mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 13:01:03 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
132 lines
2 KiB
Text
132 lines
2 KiB
Text
// Gibbed marine -----------------------------------------------------------
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class GibbedMarine : Actor
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{
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States
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{
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Spawn:
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PLAY W -1;
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Stop;
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}
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}
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// Gibbed marine (extra copy) ----------------------------------------------
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class GibbedMarineExtra : GibbedMarine
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{
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}
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// Dead marine -------------------------------------------------------------
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class DeadMarine : Actor
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{
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States
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{
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Spawn:
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PLAY N -1;
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Stop;
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}
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}
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/* If it wasn't for Dehacked compatibility, the rest of these would be
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* better defined as single frame states. But since Doom reused the
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* dead state from the original monsters, we need to do the same.
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*/
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// Dead zombie man ---------------------------------------------------------
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class DeadZombieMan : ZombieMan
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{
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Default
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{
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Skip_Super;
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DropItem "None";
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}
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States
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{
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Spawn:
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Goto Super::Death+4;
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}
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}
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// Dead shotgun guy --------------------------------------------------------
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class DeadShotgunGuy : ShotgunGuy
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{
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Default
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{
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Skip_Super;
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DropItem "None";
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}
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States
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{
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Spawn:
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Goto Super::Death+4;
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}
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}
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// Dead imp ----------------------------------------------------------------
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class DeadDoomImp : DoomImp
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{
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Default
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{
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Skip_Super;
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}
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States
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{
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Spawn:
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Goto Super::Death+4;
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}
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}
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// Dead demon --------------------------------------------------------------
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class DeadDemon : Demon
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{
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Default
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{
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Skip_Super;
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}
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States
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{
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Spawn:
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Goto Super::Death+5;
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}
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}
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// Dead cacodemon ----------------------------------------------------------
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class DeadCacodemon : Cacodemon
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{
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Default
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{
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Skip_Super;
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}
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States
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{
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Spawn:
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Goto Super::Death+5;
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}
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}
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// Dead lost soul ----------------------------------------------------------
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/* [RH] Considering that the lost soul removes itself when it dies, there
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* really wasn't much point in id including this thing, but they did anyway.
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* (There was probably a time when it stayed around after death, and this is
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* a holdover from that.)
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*/
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class DeadLostSoul : LostSoul
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{
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Default
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{
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Skip_Super;
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}
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States
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{
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Spawn:
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Goto Super::Death+5;
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}
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}
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