qzdoom-gpl/wadsrc/static/zscript/doom/doommisc.txt

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