mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
f4c07c45ec
internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. SVN r1146 (trunk)
342 lines
6.6 KiB
Text
342 lines
6.6 KiB
Text
ACTOR Inventory native
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{
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Inventory.Amount 1
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Inventory.MaxAmount 1
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Inventory.UseSound "misc/invuse"
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Inventory.PickupSound "misc/i_pkup"
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(eval int damage, optional eval bool norandom, optional evalnot bool useammo, optional class<Actor> pufftype, optional eval float range);
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action native A_FireBullets(eval float spread_xy, eval float spread_z, eval int numbullets, eval int damageperbullet, optional class<Actor> pufftype, optional evalnot bool useammo, optional eval float range);
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action native A_FireCustomMissile(class<Actor> missiletype, optional eval float angle, optional evalnot bool useammo, optional eval int spawnofs_xy, optional eval float spawnheight, optional eval bool aimatangle);
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action native A_RailAttack(eval int damage, optional eval int spawnofs_xy, optional evalnot int useammo, optional color color1, optional color color2, optional eval bool silent, optional eval float maxdiff, optional class<Actor> pufftype);
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action native A_Light(eval int extralight);
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action native A_Light0();
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action native A_Light1();
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action native A_Light2();
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action native A_LightInverse();
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action native A_WeaponReady();
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action native A_Lower();
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action native A_Raise();
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action native A_FirePistol();
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action native A_FireShotgun();
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action native A_FireShotgun2();
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action native A_OpenShotgun2();
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action native A_LoadShotgun2();
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action native A_CloseShotgun2();
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action native A_FireCGun();
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action native A_FireMissile();
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action native A_FirePlasma();
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action native A_FireRailgun();
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action native A_FireRailgunLeft();
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action native A_FireRailgunRight();
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action native A_RailWait();
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action native A_BFGsound();
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action native A_FireBFG();
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action native A_ReFire();
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action native A_ClearReFire();
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action native A_CheckReload();
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action native A_GunFlash();
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action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
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action native A_CheckForReload(eval int counter, state label);
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action native A_ResetReloadCounter();
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action native A_RestoreSpecialPosition();
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action native A_RestoreSpecialDoomThing();
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action native A_RestoreSpecialThing1();
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action native A_RestoreSpecialThing2();
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States
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{
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HideDoomish:
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TNT1 A 1050
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TNT1 A 0 A_RestoreSpecialPosition
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TNT1 A 1 A_RestoreSpecialDoomThing
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Stop
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HideSpecial:
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ACLO E 1400
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ACLO A 0 A_RestoreSpecialPosition
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ACLO A 4 A_RestoreSpecialThing1
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ACLO BABCBCDC 4
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ACLO D 4 A_RestoreSpecialThing2
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Stop
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Held:
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TNT1 A -1
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Stop
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HoldAndDestroy:
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TNT1 A 1
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Stop
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}
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}
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Actor Ammo : Inventory native
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{
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+INVENTORY.KEEPDEPLETED
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Inventory.PickupSound "misc/ammo_pkup"
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}
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Actor BackpackItem : Inventory native
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{
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}
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ACTOR Armor : Inventory native
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{
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Inventory.PickupSound "misc/armor_pkup"
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}
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ACTOR BasicArmor : Armor native
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{
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+Inventory.KEEPDEPLETED
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}
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ACTOR BasicArmorBonus : Armor native
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{
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+Inventory.AUTOACTIVATE
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+Inventory.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Armor.SavePercent 0.333333
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}
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ACTOR BasicArmorPickup : Armor native
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{
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+Inventory.AUTOACTIVATE
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Inventory.MaxAmount 0
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}
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ACTOR HexenArmor : Armor native
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{
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+Inventory.KEEPDEPLETED
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+Inventory.UNDROPPABLE
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}
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ACTOR DehackedPickup : Inventory native
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{
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}
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ACTOR FakeInventory : Inventory native
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{
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}
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ACTOR CustomInventory : Inventory native
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{
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}
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Actor Health : Inventory native
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{
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Inventory.Amount 1
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Inventory.MaxAmount 0
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Inventory.PickupSound "misc/health_pkup"
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}
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Actor HealthPickup : Inventory native
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{
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Inventory.DefMaxAmount
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+INVENTORY.INVBAR
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}
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Actor Key : Inventory native
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{
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+INVENTORY.INTERHUBSTRIP
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Inventory.PickupSound "misc/k_pkup"
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}
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ACTOR PowerupGiver : Inventory native
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{
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Inventory.DefMaxAmount
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupSound "misc/p_pkup"
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}
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ACTOR Powerup : Inventory native
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{
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}
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ACTOR PowerInvulnerable : Powerup native
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{
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Powerup.Duration -30
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inventory.icon "SPSHLD0"
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}
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ACTOR PowerStrength : Powerup native
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{
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Powerup.Duration 1
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Powerup.Color 255,0,0,0.5
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerInvisibility : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerGhost : PowerInvisibility native
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{
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}
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ACTOR PowerShadow : PowerInvisibility native
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{
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Powerup.Duration -55
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerIronFeet : Powerup native
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{
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Powerup.Duration -60
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Powerup.Color 0, 255, 0, 0.125
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}
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ACTOR PowerMask : PowerIronFeet native
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{
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Powerup.Duration -80
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Powerup.Color 0,0,0,0
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK"
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}
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ACTOR PowerLightAmp : Powerup native
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{
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Powerup.Duration -120
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}
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ACTOR PowerTorch : PowerLightAmp native
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{
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}
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ACTOR PowerFlight : Powerup native
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{
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Powerup.Duration -60
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerWeaponLevel2 : Powerup native
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{
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Powerup.Duration -40
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Inventory.Icon "SPINBK0"
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}
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ACTOR PowerSpeed: Powerup native
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{
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Powerup.Duration -45
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Speed 1.5
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Inventory.Icon "SPBOOT0"
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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ACTOR PlayerSpeedTrail native
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Alpha 0.6
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RenderStyle Translucent
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}
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ACTOR PowerMinotaur : Powerup native
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{
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Powerup.Duration -25
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Inventory.Icon "SPMINO0"
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}
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ACTOR PowerTargeter : Powerup native
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{
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Powerup.Duration -160
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+INVENTORY.HUBPOWER
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States
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{
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Targeter:
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TRGT A -1
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Stop
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TRGT B -1
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Stop
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TRGT C -1
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Stop
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}
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}
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ACTOR PowerFrightener : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerScanner : Powerup native
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{
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Powerup.Duration -80
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerTimeFreezer : Powerup native
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{
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Powerup.Duration -12
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}
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ACTOR PowerDamage : Powerup native
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{
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Powerup.Duration -25
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}
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ACTOR PowerProtection : Powerup native
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{
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Powerup.Duration -25
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}
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ACTOR PowerDrain : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerRegeneration : Powerup native
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{
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Powerup.Duration -120
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}
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ACTOR PowerHighJump : Powerup native
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{
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}
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ACTOR PowerMorph : Powerup native
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{
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Powerup.Duration -40
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}
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ACTOR MapRevealer : Inventory native
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{
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}
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ACTOR PuzzleItem : Inventory native
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{
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+NOGRAVITY
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+INVENTORY.INVBAR
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Inventory.DefMaxAmount
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Inventory.UseSound "PuzzleSuccess"
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Inventory.PickupSound "misc/i_pkup"
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}
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Actor Weapon : Inventory native
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{
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Inventory.PickupSound "misc/w_pkup"
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Weapon.DefaultKickback
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States
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{
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LightDone:
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SHTG E 0 A_Light0
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Stop
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}
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}
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ACTOR WeaponGiver : Weapon native
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{
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}
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Actor WeaponHolder : Inventory native
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{
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+NOBLOCKMAP
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+NOSECTOR
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+INVENTORY.UNDROPPABLE
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}
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Actor WeaponPiece : Inventory native
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{
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}
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