mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-25 05:11:04 +00:00
6227906072
some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. SVN r1240 (trunk)
237 lines
2.8 KiB
Text
237 lines
2.8 KiB
Text
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// Water --------------------------------------------------------------------
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ACTOR WaterSplash
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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SPSH ABC 8
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SPSH D 16
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Stop
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Death:
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SPSH D 10
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Stop
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}
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}
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ACTOR WaterSplashBase
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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SPSH EFGHIJK 5
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Stop
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}
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}
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// Lava ---------------------------------------------------------------------
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ACTOR LavaSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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LVAS ABCDEF 5 Bright
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Stop
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}
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}
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ACTOR LavaSmoke
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle Translucent
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DefaultAlpha
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States
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{
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Spawn:
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LVAS GHIJK 5 Bright
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Stop
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}
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}
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// Sludge -------------------------------------------------------------------
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ACTOR SludgeChunk
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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States
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{
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Spawn:
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SLDG ABCD 8
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Stop
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Death:
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SLDG D 6
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Stop
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}
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}
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ACTOR SludgeSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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States
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{
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Spawn:
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SLDG EFGH 6
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Stop
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}
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}
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/*
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* These next four classes are not used by me anywhere.
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* They are for people who want to use them in a TERRAIN lump.
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*/
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// Blood (water with a different sprite) ------------------------------------
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ACTOR BloodSplash
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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BSPH ABC 8
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BSPH D 16
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Stop
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Death:
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BSPH D 10
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Stop
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}
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}
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ACTOR BloodSplashBase
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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BSPH EFGHIJK 5
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Stop
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}
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}
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// Slime (sludge with a different sprite) -----------------------------------
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ACTOR SlimeChunk
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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States
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{
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Spawn:
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SLIM ABCD 8
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Stop
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Death:
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SLIM D 6
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Stop
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}
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}
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ACTOR SlimeSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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States
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{
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Spawn:
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SLIM EFGH 6
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Stop
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}
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}
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// Smoke trail for rocket -----------------------------------
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ACTOR RocketSmokeTrail
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{
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 1
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+NOTELEPORT
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States
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{
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Spawn:
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RSMK ABCDE 5
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Stop
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}
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}
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ACTOR GrenadeSmokeTrail
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{
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RenderStyle Translucent
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Alpha 0.4
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+NOBLOCKMAP
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+NOCLIP
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+DONTSPLASH
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+NOTELEPORT
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Gravity 0.1
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VSpeed 0.5
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Scale 0.6
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States
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{
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Spawn:
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RSMK ABCDE 4
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Stop
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}
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}
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