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98fa3d2d93
- scriptified A_BarrelDestroy to test the above.
133 lines
1.8 KiB
Text
133 lines
1.8 KiB
Text
// The barrel of green goop ------------------------------------------------
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class ExplosiveBarrel : Actor
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{
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Default
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{
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Health 20;
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Radius 10;
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Height 42;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+ACTIVATEMCROSS
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+DONTGIB
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+NOICEDEATH
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+OLDRADIUSDMG
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DeathSound "world/barrelx";
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Obituary "$OB_BARREL";
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}
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States
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{
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Spawn:
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BAR1 AB 6;
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Loop;
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Death:
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BEXP A 5 BRIGHT;
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BEXP B 5 BRIGHT A_Scream;
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BEXP C 5 BRIGHT;
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BEXP D 5 BRIGHT A_Explode;
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BEXP E 10 BRIGHT;
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TNT1 A 1050 BRIGHT A_BarrelDestroy;
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TNT1 A 5 A_Respawn;
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Wait;
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}
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}
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extend class Actor
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{
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void A_BarrelDestroy()
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{
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if (GetCVar("sv_barrelrespawn"))
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{
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Height = Default.Height;
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bInvisible = true;
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bSolid = false;
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}
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else
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{
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Destroy();
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}
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}
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}
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// Bullet puff -------------------------------------------------------------
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class BulletPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+ALLOWPARTICLES
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+RANDOMIZE
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RenderStyle "Translucent";
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Alpha 0.5;
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VSpeed 1;
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Mass 5;
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}
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States
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{
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Spawn:
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PUFF A 4 Bright;
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PUFF B 4;
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Melee:
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PUFF CD 4;
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Stop;
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}
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}
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// Container for an unused state -------------------------------------------
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/* Doom defined the states S_STALAG, S_DEADTORSO, and S_DEADBOTTOM but never
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* actually used them. For compatibility with DeHackEd patches, they still
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* need to be kept around. This class serves that purpose.
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*/
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class DoomUnusedStates : Actor
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{
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States
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{
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Label1:
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SMT2 A -1;
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stop;
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Label2:
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PLAY N -1;
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stop;
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PLAY S -1;
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stop;
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TNT: // MBF compatibility
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TNT1 A -1;
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Loop;
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}
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}
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// MBF Beta emulation items
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class EvilSceptre : ScoreItem
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{
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Default
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{
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Inventory.PickupMessage "$BETA_BONUS3";
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}
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States
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{
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Spawn:
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BON3 A 6;
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Loop;
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}
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}
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class UnholyBible : ScoreItem
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{
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Default
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{
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Inventory.PickupMessage "$BETA_BONUS4";
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}
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States
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{
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Spawn:
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BON4 A 6;
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Loop;
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}
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}
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