qzdoom-gpl/wadsrc/static/actors/shared/inventory.txt
Christoph Oelckers f4c07c45ec - Removed DECORATE's ParseClass because it was only used to add data to fully
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)
2008-08-10 14:19:47 +00:00

342 lines
6.6 KiB
Text

ACTOR Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.UseSound "misc/invuse"
Inventory.PickupSound "misc/i_pkup"
action native A_JumpIfNoAmmo(state label);
action native A_CustomPunch(eval int damage, optional eval bool norandom, optional evalnot bool useammo, optional class<Actor> pufftype, optional eval float range);
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);
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);
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);
action native A_Light(eval int extralight);
action native A_Light0();
action native A_Light1();
action native A_Light2();
action native A_LightInverse();
action native A_WeaponReady();
action native A_Lower();
action native A_Raise();
action native A_FirePistol();
action native A_FireShotgun();
action native A_FireShotgun2();
action native A_OpenShotgun2();
action native A_LoadShotgun2();
action native A_CloseShotgun2();
action native A_FireCGun();
action native A_FireMissile();
action native A_FirePlasma();
action native A_FireRailgun();
action native A_FireRailgunLeft();
action native A_FireRailgunRight();
action native A_RailWait();
action native A_BFGsound();
action native A_FireBFG();
action native A_ReFire();
action native A_ClearReFire();
action native A_CheckReload();
action native A_GunFlash();
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
action native A_CheckForReload(eval int counter, state label);
action native A_ResetReloadCounter();
action native A_RestoreSpecialPosition();
action native A_RestoreSpecialDoomThing();
action native A_RestoreSpecialThing1();
action native A_RestoreSpecialThing2();
States
{
HideDoomish:
TNT1 A 1050
TNT1 A 0 A_RestoreSpecialPosition
TNT1 A 1 A_RestoreSpecialDoomThing
Stop
HideSpecial:
ACLO E 1400
ACLO A 0 A_RestoreSpecialPosition
ACLO A 4 A_RestoreSpecialThing1
ACLO BABCBCDC 4
ACLO D 4 A_RestoreSpecialThing2
Stop
Held:
TNT1 A -1
Stop
HoldAndDestroy:
TNT1 A 1
Stop
}
}
Actor Ammo : Inventory native
{
+INVENTORY.KEEPDEPLETED
Inventory.PickupSound "misc/ammo_pkup"
}
Actor BackpackItem : Inventory native
{
}
ACTOR Armor : Inventory native
{
Inventory.PickupSound "misc/armor_pkup"
}
ACTOR BasicArmor : Armor native
{
+Inventory.KEEPDEPLETED
}
ACTOR BasicArmorBonus : Armor native
{
+Inventory.AUTOACTIVATE
+Inventory.ALWAYSPICKUP
Inventory.MaxAmount 0
Armor.SavePercent 0.333333
}
ACTOR BasicArmorPickup : Armor native
{
+Inventory.AUTOACTIVATE
Inventory.MaxAmount 0
}
ACTOR HexenArmor : Armor native
{
+Inventory.KEEPDEPLETED
+Inventory.UNDROPPABLE
}
ACTOR DehackedPickup : Inventory native
{
}
ACTOR FakeInventory : Inventory native
{
}
ACTOR CustomInventory : Inventory native
{
}
Actor Health : Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "misc/health_pkup"
}
Actor HealthPickup : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
}
Actor Key : Inventory native
{
+INVENTORY.INTERHUBSTRIP
Inventory.PickupSound "misc/k_pkup"
}
ACTOR PowerupGiver : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup"
}
ACTOR Powerup : Inventory native
{
}
ACTOR PowerInvulnerable : Powerup native
{
Powerup.Duration -30
inventory.icon "SPSHLD0"
}
ACTOR PowerStrength : Powerup native
{
Powerup.Duration 1
Powerup.Color 255,0,0,0.5
+INVENTORY.HUBPOWER
}
ACTOR PowerInvisibility : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerGhost : PowerInvisibility native
{
}
ACTOR PowerShadow : PowerInvisibility native
{
Powerup.Duration -55
+INVENTORY.HUBPOWER
}
ACTOR PowerIronFeet : Powerup native
{
Powerup.Duration -60
Powerup.Color 0, 255, 0, 0.125
}
ACTOR PowerMask : PowerIronFeet native
{
Powerup.Duration -80
Powerup.Color 0,0,0,0
+INVENTORY.HUBPOWER
Inventory.Icon "I_MASK"
}
ACTOR PowerLightAmp : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerTorch : PowerLightAmp native
{
}
ACTOR PowerFlight : Powerup native
{
Powerup.Duration -60
+INVENTORY.HUBPOWER
}
ACTOR PowerWeaponLevel2 : Powerup native
{
Powerup.Duration -40
Inventory.Icon "SPINBK0"
}
ACTOR PowerSpeed: Powerup native
{
Powerup.Duration -45
Speed 1.5
Inventory.Icon "SPBOOT0"
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
ACTOR PlayerSpeedTrail native
{
+NOBLOCKMAP
+NOGRAVITY
Alpha 0.6
RenderStyle Translucent
}
ACTOR PowerMinotaur : Powerup native
{
Powerup.Duration -25
Inventory.Icon "SPMINO0"
}
ACTOR PowerTargeter : Powerup native
{
Powerup.Duration -160
+INVENTORY.HUBPOWER
States
{
Targeter:
TRGT A -1
Stop
TRGT B -1
Stop
TRGT C -1
Stop
}
}
ACTOR PowerFrightener : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerScanner : Powerup native
{
Powerup.Duration -80
+INVENTORY.HUBPOWER
}
ACTOR PowerTimeFreezer : Powerup native
{
Powerup.Duration -12
}
ACTOR PowerDamage : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerProtection : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerDrain : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerRegeneration : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerHighJump : Powerup native
{
}
ACTOR PowerMorph : Powerup native
{
Powerup.Duration -40
}
ACTOR MapRevealer : Inventory native
{
}
ACTOR PuzzleItem : Inventory native
{
+NOGRAVITY
+INVENTORY.INVBAR
Inventory.DefMaxAmount
Inventory.UseSound "PuzzleSuccess"
Inventory.PickupSound "misc/i_pkup"
}
Actor Weapon : Inventory native
{
Inventory.PickupSound "misc/w_pkup"
Weapon.DefaultKickback
States
{
LightDone:
SHTG E 0 A_Light0
Stop
}
}
ACTOR WeaponGiver : Weapon native
{
}
Actor WeaponHolder : Inventory native
{
+NOBLOCKMAP
+NOSECTOR
+INVENTORY.UNDROPPABLE
}
Actor WeaponPiece : Inventory native
{
}