mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 04:41:53 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
153 lines
2.5 KiB
Text
153 lines
2.5 KiB
Text
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// A Cloud used for varius explosions ---------------------------------------
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// This actor has no direct equivalent in strife. To create this, Strife
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// spawned a spark and then changed its state to that of this explosion
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// cloud. Weird.
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class Bang4Cloud : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle "Add";
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VSpeed 1;
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}
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States
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{
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Spawn:
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BNG4 BCDEFGHIJKLMN 3 Bright;
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Stop;
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}
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}
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// Piston -------------------------------------------------------------------
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class Piston : Actor
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{
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Default
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{
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Health 100;
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Speed 16;
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Radius 20;
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Height 76;
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Mass 10000000;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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DeathSound "misc/explosion";
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}
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States
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{
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Spawn:
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PSTN AB 8;
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Loop;
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Death:
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PSTN A 4 Bright A_Scream;
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PSTN B 4 Bright A_NoBlocking;
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PSTN C 4 Bright A_GiveQuestItem(16);
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PSTN D 4 Bright A_Bang4Cloud;
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PSTN E 4 Bright A_TossGib;
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PSTN F 4 Bright;
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PSTN G 4 Bright A_Bang4Cloud;
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PSTN H 4;
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PSTN I -1;
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Stop;
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}
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}
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// Computer -----------------------------------------------------------------
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class Computer : Actor
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{
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Default
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{
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Health 80;
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Speed 27;
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Radius 26;
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Height 128;
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Mass 10000000;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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DeathSound "misc/explosion";
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}
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States
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{
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Spawn:
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SECR ABCD 4 Bright;
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Loop;
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Death:
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SECR E 5 Bright A_Bang4Cloud;
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SECR F 5 Bright A_NoBlocking;
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SECR G 5 Bright A_GiveQuestItem(27);
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SECR H 5 Bright A_TossGib;
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SECR I 5 Bright A_Bang4Cloud;
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SECR J 5;
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SECR K 5 A_Bang4Cloud;
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SECR L 5;
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SECR M 5 A_Bang4Cloud;
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SECR N 5;
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SECR O 5 A_Bang4Cloud;
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SECR P -1;
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Stop;
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}
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}
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// Power Crystal ------------------------------------------------------------
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class PowerCrystal : Actor
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{
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Default
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{
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Health 50;
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Speed 14;
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Radius 20;
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Height 16;
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Mass 99999999;
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+SOLID
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+SHOOTABLE
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+NOGRAVITY
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+NOBLOOD
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+FLOORCLIP
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DeathSound "misc/explosion";
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ActiveSound "misc/reactor";
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}
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native void A_ExtraLightOff ();
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native void A_Explode512 ();
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native void A_LightGoesOut ();
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States
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{
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Spawn:
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CRYS A 16 A_LoopActiveSound;
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CRYS B 5 A_LoopActiveSound;
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CRYS CDEF 4 A_LoopActiveSound;
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Loop;
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Death:
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BOOM A 0 Bright A_Scream;
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BOOM A 1 Bright A_Explode512;
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BOOM B 3 Bright A_GiveQuestItem(14);
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BOOM C 2 Bright A_LightGoesOut;
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BOOM D 3 Bright A_Bang4Cloud;
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BOOM EF 3 Bright;
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BOOM G 3 Bright A_Bang4Cloud;
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BOOM H 1 Bright A_Explode512;
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BOOM I 3 Bright;
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BOOM JKL 3 Bright A_Bang4Cloud;
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BOOM MN 3 Bright;
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BOOM O 3 Bright A_Bang4Cloud;
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BOOM PQRST 3 Bright;
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BOOM U 3 Bright A_ExtraLightOff;
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BOOM VWXY 3 Bright;
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Stop;
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}
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}
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