qzdoom-gpl/wadsrc/static/actors/shared/debris.txt
Christoph Oelckers 0474560ac6 Merge commit '2ec8e2c2ac61d30f7f1d666ec58ca0fd37e2e3b0' into scripting
Conflicts:
	src/d_main.cpp
	src/info.cpp
	src/p_local.h

(Had to merge this all by itself because it was creating too many merge conflicts when combined with other stuff.
2015-04-28 12:54:01 +02:00

331 lines
3.2 KiB
Text

// Rocks --------------------------------------------------------------------
ACTOR Rock1
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK A 20 A_Log("Test")
Loop
Death:
ROKK A 10
Stop
}
}
ACTOR Rock2
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK B 20
Loop
Death:
ROKK B 10
Stop
}
}
ACTOR Rock3
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK C 20
Loop
Death:
ROKK C 10
Stop
}
}
// Dirt --------------------------------------------------------------------
ACTOR Dirt1
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK D 20
Loop
Death:
ROKK D 10
Stop
}
}
ACTOR Dirt2
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK E 20
Loop
Death:
ROKK E 10
Stop
}
}
ACTOR Dirt3
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK F 20
Loop
Death:
ROKK F 10
Stop
}
}
ACTOR Dirt4
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK G 20
Loop
Death:
ROKK G 10
Stop
}
}
ACTOR Dirt5
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK H 20
Loop
Death:
ROKK H 10
Stop
}
}
ACTOR Dirt6
{
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK I 20
Loop
Death:
ROKK I 10
Stop
}
}
// Stained glass ------------------------------------------------------------
ACTOR GlassShard native
{
Radius 5
Mass 5
Projectile
-ACTIVATEPCROSS
-ACTIVATEIMPACT
BounceType "HexenCompat"
BounceFactor 0.3
}
ACTOR SGShard1 : GlassShard
{
States
{
Spawn:
SGSA ABCDE 4
Loop
Death:
SGSA E 30
Stop
}
}
ACTOR SGShard2 : GlassShard
{
States
{
Spawn:
SGSA FGHIJ 4
Loop
Death:
SGSA J 30
Stop
}
}
ACTOR SGShard3 : GlassShard
{
States
{
Spawn:
SGSA KLMNO 4
Loop
Death:
SGSA O 30
Stop
}
}
ACTOR SGShard4 : GlassShard
{
States
{
Spawn:
SGSA PQRST 4
Loop
Death:
SGSA T 30
Stop
}
}
ACTOR SGShard5 : GlassShard
{
States
{
Spawn:
SGSA UVWXY 4
Loop
Death:
SGSA Y 30
Stop
}
}
ACTOR SGShard6 : GlassShard
{
States
{
Spawn:
SGSB A 4
Loop
Death:
SGSB A 30
Stop
}
}
ACTOR SGShard7 : GlassShard
{
States
{
Spawn:
SGSB B 4
Loop
Death:
SGSB B 30
Stop
}
}
ACTOR SGShard8 : GlassShard
{
States
{
Spawn:
SGSB C 4
Loop
Death:
SGSB C 30
Stop
}
}
ACTOR SGShard9 : GlassShard
{
States
{
Spawn:
SGSB D 4
Loop
Death:
SGSB D 30
Stop
}
}
ACTOR SGShard0 : GlassShard
{
States
{
Spawn:
SGSB E 4
Loop
Death:
SGSB E 30
Stop
}
}
ACTOR GlassJunk
{
+NOCLIP
+NOBLOCKMAP
RenderStyle Translucent
Alpha 0.4
Health 3 // Number of different shards
States
{
// Are the first three frames used anywhere?
SHAR A 128
Goto Death
SHAR B 128
Goto Death
SHAR C 128
Goto Death
Spawn:
SHAR D 128
Goto Death
SHAR E 128
Goto Death
SHAR F 128
Goto Death
Death:
"----" A 1 A_FadeOut(0.03)
Wait
}
}