0
0
Fork 0
mirror of https://github.com/ZDoom/gzdoom.git synced 2024-12-22 02:21:08 +00:00
gzdoom/wadsrc/static/actors/shared/splashes.txt
Christoph Oelckers 6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00

237 lines
2.8 KiB
Text

// Water --------------------------------------------------------------------
ACTOR WaterSplash
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
SPSH ABC 8
SPSH D 16
Stop
Death:
SPSH D 10
Stop
}
}
ACTOR WaterSplashBase
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
SPSH EFGHIJK 5
Stop
}
}
// Lava ---------------------------------------------------------------------
ACTOR LavaSplash
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
LVAS ABCDEF 5 Bright
Stop
}
}
ACTOR LavaSmoke
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
RenderStyle Translucent
DefaultAlpha
States
{
Spawn:
LVAS GHIJK 5 Bright
Stop
}
}
// Sludge -------------------------------------------------------------------
ACTOR SludgeChunk
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
States
{
Spawn:
SLDG ABCD 8
Stop
Death:
SLDG D 6
Stop
}
}
ACTOR SludgeSplash
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
States
{
Spawn:
SLDG EFGH 6
Stop
}
}
/*
* These next four classes are not used by me anywhere.
* They are for people who want to use them in a TERRAIN lump.
*/
// Blood (water with a different sprite) ------------------------------------
ACTOR BloodSplash
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
BSPH ABC 8
BSPH D 16
Stop
Death:
BSPH D 10
Stop
}
}
ACTOR BloodSplashBase
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+DONTBLAST
States
{
Spawn:
BSPH EFGHIJK 5
Stop
}
}
// Slime (sludge with a different sprite) -----------------------------------
ACTOR SlimeChunk
{
Radius 2
Height 4
+NOBLOCKMAP
+MISSILE
+DROPOFF
+NOTELEPORT
+LOWGRAVITY
+CANNOTPUSH
+DONTSPLASH
States
{
Spawn:
SLIM ABCD 8
Stop
Death:
SLIM D 6
Stop
}
}
ACTOR SlimeSplash
{
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
States
{
Spawn:
SLIM EFGH 6
Stop
}
}
// Smoke trail for rocket -----------------------------------
ACTOR RocketSmokeTrail
{
RenderStyle Translucent
Alpha 0.4
VSpeed 1
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+NOTELEPORT
States
{
Spawn:
RSMK ABCDE 5
Stop
}
}
ACTOR GrenadeSmokeTrail
{
RenderStyle Translucent
Alpha 0.4
+NOBLOCKMAP
+NOCLIP
+DONTSPLASH
+NOTELEPORT
Gravity 0.1
VSpeed 0.5
Scale 0.6
States
{
Spawn:
RSMK ABCDE 4
Stop
}
}