mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-30 15:52:09 +00:00
60a411c9ad
SVN r3217 (trunk)
360 lines
7.5 KiB
Text
360 lines
7.5 KiB
Text
ACTOR Inventory native
|
|
{
|
|
Inventory.Amount 1
|
|
Inventory.MaxAmount 1
|
|
Inventory.InterHubAmount 1
|
|
Inventory.UseSound "misc/invuse"
|
|
Inventory.PickupSound "misc/i_pkup"
|
|
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG"
|
|
|
|
action native A_JumpIfNoAmmo(state label);
|
|
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0);
|
|
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
|
|
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
|
|
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0);
|
|
action native A_Light(int extralight);
|
|
action native A_Light0();
|
|
action native A_Light1();
|
|
action native A_Light2();
|
|
action native A_LightInverse();
|
|
action native A_WeaponReady(int flags = 0);
|
|
action native A_Lower();
|
|
action native A_Raise();
|
|
action native A_FirePistol();
|
|
action native A_FireShotgun();
|
|
action native A_FireShotgun2();
|
|
action native A_OpenShotgun2();
|
|
action native A_LoadShotgun2();
|
|
action native A_CloseShotgun2();
|
|
action native A_FireCGun();
|
|
action native A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
|
|
action native A_FireMissile();
|
|
action native A_FirePlasma();
|
|
action native A_FireRailgun();
|
|
action native A_FireRailgunLeft();
|
|
action native A_FireRailgunRight();
|
|
action native A_RailWait();
|
|
action native A_BFGsound();
|
|
action native A_FireBFG();
|
|
action native A_FireOldBFG();
|
|
action native A_ReFire(state flash = "");
|
|
action native A_ClearReFire();
|
|
action native A_CheckReload();
|
|
action native A_GunFlash(state flash = "", int flags = 0);
|
|
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float spread_z = 0, float lifesteal = 0);
|
|
action native A_CheckForReload(int counter, state label, bool dontincrement = false);
|
|
action native A_ResetReloadCounter();
|
|
action native A_RestoreSpecialPosition();
|
|
action native A_RestoreSpecialDoomThing();
|
|
action native A_RestoreSpecialThing1();
|
|
action native A_RestoreSpecialThing2();
|
|
|
|
States
|
|
{
|
|
HideDoomish:
|
|
TNT1 A 1050
|
|
TNT1 A 0 A_RestoreSpecialPosition
|
|
TNT1 A 1 A_RestoreSpecialDoomThing
|
|
Stop
|
|
HideSpecial:
|
|
ACLO E 1400
|
|
ACLO A 0 A_RestoreSpecialPosition
|
|
ACLO A 4 A_RestoreSpecialThing1
|
|
ACLO BABCBCDC 4
|
|
ACLO D 4 A_RestoreSpecialThing2
|
|
Stop
|
|
Held:
|
|
TNT1 A -1
|
|
Stop
|
|
HoldAndDestroy:
|
|
TNT1 A 1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
Actor ScoreItem : Inventory native
|
|
{
|
|
Height 10
|
|
+COUNTITEM
|
|
Inventory.Amount 1
|
|
+Inventory.ALWAYSPICKUP
|
|
}
|
|
|
|
Actor Ammo : Inventory native
|
|
{
|
|
+INVENTORY.KEEPDEPLETED
|
|
Inventory.PickupSound "misc/ammo_pkup"
|
|
}
|
|
|
|
Actor BackpackItem : Inventory native
|
|
{
|
|
}
|
|
|
|
ACTOR Armor : Inventory native
|
|
{
|
|
Inventory.PickupSound "misc/armor_pkup"
|
|
}
|
|
|
|
ACTOR BasicArmor : Armor native
|
|
{
|
|
+Inventory.KEEPDEPLETED
|
|
}
|
|
|
|
ACTOR BasicArmorBonus : Armor native
|
|
{
|
|
+Inventory.AUTOACTIVATE
|
|
+Inventory.ALWAYSPICKUP
|
|
Inventory.MaxAmount 0
|
|
Armor.SavePercent 0.333333
|
|
|
|
}
|
|
|
|
ACTOR BasicArmorPickup : Armor native
|
|
{
|
|
+Inventory.AUTOACTIVATE
|
|
Inventory.MaxAmount 0
|
|
}
|
|
|
|
ACTOR HexenArmor : Armor native
|
|
{
|
|
+Inventory.KEEPDEPLETED
|
|
+Inventory.UNDROPPABLE
|
|
}
|
|
|
|
ACTOR DehackedPickup : Inventory native {}
|
|
|
|
ACTOR FakeInventory : Inventory native {}
|
|
|
|
ACTOR CustomInventory : Inventory native {}
|
|
|
|
Actor Health : Inventory native
|
|
{
|
|
Inventory.Amount 1
|
|
Inventory.MaxAmount 0
|
|
Inventory.PickupSound "misc/health_pkup"
|
|
}
|
|
|
|
Actor HealthPickup : Inventory native
|
|
{
|
|
Inventory.DefMaxAmount
|
|
+INVENTORY.INVBAR
|
|
}
|
|
|
|
Actor Key : Inventory native
|
|
{
|
|
+INVENTORY.INTERHUBSTRIP
|
|
Inventory.PickupSound "misc/k_pkup"
|
|
}
|
|
|
|
ACTOR PowerupGiver : Inventory native
|
|
{
|
|
Inventory.DefMaxAmount
|
|
+INVENTORY.INVBAR
|
|
+INVENTORY.FANCYPICKUPSOUND
|
|
Inventory.PickupSound "misc/p_pkup"
|
|
}
|
|
|
|
ACTOR Powerup : Inventory native {}
|
|
|
|
ACTOR PowerInvulnerable : Powerup native
|
|
{
|
|
Powerup.Duration -30
|
|
inventory.icon "SPSHLD0"
|
|
}
|
|
|
|
ACTOR PowerStrength : Powerup native
|
|
{
|
|
Powerup.Duration 1
|
|
Powerup.Color 255,0,0,0.5
|
|
+INVENTORY.HUBPOWER
|
|
}
|
|
|
|
ACTOR PowerInvisibility : Powerup native
|
|
{
|
|
+SHADOW
|
|
Powerup.Duration -60
|
|
Powerup.Strength 80
|
|
Powerup.Mode "Fuzzy"
|
|
}
|
|
|
|
ACTOR PowerGhost : PowerInvisibility
|
|
{
|
|
+GHOST
|
|
Powerup.Duration -60
|
|
Powerup.Strength 60
|
|
Powerup.Mode "None"
|
|
}
|
|
|
|
ACTOR PowerShadow : PowerInvisibility
|
|
{
|
|
+INVENTORY.HUBPOWER
|
|
Powerup.Duration -55
|
|
Powerup.Strength 75
|
|
Powerup.Mode "Cumulative"
|
|
}
|
|
|
|
ACTOR PowerIronFeet : Powerup native
|
|
{
|
|
Powerup.Duration -60
|
|
Powerup.Color 0, 255, 0, 0.125
|
|
}
|
|
|
|
ACTOR PowerMask : PowerIronFeet native
|
|
{
|
|
Powerup.Duration -80
|
|
Powerup.Color 0,0,0,0
|
|
+INVENTORY.HUBPOWER
|
|
Inventory.Icon "I_MASK"
|
|
}
|
|
|
|
ACTOR PowerLightAmp : Powerup native
|
|
{
|
|
Powerup.Duration -120
|
|
}
|
|
|
|
ACTOR PowerTorch : PowerLightAmp native {}
|
|
|
|
ACTOR PowerFlight : Powerup native
|
|
{
|
|
Powerup.Duration -60
|
|
+INVENTORY.HUBPOWER
|
|
}
|
|
|
|
ACTOR PowerWeaponLevel2 : Powerup native
|
|
{
|
|
Powerup.Duration -40
|
|
Inventory.Icon "SPINBK0"
|
|
}
|
|
|
|
ACTOR PowerSpeed: Powerup native
|
|
{
|
|
Powerup.Duration -45
|
|
Speed 1.5
|
|
Inventory.Icon "SPBOOT0"
|
|
}
|
|
|
|
// Player Speed Trail (used by the Speed Powerup) ----------------------------
|
|
|
|
ACTOR PlayerSpeedTrail native
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
Alpha 0.6
|
|
RenderStyle Translucent
|
|
}
|
|
|
|
ACTOR PowerMinotaur : Powerup native
|
|
{
|
|
Powerup.Duration -25
|
|
Inventory.Icon "SPMINO0"
|
|
}
|
|
|
|
ACTOR PowerTargeter : Powerup native
|
|
{
|
|
Powerup.Duration -160
|
|
+INVENTORY.HUBPOWER
|
|
States
|
|
{
|
|
Targeter:
|
|
TRGT A -1
|
|
Stop
|
|
TRGT B -1
|
|
Stop
|
|
TRGT C -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
ACTOR PowerFrightener : Powerup native
|
|
{
|
|
Powerup.Duration -60
|
|
}
|
|
|
|
ACTOR PowerScanner : Powerup native
|
|
{
|
|
Powerup.Duration -80
|
|
+INVENTORY.HUBPOWER
|
|
}
|
|
|
|
ACTOR PowerTimeFreezer : Powerup native
|
|
{
|
|
Powerup.Duration -12
|
|
}
|
|
|
|
ACTOR PowerDamage : Powerup native
|
|
{
|
|
Powerup.Duration -25
|
|
}
|
|
|
|
ACTOR PowerProtection : Powerup native
|
|
{
|
|
Powerup.Duration -25
|
|
}
|
|
|
|
ACTOR PowerDrain : Powerup native
|
|
{
|
|
Powerup.Duration -60
|
|
}
|
|
|
|
ACTOR PowerRegeneration : Powerup native
|
|
{
|
|
Powerup.Duration -120
|
|
}
|
|
|
|
ACTOR PowerHighJump : Powerup native {}
|
|
|
|
ACTOR PowerDoubleFiringSpeed : Powerup native {}
|
|
|
|
ACTOR PowerMorph : Powerup native
|
|
{
|
|
Powerup.Duration -40
|
|
}
|
|
|
|
ACTOR PowerInfiniteAmmo : Powerup native
|
|
{
|
|
Powerup.Duration -30
|
|
}
|
|
|
|
ACTOR MapRevealer : Inventory native {}
|
|
|
|
ACTOR PuzzleItem : Inventory native
|
|
{
|
|
+NOGRAVITY
|
|
+INVENTORY.INVBAR
|
|
Inventory.DefMaxAmount
|
|
Inventory.UseSound "PuzzleSuccess"
|
|
Inventory.PickupSound "misc/i_pkup"
|
|
}
|
|
|
|
Actor Weapon : Inventory native
|
|
{
|
|
Inventory.PickupSound "misc/w_pkup"
|
|
Weapon.DefaultKickback
|
|
States
|
|
{
|
|
LightDone:
|
|
SHTG E 0 A_Light0
|
|
Stop
|
|
}
|
|
|
|
action native A_ZoomFactor(float scale = 1, int flags = 0);
|
|
const int ZOOM_INSTANT = 1;
|
|
const int ZOOM_NOSCALETURNING = 2;
|
|
|
|
action native A_SetCrosshair(int xhair);
|
|
}
|
|
|
|
ACTOR WeaponGiver : Weapon native
|
|
{
|
|
Weapon.AmmoGive1 -1
|
|
Weapon.AmmoGive2 -1
|
|
}
|
|
|
|
Actor WeaponHolder : Inventory native
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
+INVENTORY.UNDROPPABLE
|
|
}
|
|
|
|
Actor WeaponPiece : Inventory native {}
|