qzdoom-gpl/wadsrc/static/actors/doom/doomdecorations.txt

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// Tech lamp ---------------------------------------------------------------
ACTOR TechLamp
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{
Radius 16
Height 80
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TLMP ABCD 4 BRIGHT
Loop
}
}
// Tech lamp 2 -------------------------------------------------------------
ACTOR TechLamp2
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{
Radius 16
Height 60
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TLP2 ABCD 4 BRIGHT
Loop
}
}
// Column ------------------------------------------------------------------
ACTOR Column
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{
Radius 16
Height 48
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COLU A -1 BRIGHT
Stop
}
}
// Tall green column -------------------------------------------------------
ACTOR TallGreenColumn
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{
Radius 16
Height 52
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COL1 A -1
Stop
}
}
// Short green column ------------------------------------------------------
ACTOR ShortGreenColumn
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{
Radius 16
Height 40
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COL2 A -1
Stop
}
}
// Tall red column ---------------------------------------------------------
ACTOR TallRedColumn
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{
Radius 16
Height 52
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COL3 A -1
Stop
}
}
// Short red column --------------------------------------------------------
ACTOR ShortRedColumn
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{
Radius 16
Height 40
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COL4 A -1
Stop
}
}
// Skull column ------------------------------------------------------------
ACTOR SkullColumn
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{
Radius 16
Height 40
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COL6 A -1
Stop
}
}
// Heart column ------------------------------------------------------------
ACTOR HeartColumn
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{
Radius 16
Height 40
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
COL5 AB 14
Loop
}
}
// Evil eye ----------------------------------------------------------------
ACTOR EvilEye
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{
Radius 16
Height 54
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
CEYE ABCB 6 BRIGHT
Loop
}
}
// Floating skull ----------------------------------------------------------
ACTOR FloatingSkull
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{
Radius 16
Height 26
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
FSKU ABC 6 BRIGHT
Loop
}
}
// Torch tree --------------------------------------------------------------
ACTOR TorchTree
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{
Radius 16
Height 56
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TRE1 A -1
Stop
}
}
// Blue torch --------------------------------------------------------------
ACTOR BlueTorch
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{
Radius 16
Height 68
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TBLU ABCD 4 BRIGHT
Loop
}
}
// Green torch -------------------------------------------------------------
ACTOR GreenTorch
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{
Radius 16
Height 68
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TGRN ABCD 4 BRIGHT
Loop
}
}
// Red torch ---------------------------------------------------------------
ACTOR RedTorch
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{
Radius 16
Height 68
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TRED ABCD 4 BRIGHT
Loop
}
}
// Short blue torch --------------------------------------------------------
ACTOR ShortBlueTorch
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{
Radius 16
Height 37
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
SMBT ABCD 4 BRIGHT
Loop
}
}
// Short green torch -------------------------------------------------------
ACTOR ShortGreenTorch
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{
Radius 16
Height 37
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
SMGT ABCD 4 BRIGHT
Loop
}
}
// Short red torch ---------------------------------------------------------
ACTOR ShortRedTorch
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{
Radius 16
Height 37
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
SMRT ABCD 4 BRIGHT
Loop
}
}
// Stalagtite --------------------------------------------------------------
ACTOR Stalagtite
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{
Radius 16
Height 40
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
SMIT A -1
Stop
}
}
// Tech pillar -------------------------------------------------------------
ACTOR TechPillar
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{
Radius 16
Height 128
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
ELEC A -1
Stop
}
}
// Candle stick ------------------------------------------------------------
ACTOR Candlestick
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{
Radius 20
Height 14
ProjectilePassHeight -16
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States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
// Candelabra --------------------------------------------------------------
ACTOR Candelabra
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{
Radius 16
Height 60
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
// Bloody twitch -----------------------------------------------------------
ACTOR BloodyTwitch
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{
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR1 A 10
GOR1 B 15
GOR1 C 8
GOR1 B 6
Loop
}
}
// Meat 2 ------------------------------------------------------------------
ACTOR Meat2
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{
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR2 A -1
Stop
}
}
// Meat 3 ------------------------------------------------------------------
ACTOR Meat3
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{
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR3 A -1
Stop
}
}
// Meat 4 ------------------------------------------------------------------
ACTOR Meat4
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{
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR4 A -1
Stop
}
}
// Meat 5 ------------------------------------------------------------------
ACTOR Meat5
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{
Radius 16
Height 52
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR5 A -1
Stop
}
}
// Nonsolid meat -----------------------------------------------------------
ACTOR NonsolidMeat2 : Meat2
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{
-SOLID
Radius 20
}
ACTOR NonsolidMeat3 : Meat3
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{
-SOLID
Radius 20
}
ACTOR NonsolidMeat4 : Meat4
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{
-SOLID
Radius 20
}
ACTOR NonsolidMeat5 : Meat5
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{
-SOLID
Radius 20
}
// Nonsolid bloody twitch --------------------------------------------------
ACTOR NonsolidTwitch : BloodyTwitch
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{
-SOLID
Radius 20
}
// Head on a stick ---------------------------------------------------------
ACTOR HeadOnAStick
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{
Radius 16
Height 56
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
POL4 A -1
Stop
}
}
// Heads (plural!) on a stick ----------------------------------------------
ACTOR HeadsOnAStick
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{
Radius 16
Height 64
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
POL2 A -1
Stop
}
}
// Head candles ------------------------------------------------------------
ACTOR HeadCandles
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{
Radius 16
Height 42
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
POL3 AB 6 BRIGHT
Loop
}
}
// Dead on a stick ---------------------------------------------------------
ACTOR DeadStick
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{
Radius 16
Height 64
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
POL1 A -1
Stop
}
}
// Still alive on a stick --------------------------------------------------
ACTOR LiveStick
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{
Radius 16
Height 64
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
POL6 A 6
POL6 B 8
Loop
}
}
// Big tree ----------------------------------------------------------------
ACTOR BigTree
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{
Radius 32
Height 108
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}
// Burning barrel ----------------------------------------------------------
ACTOR BurningBarrel
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{
Radius 16
Height 32
ProjectilePassHeight -16
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+SOLID
States
{
Spawn:
FCAN ABC 4 BRIGHT
Loop
}
}
// Hanging with no guts ----------------------------------------------------
ACTOR HangNoGuts
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{
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB1 A -1
Stop
}
}
// Hanging from bottom with no brain ---------------------------------------
ACTOR HangBNoBrain
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{
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB2 A -1
Stop
}
}
// Hanging from top, looking down ------------------------------------------
ACTOR HangTLookingDown
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{
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB3 A -1
Stop
}
}
// Hanging from top, looking up --------------------------------------------
ACTOR HangTLookingUp
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{
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB5 A -1
Stop
}
}
// Hanging from top, skully ------------------------------------------------
ACTOR HangTSkull
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{
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB4 A -1
Stop
}
}
// Hanging from top without a brain ----------------------------------------
ACTOR HangTNoBrain
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{
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB6 A -1
Stop
}
}
// Colon gibs --------------------------------------------------------------
ACTOR ColonGibs
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{
Radius 20
Height 4
+NOBLOCKMAP
+MOVEWITHSECTOR
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States
{
Spawn:
POB1 A -1
Stop
}
}
// Small pool o' blood -----------------------------------------------------
ACTOR SmallBloodPool
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{
Radius 20
Height 1
+NOBLOCKMAP
+MOVEWITHSECTOR
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States
{
Spawn:
POB2 A -1
Stop
}
}
// brain stem lying on the ground ------------------------------------------
ACTOR BrainStem
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{
Radius 20
Height 4
+NOBLOCKMAP
+MOVEWITHSECTOR
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States
{
Spawn:
BRS1 A -1
Stop
}
}
// Grey stalagmite (unused Doom sprite, definition taken from Skulltag -----
ACTOR Stalagmite
{
Radius 16
Height 48
+SOLID
States
{
Spawn:
SMT2 A -1
Stop
}
}