2006-12-02 15:38:50 +00:00
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|
|
|
|
|
|
// Default actor for unregistered doomednums -------------------------------
|
|
|
|
|
|
|
|
ACTOR Unknown
|
|
|
|
{
|
|
|
|
Radius 32
|
|
|
|
Height 56
|
|
|
|
+NOGRAVITY
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+DONTSPLASH
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
UNKN A -1
|
|
|
|
Stop
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Route node for monster patrols -------------------------------------------
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|
|
|
|
2015-04-03 14:34:07 +00:00
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|
|
ACTOR PatrolPoint
|
2006-12-02 15:38:50 +00:00
|
|
|
{
|
|
|
|
Radius 8
|
|
|
|
Height 8
|
|
|
|
Mass 10
|
|
|
|
+NOGRAVITY
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+DONTSPLASH
|
|
|
|
RenderStyle None
|
|
|
|
}
|
|
|
|
|
|
|
|
// A special to execute when a monster reaches a matching patrol point ------
|
|
|
|
|
2015-04-03 14:34:07 +00:00
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|
|
ACTOR PatrolSpecial
|
2006-12-02 15:38:50 +00:00
|
|
|
{
|
|
|
|
Radius 8
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|
|
|
Height 8
|
|
|
|
Mass 10
|
|
|
|
+NOGRAVITY
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+DONTSPLASH
|
|
|
|
RenderStyle None
|
|
|
|
}
|
|
|
|
|
|
|
|
// Map spot ----------------------------------------------------------------
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|
|
|
|
2015-04-03 14:34:07 +00:00
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|
|
ACTOR MapSpot
|
2006-12-02 15:38:50 +00:00
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOSECTOR
|
|
|
|
+NOGRAVITY
|
|
|
|
+DONTSPLASH
|
|
|
|
RenderStyle None
|
|
|
|
}
|
|
|
|
|
2011-01-29 11:09:38 +00:00
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|
|
// same with different editor number for Legacy maps -----------------------
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|
|
|
|
2015-04-03 14:34:07 +00:00
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|
|
ACTOR FS_Mapspot : Mapspot
|
2011-01-29 11:09:38 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2006-12-02 15:38:50 +00:00
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|
|
// Map spot with gravity ---------------------------------------------------
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|
|
|
|
2015-04-03 14:34:07 +00:00
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|
|
ACTOR MapSpotGravity : MapSpot
|
2006-12-02 15:38:50 +00:00
|
|
|
{
|
|
|
|
-NOBLOCKMAP
|
|
|
|
-NOSECTOR
|
|
|
|
-NOGRAVITY
|
|
|
|
}
|
|
|
|
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
// Point Pushers -----------------------------------------------------------
|
2008-08-08 16:16:40 +00:00
|
|
|
|
2015-04-03 14:34:07 +00:00
|
|
|
ACTOR PointPusher
|
2008-08-08 16:16:40 +00:00
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+INVISIBLE
|
|
|
|
}
|
|
|
|
|
2015-04-03 14:34:07 +00:00
|
|
|
ACTOR PointPuller
|
2008-08-08 16:16:40 +00:00
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+INVISIBLE
|
|
|
|
}
|
|
|
|
|
2006-12-02 15:38:50 +00:00
|
|
|
// Bloody gibs -------------------------------------------------------------
|
|
|
|
|
|
|
|
ACTOR RealGibs
|
|
|
|
{
|
|
|
|
+DROPOFF
|
|
|
|
+CORPSE
|
|
|
|
+NOTELEPORT
|
|
|
|
+DONTGIB
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
2009-09-14 20:47:53 +00:00
|
|
|
goto GenericCrush
|
2006-12-02 15:38:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gibs that can be placed on a map. ---------------------------------------
|
|
|
|
//
|
|
|
|
// These need to be a separate class from the above, in case someone uses
|
|
|
|
// a deh patch to change the gibs, since ZDoom actually creates a gib actor
|
|
|
|
// for actors that get crushed instead of changing their state as Doom did.
|
|
|
|
|
2015-04-03 14:34:07 +00:00
|
|
|
ACTOR Gibs : RealGibs
|
2006-12-02 15:38:50 +00:00
|
|
|
{
|
|
|
|
ClearFlags
|
|
|
|
}
|
2008-08-08 16:16:40 +00:00
|
|
|
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
// Needed for loading Build maps -------------------------------------------
|
2008-08-08 16:16:40 +00:00
|
|
|
|
2015-04-03 14:34:07 +00:00
|
|
|
ACTOR CustomSprite native
|
2008-08-08 16:16:40 +00:00
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOGRAVITY
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
TNT1 A -1
|
|
|
|
Stop
|
|
|
|
}
|
|
|
|
}
|
2008-08-08 22:52:04 +00:00
|
|
|
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
// SwitchableDecoration: Activate and Deactivate change state --------------
|
2008-08-08 22:52:04 +00:00
|
|
|
|
|
|
|
ACTOR SwitchableDecoration native
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
ACTOR SwitchingDecoration : SwitchableDecoration native
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
// Random spawner ----------------------------------------------------------
|
2008-08-09 11:35:42 +00:00
|
|
|
|
|
|
|
ACTOR RandomSpawner native
|
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOSECTOR
|
|
|
|
+NOGRAVITY
|
2009-09-14 19:44:14 +00:00
|
|
|
+THRUACTORS
|
2008-08-09 11:35:42 +00:00
|
|
|
}
|
|
|
|
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
// Fast projectiles --------------------------------------------------------
|
2008-11-15 09:57:18 +00:00
|
|
|
|
|
|
|
ACTOR FastProjectile native
|
|
|
|
{
|
|
|
|
Projectile
|
2012-10-28 01:26:10 +00:00
|
|
|
MissileHeight 0
|
2008-11-15 09:57:18 +00:00
|
|
|
}
|
|
|
|
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
// Sector flag setter ------------------------------------------------------
|
2008-08-09 11:35:42 +00:00
|
|
|
|
2015-04-03 14:34:07 +00:00
|
|
|
ACTOR SectorFlagSetter native
|
2008-12-14 19:12:41 +00:00
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOGRAVITY
|
|
|
|
+DONTSPLASH
|
|
|
|
RenderStyle None
|
|
|
|
}
|
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
|
|
|
|
|
|
|
// Marker for sounds -------------------------------------------------------
|
|
|
|
|
|
|
|
ACTOR SpeakerIcon : Unknown
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
SPKR A -1 BRIGHT
|
|
|
|
Stop
|
|
|
|
}
|
|
|
|
Scale 0.125
|
|
|
|
}
|