mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 12:51:09 +00:00
1983 lines
25 KiB
Text
1983 lines
25 KiB
Text
// Notes so I don't forget them:
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//
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// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
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// angle += pr_spawnmissile.Random2() << 21
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// When MF_STRIFEx4000000 is set, the angle is adjusted similarly:
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// angle += pr_spawnmissile.Random2() << 22
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// Note that these numbers are different from those used by all the other Doom engine games.
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// Tank 1 Huge ------------------------------------------------------------
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class Tank1 : Actor
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{
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Default
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{
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Radius 16;
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Height 192;
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+SOLID
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}
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States
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{
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Spawn:
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TNK1 A 15;
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TNK1 B 11;
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TNK1 C 40;
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Loop;
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}
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}
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// Tank 2 Huge ------------------------------------------------------------
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class Tank2 : Actor
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{
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Default
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{
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Radius 16;
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Height 192;
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+SOLID
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}
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States
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{
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Spawn:
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TNK2 A 15;
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TNK2 B 11;
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TNK2 C 40;
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Loop;
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}
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}
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// Tank 3 Huge ------------------------------------------------------------
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class Tank3 : Actor
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{
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Default
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{
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Radius 16;
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Height 192;
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+SOLID
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}
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States
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{
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Spawn:
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TNK3 A 15;
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TNK3 B 11;
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TNK3 C 40;
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Loop;
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}
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}
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// Tank 4 -------------------------------------------------------------------
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class Tank4 : Actor
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{
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Default
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{
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Radius 16;
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Height 56;
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+SOLID
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}
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States
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{
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Spawn:
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TNK4 A 15;
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TNK4 B 11;
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TNK4 C 40;
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Loop;
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}
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}
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// Tank 5 -------------------------------------------------------------------
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class Tank5 : Actor
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{
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Default
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{
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Radius 16;
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Height 56;
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+SOLID
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}
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States
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{
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Spawn:
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TNK5 A 15;
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TNK5 B 11;
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TNK5 C 40;
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Loop;
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}
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}
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// Tank 6 -------------------------------------------------------------------
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class Tank6 : Actor
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{
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Default
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{
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Radius 16;
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Height 56;
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+SOLID
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}
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States
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{
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Spawn:
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TNK6 A 15;
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TNK6 B 11;
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TNK6 C 40;
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Loop;
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}
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}
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// Water Bottle -------------------------------------------------------------
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class WaterBottle : Actor
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{
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States
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{
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Spawn:
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WATR A -1;
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Stop;
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}
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}
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// Mug ----------------------------------------------------------------------
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class Mug : Actor
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{
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States
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{
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Spawn:
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MUGG A -1;
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Stop;
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}
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}
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// Wooden Barrel ------------------------------------------------------------
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class WoodenBarrel : Actor
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{
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Default
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{
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Health 10;
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Radius 10;
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Height 32;
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+SOLID +SHOOTABLE +NOBLOOD
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+INCOMBAT
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DeathSound "woodenbarrel/death";
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}
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States
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{
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Spawn:
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BARW A -1;
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Stop;
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Death:
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BARW B 2 A_Scream;
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BARW C 2;
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BARW D 2 A_NoBlocking;
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BARW EFG 2;
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BARW H -1;
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Stop;
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}
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}
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// Strife's explosive barrel ------------------------------------------------
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class ExplosiveBarrel2 : Actor
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{
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Default
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{
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Health 30;
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Radius 10;
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Height 32;
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+SOLID +SHOOTABLE +NOBLOOD +OLDRADIUSDMG
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DeathSound "world/barrelx";
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+INCOMBAT
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}
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States
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{
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Spawn:
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BART A -1;
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Stop;
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Death:
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BART B 2 Bright A_Scream;
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BART CD 2 Bright;
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BART E 2 Bright A_NoBlocking;
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BART F 2 Bright A_Explode(64, 64, alert:true);
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BART GHIJ 2 Bright;
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BART K 3 Bright;
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BART L -1;
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Stop;
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}
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}
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// Light Silver, Fluorescent ----------------------------------------------
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class LightSilverFluorescent : Actor
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{
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Default
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{
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Radius 2.5;
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Height 16;
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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}
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States
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{
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Spawn:
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LITS A -1 Bright;
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Stop;
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}
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}
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// Light Brown, Fluorescent -----------------------------------------------
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class LightBrownFluorescent : Actor
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{
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Default
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{
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Radius 2.5;
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Height 16;
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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}
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States
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{
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Spawn:
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LITB A -1 Bright;
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Stop;
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}
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}
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// Light Gold, Fluorescent ------------------------------------------------
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class LightGoldFluorescent : Actor
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{
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Default
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{
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Radius 2.5;
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Height 16;
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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}
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States
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{
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Spawn:
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LITG A -1 Bright;
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Stop;
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}
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}
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// Light Globe --------------------------------------------------------------
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class LightGlobe : Actor
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{
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Default
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{
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Radius 16;
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Height 16;
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+SOLID
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}
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States
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{
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Spawn:
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LITE A -1 Bright;
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Stop;
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}
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}
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// Techno Pillar ------------------------------------------------------------
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class PillarTechno : Actor
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{
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Default
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{
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Radius 20;
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Height 128;
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+SOLID
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}
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States
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{
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Spawn:
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MONI A -1;
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Stop;
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}
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}
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// Aztec Pillar -------------------------------------------------------------
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class PillarAztec : Actor
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{
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Default
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{
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Radius 16;
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Height 128;
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+SOLID
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}
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States
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{
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Spawn:
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STEL A -1;
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Stop;
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}
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}
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// Damaged Aztec Pillar -----------------------------------------------------
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class PillarAztecDamaged : Actor
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{
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Default
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{
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Radius 16;
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Height 80;
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+SOLID
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}
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States
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{
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Spawn:
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STLA A -1;
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Stop;
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}
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}
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// Ruined Aztec Pillar ------------------------------------------------------
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class PillarAztecRuined : Actor
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{
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Default
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{
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Radius 16;
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Height 40;
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+SOLID
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}
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States
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{
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Spawn:
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STLE A -1;
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Stop;
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}
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}
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// Huge Tech Pillar ---------------------------------------------------------
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class PillarHugeTech : Actor
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{
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Default
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{
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Radius 24;
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Height 192;
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+SOLID
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}
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States
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{
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Spawn:
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HUGE ABCD 4;
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Loop;
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}
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}
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// Alien Power Crystal in a Pillar ------------------------------------------
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class PillarAlienPower : Actor
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{
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Default
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{
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Radius 24;
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Height 192;
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+SOLID
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ActiveSound "ambient/alien2";
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}
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States
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{
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Spawn:
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APOW A 4 A_LoopActiveSound;
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Loop;
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}
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}
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// SStalactiteBig -----------------------------------------------------------
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class SStalactiteBig : Actor
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{
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Default
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{
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Radius 16;
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Height 54;
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+SOLID +SPAWNCEILING +NOGRAVITY
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}
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States
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{
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Spawn:
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STLG C -1;
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Stop;
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}
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}
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// SStalactiteSmall ---------------------------------------------------------
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class SStalactiteSmall : Actor
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{
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Default
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{
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Radius 16;
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Height 40;
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+SOLID +SPAWNCEILING +NOGRAVITY
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}
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States
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{
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Spawn:
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STLG A -1;
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Stop;
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}
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}
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// SStalagmiteBig -----------------------------------------------------------
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class SStalagmiteBig : Actor
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{
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Default
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{
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Radius 16;
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Height 40;
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+SOLID
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}
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States
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{
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Spawn:
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STLG B -1;
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Stop;
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}
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}
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// Cave Pillar Top ----------------------------------------------------------
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class CavePillarTop : Actor
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{
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Default
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{
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Radius 16;
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Height 128;
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+SOLID +SPAWNCEILING +NOGRAVITY
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}
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States
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{
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Spawn:
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STLG D -1;
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Stop;
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}
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}
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// Cave Pillar Bottom -------------------------------------------------------
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class CavePillarBottom : Actor
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{
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Default
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{
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Radius 16;
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Height 128;
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+SOLID
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}
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States
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{
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Spawn:
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STLG E -1;
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Stop;
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}
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}
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// SStalagmiteSmall ---------------------------------------------------------
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class SStalagmiteSmall : Actor
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{
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Default
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{
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Radius 16;
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Height 25;
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+SOLID
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}
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States
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{
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Spawn:
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STLG F -1;
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Stop;
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}
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}
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// Candle -------------------------------------------------------------------
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class Candle : Actor
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{
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States
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{
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Spawn:
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KNDL A -1 Bright;
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Stop;
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}
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}
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// StrifeCandelabra ---------------------------------------------------------
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class StrifeCandelabra : Actor
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{
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Default
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{
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Radius 16;
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Height 40;
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+SOLID
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}
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States
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{
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Spawn:
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CLBR A -1;
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Stop;
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}
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}
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// Floor Water Drop ---------------------------------------------------------
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class WaterDropOnFloor : Actor
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{
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Default
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{
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+NOBLOCKMAP
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ActiveSound "world/waterdrip";
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}
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States
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{
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Spawn:
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DRIP A 6 A_FLoopActiveSound;
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DRIP BC 4;
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DRIP D 4 A_FLoopActiveSound;
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DRIP EF 4;
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DRIP G 4 A_FLoopActiveSound;
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DRIP H 4;
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Loop;
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}
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}
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// Waterfall Splash ---------------------------------------------------------
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class WaterfallSplash : Actor
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{
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Default
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{
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+NOBLOCKMAP
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ActiveSound "world/waterfall";
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}
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States
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{
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Spawn:
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SPLH ABCDEFG 4;
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SPLH H 4 A_LoopActiveSound;
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Loop;
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}
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}
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// Ceiling Water Drip -------------------------------------------------------
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class WaterDrip : Actor
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{
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Default
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{
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Height 1;
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+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
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}
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States
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{
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Spawn:
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CDRP A 10;
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CDRP BCD 8;
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Loop;
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}
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}
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// WaterFountain ------------------------------------------------------------
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class WaterFountain : Actor
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{
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Default
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{
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+NOBLOCKMAP
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ActiveSound "world/watersplash";
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}
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States
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{
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Spawn:
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WTFT ABC 4;
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WTFT D 4 A_LoopActiveSound;
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Loop;
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}
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}
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// Hearts in Tank -----------------------------------------------------------
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class HeartsInTank : Actor
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{
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Default
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{
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Radius 16;
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Height 56;
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+SOLID
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}
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States
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{
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Spawn:
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HERT ABC 4 Bright;
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Loop;
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}
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}
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// Teleport Swirl -----------------------------------------------------------
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class TeleportSwirl : Actor
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{
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Default
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{
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+NOBLOCKMAP
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RenderStyle "Add";
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Alpha 0.25;
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}
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States
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{
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Spawn:
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TELP ABCD 3 Bright;
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Loop;
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}
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}
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// Dead Player --------------------------------------------------------------
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// Strife's disappeared. This one doesn't.
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class DeadStrifePlayer : Actor
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{
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States
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{
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Spawn:
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PLAY P 700;
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RGIB H -1;
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Stop;
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}
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}
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// Dead Peasant -------------------------------------------------------------
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// Unlike Strife's, this one does not turn into gibs and disappear.
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class DeadPeasant : Actor
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{
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States
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{
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Spawn:
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PEAS N -1;
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Stop;
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}
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}
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// Dead Acolyte -------------------------------------------------------------
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// Unlike Strife's, this one does not turn into gibs and disappear.
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class DeadAcolyte : Actor
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{
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States
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{
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Spawn:
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AGRD N -1;
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Stop;
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}
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}
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// Dead Reaver --------------------------------------------------------------
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class DeadReaver : Actor
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{
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States
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{
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Spawn:
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ROB1 R -1;
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Stop;
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}
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}
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// Dead Rebel ---------------------------------------------------------------
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class DeadRebel : Actor
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{
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States
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{
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Spawn:
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HMN1 N -1;
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Stop;
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}
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}
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// Sacrificed Guy -----------------------------------------------------------
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class SacrificedGuy : Actor
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{
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States
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{
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Spawn:
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SACR A -1;
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Stop;
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}
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}
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// Pile of Guts -------------------------------------------------------------
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class PileOfGuts : Actor
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{
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// Strife used a doomednum, which is the same as the Aztec Pillar. Since
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// the pillar came first in the mobjinfo list, you could not spawn this
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// in a map. Pity.
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States
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{
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Spawn:
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DEAD A -1;
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Stop;
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}
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}
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// Burning Barrel -----------------------------------------------------------
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class StrifeBurningBarrel : Actor
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{
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Default
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{
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Radius 16;
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Height 48;
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+SOLID
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}
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States
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{
|
|
Spawn:
|
|
BBAR ABCD 4 Bright;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Burning Bowl -----------------------------------------------------------
|
|
|
|
class BurningBowl : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 16;
|
|
+SOLID
|
|
ActiveSound "world/smallfire";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BOWL ABCD 4 Bright;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Burning Brazier -----------------------------------------------------------
|
|
|
|
class BurningBrazier : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 32;
|
|
+SOLID
|
|
ActiveSound "world/smallfire";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BRAZ ABCD 4 Bright;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Small Torch Lit --------------------------------------------------------
|
|
|
|
class SmallTorchLit : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 2.5;
|
|
Height 16;
|
|
+NOBLOCKMAP
|
|
+FIXMAPTHINGPOS
|
|
|
|
// It doesn't have any action functions, so how does it use this sound?
|
|
ActiveSound "world/smallfire";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TRHL ABCD 4 Bright;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Small Torch Unlit --------------------------------------------------------
|
|
|
|
class SmallTorchUnlit : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 2.5;
|
|
Height 16;
|
|
+NOBLOCKMAP
|
|
+FIXMAPTHINGPOS
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TRHO A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Ceiling Chain ------------------------------------------------------------
|
|
|
|
class CeilingChain : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 20;
|
|
Height 93;
|
|
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
CHAN A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Cage Light ---------------------------------------------------------------
|
|
|
|
class CageLight : Actor
|
|
{
|
|
Default
|
|
{
|
|
// No, it's not bright even though it's a light.
|
|
Height 3;
|
|
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
CAGE A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Statue -------------------------------------------------------------------
|
|
|
|
class Statue : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 20;
|
|
Height 64;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
STAT A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Ruined Statue ------------------------------------------------------------
|
|
|
|
class StatueRuined : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 20;
|
|
Height 56;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
DSTA A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Medium Torch -------------------------------------------------------------
|
|
|
|
class MediumTorch : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 4;
|
|
Height 72;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
LTRH ABCD 4;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Outside Lamp -------------------------------------------------------------
|
|
|
|
class OutsideLamp : Actor
|
|
{
|
|
Default
|
|
{
|
|
// No, it's not bright.
|
|
Radius 3;
|
|
Height 80;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
LAMP A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Pole Lantern -------------------------------------------------------------
|
|
|
|
class PoleLantern : Actor
|
|
{
|
|
Default
|
|
{
|
|
// No, it's not bright.
|
|
Radius 3;
|
|
Height 80;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
LANT A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rock 1 -------------------------------------------------------------------
|
|
|
|
class SRock1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ROK1 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rock 2 -------------------------------------------------------------------
|
|
|
|
class SRock2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ROK2 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rock 3 -------------------------------------------------------------------
|
|
|
|
class SRock3 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ROK3 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rock 4 -------------------------------------------------------------------
|
|
|
|
class SRock4 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ROK4 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Stick in Water -----------------------------------------------------------
|
|
|
|
class StickInWater : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+FLOORCLIP
|
|
ActiveSound "world/river";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
LOGW ABCD 5 A_LoopActiveSound;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Rubble 1 -----------------------------------------------------------------
|
|
|
|
class Rubble1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB1 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 2 -----------------------------------------------------------------
|
|
|
|
class Rubble2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB2 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 3 -----------------------------------------------------------------
|
|
|
|
class Rubble3 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB3 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 4 -----------------------------------------------------------------
|
|
|
|
class Rubble4 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB4 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 5 -----------------------------------------------------------------
|
|
|
|
class Rubble5 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB5 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 6 -----------------------------------------------------------------
|
|
|
|
class Rubble6 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB6 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 7 -----------------------------------------------------------------
|
|
|
|
class Rubble7 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB7 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Rubble 8 -----------------------------------------------------------------
|
|
|
|
class Rubble8 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RUB8 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Surgery Crab -------------------------------------------------------------
|
|
|
|
class SurgeryCrab : Actor
|
|
{
|
|
Default
|
|
{
|
|
+SOLID +SPAWNCEILING +NOGRAVITY
|
|
Radius 20;
|
|
Height 16;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
CRAB A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Large Torch --------------------------------------------------------------
|
|
|
|
class LargeTorch : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 72;
|
|
+SOLID
|
|
ActiveSound "world/smallfire";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
LMPC ABCD 4 Bright;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Huge Torch --------------------------------------------------------------
|
|
|
|
class HugeTorch : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 80;
|
|
+SOLID
|
|
ActiveSound "world/smallfire";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
LOGS ABCD 4;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Palm Tree ----------------------------------------------------------------
|
|
|
|
class PalmTree : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 109;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TREE A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Big Tree ----------------------------------------------------------------
|
|
|
|
class BigTree2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 109;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TREE B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Potted Tree ----------------------------------------------------------------
|
|
|
|
class PottedTree : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 64;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TREE C -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Tree Stub ----------------------------------------------------------------
|
|
|
|
class TreeStub : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 80;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TRET A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Short Bush ---------------------------------------------------------------
|
|
|
|
class ShortBush : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 40;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BUSH A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Tall Bush ---------------------------------------------------------------
|
|
|
|
class TallBush : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 20;
|
|
Height 64;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SHRB A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Chimney Stack ------------------------------------------------------------
|
|
|
|
class ChimneyStack : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 20;
|
|
Height 64; // This height does not fit the sprite
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
STAK A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Barricade Column ---------------------------------------------------------
|
|
|
|
class BarricadeColumn : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 128;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BARC A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Pot ----------------------------------------------------------------------
|
|
|
|
class Pot : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 12;
|
|
Height 24;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
VAZE A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Pitcher ------------------------------------------------------------------
|
|
|
|
class Pitcher : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 12;
|
|
Height 32;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
VAZE B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Stool --------------------------------------------------------------------
|
|
|
|
class Stool : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 6;
|
|
Height 24;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
STOL A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Metal Pot ----------------------------------------------------------------
|
|
|
|
class MetalPot : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
MPOT A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Tub ----------------------------------------------------------------------
|
|
|
|
class Tub : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TUB1 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Anvil --------------------------------------------------------------------
|
|
|
|
class Anvil : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 32;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ANVL A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Silver Tech Lamp ----------------------------------------------------------
|
|
|
|
class TechLampSilver : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 11;
|
|
Height 64;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TECH A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Brass Tech Lamp ----------------------------------------------------------
|
|
|
|
class TechLampBrass : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 8;
|
|
Height 64;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TECH B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Tray --------------------------------------------------------------------
|
|
|
|
class Tray : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 24;
|
|
Height 40;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TRAY A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// AmmoFiller ---------------------------------------------------------------
|
|
|
|
class AmmoFiller : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 12;
|
|
Height 24;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
AFED A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Sigil Banner -------------------------------------------------------------
|
|
|
|
class SigilBanner : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 24;
|
|
Height 96;
|
|
+NOBLOCKMAP // I take it this was once solid, yes?
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SBAN A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// RebelBoots ---------------------------------------------------------------
|
|
|
|
class RebelBoots : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BOTR A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// RebelHelmet --------------------------------------------------------------
|
|
|
|
class RebelHelmet : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
HATR A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// RebelShirt ---------------------------------------------------------------
|
|
|
|
class RebelShirt : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TOPR A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Alien Bubble Column ------------------------------------------------------
|
|
|
|
class AlienBubbleColumn : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 128;
|
|
+SOLID
|
|
ActiveSound "ambient/alien5";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BUBB A 4 A_LoopActiveSound;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Alien Floor Bubble -------------------------------------------------------
|
|
|
|
class AlienFloorBubble : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 72;
|
|
+SOLID
|
|
ActiveSound "ambient/alien6";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BUBF A 4 A_LoopActiveSound;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Alien Ceiling Bubble -----------------------------------------------------
|
|
|
|
class AlienCeilingBubble : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 72;
|
|
+SOLID +SPAWNCEILING +NOGRAVITY
|
|
ActiveSound "ambient/alien4";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BUBC A 4 A_LoopActiveSound;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Alien Asp Climber --------------------------------------------------------
|
|
|
|
class AlienAspClimber : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 128;
|
|
+SOLID
|
|
ActiveSound "ambient/alien3";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ASPR A 4 A_LoopActiveSound;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Alien Spider Light -------------------------------------------------------
|
|
|
|
class AlienSpiderLight : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 32;
|
|
Height 56;
|
|
+SOLID
|
|
ActiveSound "ambient/alien1";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SPDL ABC 5 A_LoopActiveSound;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
// Target Practice -----------------------------------------------------------
|
|
|
|
class TargetPractice : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 99999999;
|
|
PainChance 255;
|
|
Radius 10;
|
|
Height 72;
|
|
Mass 9999999;
|
|
+SOLID +SHOOTABLE +NOBLOOD
|
|
+INCOMBAT +NODAMAGE
|
|
PainSound "misc/metalhit";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
HOGN A 2 A_CheckTerrain;
|
|
Loop;
|
|
Pain:
|
|
HOGN B 1 A_CheckTerrain;
|
|
HOGN C 1 A_Pain;
|
|
Goto Spawn;
|
|
}
|
|
}
|
|
|
|
// Force Field Guard --------------------------------------------------------
|
|
|
|
class ForceFieldGuard : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 10;
|
|
Radius 2;
|
|
Height 1;
|
|
Mass 10000;
|
|
+SHOOTABLE
|
|
+NOSECTOR
|
|
+NOBLOOD
|
|
+INCOMBAT
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A -1;
|
|
Stop;
|
|
Death:
|
|
TNT1 A 1 A_RemoveForceField;
|
|
Stop;
|
|
}
|
|
|
|
override int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype)
|
|
{
|
|
if (inflictor == NULL || !(inflictor is "DegninOre"))
|
|
{
|
|
return -1;
|
|
}
|
|
return health;
|
|
}
|
|
|
|
}
|
|
|
|
// Kneeling Guy -------------------------------------------------------------
|
|
|
|
class KneelingGuy : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 51;
|
|
Painchance 255;
|
|
Radius 6;
|
|
Height 17;
|
|
Mass 50000;
|
|
+SOLID
|
|
+SHOOTABLE
|
|
+NOBLOOD
|
|
+ISMONSTER
|
|
+INCOMBAT
|
|
PainSound "misc/static";
|
|
DeathSound "misc/static";
|
|
ActiveSound "misc/chant";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
See:
|
|
NEAL A 15 A_LoopActiveSound;
|
|
NEAL B 40 A_LoopActiveSound;
|
|
Loop;
|
|
Pain:
|
|
NEAL C 5 A_SetShadow;
|
|
NEAL B 4 A_Pain;
|
|
NEAL C 5 A_ClearShadow;
|
|
Goto Spawn;
|
|
Wound:
|
|
NEAL B 6;
|
|
NEAL C 13 A_GetHurt;
|
|
Loop;
|
|
Death:
|
|
NEAL D 5;
|
|
NEAL E 5 A_Scream;
|
|
NEAL F 6;
|
|
NEAL G 5 A_NoBlocking;
|
|
NEAL H 5;
|
|
NEAL I 6;
|
|
NEAL J -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Power Coupling -----------------------------------------------------------
|
|
|
|
class PowerCoupling : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 40;
|
|
Radius 17;
|
|
Height 64;
|
|
Mass 999999;
|
|
+SOLID
|
|
+SHOOTABLE
|
|
+DROPPED
|
|
+NOBLOOD
|
|
+NOTDMATCH
|
|
+INCOMBAT
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
COUP AB 5;
|
|
Loop;
|
|
}
|
|
|
|
override void Die (Actor source, Actor inflictor, int dmgflags)
|
|
{
|
|
Super.Die (source, inflictor, dmgflags);
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
if (playeringame[i] && players[i].health > 0)
|
|
break;
|
|
|
|
if (i == MAXPLAYERS)
|
|
return;
|
|
|
|
// [RH] In case the player broke it with the dagger, alert the guards now.
|
|
if (LastHeard != source)
|
|
{
|
|
SoundAlert (source);
|
|
}
|
|
Door_Close(225, 16);
|
|
Floor_LowerToHighestEE(44, 8);
|
|
players[i].mo.GiveInventoryType ("QuestItem6");
|
|
S_Sound ("svox/voc13", CHAN_VOICE);
|
|
players[i].SetLogNumber (13);
|
|
A_DropItem ("BrokenPowerCoupling", -1, 256);
|
|
Destroy ();
|
|
}
|
|
|
|
}
|
|
|
|
// Gibs for things that bleed -----------------------------------------------
|
|
|
|
class Meat : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOCLIP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
MEAT A 700;
|
|
Stop;
|
|
MEAT B 700;
|
|
Stop;
|
|
MEAT C 700;
|
|
Stop;
|
|
MEAT D 700;
|
|
Stop;
|
|
MEAT E 700;
|
|
Stop;
|
|
MEAT F 700;
|
|
Stop;
|
|
MEAT G 700;
|
|
Stop;
|
|
MEAT H 700;
|
|
Stop;
|
|
MEAT I 700;
|
|
Stop;
|
|
MEAT J 700;
|
|
Stop;
|
|
MEAT K 700;
|
|
Stop;
|
|
MEAT L 700;
|
|
Stop;
|
|
MEAT M 700;
|
|
Stop;
|
|
MEAT N 700;
|
|
Stop;
|
|
MEAT O 700;
|
|
Stop;
|
|
MEAT P 700;
|
|
Stop;
|
|
MEAT Q 700;
|
|
Stop;
|
|
MEAT R 700;
|
|
Stop;
|
|
MEAT S 700;
|
|
Stop;
|
|
MEAT T 700;
|
|
Stop;
|
|
}
|
|
|
|
override void BeginPlay ()
|
|
{
|
|
// Strife used mod 19, but there are 20 states. Hmm.
|
|
SetState (SpawnState + random[GibTosser]() % 20);
|
|
}
|
|
|
|
}
|
|
|
|
// Gibs for things that don't bleed -----------------------------------------
|
|
|
|
class Junk : Meat
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
JUNK A 700;
|
|
Stop;
|
|
JUNK B 700;
|
|
Stop;
|
|
JUNK C 700;
|
|
Stop;
|
|
JUNK D 700;
|
|
Stop;
|
|
JUNK E 700;
|
|
Stop;
|
|
JUNK F 700;
|
|
Stop;
|
|
JUNK G 700;
|
|
Stop;
|
|
JUNK H 700;
|
|
Stop;
|
|
JUNK I 700;
|
|
Stop;
|
|
JUNK J 700;
|
|
Stop;
|
|
JUNK K 700;
|
|
Stop;
|
|
JUNK L 700;
|
|
Stop;
|
|
JUNK M 700;
|
|
Stop;
|
|
JUNK N 700;
|
|
Stop;
|
|
JUNK O 700;
|
|
Stop;
|
|
JUNK P 700;
|
|
Stop;
|
|
JUNK Q 700;
|
|
Stop;
|
|
JUNK R 700;
|
|
Stop;
|
|
JUNK S 700;
|
|
Stop;
|
|
JUNK T 700;
|
|
Stop;
|
|
}
|
|
}
|
|
|