mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-18 01:51:40 +00:00
7db035abba
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
111 lines
1.9 KiB
Text
111 lines
1.9 KiB
Text
// Super map ----------------------------------------------------------------
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ACTOR SuperMap : MapRevealer 35
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{
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Game Heretic
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SpawnID 137
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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+FLOATBOB
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Inventory.MaxAmount 0
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Inventory.PickupMessage "$TXT_ITEMSUPERMAP"
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States
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{
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Spawn:
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SPMP A -1
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Stop
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}
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}
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// Invisibility -------------------------------------------------------------
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ACTOR ArtiInvisibility : PowerupGiver 75
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{
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Game Heretic
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SpawnID 135
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.PICKUPFLASH
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RenderStyle Translucent
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Alpha 0.4
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Inventory.RespawnTics 4230
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Inventory.Icon ARTIINVS
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Powerup.Type Ghost
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Inventory.PickupMessage "$TXT_ARTIINVISIBILITY"
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Tag "$TAG_ARTIINVISIBILITY"
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States
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{
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Spawn:
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INVS A 350 Bright
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Loop
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}
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}
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// Tome of power ------------------------------------------------------------
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ACTOR ArtiTomeOfPower : PowerupGiver 86 native
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{
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Game Heretic
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SpawnID 134
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.PICKUPFLASH
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Inventory.Icon "ARTIPWBK"
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Powerup.Type Weaponlevel2
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Inventory.PickupMessage "$TXT_ARTITOMEOFPOWER"
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Tag "$TAG_ARTITOMEOFPOWER"
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States
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{
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Spawn:
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PWBK A 350
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Loop
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}
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}
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// Time bomb ----------------------------------------------------------------
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ACTOR ActivatedTimeBomb
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{
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+NOGRAVITY
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RenderStyle Translucent
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Alpha 0.4
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DeathSound "misc/timebomb"
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action native A_Timebomb();
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States
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{
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Spawn:
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FBMB ABCD 10
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FBMB E 6 A_Scream
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XPL1 A 4 BRIGHT A_Timebomb
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XPL1 BCDEF 4 BRIGHT
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Stop
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}
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}
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ACTOR ArtiTimeBomb : Inventory 34 native
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{
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Game Heretic
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SpawnID 72
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.PICKUPFLASH
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.Icon "ARTIFBMB"
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_ARTIFIREBOMB"
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Tag "$TAG_ARTIFIREBOMB"
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Inventory.DefMaxAmount
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States
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{
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Spawn:
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FBMB E 350
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Loop
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}
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}
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