gzdoom/wadsrc/static/zscript/strife/thingstoblowup.txt
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

153 lines
2.5 KiB
Text

// A Cloud used for varius explosions ---------------------------------------
// This actor has no direct equivalent in strife. To create this, Strife
// spawned a spark and then changed its state to that of this explosion
// cloud. Weird.
class Bang4Cloud : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle "Add";
VSpeed 1;
}
States
{
Spawn:
BNG4 BCDEFGHIJKLMN 3 Bright;
Stop;
}
}
// Piston -------------------------------------------------------------------
class Piston : Actor
{
Default
{
Health 100;
Speed 16;
Radius 20;
Height 76;
Mass 10000000;
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
DeathSound "misc/explosion";
}
States
{
Spawn:
PSTN AB 8;
Loop;
Death:
PSTN A 4 Bright A_Scream;
PSTN B 4 Bright A_NoBlocking;
PSTN C 4 Bright A_GiveQuestItem(16);
PSTN D 4 Bright A_Bang4Cloud;
PSTN E 4 Bright A_TossGib;
PSTN F 4 Bright;
PSTN G 4 Bright A_Bang4Cloud;
PSTN H 4;
PSTN I -1;
Stop;
}
}
// Computer -----------------------------------------------------------------
class Computer : Actor
{
Default
{
Health 80;
Speed 27;
Radius 26;
Height 128;
Mass 10000000;
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
DeathSound "misc/explosion";
}
States
{
Spawn:
SECR ABCD 4 Bright;
Loop;
Death:
SECR E 5 Bright A_Bang4Cloud;
SECR F 5 Bright A_NoBlocking;
SECR G 5 Bright A_GiveQuestItem(27);
SECR H 5 Bright A_TossGib;
SECR I 5 Bright A_Bang4Cloud;
SECR J 5;
SECR K 5 A_Bang4Cloud;
SECR L 5;
SECR M 5 A_Bang4Cloud;
SECR N 5;
SECR O 5 A_Bang4Cloud;
SECR P -1;
Stop;
}
}
// Power Crystal ------------------------------------------------------------
class PowerCrystal : Actor
{
Default
{
Health 50;
Speed 14;
Radius 20;
Height 16;
Mass 99999999;
+SOLID
+SHOOTABLE
+NOGRAVITY
+NOBLOOD
+FLOORCLIP
DeathSound "misc/explosion";
ActiveSound "misc/reactor";
}
native void A_ExtraLightOff ();
native void A_Explode512 ();
native void A_LightGoesOut ();
States
{
Spawn:
CRYS A 16 A_LoopActiveSound;
CRYS B 5 A_LoopActiveSound;
CRYS CDEF 4 A_LoopActiveSound;
Loop;
Death:
BOOM A 0 Bright A_Scream;
BOOM A 1 Bright A_Explode512;
BOOM B 3 Bright A_GiveQuestItem(14);
BOOM C 2 Bright A_LightGoesOut;
BOOM D 3 Bright A_Bang4Cloud;
BOOM EF 3 Bright;
BOOM G 3 Bright A_Bang4Cloud;
BOOM H 1 Bright A_Explode512;
BOOM I 3 Bright;
BOOM JKL 3 Bright A_Bang4Cloud;
BOOM MN 3 Bright;
BOOM O 3 Bright A_Bang4Cloud;
BOOM PQRST 3 Bright;
BOOM U 3 Bright A_ExtraLightOff;
BOOM VWXY 3 Bright;
Stop;
}
}