qzdoom-gpl/wadsrc/decorate/doom/doomdecorations.txt
Christoph Oelckers 0e69196370 May 3, 2006 (Changes by Graf Zahl)
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
  are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before 
  calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.

May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
  to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
  blend color and the duration were transferred to a temorary item
  and never took effect. They have to be trnasferred to the newly created
  powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific. 
  The base power class still needs to have its color adjusted
  per game though and since Raven's invulnerability item is used in both
  Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
  and made them item specific. They can also be specified as regular
  blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
  a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
  modifications made in d_dehacked.cpp as for most other items which
  need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
  dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
  from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.


SVN r73 (trunk)
2006-05-03 14:54:48 +00:00

754 lines
9.5 KiB
Text

// Tech lamp ---------------------------------------------------------------
ACTOR TechLamp 85
{
Game Doom
Radius 16
Height 80
+SOLID
States
{
Spawn:
TLMP ABCD 4 BRIGHT
Loop
}
}
// Tech lamp 2 -------------------------------------------------------------
ACTOR TechLamp2 86
{
Game Doom
Radius 16
Height 60
+SOLID
States
{
Spawn:
TLP2 ABCD 4 BRIGHT
Loop
}
}
// Column ------------------------------------------------------------------
ACTOR Column 2028
{
Game Doom
Radius 16
Height 48
+SOLID
States
{
Spawn:
COLU A -1 BRIGHT
Stop
}
}
// Tall green column -------------------------------------------------------
ACTOR TallGreenColumn 30
{
Game Doom
Radius 16
Height 52
+SOLID
States
{
Spawn:
COL1 A -1
Stop
}
}
// Short green column ------------------------------------------------------
ACTOR ShortGreenColumn 31
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL2 A -1
Stop
}
}
// Tall red column ---------------------------------------------------------
ACTOR TallRedColumn 32
{
Game Doom
Radius 16
Height 52
+SOLID
States
{
Spawn:
COL3 A -1
Stop
}
}
// Short red column --------------------------------------------------------
ACTOR ShortRedColumn 33
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL4 A -1
Stop
}
}
// Skull column ------------------------------------------------------------
ACTOR SkullColumn 37
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL6 A -1
Stop
}
}
// Heart column ------------------------------------------------------------
ACTOR HeartColumn 36
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL5 AB 14
Loop
}
}
// Evil eye ----------------------------------------------------------------
ACTOR EvilEye 41
{
Game Doom
Radius 16
Height 54
+SOLID
States
{
Spawn:
CEYE ABCB 6 BRIGHT
Loop
}
}
// Floating skull ----------------------------------------------------------
ACTOR FloatingSkull 42
{
Game Doom
Radius 16
Height 26
+SOLID
States
{
Spawn:
FSKU ABC 6 BRIGHT
Loop
}
}
// Torch tree --------------------------------------------------------------
ACTOR TorchTree 43
{
Game Doom
Radius 16
Height 56
+SOLID
States
{
Spawn:
TRE1 A -1
Stop
}
}
// Blue torch --------------------------------------------------------------
ACTOR BlueTorch 44
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TBLU ABCD 4 BRIGHT
Loop
}
}
// Green torch -------------------------------------------------------------
ACTOR GreenTorch 45
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TGRN ABCD 4 BRIGHT
Loop
}
}
// Red torch ---------------------------------------------------------------
ACTOR RedTorch 46
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TRED ABCD 4 BRIGHT
Loop
}
}
// Short blue torch --------------------------------------------------------
ACTOR ShortBlueTorch 55
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMBT ABCD 4 BRIGHT
Loop
}
}
// Short green torch -------------------------------------------------------
ACTOR ShortGreenTorch 56
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMGT ABCD 4 BRIGHT
Loop
}
}
// Short red torch ---------------------------------------------------------
ACTOR ShortRedTorch 57
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMRT ABCD 4 BRIGHT
Loop
}
}
// Stalagtite --------------------------------------------------------------
ACTOR Stalagtite 47
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
SMIT A -1
Stop
}
}
// Tech pillar -------------------------------------------------------------
ACTOR TechPillar 48
{
Game Doom
Radius 16
Height 128
+SOLID
States
{
Spawn:
ELEC A -1
Stop
}
}
// Candle stick ------------------------------------------------------------
ACTOR Candlestick 34
{
Game Doom
Radius 20
Height 14
States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
// Candelabra --------------------------------------------------------------
ACTOR Candelabra 35
{
Game Doom
Radius 16
Height 60
+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
// Bloody twitch -----------------------------------------------------------
ACTOR BloodyTwitch 49
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR1 A 10
GOR1 B 15
GOR1 C 8
GOR1 B 6
Loop
}
}
// Meat 2 ------------------------------------------------------------------
ACTOR Meat2 50
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR2 A -1
Stop
}
}
// Meat 3 ------------------------------------------------------------------
ACTOR Meat3 51
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR3 A -1
Stop
}
}
// Meat 4 ------------------------------------------------------------------
ACTOR Meat4 52
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR4 A -1
Stop
}
}
// Meat 5 ------------------------------------------------------------------
ACTOR Meat5 53
{
Game Doom
Radius 16
Height 52
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR5 A -1
Stop
}
}
// Nonsolid meat -----------------------------------------------------------
ACTOR NonsolidMeat2 : Meat2 59
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat3 : Meat3 61
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat4 : Meat4 60
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat5 : Meat5 62
{
Game Doom
-SOLID
Radius 20
}
// Nonsolid bloody twitch --------------------------------------------------
ACTOR NonsolidTwitch : BloodyTwitch 63
{
Game Doom
-SOLID
Radius 20
}
// Head on a stick ---------------------------------------------------------
ACTOR HeadOnAStick 27
{
Game Doom
Radius 16
Height 56
+SOLID
States
{
Spawn:
POL4 A -1
Stop
}
}
// Heads (plural!) on a stick ----------------------------------------------
ACTOR HeadsOnAStick 28
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL2 A -1
Stop
}
}
// Head candles ------------------------------------------------------------
ACTOR HeadCandles 29
{
Game Doom
Radius 16
Height 42
+SOLID
States
{
Spawn:
POL3 AB 6 BRIGHT
Loop
}
}
// Dead on a stick ---------------------------------------------------------
ACTOR DeadStick 25
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL1 A -1
Stop
}
}
// Still alive on a stick --------------------------------------------------
ACTOR LiveStick 26
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL6 A 6
POL6 B 8
Loop
}
}
// Big tree ----------------------------------------------------------------
ACTOR BigTree 54
{
Game Doom
Radius 32
Height 108
+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}
// Burning barrel ----------------------------------------------------------
ACTOR BurningBarrel 70
{
Game Doom
SpawnID 149
Radius 16
Height 32
+SOLID
States
{
Spawn:
FCAN ABC 4 BRIGHT
Loop
}
}
// Hanging with no guts ----------------------------------------------------
ACTOR HangNoGuts 73
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB1 A -1
Stop
}
}
// Hanging from bottom with no brain ---------------------------------------
ACTOR HangBNoBrain 74
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB2 A -1
Stop
}
}
// Hanging from top, looking down ------------------------------------------
ACTOR HangTLookingDown 75
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB3 A -1
Stop
}
}
// Hanging from top, looking up --------------------------------------------
ACTOR HangTLookingUp 77
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB5 A -1
Stop
}
}
// Hanging from top, skully ------------------------------------------------
ACTOR HangTSkull 76
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB4 A -1
Stop
}
}
// Hanging from top without a brain ----------------------------------------
ACTOR HangTNoBrain 78
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB6 A -1
Stop
}
}
// Colon gibs --------------------------------------------------------------
ACTOR ColonGibs 79
{
Game Doom
SpawnID 147
Radius 20
Height 4
States
{
Spawn:
POB1 A -1
Stop
}
}
// Small pool o' blood -----------------------------------------------------
ACTOR SmallBloodPool 80
{
Game Doom
SpawnID 148
Radius 20
Height 1
States
{
Spawn:
POB2 A -1
Stop
}
}
// brain stem lying on the ground ------------------------------------------
ACTOR BrainStem 81
{
Game Doom
SpawnID 150
Radius 20
Height 4
States
{
Spawn:
BRS1 A -1
Stop
}
}