qzdoom/wadsrc/static/actors/strife/strifestuff.txt

1926 lines
28 KiB
Text
Raw Normal View History

May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
// Tank 1 Huge ------------------------------------------------------------
ACTOR Tank1 209
{
Game Strife
Radius 16
Height 192
+SOLID
ConversationID 31, -1, -1
States
{
Spawn:
TNK1 A 15
TNK1 B 11
TNK1 C 40
Loop
}
}
// Tank 2 Huge ------------------------------------------------------------
ACTOR Tank2 210
{
Game Strife
Radius 16
Height 192
+SOLID
ConversationID 32, -1, -1
States
{
Spawn:
TNK2 A 15
TNK2 B 11
TNK2 C 40
Loop
}
}
// Tank 3 Huge ------------------------------------------------------------
ACTOR Tank3 211
{
Game Strife
Radius 16
Height 192
+SOLID
ConversationID 33, -1, -1
States
{
Spawn:
TNK3 A 15
TNK3 B 11
TNK3 C 40
Loop
}
}
// Tank 4 -------------------------------------------------------------------
ACTOR Tank4 213
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 34, -1, -1
States
{
Spawn:
TNK4 A 15
TNK4 B 11
TNK4 C 40
Loop
}
}
// Tank 5 -------------------------------------------------------------------
ACTOR Tank5 214
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 35, -1, -1
States
{
Spawn:
TNK5 A 15
TNK5 B 11
TNK5 C 40
Loop
}
}
// Tank 6 -------------------------------------------------------------------
ACTOR Tank6 229
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 36, -1, -1
States
{
Spawn:
TNK6 A 15
TNK6 B 11
TNK6 C 40
Loop
}
}
// Water Bottle -------------------------------------------------------------
ACTOR WaterBottle 2014
{
Game Strife
ConversationID 131, -1, -1
States
{
Spawn:
WATR A -1
Stop
}
}
// Mug ----------------------------------------------------------------------
ACTOR Mug 164
{
Game Strife
ConversationID 132, -1, -1
States
{
Spawn:
MUGG A -1
Stop
}
}
// Wooden Barrel ------------------------------------------------------------
ACTOR WoodenBarrel 82
{
Game Strife
Health 10
Radius 10
Height 32
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT
ConversationID 203, -1, -1
DeathSound "woodenbarrel/death"
States
{
Spawn:
BARW A -1
Stop
Death:
BARW B 2 A_Scream
BARW C 2
BARW D 2 A_NoBlocking
BARW EFG 2
BARW H -1
Stop
}
}
// Strife's explosive barrel ------------------------------------------------
ACTOR ExplosiveBarrel2 : ExplosiveBarrel 94
{
Game Strife
Health 30
Radius 10
Height 32
ConversationID 204, -1, -1
//+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT
States
{
Spawn:
BART A -1
Stop
Death:
BART B 2 Bright A_Scream
BART CD 2 Bright
BART E 2 Bright A_NoBlocking
BART F 0 Bright A_AlertMonsters
BART F 2 Bright A_Explode(64, 64)
BART GHIJ 2 Bright
BART K 3 Bright
BART L -1
Stop
}
}
// Light Silver, Fluorescent ----------------------------------------------
ACTOR LightSilverFluorescent 95
{
Game Strife
Radius 2.5
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 206, -1, -1
States
{
Spawn:
LITS A -1 Bright
Stop
}
}
// Light Brown, Fluorescent -----------------------------------------------
ACTOR LightBrownFluorescent 96
{
Game Strife
Radius 2.5
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 207, -1, -1
States
{
Spawn:
LITB A -1 Bright
Stop
}
}
// Light Gold, Fluorescent ------------------------------------------------
ACTOR LightGoldFluorescent 97
{
Game Strife
Radius 2.5
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 208, -1, -1
States
{
Spawn:
LITG A -1 Bright
Stop
}
}
// Light Globe --------------------------------------------------------------
ACTOR LightGlobe 2028
{
Game Strife
Radius 16
Height 16
+SOLID
ConversationID 209, -1, -1
States
{
Spawn:
LITE A -1 Bright
Stop
}
}
// Techno Pillar ------------------------------------------------------------
ACTOR PillarTechno 48
{
Game Strife
Radius 20
Height 128
+SOLID
ConversationID 210, -1, -1
States
{
Spawn:
MONI A -1
Stop
}
}
// Aztec Pillar -------------------------------------------------------------
ACTOR PillarAztec 54
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 211, -1, -1
States
{
Spawn:
STEL A -1
Stop
}
}
// Damaged Aztec Pillar -----------------------------------------------------
ACTOR PillarAztecDamaged 55
{
Game Strife
Radius 16
Height 80
+SOLID
ConversationID 212, -1, -1
States
{
Spawn:
STLA A -1
Stop
}
}
// Ruined Aztec Pillar ------------------------------------------------------
ACTOR PillarAztecRuined 56
{
Game Strife
Radius 16
Height 40
+SOLID
ConversationID 213, -1, -1
States
{
Spawn:
STLE A -1
Stop
}
}
// Huge Tech Pillar ---------------------------------------------------------
ACTOR PillarHugeTech 57
{
Game Strife
Radius 24
Height 192
+SOLID
ConversationID 214, -1, -1
States
{
Spawn:
HUGE ABCD 4
Loop
}
}
// Alien Power Crystal in a Pillar ------------------------------------------
ACTOR PillarAlienPower 227
{
Game Strife
Radius 24
Height 192
+SOLID
ConversationID 215, -1, -1
ActiveSound "ambient/alien2"
States
{
Spawn:
APOW A -1 A_LoopActiveSound
Stop
}
}
// SStalactiteBig -----------------------------------------------------------
ACTOR SStalactiteBig 98
{
Game Strife
Radius 16
Height 54
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 216, -1, -1
States
{
Spawn:
STLG C -1
Stop
}
}
// SStalactiteSmall ---------------------------------------------------------
ACTOR SStalactiteSmall 161
{
Game Strife
Radius 16
Height 40
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 217, -1, -1
States
{
Spawn:
STLG A -1
Stop
}
}
// SStalagmiteBig -----------------------------------------------------------
ACTOR SStalagmiteBig 160
{
Game Strife
Radius 16
Height 40
+SOLID
ConversationID 218, -1, -1
States
{
Spawn:
STLG B -1
Stop
}
}
// Cave Pillar Top ----------------------------------------------------------
ACTOR CavePillarTop 159
{
Game Strife
Radius 16
Height 128
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 219, -1, -1
States
{
Spawn:
STLG D -1
Stop
}
}
// Cave Pillar Bottom -------------------------------------------------------
ACTOR CavePillarBottom 162
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 220, -1, -1
States
{
Spawn:
STLG E -1
Stop
}
}
// SStalagmiteSmall ---------------------------------------------------------
ACTOR SStalagmiteSmall 163
{
Game Strife
Radius 16
Height 25
+SOLID
ConversationID 221, -1, -1
States
{
Spawn:
STLG E -1
Stop
}
}
// Candle -------------------------------------------------------------------
ACTOR Candle 34
{
Game Strife
ConversationID 222, -1, -1
States
{
Spawn:
KNDL A -1 Bright
Stop
}
}
// StrifeCandelabra ---------------------------------------------------------
ACTOR StrifeCandelabra 35
{
Game Strife
Radius 16
Height 40
+SOLID
ConversationID 223, -1, -1
States
{
Spawn:
CLBR A -1
Stop
}
}
// Floor Water Drop ---------------------------------------------------------
ACTOR WaterDropOnFloor 103
{
Game Strife
+NOBLOCKMAP
ConversationID 224, -1, -1
ActiveSound "world/waterdrips"
States
{
Spawn:
DRIP A 6 A_FLoopActiveSound
DRIP BC 4
DRIP D 4 A_FLoopActiveSound
DRIP EF 4
DRIP G 4 A_FLoopActiveSound
DRIP H 4
Loop
}
}
// Waterfall Splash ---------------------------------------------------------
ACTOR WaterfallSplash 104
{
Game Strife
+NOBLOCKMAP
ConversationID 225, -1, -1
ActiveSound "world/waterfall"
States
{
Spawn:
SPLH ABCDEFG 4
SPLH H 4 A_LoopActiveSound
Loop
}
}
// Ceiling Water Drip -------------------------------------------------------
ACTOR WaterDrip 53
{
Game Strife
Height 1
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 226, -1, -1
States
{
Spawn:
CDRP A 10
CDRP BCD 8
Loop
}
}
// WaterFountain ------------------------------------------------------------
ACTOR WaterFountain 112
{
Game Strife
+NOBLOCKMAP
ConversationID 227, -1, -1
ActiveSound "world/watersplash"
States
{
Spawn:
WTFT ABC 4
WTFT D 4 A_LoopActiveSound
Loop
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
}
}
// Hearts in Tank -----------------------------------------------------------
ACTOR HeartsInTank 113
{
Game Strife
Radius 16
Height 56
+SOLID
ConversationID 228, -1, -1
States
{
Spawn:
HERT ABC 4 Bright
Loop
}
}
// Teleport Swirl -----------------------------------------------------------
ACTOR TeleportSwirl 23
{
Game Strife
+NOBLOCKMAP
RenderStyle Add
Alpha 0.25
ConversationID 229, -1, -1
States
{
Spawn:
TELP ABCD 3 Bright
Loop
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
}
}
// Dead Player --------------------------------------------------------------
// Strife's disappeared. This one doesn't.
ACTOR DeadStrifePlayer 15
{
Game Strife
ConversationID 231, -1, -1
States
{
Spawn:
PLAY P 700
RGIB H -1
Stop
}
}
// Dead Peasant -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
ACTOR DeadPeasant 18
{
Game Strife
ConversationID 232, -1, -1
States
{
Spawn:
PEAS N -1
Stop
}
}
// Dead Acolyte -------------------------------------------------------------
// Unlike Strife's, this one does not turn into gibs and disappear.
ACTOR DeadAcolyte 21
{
Game Strife
ConversationID 233, -1, -1
States
{
Spawn:
AGRD N -1
Stop
}
}
// Dead Reaver --------------------------------------------------------------
ACTOR DeadReaver 20
{
Game Strife
ConversationID 234, -1, -1
States
{
Spawn:
ROB1 R -1
Stop
}
}
// Dead Rebel ---------------------------------------------------------------
ACTOR DeadRebel 19
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
{
Game Strife
ConversationID 235, -1, -1
States
{
Spawn:
HMN1 N -1
Stop
}
}
// Sacrificed Guy -----------------------------------------------------------
ACTOR SacrificedGuy 212
{
Game Strife
ConversationID 236, -1, -1
States
{
Spawn:
SACR A -1
Stop
}
}
// Pile of Guts -------------------------------------------------------------
ACTOR PileOfGuts
{
// Strife used a doomednum, which is the same as the Aztec Pillar. Since
// the pillar came first in the mobjinfo list, you could not spawn this
// in a map. Pity.
Game Strife
ConversationID 237, -1, -1
States
{
Spawn:
DEAD A -1
Stop
}
}
// Burning Barrel -----------------------------------------------------------
ACTOR StrifeBurningBarrel 70
{
Game Strife
Radius 16
Height 48
+SOLID
ConversationID 238, -1, -1
States
{
Spawn:
BBAR ABCD 4 Bright
Loop
}
}
// Burning Bowl -----------------------------------------------------------
ACTOR BurningBowl 105
{
Game Strife
Radius 16
Height 16
+SOLID
ConversationID 239, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
BOWL ABCD 4 Bright
Loop
}
}
// Burning Brazier -----------------------------------------------------------
ACTOR BurningBrazier 106
{
Game Strife
Radius 10
Height 32
+SOLID
ConversationID 240, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
BRAZ ABCD 4 Bright
Loop
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
}
}
// Small Torch Lit --------------------------------------------------------
ACTOR SmallTorchLit 107
{
Game Strife
Radius 2.5
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 241, -1, -1
// It doesn't have any action functions, so how does it use this sound?
ActiveSound "world/smallfire"
States
{
Spawn:
TRHL ABCD 4 Bright
Loop
}
}
// Small Torch Unlit --------------------------------------------------------
ACTOR SmallTorchUnlit 108
{
Game Strife
Radius 2.5
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Height 16
+NOBLOCKMAP
+FIXMAPTHINGPOS
ConversationID 242, -1, -1
States
{
Spawn:
TRHO A -1
Stop
}
}
// Ceiling Chain ------------------------------------------------------------
ACTOR CeilingChain 109
{
Game Strife
Radius 20
Height 93
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 243, -1, -1
States
{
Spawn:
CHAN A -1
Stop
}
}
// Cage Light ---------------------------------------------------------------
ACTOR CageLight 28
{
// No, it's not bright even though it's a light.
Game Strife
Height 3
+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY
ConversationID 244, -1, -1
States
{
Spawn:
CAGE A -1
Stop
}
}
// Statue -------------------------------------------------------------------
ACTOR Statue 110
{
Game Strife
Radius 20
Height 64
+SOLID
ConversationID 245, -1, -1
States
{
Spawn:
STAT A -1
Stop
}
}
// Ruined Statue ------------------------------------------------------------
ACTOR StatueRuined 44
{
Game Strife
Radius 20
Height 56
+SOLID
ConversationID 246, -1, -1
States
{
Spawn:
DSTA A -1
Stop
}
}
// Medium Torch -------------------------------------------------------------
ACTOR MediumTorch 111
{
Game Strife
Radius 4
Height 72
+SOLID
ConversationID 247, -1, -1
States
{
Spawn:
LTRH ABCD 4
Loop
}
}
// Outside Lamp -------------------------------------------------------------
ACTOR OutsideLamp 43
{
// No, it's not bright.
Game Strife
Radius 3
Height 80
+SOLID
ConversationID 248, -1, -1
States
{
Spawn:
LAMP A -1
Stop
}
}
// Pole Lantern -------------------------------------------------------------
ACTOR PoleLantern 46
{
// No, it's not bright.
Game Strife
Radius 3
Height 80
+SOLID
ConversationID 249, -1, -1
States
{
Spawn:
LANT A -1
Stop
}
}
// Rock 1 -------------------------------------------------------------------
ACTOR SRock1 99
{
Game Strife
+NOBLOCKMAP
ConversationID 250, -1, -1
States
{
Spawn:
ROK1 A -1
Stop
}
}
// Rock 2 -------------------------------------------------------------------
ACTOR SRock2 100
{
Game Strife
+NOBLOCKMAP
ConversationID 251, -1, -1
States
{
Spawn:
ROK2 A -1
Stop
}
}
// Rock 3 -------------------------------------------------------------------
ACTOR SRock3 101
{
Game Strife
+NOBLOCKMAP
ConversationID 252, -1, -1
States
{
Spawn:
ROK3 A -1
Stop
}
}
// Rock 4 -------------------------------------------------------------------
ACTOR SRock4 102
{
Game Strife
+NOBLOCKMAP
ConversationID 253, -1, -1
States
{
Spawn:
ROK4 A -1
Stop
}
}
// Stick in Water -----------------------------------------------------------
ACTOR StickInWater 215
{
Game Strife
+NOBLOCKMAP
+FLOORCLIP
ConversationID 254, -1, -1
ActiveSound "world/river"
States
{
Spawn:
LOGW ABCD 5 A_LoopActiveSound
Loop
}
}
// Rubble 1 -----------------------------------------------------------------
ACTOR Rubble1 29
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 255, -1, -1
States
{
Spawn:
RUB1 A -1
Stop
}
}
// Rubble 2 -----------------------------------------------------------------
ACTOR Rubble2 30
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 256, -1, -1
States
{
Spawn:
RUB2 A -1
Stop
}
}
// Rubble 3 -----------------------------------------------------------------
ACTOR Rubble3 31
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 257, -1, -1
States
{
Spawn:
RUB3 A -1
Stop
}
}
// Rubble 4 -----------------------------------------------------------------
ACTOR Rubble4 32
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 258, -1, -1
States
{
Spawn:
RUB4 A -1
Stop
}
}
// Rubble 5 -----------------------------------------------------------------
ACTOR Rubble5 36
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 259, -1, -1
States
{
Spawn:
RUB5 A -1
Stop
}
}
// Rubble 6 -----------------------------------------------------------------
ACTOR Rubble6 37
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 260, -1, -1
States
{
Spawn:
RUB6 A -1
Stop
}
}
// Rubble 7 -----------------------------------------------------------------
ACTOR Rubble7 41
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 261, -1, -1
States
{
Spawn:
RUB7 A -1
Stop
}
}
// Rubble 8 -----------------------------------------------------------------
ACTOR Rubble8 42
{
Game Strife
+NOBLOCKMAP +NOCLIP
ConversationID 262, -1, -1
States
{
Spawn:
RUB8 A -1
Stop
}
}
// Surgery Crab -------------------------------------------------------------
ACTOR SurgeryCrab 117
{
Game Strife
+SOLID +SPAWNCEILING +NOGRAVITY
Radius 20
Height 16
ConversationID 263, -1, -1
States
{
Spawn:
CRAB A -1
Stop
}
}
// Large Torch --------------------------------------------------------------
ACTOR LargeTorch 47
{
Game Strife
Radius 10
Height 72
+SOLID
ConversationID 264, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
LMPC ABCD 4 Bright
Loop
}
}
// Huge Torch --------------------------------------------------------------
ACTOR HugeTorch 50
{
Game Strife
Radius 10
Height 80
+SOLID
ConversationID 265, -1, -1
ActiveSound "world/smallfire"
States
{
Spawn:
LOGS ABCD 4
Loop
}
}
// Palm Tree ----------------------------------------------------------------
ACTOR PalmTree 51
{
Game Strife
Radius 15
Height 109
+SOLID
ConversationID 266, -1, -1
States
{
Spawn:
TREE A -1
Stop
}
}
// Big Tree ----------------------------------------------------------------
ACTOR BigTree2 202
{
Game Strife
Radius 15
Height 109
+SOLID
ConversationID 267, -1, -1
States
{
Spawn:
TREE B -1
Stop
}
}
// Potted Tree ----------------------------------------------------------------
ACTOR PottedTree 203
{
Game Strife
Radius 15
Height 64
+SOLID
ConversationID 268, -1, -1
States
{
Spawn:
TREE C -1
Stop
}
}
// Tree Stub ----------------------------------------------------------------
ACTOR TreeStub 33
{
Game Strife
Radius 15
Height 80
+SOLID
ConversationID 269, -1, -1
States
{
Spawn:
TRET A -1
Stop
}
}
// Short Bush ---------------------------------------------------------------
ACTOR ShortBush 60
{
Game Strife
Radius 15
Height 40
+SOLID
ConversationID 270, -1, -1
States
{
Spawn:
BUSH A -1
Stop
}
}
// Tall Bush ---------------------------------------------------------------
ACTOR TallBush 62
{
Game Strife
Radius 20
Height 64
+SOLID
ConversationID 271, -1, -1
States
{
Spawn:
SHRB A -1
Stop
}
}
// Chimney Stack ------------------------------------------------------------
ACTOR ChimneyStack 63
{
Game Strife
Radius 20
Height 64 // This height does not fit the sprite
+SOLID
ConversationID 272, -1, -1
States
{
Spawn:
STAK A -1
Stop
}
}
// Barricade Column ---------------------------------------------------------
ACTOR BarricadeColumn 69
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 273, -1, -1
States
{
Spawn:
BARC A -1
Stop
}
}
// Pot ----------------------------------------------------------------------
ACTOR Pot 165
{
Game Strife
Radius 12
Height 24
+SOLID
ConversationID 274, -1, -1
States
{
Spawn:
VAZE A -1
Stop
}
}
// Pitcher ------------------------------------------------------------------
ACTOR Pitcher 188
{
Game Strife
Radius 12
Height 32
+SOLID
ConversationID 275, -1, -1
States
{
Spawn:
VAZE B -1
Stop
}
}
// Stool --------------------------------------------------------------------
ACTOR Stool 189
{
Game Strife
Radius 6
Height 24
+SOLID
ConversationID 276, -1, -1
States
{
Spawn:
STOL A -1
Stop
}
}
// Metal Pot ----------------------------------------------------------------
ACTOR MetalPot 190
{
Game Strife
+NOBLOCKMAP
ConversationID 277, -1, -1
States
{
Spawn:
MPOT A -1
Stop
}
}
// Tub ----------------------------------------------------------------------
ACTOR Tub 191
{
Game Strife
+NOBLOCKMAP
ConversationID 278, -1, -1
States
{
Spawn:
TUB1 A -1
Stop
}
}
// Anvil --------------------------------------------------------------------
ACTOR Anvil 194
{
Game Strife
Radius 16
Height 32
+SOLID
ConversationID 279, -1, -1
States
{
Spawn:
ANVL A -1
Stop
}
}
// Silver Tech Lamp ----------------------------------------------------------
ACTOR TechLampSilver 196
{
Game Strife
Radius 11
Height 64
+SOLID
ConversationID 280, -1, -1
States
{
Spawn:
TECH A -1
Stop
}
}
// Brass Tech Lamp ----------------------------------------------------------
ACTOR TechLampBrass 197
{
Game Strife
Radius 8
Height 64
+SOLID
ConversationID 281, -1, -1
States
{
Spawn:
TECH B -1
Stop
}
}
// Tray --------------------------------------------------------------------
ACTOR Tray 68
{
Game Strife
Radius 24
Height 40
+SOLID
ConversationID 282, -1, -1
States
{
Spawn:
TRAY A -1
Stop
}
}
// AmmoFiller ---------------------------------------------------------------
ACTOR AmmoFiller 228
{
Game Strife
Radius 12
Height 24
+SOLID
ConversationID 283, -1, -1
States
{
Spawn:
AFED A -1
Stop
}
}
// Sigil Banner -------------------------------------------------------------
ACTOR SigilBanner 216
{
Game Strife
Radius 24
Height 96
+NOBLOCKMAP // I take it this was once solid, yes?
ConversationID 284, -1, -1
States
{
Spawn:
SBAN A -1
Stop
}
}
// RebelBoots ---------------------------------------------------------------
ACTOR RebelBoots 217
{
Game Strife
+NOBLOCKMAP
ConversationID 285, -1, -1
States
{
Spawn:
BOTR A -1
Stop
}
}
// RebelHelmet --------------------------------------------------------------
ACTOR RebelHelmet 218
{
Game Strife
+NOBLOCKMAP
ConversationID 286, -1, -1
States
{
Spawn:
HATR A -1
Stop
}
}
// RebelShirt ---------------------------------------------------------------
ACTOR RebelShirt 219
{
Game Strife
+NOBLOCKMAP
ConversationID 287, -1, -1
States
{
Spawn:
TOPR A -1
Stop
}
}
// Alien Bubble Column ------------------------------------------------------
ACTOR AlienBubbleColumn 221
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 290, -1, -1
ActiveSound "ambient/alien5"
States
{
Spawn:
BUBB A 4 A_LoopActiveSound
Loop
}
}
// Alien Floor Bubble -------------------------------------------------------
ACTOR AlienFloorBubble 222
{
Game Strife
Radius 16
Height 72
+SOLID
ConversationID 291, -1, -1
ActiveSound "ambient/alien6"
States
{
Spawn:
BUBF A 4 A_LoopActiveSound
Loop
}
}
// Alien Ceiling Bubble -----------------------------------------------------
ACTOR AlienCeilingBubble 223
{
Game Strife
Radius 16
Height 72
+SOLID +SPAWNCEILING +NOGRAVITY
ConversationID 292, -1, -1
ActiveSound "ambient/alien4"
States
{
Spawn:
BUBC A 4 A_LoopActiveSound
Loop
}
}
// Alien Asp Climber --------------------------------------------------------
ACTOR AlienAspClimber 224
{
Game Strife
Radius 16
Height 128
+SOLID
ConversationID 293, -1, -1
ActiveSound "ambient/alien3"
States
{
Spawn:
ASPR A 4 A_LoopActiveSound
Loop
}
}
// Alien Spider Light -------------------------------------------------------
ACTOR AlienSpiderLight 225
{
Game Strife
Radius 32
Height 56
+SOLID
ConversationID 294, -1, -1
ActiveSound "ambient/alien1"
States
{
Spawn:
SPDL ABC 5 A_LoopActiveSound
Loop
}
}
// Target Practice -----------------------------------------------------------
ACTOR TargetPractice 208
{
Game Strife
Health 99999999
PainChance 255
Radius 10
Height 72
Mass 9999999
+SOLID +SHOOTABLE +NOBLOOD
+INCOMBAT +NODAMAGE
ConversationID 205, -1, -1
PainSound "misc/metalhit"
States
{
Spawn:
HOGN A 2 A_CheckTerrain
Loop
Pain:
HOGN B 1 A_CheckTerrain
HOGN C 1 A_Pain
Goto Spawn
}
}
// Force Field Guard --------------------------------------------------------
ACTOR ForceFieldGuard 25 native
{
Game Strife
ConversationID 0
Health 10
Radius 2
Height 1
Mass 10000
+SHOOTABLE
+NOSECTOR
+NOBLOOD
+INCOMBAT
States
{
Spawn:
TNT1 A -1
Stop
Death:
TNT1 A 1 A_RemoveForceField
Stop
}
}
// Kneeling Guy -------------------------------------------------------------
ACTOR KneelingGuy 204
{
Game Strife
ConversationID 37,-1,-1
Health 51
Painchance 255
Radius 6
Height 17
Mass 50000
+SOLID
+SHOOTABLE
+NOBLOOD
+ISMONSTER
+INCOMBAT
PainSound "misc/static"
DeathSound "misc/static"
ActiveSound "misc/chant"
states
{
Spawn:
See:
NEAL A 15 A_LoopActiveSound
NEAL B 40 A_LoopActiveSound
Loop
Pain:
NEAL C 5 A_SetShadow
NEAL B 4 A_Pain
NEAL C 5 A_ClearShadow
Goto Spawn
Wound:
NEAL B 6
NEAL C 13 A_GetHurt
Loop
Death:
NEAL D 5
NEAL E 5 A_Scream
NEAL F 6
NEAL G 5 A_NoBlocking
NEAL H 5
NEAL I 6
NEAL J -1
Stop
}
}
// Klaxon Warning Light -----------------------------------------------------
ACTOR KlaxonWarningLight 24
{
Game Strife
ConversationID 121,-1,-1
ReactionTime 60
Radius 5
+NOBLOCKMAP +AMBUSH
+SPAWNCEILING +NOGRAVITY
+FIXMAPTHINGPOS +NOSPLASHALERT
+SYNCHRONIZED
States
{
Spawn:
KLAX A 5 A_TurretLook
Loop
See:
KLAX B 6 A_KlaxonBlare
KLAX C 60
Loop
}
}
// CeilingTurret ------------------------------------------------------------
ACTOR CeilingTurret 27
{
Game Strife
ConversationID 122,-1,-1
Health 125
Speed 0
Painchance 0
Mass 10000000
Monster
+AMBUSH
+SPAWNCEILING
+NOGRAVITY
+NOBLOOD
+NOSPLASHALERT
+DONTFALL
MinMissileChance 150
DeathSound "turret/death"
States
{
Spawn:
TURT A 5 A_TurretLook
Loop
See:
TURT A 2 A_Chase
Loop
Missile:
Pain:
TURT B 4 A_ShootGun
TURT D 3 A_SentinelRefire
TURT A 4 A_SentinelRefire
Loop
Death:
BALL A 6 Bright A_Scream
BALL BCDE 6 Bright
TURT C -1
Stop
}
}
// Power Coupling -----------------------------------------------------------
ACTOR PowerCoupling 220 native
{
Game Strife
ConversationID 288,-1,-1
Health 40
Radius 17
Height 64
Mass 999999
+SOLID
+SHOOTABLE
+DROPPED
+NOBLOOD
+NOTDMATCH
+INCOMBAT
States
{
Spawn:
COUP AB 5
Loop
}
}
// Gibs for things that bleed -----------------------------------------------
ACTOR Meat native
{
+NOCLIP
States
{
Spawn:
MEAT A 700
Stop
MEAT B 700
Stop
MEAT C 700
Stop
MEAT D 700
Stop
MEAT E 700
Stop
MEAT F 700
Stop
MEAT G 700
Stop
MEAT H 700
Stop
MEAT I 700
Stop
MEAT J 700
Stop
MEAT K 700
Stop
MEAT L 700
Stop
MEAT M 700
Stop
MEAT N 700
Stop
MEAT O 700
Stop
MEAT P 700
Stop
MEAT Q 700
Stop
MEAT R 700
Stop
MEAT S 700
Stop
MEAT T 700
Stop
}
}
// Gibs for things that don't bleed -----------------------------------------
ACTOR Junk : Meat
{
states
{
Spawn:
JUNK A 700
Stop
JUNK B 700
Stop
JUNK C 700
Stop
JUNK D 700
Stop
JUNK E 700
Stop
JUNK F 700
Stop
JUNK G 700
Stop
JUNK H 700
Stop
JUNK I 700
Stop
JUNK J 700
Stop
JUNK K 700
Stop
JUNK L 700
Stop
JUNK M 700
Stop
JUNK N 700
Stop
JUNK O 700
Stop
JUNK P 700
Stop
JUNK Q 700
Stop
JUNK R 700
Stop
JUNK S 700
Stop
JUNK T 700
Stop
}
}