gzdoom/wadsrc/static/zscript/doom/deadthings.txt
Christoph Oelckers 784f7ed671 - converted all of Doom's actors.
- 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.
2016-10-14 20:08:41 +02:00

132 lines
2 KiB
Text

// Gibbed marine -----------------------------------------------------------
class GibbedMarine : Actor
{
States
{
Spawn:
PLAY W -1;
Stop;
}
}
// Gibbed marine (extra copy) ----------------------------------------------
class GibbedMarineExtra : GibbedMarine
{
}
// Dead marine -------------------------------------------------------------
class DeadMarine : Actor
{
States
{
Spawn:
PLAY N -1;
Stop;
}
}
/* If it wasn't for Dehacked compatibility, the rest of these would be
* better defined as single frame states. But since Doom reused the
* dead state from the original monsters, we need to do the same.
*/
// Dead zombie man ---------------------------------------------------------
class DeadZombieMan : ZombieMan
{
Default
{
Skip_Super;
DropItem "None";
}
States
{
Spawn:
Goto Super::Death+4;
}
}
// Dead shotgun guy --------------------------------------------------------
class DeadShotgunGuy : ShotgunGuy
{
Default
{
Skip_Super;
DropItem "None";
}
States
{
Spawn:
Goto Super::Death+4;
}
}
// Dead imp ----------------------------------------------------------------
class DeadDoomImp : DoomImp
{
Default
{
Skip_Super;
}
States
{
Spawn:
Goto Super::Death+4;
}
}
// Dead demon --------------------------------------------------------------
class DeadDemon : Demon
{
Default
{
Skip_Super;
}
States
{
Spawn:
Goto Super::Death+5;
}
}
// Dead cacodemon ----------------------------------------------------------
class DeadCacodemon : Cacodemon
{
Default
{
Skip_Super;
}
States
{
Spawn:
Goto Super::Death+5;
}
}
// Dead lost soul ----------------------------------------------------------
/* [RH] Considering that the lost soul removes itself when it dies, there
* really wasn't much point in id including this thing, but they did anyway.
* (There was probably a time when it stayed around after death, and this is
* a holdover from that.)
*/
class DeadLostSoul : LostSoul
{
Default
{
Skip_Super;
}
States
{
Spawn:
Goto Super::Death+5;
}
}