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 state A_JumpIfNoAmmo(state label); action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class armorbonustype = "ArmorBonus", sound MeleeSound = "", sound MissSound = ""); action native A_FireBullets(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff", int flags = 1, float range = 0); action native A_FireCustomMissile(class missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0); action native A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270); 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 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 pufftype = "BulletPuff", int flags = 0, float range = 0, float/*angle*/ spread_xy = 2.8125, float/*angle*/ spread_z = 0, float lifesteal = 0, int lifestealmax = 0, class armorbonustype = "ArmorBonus"); action native state 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(); action native A_WeaponOFfset(float wx = 0, float wy = 32, int flags = 0); 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 33.335 } 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 { +DONTGIB // Don't disappear due to a crusher +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" +INVENTORY.NOTELEPORTFREEZE } ACTOR PowerSpeed : Powerup native { Powerup.Duration -45 Speed 1.5 Inventory.Icon "SPBOOT0" +INVENTORY.NOTELEPORTFREEZE } // 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 PowerBuddha : 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 Powerup.Strength 5 } 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 Weapon.BobSpeed 1.0 Weapon.BobRangeX 1.0 Weapon.BobRangeY 1.0 +WEAPONSPAWN 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 { +WEAPONSPAWN }