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605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
61 lines
1,013 B
Text
61 lines
1,013 B
Text
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// Zombie -------------------------------------------------------------------
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ACTOR Zombie : StrifeHumanoid 169
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{
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Game Strife
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Health 31
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Radius 20
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Height 56
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PainChance 0
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+SOLID
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+SHOOTABLE
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+FLOORCLIP
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+CANPASS
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+CANPUSHWALLS
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+ACTIVATEMCROSS
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MinMissileChance 150
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MaxStepHeight 16
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MaxDropOffHeight 32
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Translation 0
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ConversationID 28, -1, -1
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DeathSound "zombie/death"
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States
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{
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Spawn:
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PEAS A 5 A_CheckTerrain
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Loop
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Pain:
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AGRD A 5 A_CheckTerrain
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Loop
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Death:
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GIBS M 5 A_TossGib
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GIBS N 5 A_XScream
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GIBS O 5 A_NoBlocking
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GIBS PQRST 4 A_TossGib
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GIBS U 5
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GIBS V 1400
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Stop
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}
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}
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// Zombie Spawner -----------------------------------------------------------
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ACTOR ZombieSpawner 170
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{
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Game Strife
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Health 20
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+SHOOTABLE
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+NOSECTOR
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RenderStyle None
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ConversationID 30, -1, -1
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ActiveSound "zombie/spawner" // Does Strife use this somewhere else?
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States
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{
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Spawn:
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TNT1 A 175 A_SpawnItem("Zombie", 0.1, 0)
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Loop
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}
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}
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