- Next round of things from Gez's experimental build:

* MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.


SVN r1823 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-14 21:41:44 +00:00
parent ea8c94d637
commit a59de25107
20 changed files with 213 additions and 66 deletions

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@ -1,6 +1,16 @@
September 14, 2009 (Changes by Graf Zahl) September 14, 2009 (Changes by Graf Zahl)
- Fixed: Argument count for UsePuzzleItem was wrong. - Fixed: Argument count for UsePuzzleItem was wrong.
- Added a few things from Gez's experimental build: - Added a few things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in
both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having
both the meta property and the individual actor's one. Having one is
fully sufficient. TO BE FIXED: Names are case insensitive but this
should better be case sensitive. Unfortunately there's currently nothing
better than FName to store a string inside an actor without severely
complicating matters. Also bumped savegame version to avoid problems
with this change.
* MBF grenade and bouncing code. * MBF grenade and bouncing code.
* several compatibility options. * several compatibility options.
* info CCMD to print extended actor information (not fully implemented yet) * info CCMD to print extended actor information (not fully implemented yet)

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@ -712,6 +712,7 @@ public:
fixed_t GetGravity() const; fixed_t GetGravity() const;
bool IsSentient() const; bool IsSentient() const;
const char *GetTag(const char *def = NULL) const;
// info for drawing // info for drawing
@ -779,6 +780,7 @@ public:
int tid; // thing identifier int tid; // thing identifier
int special; // special int special; // special
int args[5]; // special arguments int args[5]; // special arguments
int uservar[10]; // user variables, accessible by DECORATE and ACS
AActor *inext, **iprev;// Links to other mobjs in same bucket AActor *inext, **iprev;// Links to other mobjs in same bucket
TObjPtr<AActor> goal; // Monster's goal if not chasing anything TObjPtr<AActor> goal; // Monster's goal if not chasing anything
@ -802,6 +804,7 @@ public:
int lastpush; int lastpush;
int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL
int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything. int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
FNameNoInit Tag; // Strife's tag name. FIXME: should be case sensitive!
AActor *BlockingMobj; // Actor that blocked the last move AActor *BlockingMobj; // Actor that blocked the last move
line_t *BlockingLine; // Line that blocked the last move line_t *BlockingLine; // Line that blocked the last move

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@ -110,6 +110,24 @@ CVAR (Bool, chasedemo, false, 0);
CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
EXTERN_CVAR (Float, con_midtime);
//==========================================================================
//
// CVAR displaynametags
//
// Selects whether to display name tags or not when changing weapons
//
//==========================================================================
CUSTOM_CVAR (Bool, displaynametags, 0, CVAR_ARCHIVE)
{
if (self != 0 && self != 1)
{
self = 0;
}
}
gameaction_t gameaction; gameaction_t gameaction;
gamestate_t gamestate = GS_STARTUP; gamestate_t gamestate = GS_STARTUP;
@ -335,6 +353,10 @@ CCMD (invnext)
who->InvSel = who->Inventory; who->InvSel = who->Inventory;
} }
} }
if (displaynametags && StatusBar && SmallFont
&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
} }
who->player->inventorytics = 5*TICRATE; who->player->inventorytics = 5*TICRATE;
} }
@ -362,6 +384,10 @@ CCMD (invprev)
} }
who->InvSel = item; who->InvSel = item;
} }
if (displaynametags && StatusBar && SmallFont
&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
} }
who->player->inventorytics = 5*TICRATE; who->player->inventorytics = 5*TICRATE;
} }
@ -385,9 +411,7 @@ CCMD(invquery)
AInventory *inv = players[consoleplayer].mo->InvSel; AInventory *inv = players[consoleplayer].mo->InvSel;
if (inv != NULL) if (inv != NULL)
{ {
const char *description = inv->GetClass()->Meta.GetMetaString(AMETA_StrifeName); Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->Amount);
if (description == NULL) description = inv->GetClass()->TypeName;
Printf(PRINT_HIGH, "%s (%dx)\n", description, inv->Amount);
} }
} }

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@ -58,15 +58,9 @@ void AWeapon::Serialize (FArchive &arc)
<< MoveCombatDist << MoveCombatDist
<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon << Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
<< bAltFire << bAltFire
<< ReloadCounter; << ReloadCounter
if (SaveVersion >= 1688) << FOVScale
{ << Crosshair;
arc << FOVScale;
if (SaveVersion >= 1700)
{
arc << Crosshair;
}
}
} }
//=========================================================================== //===========================================================================

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@ -636,11 +636,7 @@ private:
continue; continue;
} }
label = item->GetClass()->Meta.GetMetaString (AMETA_StrifeName); label = item->GetTag();
if (label == NULL)
{
label = item->GetClass()->TypeName.GetChars();
}
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1); int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18; int rownum = (i % 5) * 18;

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@ -93,6 +93,8 @@ EXTERN_CVAR(Int, showendoom)
EXTERN_CVAR(Bool, hud_althud) EXTERN_CVAR(Bool, hud_althud)
EXTERN_CVAR(Int, compatmode) EXTERN_CVAR(Int, compatmode)
EXTERN_CVAR (Bool, vid_vsync) EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR(Bool, displaynametags)
// //
// defaulted values // defaulted values
// //
@ -499,6 +501,7 @@ static menuitem_t VideoItems[] = {
{ discrete, "Rocket Trails", {&cl_rockettrails}, {4.0}, {0.0}, {0.0}, {RocketTrailTypes} }, { discrete, "Rocket Trails", {&cl_rockettrails}, {4.0}, {0.0}, {0.0}, {RocketTrailTypes} },
{ discrete, "Blood Type", {&cl_bloodtype}, {3.0}, {0.0}, {0.0}, {BloodTypes} }, { discrete, "Blood Type", {&cl_bloodtype}, {3.0}, {0.0}, {0.0}, {BloodTypes} },
{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} }, { discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
{ discrete, "Display nametags", {&displaynametags}, {2.0}, {0.0}, {0.0}, {YesNo} },
}; };
#define CROSSHAIR_INDEX 7 #define CROSSHAIR_INDEX 7

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@ -2426,7 +2426,7 @@ enum
APROP_Dropped = 18, APROP_Dropped = 18,
APROP_Notarget = 19, APROP_Notarget = 19,
APROP_Species = 20, APROP_Species = 20,
// APROP_Nametag APROP_NameTag = 21,
APROP_Score = 22, APROP_Score = 22,
}; };
@ -2583,6 +2583,13 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
case APROP_Score: case APROP_Score:
actor->Score = value; actor->Score = value;
case APROP_NameTag:
actor->Tag = FBehavior::StaticLookupString(value);
break;
default:
// do nothing.
break; break;
} }
} }
@ -2695,6 +2702,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_DeathSound: string = actor->DeathSound; break; case APROP_DeathSound: string = actor->DeathSound; break;
case APROP_ActiveSound: string = actor->ActiveSound; break; case APROP_ActiveSound: string = actor->ActiveSound; break;
case APROP_Species: string = actor->GetSpecies(); break; case APROP_Species: string = actor->GetSpecies(); break;
case APROP_NameTag: string = actor->GetTag(); break;
} }
if (string == NULL) string = ""; if (string == NULL) string = "";
return (!stricmp(string, FBehavior::StaticLookupString(value))); return (!stricmp(string, FBehavior::StaticLookupString(value)));
@ -2881,6 +2889,8 @@ enum EACSFunctions
ACSF_SpawnSpotFacingForced, ACSF_SpawnSpotFacingForced,
ACSF_CheckActorProperty, ACSF_CheckActorProperty,
ACSF_SetActorVelocity, ACSF_SetActorVelocity,
ACSF_SetUserVariable,
ACSF_GetUserVariable,
}; };
int DLevelScript::SideFromID(int id, int side) int DLevelScript::SideFromID(int id, int side)
@ -3079,6 +3089,42 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
} }
return 0; return 0;
case ACSF_SetUserVariable:
{
int cnt = 0;
if (args[1] >= 0 && args[1] < 10)
{
if (args[0] == 0)
{
if (activator != NULL)
{
activator->uservar[args[1]] = args[2];
}
cnt++;
}
else
{
TActorIterator<AActor> iterator (args[0]);
while ( (actor = iterator.Next ()) )
{
actor->uservar[args[1]] = args[2];
cnt++;
}
}
}
return cnt;
}
case ACSF_GetUserVariable:
if (args[1] >= 0 && args[1] < 10)
{
activator = SingleActorFromTID(args[0], NULL);
return activator != NULL? activator->uservar[args[1]] : 0;
}
else return 0;
default: default:
break; break;
} }

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@ -875,11 +875,7 @@ static void DrawConversationMenu ()
} }
else else
{ {
speakerName = cp->ConversationNPC->GetClass()->Meta.GetMetaString (AMETA_StrifeName); speakerName = cp->mo->GetTag("Person");
if (speakerName == NULL)
{
speakerName = "Person";
}
} }
// Dim the screen behind the dialogue (but only if there is no backdrop). // Dim the screen behind the dialogue (but only if there is no backdrop).

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@ -280,36 +280,9 @@ void AActor::Serialize (FArchive &arc)
<< MeleeState << MeleeState
<< MissileState << MissileState
<< MaxDropOffHeight << MaxDropOffHeight
<< MaxStepHeight; << MaxStepHeight
if (SaveVersion < 1796) << BounceFlags
{ << bouncefactor
int BounceFlags, bounceflags;
arc << BounceFlags;
bounceflags = 0;
if (BounceFlags & 4)
bounceflags |= BOUNCE_UseSeeSound;
BounceFlags &= 3;
if (BounceFlags == 1) bounceflags |= BOUNCE_Doom;
else if (BounceFlags == 2) bounceflags |= BOUNCE_Heretic;
else if (BounceFlags == 3) bounceflags |= BOUNCE_Hexen;
if (flags3 & 0x00800000)
flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
if (flags3 & 0x01000000)
flags3 &= ~0x01000000, bounceflags |= BOUNCE_NoWallSound;
if (flags4 & 0x80000000)
flags4 &= ~0x80000000, bounceflags |= BOUNCE_Quiet;
if (flags5 & 0x00000008)
flags5 &= ~0x00000008, bounceflags |= BOUNCE_AllActors;
if (flags5 & 0x00000010)
flags5 &= ~0x00000010, bounceflags |= BOUNCE_ExplodeOnWater;
BounceFlags = bounceflags;
}
else
{
arc << BounceFlags;
}
arc << bouncefactor
<< wallbouncefactor << wallbouncefactor
<< bouncecount << bouncecount
<< maxtargetrange << maxtargetrange
@ -323,10 +296,11 @@ void AActor::Serialize (FArchive &arc)
<< BlockingMobj << BlockingMobj
<< BlockingLine << BlockingLine
<< pushfactor << pushfactor
<< Species; << Species
<< Score
<< Tag;
if (SaveVersion >= 1819) for(int i=0; i<10; i++) arc << uservar[i];
arc << Score;
if (arc.IsStoring ()) if (arc.IsStoring ())
{ {
@ -5446,6 +5420,14 @@ bool AActor::IsSentient() const
} }
const char *AActor::GetTag(const char *def) const
{
if (Tag != NAME_None) return Tag.GetChars();
else if (def) return def;
else return GetClass()->TypeName.GetChars();
}
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// //
// DropItem handling // DropItem handling

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@ -2852,3 +2852,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
self->args[4] = arg4; self->args[4] = arg4;
} }
//===========================================================================
//
// A_SetVar
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(pos, 0);
ACTION_PARAM_INT(value, 1);
if (pos < 0 || pos > 9)
return;
// Set the value of the specified arg
self->uservar[pos] = value;
}

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@ -78,6 +78,7 @@ DEFINE_MEMBER_VARIABLE_ALIAS(momy, vely, AActor)
DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor) DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor)
DEFINE_MEMBER_VARIABLE(Damage, AActor) DEFINE_MEMBER_VARIABLE(Damage, AActor)
DEFINE_MEMBER_VARIABLE(Score, AActor) DEFINE_MEMBER_VARIABLE(Score, AActor)
DEFINE_MEMBER_VARIABLE(uservar, AActor)
//========================================================================== //==========================================================================
// //

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@ -302,7 +302,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
DEFINE_PROPERTY(tag, S, Actor) DEFINE_PROPERTY(tag, S, Actor)
{ {
PROP_STRING_PARM(str, 0); PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString(AMETA_StrifeName, str); defaults->Tag = str;
} }
//========================================================================== //==========================================================================

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@ -75,7 +75,7 @@
// SAVESIG should match SAVEVER. // SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded. // MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 1643 #define MINSAVEVER 1823
#if SVN_REVISION_NUMBER < MINSAVEVER #if SVN_REVISION_NUMBER < MINSAVEVER
// Never write a savegame with a version lower than what we need // Never write a savegame with a version lower than what we need

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@ -26,6 +26,7 @@ ACTOR Actor native //: Thinker
native fixed_t alpha; native fixed_t alpha;
native angle_t angle; native angle_t angle;
native int args[5]; native int args[5];
native int uservar[10];
native fixed_t ceilingz; native fixed_t ceilingz;
native fixed_t floorz; native fixed_t floorz;
native int health; native int health;
@ -254,6 +255,7 @@ ACTOR Actor native //: Thinker
action native A_ScaleVelocity(float scale); action native A_ScaleVelocity(float scale);
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0); action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
action native A_SetArg(int pos, int value); action native A_SetArg(int pos, int value);
action native A_SetVar(int pos, int value);
action native A_SetSpecial(int spec, int arg0, int arg1, int arg2, int arg3, int arg4); action native A_SetSpecial(int spec, int arg0, int arg1, int arg2, int arg3, int arg4);
States States

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@ -0,0 +1,45 @@
ACTOR Dog 888
{
Game Doom
Health 500
Speed 10
PainChance 180
Radius 12
Height 28
Mass 100
Monster
+JUMPDOWN
ActiveSound "dog/active"
AttackSound "dog/attack"
DeathSound "dog/death"
PainSound "dog/pain"
SeeSound "dog/sight"
Obituary "$OB_DOG"
States
{
Spawn:
DOGS AB 10 A_Look
Loop
See:
DOGS AABBCCDD 2 A_Chase
Loop
Melee:
DOGS EF 8 A_FaceTarget
DOGS G 8 A_SargAttack
Goto See
Pain:
DOGS H 2
DOGS H 2 A_Pain
Goto See
Death:
DOGS I 8
DOGS J 8 A_Scream
DOGS K 4
DOGS L 4 A_Fall
DOGS M 4
DOGS N -1
Raise:
DOGS NMLKJI 5
Goto See
}
}

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@ -78,3 +78,15 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
{ {
anybossdeath anybossdeath
} }
// Arch-Vile ghost monster effect is used by the following maps
145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26
5379C080299EB961792B50AD96821543 // Hell to Pay map14
7837B5334A277F107515D649BCEFB682 // Hell to Pay map22
2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24
65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32
2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23
{
corpsegibs
vileghosts
}

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@ -45,6 +45,7 @@
#include "actors/doom/spidermaster.txt" #include "actors/doom/spidermaster.txt"
#include "actors/doom/keen.txt" #include "actors/doom/keen.txt"
#include "actors/doom/bossbrain.txt" #include "actors/doom/bossbrain.txt"
#include "actors/doom/dog.txt"
#include "actors/doom/deadthings.txt" #include "actors/doom/deadthings.txt"
#include "actors/doom/doomammo.txt" #include "actors/doom/doomammo.txt"

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@ -172,15 +172,15 @@ ActionList
Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase, Chase,
FaceTarget, FaceTarget, SargAttack, NULL, Pain, NULL, Scream, FaceTarget, FaceTarget, SargAttack, NULL, Pain, NULL, Scream,
NULL, Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, BFGsound, NULL, Fall, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, BFGsound,
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, NULL/*FireOldBFG*/, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG, FireOldBFG,
Light0, ReFire, NULL, NULL, NULL, NULL, NULL, NULL, NULL, Light0, ReFire, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
Look, Chase, Chase, Chase, CHase, FaceTarget, Look, Chase, Chase, Chase, Chase, FaceTarget,
NULL/*BetaSkullAttack*/, NULL, NULL, Pain, NULL, BetaSkullAttack, NULL, NULL, Pain, NULL,
NULL, NULL, NULL, NULL, Scream, NULL, Fall, Stop, NULL, NULL, NULL, NULL, Scream, NULL, Fall, Stop,
Mushroom Mushroom
}; };

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@ -115,6 +115,10 @@ PD_YELLOWSO = "You need a yellow skull to activate this object";
GGSAVED = "game saved."; GGSAVED = "game saved.";
HUSTR_MSGU = "[Message unsent]"; HUSTR_MSGU = "[Message unsent]";
PICKUP_PISTOL_DROPPED = "Picked up a pistol."; PICKUP_PISTOL_DROPPED = "Picked up a pistol.";
BETA_BONUS1 = "You pick up a demonic dagger.";
BETA_BONUS2 = "You pick up a skullchest.";
BETA_BONUS3 = "You pick up an evil sceptre.";
BETA_BONUS4 = "You pick up an unholy bible.";
// Level names // Level names
HUSTR_E1M1 = "E1M1: Hangar"; HUSTR_E1M1 = "E1M1: Hangar";
@ -634,6 +638,7 @@ OB_SPIDER = "%o stood in awe of the spider demon.";
OB_BABY = "%o let an arachnotron get %h."; OB_BABY = "%o let an arachnotron get %h.";
OB_CYBORG = "%o was splattered by a cyberdemon."; OB_CYBORG = "%o was splattered by a cyberdemon.";
OB_WOLFSS = "%o met a Nazi."; OB_WOLFSS = "%o met a Nazi.";
OB_DOG = "%o was mauled by a dog.";
OB_CHICKEN = "%o was pecked to death."; OB_CHICKEN = "%o was pecked to death.";
OB_BEAST = "%o was charred by a weredragon."; OB_BEAST = "%o was charred by a weredragon.";
@ -707,6 +712,7 @@ OB_MPBFG_BOOM = "%o was splintered by %k's BFG.";
OB_MPBFG_SPLASH = "%o couldn't hide from %k's BFG."; OB_MPBFG_SPLASH = "%o couldn't hide from %k's BFG.";
OB_MPTELEFRAG = "%o was telefragged by %k."; OB_MPTELEFRAG = "%o was telefragged by %k.";
OB_RAILGUN = "%o was railed by %k."; OB_RAILGUN = "%o was railed by %k.";
OB_MPBFG_MBF = "%o was burned by %k's BFG.";
// Same as OB_MPTELEFRAG, but shown when a monster telefrags you // Same as OB_MPTELEFRAG, but shown when a monster telefrags you
OB_MONTELEFRAG = "%o was telefragged."; OB_MONTELEFRAG = "%o was telefragged.";

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@ -425,6 +425,13 @@ brain/cube dsboscub
brain/cubeboom dsfirxpl brain/cubeboom dsfirxpl
$alias brain/spawn misc/teleport $alias brain/spawn misc/teleport
// Marine's Best Friend
dog/active dsdgact
dog/attack dsdgatk
dog/death dsdgdth
dog/pain dsdgpain
dog/sight dsdgsit
//============================================================================ //============================================================================
// //