mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 00:20:51 +00:00
605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
49 lines
814 B
Text
49 lines
814 B
Text
|
|
ACTOR MetalArmor : BasicArmorPickup 2019
|
|
{
|
|
Game Strife
|
|
SpawnID 69
|
|
ConversationID 129, 125, 128
|
|
Radius 20
|
|
Height 16
|
|
+FLOORCLIP
|
|
+INVENTORY.AUTOACTIVATE
|
|
+INVENTORY.INVBAR
|
|
Inventory.MaxAmount 3
|
|
Inventory.Icon "I_ARM1"
|
|
Inventory.PickupMessage "$TXT_METALARMOR"
|
|
Armor.SaveAmount 200
|
|
Armor.SavePercent 50
|
|
Tag "Metal_Armor"
|
|
States
|
|
{
|
|
Spawn:
|
|
ARM3 A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
ACTOR LeatherArmor : BasicArmorPickup 2018
|
|
{
|
|
Game Strife
|
|
SpawnID 68
|
|
ConversationID 130, 126, 129
|
|
Radius 20
|
|
Height 16
|
|
+FLOORCLIP
|
|
+INVENTORY.AUTOACTIVATE
|
|
+INVENTORY.INVBAR
|
|
Inventory.MaxAmount 5
|
|
Inventory.Icon "I_ARM2"
|
|
Inventory.PickupMessage "$TXT_LEATHERARMOR"
|
|
Armor.SaveAmount 100
|
|
Armor.SavePercent 33.33333
|
|
Tag "Leather_Armor"
|
|
States
|
|
{
|
|
Spawn:
|
|
ARM4 A -1
|
|
Stop
|
|
}
|
|
}
|
|
|