gzdoom/wadsrc/static/actors/strife/strifeitems.txt

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// Med patch -----------------------------------------------------------------
ACTOR MedPatch : HealthPickup
{
Health 10
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 20
Tag "$TAG_MEDPATCH"
Inventory.Icon "I_STMP"
Inventory.PickupMessage "$TXT_MEDPATCH"
HealthPickup.Autouse 3
States
{
Spawn:
STMP A -1
Stop
}
}
// Medical Kit ---------------------------------------------------------------
ACTOR MedicalKit : HealthPickup
{
Health 25
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 15
Tag "$TAG_MEDICALKIT"
Inventory.Icon "I_MDKT"
Inventory.PickupMessage "$TXT_MEDICALKIT"
HealthPickup.Autouse 3
States
{
Spawn:
MDKT A -1
Stop
}
}
// Surgery Kit --------------------------------------------------------------
ACTOR SurgeryKit : HealthPickup
{
+FLOORCLIP
+INVENTORY.INVBAR
Health -100
Inventory.MaxAmount 5
Tag "$TAG_SURGERYKIT"
Inventory.Icon "I_FULL"
Inventory.PickupMessage "$TXT_SURGERYKIT"
States
{
Spawn:
FULL AB 35
Loop
}
}
// StrifeMap ----------------------------------------------------------------
ACTOR StrifeMap : MapRevealer
{
+FLOORCLIP
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_STRIFEMAP"
States
{
Spawn:
SMAP AB 6 Bright
Loop
}
}
// Beldin's Ring ------------------------------------------------------------
ACTOR BeldinsRing : Inventory
{
+NOTDMATCH
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_BELDINSRING"
Inventory.Icon "I_RING"
Inventory.GiveQuest 1
Inventory.PickupMessage "$TXT_BELDINSRING"
States
{
Spawn:
RING A -1
Stop
}
}
// Offering Chalice ---------------------------------------------------------
ACTOR OfferingChalice : Inventory
{
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 10
Height 16
Tag "$TAG_OFFERINGCHALICE"
Inventory.Icon "I_RELC"
Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
Inventory.GiveQuest 2
States
{
Spawn:
RELC A -1
Stop
}
}
// Ear ----------------------------------------------------------------------
ACTOR Ear : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_EAR"
Inventory.Icon "I_EARS"
Inventory.PickupMessage "$TXT_EAR"
Inventory.GiveQuest 9
States
{
Spawn:
EARS A -1
Stop
}
}
// Broken Power Coupling ----------------------------------------------------
ACTOR BrokenPowerCoupling : Inventory
{
Health 40
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 16
Height 16
Tag "$TAG_BROKENCOUPLING"
Inventory.MaxAmount 1
Inventory.Icon "I_COUP"
Inventory.PickupMessage "$TXT_BROKENCOUPLING"
Inventory.GiveQuest 8
States
{
Spawn:
COUP C -1
Stop
}
}
// Shadow Armor -------------------------------------------------------------
ACTOR ShadowArmor : PowerupGiver
{
+FLOORCLIP
+VISIBILITYPULSE
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
RenderStyle Translucent
Tag "$TAG_SHADOWARMOR"
Inventory.MaxAmount 2
Powerup.Type "Shadow"
Inventory.Icon "I_SHD1"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_SHADOWARMOR"
States
{
Spawn:
SHD1 A -1 Bright
Stop
}
}
// Environmental suit -------------------------------------------------------
ACTOR EnvironmentalSuit : PowerupGiver
{
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 5
Powerup.Type "Mask"
Tag "$TAG_ENVSUIT"
Inventory.Icon "I_MASK"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_ENVSUIT"
States
{
Spawn:
MASK A -1
Stop
}
}
// Guard Uniform ------------------------------------------------------------
ACTOR GuardUniform : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_GUARDUNIFORM"
Inventory.Icon "I_UNIF"
Inventory.PickupMessage "$TXT_GUARDUNIFORM"
Inventory.GiveQuest 15
States
{
Spawn:
UNIF A -1
Stop
}
}
// Officer's Uniform --------------------------------------------------------
ACTOR OfficersUniform : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_OFFICERSUNIFORM"
Inventory.Icon "I_OFIC"
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
States
{
Spawn:
OFIC A -1
Stop
}
}
// Flame Thrower Parts ------------------------------------------------------
ACTOR FlameThrowerParts : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Icon "I_BFLM"
Tag "$TAG_FTHROWERPARTS"
Inventory.PickupMessage "$TXT_FTHROWERPARTS"
States
{
Spawn:
BFLM A -1
Stop
}
}
// InterrogatorReport -------------------------------------------------------
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
// find that Acolyte in the map. It seems to be totally unused in the
// final game.
ACTOR InterrogatorReport : Inventory
{
+FLOORCLIP
Tag "$TAG_REPORT"
Inventory.PickupMessage "$TXT_REPORT"
States
{
Spawn:
TOKN A -1
Stop
}
}
// Info ---------------------------------------------------------------------
ACTOR Info : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_INFO"
Inventory.Icon "I_TOKN"
Inventory.PickupMessage "$TXT_INFO"
States
{
Spawn:
TOKN A -1
Stop
}
}
// Targeter -----------------------------------------------------------------
ACTOR Targeter : PowerupGiver
{
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Tag "$TAG_TARGETER"
Powerup.Type "Targeter"
Inventory.MaxAmount 5
Inventory.Icon "I_TARG"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_TARGETER"
States
{
Spawn:
TARG A -1
Stop
}
}
// Communicator -----------------------------------------------------------------
ACTOR Communicator : Inventory
{
+NOTDMATCH
Tag "$TAG_COMMUNICATOR"
Inventory.Icon "I_COMM"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_COMMUNICATOR"
States
{
Spawn:
COMM A -1
Stop
}
}
// Degnin Ore ---------------------------------------------------------------
ACTOR DegninOre : Inventory native
{
Health 10
Radius 16
Height 16
Inventory.MaxAmount 10
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
+INVENTORY.INVBAR
Tag "$TAG_DEGNINORE"
DeathSound "ore/explode"
Inventory.Icon "I_XPRK"
Inventory.PickupMessage "$TXT_DEGNINORE"
States
{
Spawn:
XPRK A -1
Stop
Death:
XPRK A 1 A_RemoveForceField
BNG3 A 0 A_SetTranslucent(1,1)
BNG3 A 0 A_Scream
BNG3 A 3 Bright A_Explode(192,192,1,1)
BNG3 BCDEFGH 3 Bright
Stop
}
}
// Gun Training -------------------------------------------------------------
ACTOR GunTraining : Inventory
{
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100
Tag "$TAG_GUNTRAINING"
Inventory.Icon "I_GUNT"
States
{
Spawn:
GUNT A -1
Stop
}
}
// Health Training ----------------------------------------------------------
ACTOR HealthTraining : Inventory native
{
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100
Tag "$TAG_HEALTHTRAINING"
Inventory.Icon "I_HELT"
States
{
Spawn:
HELT A -1
Stop
}
}
// Scanner ------------------------------------------------------------------
ACTOR Scanner : PowerupGiver native
{
+FLOORCLIP
+INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 1
Tag "$TAG_SCANNER"
Inventory.Icon "I_PMUP"
Powerup.Type "Scanner"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_SCANNER"
States
{
Spawn:
PMUP AB 6
Loop
}
}
// Prison Pass --------------------------------------------------------------
ACTOR PrisonPass : Key native
{
Inventory.Icon "I_TOKN"
Tag "$TAG_PRISONPASS"
Inventory.PickupMessage "$TXT_PRISONPASS"
States
{
Spawn:
TOKN A -1
Stop
}
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
ACTOR DummyStrifeItem : Inventory native
{
States
{
Spawn:
TOKN A -1
Stop
}
}
// Sound the alarm! ---------------------------------------------------------
ACTOR RaiseAlarm : DummyStrifeItem native
{
Tag "$TAG_ALARM"
}
// Open door tag 222 --------------------------------------------------------
ACTOR OpenDoor222 : DummyStrifeItem native
{
}
// Close door tag 222 -------------------------------------------------------
ACTOR CloseDoor222 : DummyStrifeItem native
{
}
// Open door tag 224 --------------------------------------------------------
ACTOR OpenDoor224 : DummyStrifeItem native
{
}
// Ammo ---------------------------------------------------------------------
ACTOR AmmoFillup : DummyStrifeItem native
{
Tag "$TAG_AMMOFILLUP"
}
// Health -------------------------------------------------------------------
ACTOR HealthFillup : DummyStrifeItem native
{
Tag "$TAG_HEALTHFILLUP"
}
// Upgrade Stamina ----------------------------------------------------------
ACTOR UpgradeStamina : DummyStrifeItem native
{
Inventory.Amount 10
Inventory.MaxAmount 100
}
// Upgrade Accuracy ---------------------------------------------------------
ACTOR UpgradeAccuracy : DummyStrifeItem native
{
}
// Start a slideshow --------------------------------------------------------
ACTOR SlideshowStarter : DummyStrifeItem native
{
}