original list of states a DeHackEd codepointer is.
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// (DeHackEd might also have done this for compatibility between Doom
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// versions, because states could move around, but actions would never
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// disappear, but that doesn't explain why frame patches specify an exact
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// state rather than a code pointer.)
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CodePConv
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{
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1, 2, 3, 4, 6, 9, 10, 11, 12, 14,
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16, 17, 18, 19, 20, 22, 29, 30, 31, 32,
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33, 34, 36, 38, 39, 41, 43, 44, 47, 48,
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49, 50, 51, 52, 53, 54, 55, 56, 57, 58,
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59, 60, 61, 62, 63, 65, 66, 67, 68, 69,
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70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
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80, 81, 82, 83, 84, 85, 86, 87, 88, 89,
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119, 127, 157, 159, 160, 166, 167, 174, 175, 176,
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177, 178, 179, 180, 181, 182, 183, 184, 185, 188,
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190, 191, 195, 196, 207, 208, 209, 210, 211, 212,
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213, 214, 215, 216, 217, 218, 221, 223, 224, 228,
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229, 241, 242, 243, 244, 245, 246, 247, 248, 249,
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250, 251, 252, 253, 254, 255, 256, 257, 258, 259,
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260, 261, 262, 263, 264, 270, 272, 273, 281, 282,
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283, 284, 285, 286, 287, 288, 289, 290, 291, 292,
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293, 294, 295, 296, 297, 298, 299, 300, 301, 302,
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303, 304, 305, 306, 307, 308, 309, 310, 316, 317,
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321, 322, 323, 324, 325, 326, 327, 328, 329, 330,
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331, 332, 333, 334, 335, 336, 337, 338, 339, 340,
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341, 342, 344, 347, 348, 362, 363, 364, 365, 366,
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367, 368, 369, 370, 371, 372, 373, 374, 375, 376,
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377, 378, 379, 380, 381, 382, 383, 384, 385, 387,
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389, 390, 397, 406, 407, 408, 409, 410, 411, 412,
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413, 414, 415, 416, 417, 418, 419, 421, 423, 424,
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430, 431, 442, 443, 444, 445, 446, 447, 448, 449,
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450, 451, 452, 453, 454, 456, 458, 460, 463, 465,
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475, 476, 477, 478, 479, 480, 481, 482, 483, 484,
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485, 486, 487, 489, 491, 493, 502, 503, 504, 505,
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506, 508, 511, 514, 527, 528, 529, 530, 531, 532,
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533, 534, 535, 536, 537, 538, 539, 541, 543, 545,
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548, 556, 557, 558, 559, 560, 561, 562, 563, 564,
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565, 566, 567, 568, 570, 572, 574, 585, 586, 587,
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588, 589, 590, 594, 596, 598, 601, 602, 603, 604,
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605, 606, 607, 608, 609, 610, 611, 612, 613, 614,
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615, 616, 617, 618, 620, 621, 622, 631, 632, 633,
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635, 636, 637, 638, 639, 640, 641, 642, 643, 644,
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645, 646, 647, 648, 650, 652, 653, 654, 659, 674,
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675, 676, 677, 678, 679, 680, 681, 682, 683, 684,
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685, 686, 687, 688, 689, 690, 692, 696, 700, 701,
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702, 703, 704, 705, 706, 707, 708, 709, 710, 711,
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713, 715, 718, 726, 727, 728, 729, 730, 731, 732,
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733, 734, 735, 736, 737, 738, 739, 740, 741, 743,
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745, 746, 750, 751, 766, 774, 777, 779, 780, 783,
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784, 785, 786, 787, 788, 789, 790, 791, 792, 793,
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794, 795, 796, 797, 798, 801, 809, 811, // 448th
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// Now for the 74 MBF states with code pointers
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968, 969, 970, 972, 973, 974, 975, 976, 977, 978,
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979, 980, 981, 982, 983, 984, 986, 988, 990, 999,
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1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007,
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1008, 1009, 1010, 1011, 1012, 1013, 1014, 1015,
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1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023,
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1024, 1025, 1026, 1027, 1028, 1029, 1030, 1031,
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1032, 1033, 1034, 1035, 1036, 1037, 1038, 1039,
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1040, 1041, 1056, 1057, 1058, 1059, 1060, 1061,
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1062, 1065, 1071, 1073, 1074, 1075 // Total: 522
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};
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// Sprite names in the order Doom originally had them.
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OrgSprNames
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{
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TROO,SHTG,PUNG,PISG,PISF,SHTF,SHT2,CHGG,CHGF,MISG,
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MISF,SAWG,PLSG,PLSF,BFGG,BFGF,BLUD,PUFF,BAL1,BAL2,
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PLSS,PLSE,MISL,BFS1,BFE1,BFE2,TFOG,IFOG,PLAY,POSS,
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SPOS,VILE,FIRE,FATB,FBXP,SKEL,MANF,FATT,CPOS,SARG,
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HEAD,BAL7,BOSS,BOS2,SKUL,SPID,BSPI,APLS,APBX,CYBR,
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PAIN,SSWV,KEEN,BBRN,BOSF,ARM1,ARM2,BAR1,BEXP,FCAN,
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BON1,BON2,BKEY,RKEY,YKEY,BSKU,RSKU,YSKU,STIM,MEDI,
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SOUL,PINV,PSTR,PINS,MEGA,SUIT,PMAP,PVIS,CLIP,AMMO,
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ROCK,BROK,CELL,CELP,SHEL,SBOX,BPAK,BFUG,MGUN,CSAW,
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LAUN,PLAS,SHOT,SGN2,COLU,SMT2,GOR1,POL2,POL5,POL4,
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POL3,POL1,POL6,GOR2,GOR3,GOR4,GOR5,SMIT,COL1,COL2,
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COL3,COL4,CAND,CBRA,COL6,TRE1,TRE2,ELEC,CEYE,FSKU,
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COL5,TBLU,TGRN,TRED,SMBT,SMGT,SMRT,HDB1,HDB2,HDB3,
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HDB4,HDB5,HDB6,POB1,POB2,BRS1,TLMP,TLP2,
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TNT1,DOGS,PLS1,PLS2,BON3,BON4 // Added by MBF
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};
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StateMap
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{
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// S_NULL is implicit
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Weapon, LightDone, 1, // S_LIGHTDONE
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Fist, Ready, 8, // S_PUNCH - S_PUNCH5
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Pistol, Ready, 8, // S_PISTOL - S_PISTOLFLASH
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Shotgun, Ready, 14, // S_SGUN - S_SGUNFLASH2
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SuperShotgun, Ready, 17, // S_DSGUN - S_DSGUNFLASH2
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Chaingun, Ready, 8, // S_CHAIN - S_CHAINFLASH2
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RocketLauncher, Ready, 10, // S_MISSILE - S_MISSILEFLASH4
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Chainsaw, Ready, 7, // S_SAW - S_SAW3
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PlasmaRifle, Ready, 7, // S_PLASMA - S_PLASMAFLASH2
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BFG9000, Ready, 9, // S_BFG - S_BFGFLASH2
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Blood, Spawn, 3, // S_BLOOD1 - S_BLOOD3
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BulletPuff, Spawn, 4, // S_PUFF1 - S_PUFF4
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DoomImpBall, Spawn, 5, // S_TBALL1 - S_TBALLX3
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CacodemonBall, Spawn, 5, // S_RBALL1 - S_RBALLX3
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PlasmaBall, Spawn, 7, // S_PLASBALL - S_PLASEXP5
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Rocket, Spawn, 1, // S_ROCKET
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BFGBall, Spawn, 8, // S_BFGSHOT - S_BFGLAND6
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BFGExtra, Spawn, 4, // S_BFGEXP - S_BFGEXP4
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Rocket, Death, 3, // S_EXPLODE1 - S_EXPLODE3
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TeleportFog, Spawn, 12, // S_TFOG - S_TFOG10
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ItemFog, Spawn, 7, // S_IFOG - S_IFOG5
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DoomPlayer, Spawn, 9, // S_PLAY - S_PLAY_PAIN2
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DoomPlayer, Death1, 7, // S_PLAY_DIE - S_PLAY_DIE7
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DoomPlayer, XDeath1, 9, // S_PLAY_XDIE - S_PLAY_XDIE9
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ZombieMan, Spawn, 33, // S_POSS_STND - S_POSS_RAISE4
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ShotgunGuy, Spawn, 34, // S_SPOS_STND - S_SPOS_RAISE5
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Archvile, Spawn, 40, // S_VILE_STND - S_VILE_DIE10
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ArchvileFire, Spawn, 30, // S_FIRE1 - S_FIRE30
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RevenantTracerSmoke, Spawn, 5, // S_SMOKE1 - S_SMOKE5
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RevenantTracer, Spawn, 5, // S_TRACER - S_TRACEEXP3
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Revenant, Spawn, 36, // S_SKEL_STND - S_SKEL_RAISE6
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FatShot, Spawn, 5, // S_FATSHOT1 - S_FATSHOTX3
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Fatso, Spawn, 44, // S_FATT_STND - S_FATT_RAISE8
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ChaingunGuy, Spawn, 36, // S_CPOS_STND - S_CPOS_RAISE7
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|
DoomImp, Spawn, 33, // S_TROO_STND - S_TROO_RAISE5
|
|
Demon, Spawn, 27, // S_SARG_STND - S_SARG_RAISE6
|
|
Cacodemon, Spawn, 20, // S_HEAD_STND - S_HEAD_RAISE6
|
|
BaronBall, Spawn, 5, // S_BRBALL1 - S_BRBALLX3
|
|
BaronOfHell, Spawn, 29, // S_BOSS_STND - S_BOSS_RAISE7
|
|
HellKnight, Spawn, 29, // S_BOS2_STND - S_BOS2_RAISE7
|
|
LostSoul, Spawn, 16, // S_SKULL_STND - S_SKULL_DIE6
|
|
SpiderMastermind, Spawn, 31, // S_SPID_STND - S_SPID_DIE11
|
|
Arachnotron, Spawn, 35, // S_BSPI_STND - S_BSPI_RAISE7
|
|
ArachnotronPlasma, Spawn, 7, // S_ARACH_PLAZ - S_ARACH_PLEX5
|
|
Cyberdemon, Spawn, 27, // S_CYBER_STND - S_CYBER_DIE10
|
|
PainElemental, Spawn, 25, // S_PAIN_STND - S_PAIN_RAISE6
|
|
WolfensteinSS, Spawn, 37, // S_SSWV_STND - S_SSWV_RAISE5
|
|
CommanderKeen, Spawn, 15, // S_KEENSTND - S_KEENPAIN2
|
|
BossBrain, Spawn, 6, // S_BRAIN - S_BRAIN_DIE4
|
|
BossEye, Spawn, 3, // S_BRAINEYE - S_BRAINEYE1
|
|
SpawnShot, Spawn, 4, // S_SPAWN1 - S_SPAWN4
|
|
SpawnFire, Spawn, 8, // S_SPAWNFIRE1 - S_SPAWNFIRE8
|
|
BossBrain, BrainExplode, 3, // S_BRAINEXPLODE1 - S_BRAINEXPLODE3
|
|
GreenArmor, Spawn, 2, // S_ARM1 - S_ARM1A
|
|
BlueArmor, Spawn, 2, // S_ARM2 - S_ARM2A
|
|
ExplosiveBarrel, Spawn, 7, // S_BAR1 - S_BEXP5
|
|
BurningBarrel, Spawn, 3, // S_BBAR1 - S_BBAR3
|
|
HealthBonus, Spawn, 6, // S_BON1 - S_BON1E
|
|
ArmorBonus, Spawn, 6, // S_BON2 - S_BON2E
|
|
BlueCard, Spawn, 2, // S_BKEY - S_BKEY2
|
|
RedCard, Spawn, 2, // S_RKEY - S_RKEY2
|
|
YellowCard, Spawn, 2, // S_YKEY - S_YKEY2
|
|
BlueSkull, Spawn, 2, // S_BSKULL - S_BSKULL2
|
|
RedSkull, Spawn, 2, // S_RSKULL - S_RSKULL2
|
|
YellowSkull, Spawn, 2, // S_YSKULL - S_YSKULL2
|
|
Stimpack, Spawn, 1, // S_STIM
|
|
Medikit, Spawn, 1, // S_MEDI
|
|
Soulsphere, Spawn, 6, // S_SOUL - S_SOUL6
|
|
InvulnerabilitySphere, Spawn, 4, // S_PINV - S_PINV4
|
|
Berserk, Spawn, 1, // S_PSTR
|
|
BlurSphere, Spawn, 4, // S_PINS - P_PINS4
|
|
Megasphere, Spawn, 4, // S_MEGA - S_MEGA4
|
|
RadSuit, Spawn, 1, // S_SUIT
|
|
Allmap, Spawn, 6, // S_PMAP - S_PMAP6
|
|
Infrared, Spawn, 2, // S_PVIS - S_PVIS2
|
|
Clip, Spawn, 1, // S_CLIP
|
|
ClipBox, Spawn, 1, // S_AMMO
|
|
RocketAmmo, Spawn, 1, // S_ROCK
|
|
RocketBox, Spawn, 1, // S_BROK
|
|
Cell, Spawn, 1, // S_CELL
|
|
CellPack, Spawn, 1, // S_CELP
|
|
Shell, Spawn, 1, // S_SHEL
|
|
ShellBox, Spawn, 1, // S_SBOX
|
|
Backpack, Spawn, 1, // S_BPAK
|
|
BFG9000, Spawn, 1, // S_BFUG
|
|
Chaingun, Spawn, 1, // S_MGUN
|
|
Chainsaw, Spawn, 1, // S_CSAW
|
|
RocketLauncher, Spawn, 1, // S_LAUN
|
|
PlasmaRifle, Spawn, 1, // S_PLAS
|
|
Shotgun, Spawn, 1, // S_SHOT
|
|
SuperShotgun, Spawn, 1, // S_SHOT2
|
|
Column, Spawn, 1, // S_COLU
|
|
DoomUnusedStates, Label1, 1, // S_STALAG
|
|
BloodyTwitch, Spawn, 4, // S_BLOODYTWITCH - S_BLOODYTWITCH4
|
|
DoomUnusedStates, Label2, 2, // S_DEADTORSO - S_DEADBOTTOM
|
|
HeadsOnAStick, Spawn, 1, // S_HEADSONSTICK
|
|
Actor, GenericCrush, 1, // S_GIBS
|
|
HeadOnAStick, Spawn, 1, // S_HEADONASTICK
|
|
HeadCandles, Spawn, 2, // S_HEADCANDLES - S_HEADCANDLES2
|
|
DeadStick, Spawn, 1, // S_DEADSTICK
|
|
LiveStick, Spawn, 2, // S_LIVESTICK
|
|
Meat2, Spawn, 1, // S_MEAT2
|
|
Meat3, Spawn, 1, // S_MEAT3
|
|
Meat4, Spawn, 1, // S_MEAT4
|
|
Meat5, Spawn, 1, // S_MEAT5
|
|
Stalagtite, Spawn, 1, // S_STALAGTITE
|
|
TallGreenColumn, Spawn, 1, // S_TALLGRNCOL
|
|
ShortGreenColumn, Spawn, 1, // S_SHRTGRNCOL
|
|
TallRedColumn, Spawn, 1, // S_TALLREDCOL
|
|
ShortRedColumn, Spawn, 1, // S_SHRTREDCOL
|
|
Candlestick, Spawn, 1, // S_CANDLESTIK
|
|
Candelabra, Spawn, 1, // S_CANDELABRA
|
|
SkullColumn, Spawn, 1, // S_SKULLCOL
|
|
TorchTree, Spawn, 1, // S_TORCHTREE
|
|
BigTree, Spawn, 1, // S_BIGTREE
|
|
TechPillar, Spawn, 1, // S_TECHPILLAR
|
|
EvilEye, Spawn, 4, // S_EVILEYE - S_EVILEYE4
|
|
FloatingSkull, Spawn, 3, // S_FLOATSKULL - S_FLOATSKULL3
|
|
HeartColumn, Spawn, 2, // S_HEARTCOL - S_HEARTCOL2
|
|
BlueTorch, Spawn, 4, // S_BLUETORCH - S_BLUETORCH4
|
|
GreenTorch, Spawn, 4, // S_GREENTORCH - S_GREENTORCH4
|
|
RedTorch, Spawn, 4, // S_REDTORCH - S_REDTORCH4
|
|
ShortBlueTorch, Spawn, 4, // S_BTORCHSHRT - S_BTORCHSHRT4
|
|
ShortGreenTorch, Spawn, 4, // S_GTORCHSHRT - S_GTORCHSHRT4
|
|
ShortRedTorch, Spawn, 4, // S_RTORCHSHRT - S_RTORCHSHRT4
|
|
HangNoGuts, Spawn, 1, // S_HANGNOGUTS
|
|
HangBNoBrain, Spawn, 1, // S_HANGBNOBRAIN
|
|
HangTLookingDown, Spawn, 1, // S_HANGTLOOKDN
|
|
HangTSkull, Spawn, 1, // S_HANGTSKULL
|
|
HangTLookingUp, Spawn, 1, // S_HANGTLOOKUP
|
|
HangTNoBrain, Spawn, 1, // S_HANGTNOBRAIN
|
|
ColonGibs, Spawn, 1, // S_COLONGIBS
|
|
SmallBloodPool, Spawn, 1, // S_SMALLPOOL
|
|
BrainStem, Spawn, 1, // S_BRAINSTEM
|
|
TechLamp, Spawn, 4, // S_TECHLAMP - S_TECHLAMP4
|
|
TechLamp2, Spawn, 4, // S_TECH2LAMP - S_TECH2LAMP4
|
|
DoomUnusedStates, TNT, 1, // [MBF] S_TNT1 967
|
|
Grenade, Grenade, 1, // [MBF] S_GRENADE 968
|
|
Grenade, Detonate, 3, // [MBF] S_DETONATE - S_DETONATE3 969-971
|
|
MBFHelperDog, Spawn, 27, // [MBF] S_DOGS_STND - S_DOGS_RAISE6 972-998
|
|
BFG9000, OldFire, 43, // [MBF] S_OLDBFG1 - S_OLDBFG43 999-1041
|
|
PlasmaBall1, Spawn, 7, // [MBF] S_PLS1BALL - S_PLS1EXP5 1042-1048
|
|
PlasmaBall2, Spawn, 5, // [MBF] S_PLS2BALL - S_PLS2BALLX3 1049-1053
|
|
EvilSceptre, Spawn, 1, // [MBF] S_BON3 1054
|
|
UnholyBible, Spawn, 1, // [MBF] S_BON4 1055
|
|
BetaSkull, Spawn, 19, // [MBF] S_BSKUL_STND - S_BSKUL_DIE8 1056-1074
|
|
Grenade, Mushroom, 1, // [MBF] S_MUSHROOM 1075
|
|
};
|
|
|
|
// Sound equivalences. When a patch tries to change a sound, use these sound names.
|
|
SoundMap
|
|
{
|
|
"weapons/pistol",
|
|
"weapons/shotgf",
|
|
"weapons/shotgr",
|
|
"weapons/sshotf",
|
|
"weapons/sshoto",
|
|
"weapons/sshotc",
|
|
"weapons/sshotl",
|
|
"weapons/plasmaf",
|
|
"weapons/bfgf",
|
|
"weapons/sawup",
|
|
"weapons/sawidle",
|
|
"weapons/sawfull",
|
|
"weapons/sawhit",
|
|
"weapons/rocklf",
|
|
"weapons/bfgx",
|
|
"imp/attack",
|
|
"imp/shotx",
|
|
"plats/pt1_strt",
|
|
"plats/pt1_stop",
|
|
"doors/dr1_open",
|
|
"doors/dr1_clos",
|
|
"plats/pt1_mid",
|
|
"switches/normbutn",
|
|
"switches/exitbutn",
|
|
"*pain100",
|
|
"demon/pain",
|
|
"grunt/pain",
|
|
"vile/pain",
|
|
"fatso/pain",
|
|
"pain/pain",
|
|
"misc/gibbed",
|
|
"misc/i_pkup",
|
|
"misc/w_pkup",
|
|
"*land",
|
|
"misc/teleport",
|
|
"grunt/sight",
|
|
"grunt/sight",
|
|
"grunt/sight",
|
|
"imp/sight",
|
|
"imp/sight",
|
|
"demon/sight",
|
|
"caco/sight",
|
|
"baron/sight",
|
|
"cyber/sight",
|
|
"spider/sight",
|
|
"baby/sight",
|
|
"knight/sight",
|
|
"vile/sight",
|
|
"fatso/sight",
|
|
"pain/sight",
|
|
"skull/melee",
|
|
"demon/melee",
|
|
"skeleton/melee",
|
|
"vile/start",
|
|
"imp/melee",
|
|
"skeleton/swing",
|
|
"*death",
|
|
"*xdeath",
|
|
"grunt/death",
|
|
"grunt/death",
|
|
"grunt/death",
|
|
"imp/death",
|
|
"imp/death",
|
|
"demon/death",
|
|
"caco/death",
|
|
"misc/unused",
|
|
"baron/death",
|
|
"cyber/death",
|
|
"spider/death",
|
|
"baby/death",
|
|
"vile/death",
|
|
"knight/death",
|
|
"pain/death",
|
|
"skeleton/death",
|
|
"grunt/active",
|
|
"imp/active",
|
|
"demon/active",
|
|
"baby/active",
|
|
"baby/walk",
|
|
"vile/active",
|
|
"*grunt",
|
|
"world/barrelx",
|
|
"*fist",
|
|
"cyber/hoof",
|
|
"spider/walk",
|
|
"weapons/chngun",
|
|
"misc/chat2",
|
|
"doors/dr2_open",
|
|
"doors/dr2_clos",
|
|
"misc/spawn",
|
|
"vile/firecrkl",
|
|
"vile/firestrt",
|
|
"misc/p_pkup",
|
|
"brain/spit",
|
|
"brain/cube",
|
|
"brain/sight",
|
|
"brain/pain",
|
|
"brain/death",
|
|
"fatso/attack",
|
|
"fatso/death",
|
|
"wolfss/sight",
|
|
"wolfss/death",
|
|
"keen/pain",
|
|
"keen/death",
|
|
"skeleton/active",
|
|
"skeleton/sight",
|
|
"skeleton/attack",
|
|
"misc/chat",
|
|
"dog/sight",
|
|
"dog/attack",
|
|
"dog/active",
|
|
"dog/death",
|
|
"dog/pain",
|
|
|
|
};
|
|
|
|
// Names of different actor types, in original Doom 2 order
|
|
InfoNames
|
|
{
|
|
DoomPlayer,
|
|
ZombieMan,
|
|
ShotgunGuy,
|
|
Archvile,
|
|
ArchvileFire,
|
|
Revenant,
|
|
RevenantTracer,
|
|
RevenantTracerSmoke,
|
|
Fatso,
|
|
FatShot,
|
|
ChaingunGuy,
|
|
DoomImp,
|
|
Demon,
|
|
Spectre,
|
|
Cacodemon,
|
|
BaronOfHell,
|
|
BaronBall,
|
|
HellKnight,
|
|
LostSoul,
|
|
SpiderMastermind,
|
|
Arachnotron,
|
|
Cyberdemon,
|
|
PainElemental,
|
|
WolfensteinSS,
|
|
CommanderKeen,
|
|
BossBrain,
|
|
BossEye,
|
|
BossTarget,
|
|
SpawnShot,
|
|
SpawnFire,
|
|
ExplosiveBarrel,
|
|
DoomImpBall,
|
|
CacodemonBall,
|
|
Rocket,
|
|
PlasmaBall,
|
|
BFGBall,
|
|
ArachnotronPlasma,
|
|
BulletPuff,
|
|
Blood,
|
|
TeleportFog,
|
|
ItemFog,
|
|
TeleportDest,
|
|
BFGExtra,
|
|
GreenArmor,
|
|
BlueArmor,
|
|
HealthBonus,
|
|
ArmorBonus,
|
|
BlueCard,
|
|
RedCard,
|
|
YellowCard,
|
|
YellowSkull,
|
|
RedSkull,
|
|
BlueSkull,
|
|
Stimpack,
|
|
Medikit,
|
|
Soulsphere,
|
|
InvulnerabilitySphere,
|
|
Berserk,
|
|
BlurSphere,
|
|
RadSuit,
|
|
Allmap,
|
|
Infrared,
|
|
Megasphere,
|
|
Clip,
|
|
ClipBox,
|
|
RocketAmmo,
|
|
RocketBox,
|
|
Cell,
|
|
CellPack,
|
|
Shell,
|
|
ShellBox,
|
|
Backpack,
|
|
BFG9000,
|
|
Chaingun,
|
|
Chainsaw,
|
|
RocketLauncher,
|
|
PlasmaRifle,
|
|
Shotgun,
|
|
SuperShotgun,
|
|
TechLamp,
|
|
TechLamp2,
|
|
Column,
|
|
TallGreenColumn,
|
|
ShortGreenColumn,
|
|
TallRedColumn,
|
|
ShortRedColumn,
|
|
SkullColumn,
|
|
HeartColumn,
|
|
EvilEye,
|
|
FloatingSkull,
|
|
TorchTree,
|
|
BlueTorch,
|
|
GreenTorch,
|
|
RedTorch,
|
|
ShortBlueTorch,
|
|
ShortGreenTorch,
|
|
ShortRedTorch,
|
|
Stalagtite,
|
|
TechPillar,
|
|
Candlestick,
|
|
Candelabra,
|
|
BloodyTwitch,
|
|
Meat2,
|
|
Meat3,
|
|
Meat4,
|
|
Meat5,
|
|
NonsolidMeat2,
|
|
NonsolidMeat4,
|
|
NonsolidMeat3,
|
|
NonsolidMeat5,
|
|
NonsolidTwitch,
|
|
DeadCacodemon,
|
|
DeadMarine,
|
|
DeadZombieMan,
|
|
DeadDemon,
|
|
DeadLostSoul,
|
|
DeadDoomImp,
|
|
DeadShotgunGuy,
|
|
GibbedMarine,
|
|
GibbedMarineExtra,
|
|
HeadsOnAStick,
|
|
Gibs,
|
|
HeadOnAStick,
|
|
HeadCandles,
|
|
DeadStick,
|
|
LiveStick,
|
|
BigTree,
|
|
BurningBarrel,
|
|
HangNoGuts,
|
|
HangBNoBrain,
|
|
HangTLookingDown,
|
|
HangTSkull,
|
|
HangTLookingUp,
|
|
HangTNoBrain,
|
|
ColonGibs,
|
|
SmallBloodPool,
|
|
BrainStem,
|
|
// Boom additional actors:
|
|
PointPusher,
|
|
PointPuller,
|
|
// MBF additional actors:
|
|
MBFHelperDog,
|
|
PlasmaBall1,
|
|
PlasmaBall2,
|
|
EvilSceptre,
|
|
UnholyBible
|
|
};
|
|
|
|
ThingBits
|
|
{
|
|
0, 0, SPECIAL,
|
|
1, 0, SOLID,
|
|
2, 0, SHOOTABLE,
|
|
3, 0, NOSECTOR,
|
|
4, 0, NOBLOCKMAP,
|
|
5, 0, AMBUSH,
|
|
6, 0, JUSTHIT,
|
|
7, 0, JUSTATTACKED,
|
|
8, 0, SPAWNCEILING,
|
|
9, 0, NOGRAVITY,
|
|
10, 0, DROPOFF,
|
|
11, 0, PICKUP,
|
|
12, 0, NOCLIP,
|
|
13, 0, SLIDE,
|
|
14, 0, FLOAT,
|
|
15, 0, TELEPORT,
|
|
16, 0, MISSILE,
|
|
17, 0, DROPPED,
|
|
18, 0, SHADOW,
|
|
19, 0, NOBLOOD,
|
|
20, 0, CORPSE,
|
|
21, 0, INFLOAT,
|
|
22, 0, COUNTKILL,
|
|
23, 0, COUNTITEM,
|
|
24, 0, SKULLFLY,
|
|
25, 0, NOTDMATCH,
|
|
26, 0, TRANSLATION1,
|
|
26, 0, TRANSLATION, // BOOM compatibility
|
|
27, 0, TRANSLATION2,
|
|
27, 0, UNUSED1, // BOOM compatibility
|
|
28, 0, UNUSED2, // BOOM compatibility
|
|
29, 0, UNUSED3, // BOOM compatibility
|
|
30, 0, UNUSED4, // BOOM compatibility
|
|
28, 0, TOUCHY, // MBF compatibility
|
|
29, 0, BOUNCES, // MBF compatibility
|
|
30, 0, FRIEND, // MBF compatibility
|
|
31, 0, TRANSLUCENT, // BOOM compatibility
|
|
30, 0, STEALTH,
|
|
1, 2, TRANSLUC25,
|
|
2, 2, TRANSLUC50,
|
|
3, 2, TRANSLUC75,
|
|
|
|
// Names for flags2
|
|
0, 1, LOGRAV,
|
|
1, 1, WINDTHRUST,
|
|
2, 1, FLOORBOUNCE,
|
|
3, 1, BLASTED,
|
|
4, 1, FLY,
|
|
5, 1, FLOORCLIP,
|
|
6, 1, SPAWNFLOAT,
|
|
7, 1, NOTELEPORT,
|
|
8, 1, RIP,
|
|
9, 1, PUSHABLE,
|
|
10, 1, CANSLIDE, // Avoid conflict with SLIDE from BOOM
|
|
11, 1, ONMOBJ,
|
|
12, 1, PASSMOBJ,
|
|
13, 1, CANNOTPUSH,
|
|
14, 1, THRUGHOST,
|
|
15, 1, BOSS,
|
|
16, 1, FIREDAMAGE,
|
|
17, 1, NODMGTHRUST,
|
|
18, 1, TELESTOMP,
|
|
19, 1, FLOATBOB,
|
|
4, 2, DONTDRAW,
|
|
21, 1, IMPACT,
|
|
22, 1, PUSHWALL,
|
|
23, 1, MCROSS,
|
|
24, 1, PCROSS,
|
|
25, 1, CANTLEAVEFLOORPIC,
|
|
26, 1, NONSHOOTABLE,
|
|
27, 1, INVULNERABLE,
|
|
28, 1, DORMANT,
|
|
29, 1, ICEDAMAGE,
|
|
30, 1, SEEKERMISSILE,
|
|
31, 1, REFLECTIVE
|
|
};
|
|
|
|
// RenderStyles, should match those in actor.h
|
|
RenderStyles
|
|
{
|
|
0, STYLE_None,
|
|
1, STYLE_Normal,
|
|
2, STYLE_Fuzzy,
|
|
3, STYLE_SoulTrans,
|
|
4, STYLE_OptFuzzy,
|
|
8, STYLE_Shaded,
|
|
6, STYLE_Translucent,
|
|
7, STYLE_Add
|
|
};
|
|
|
|
AmmoNames
|
|
{
|
|
Clip,
|
|
Shell,
|
|
Cell,
|
|
RocketAmmo,
|
|
GoldWandAmmo,
|
|
NULL,
|
|
BlasterAmmo,
|
|
SkullRodAmmo,
|
|
PhoenixRodAmmo,
|
|
MaceAmmo,
|
|
Mana1,
|
|
Mana2
|
|
};
|
|
|
|
WeaponNames
|
|
{
|
|
Fist,
|
|
Pistol,
|
|
Shotgun,
|
|
Chaingun,
|
|
RocketLauncher,
|
|
PlasmaRifle,
|
|
BFG9000,
|
|
Chainsaw,
|
|
SuperShotgun
|
|
};
|
|
|
|
// Codepointer aliases
|
|
// The idea is that, rather than add redundant codepointers for compatibility,
|
|
// or codepointers that would require to transform ZDoom's underlying architecture
|
|
// because they refer to things, sounds or states by their DeHackEd numbers,
|
|
// we can translate their parameters and transform them into standard functions
|
|
// when parsing a DEHACKED lump.
|
|
Aliases
|
|
{
|
|
A_Mushroom, A_Mushroom, 5,
|
|
A_Spawn, A_SpawnItem, 5,
|
|
A_Turn, A_Turn, 1,
|
|
A_Face, A_SetAngle, 1,
|
|
A_Scratch, A_CustomMeleeAttack, 5, // 19 characters for "A_CustomMeleeAttack"!
|
|
A_PlaySound, A_PlaySound, 5, // A function name any longer and the definition
|
|
A_RandomJump, A_Jump, 3, // for CodePointerAlias would need to be updated.
|
|
A_LineEffect, A_LineEffect, 2,
|
|
A_NailBomb, A_Explode, 7,
|
|
};
|