// Rocks -------------------------------------------------------------------- ACTOR Rock1 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK A 20 A_Log("Test") Loop Death: ROKK A 10 Stop } } ACTOR Rock2 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK B 20 Loop Death: ROKK B 10 Stop } } ACTOR Rock3 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK C 20 Loop Death: ROKK C 10 Stop } } // Dirt -------------------------------------------------------------------- ACTOR Dirt1 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK D 20 Loop Death: ROKK D 10 Stop } } ACTOR Dirt2 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK E 20 Loop Death: ROKK E 10 Stop } } ACTOR Dirt3 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK F 20 Loop Death: ROKK F 10 Stop } } ACTOR Dirt4 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK G 20 Loop Death: ROKK G 10 Stop } } ACTOR Dirt5 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK H 20 Loop Death: ROKK H 10 Stop } } ACTOR Dirt6 { +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT States { Spawn: ROKK I 20 Loop Death: ROKK I 10 Stop } } // Stained glass ------------------------------------------------------------ ACTOR GlassShard native { Radius 5 Mass 5 Projectile -ACTIVATEPCROSS -ACTIVATEIMPACT BounceType "HexenCompat" BounceFactor 0.3 } ACTOR SGShard1 : GlassShard { States { Spawn: SGSA ABCDE 4 Loop Death: SGSA E 30 Stop } } ACTOR SGShard2 : GlassShard { States { Spawn: SGSA FGHIJ 4 Loop Death: SGSA J 30 Stop } } ACTOR SGShard3 : GlassShard { States { Spawn: SGSA KLMNO 4 Loop Death: SGSA O 30 Stop } } ACTOR SGShard4 : GlassShard { States { Spawn: SGSA PQRST 4 Loop Death: SGSA T 30 Stop } } ACTOR SGShard5 : GlassShard { States { Spawn: SGSA UVWXY 4 Loop Death: SGSA Y 30 Stop } } ACTOR SGShard6 : GlassShard { States { Spawn: SGSB A 4 Loop Death: SGSB A 30 Stop } } ACTOR SGShard7 : GlassShard { States { Spawn: SGSB B 4 Loop Death: SGSB B 30 Stop } } ACTOR SGShard8 : GlassShard { States { Spawn: SGSB C 4 Loop Death: SGSB C 30 Stop } } ACTOR SGShard9 : GlassShard { States { Spawn: SGSB D 4 Loop Death: SGSB D 30 Stop } } ACTOR SGShard0 : GlassShard { States { Spawn: SGSB E 4 Loop Death: SGSB E 30 Stop } } ACTOR GlassJunk { +NOCLIP +NOBLOCKMAP RenderStyle Translucent Alpha 0.4 Health 3 // Number of different shards States { // Are the first three frames used anywhere? SHAR A 128 Goto Death SHAR B 128 Goto Death SHAR C 128 Goto Death Spawn: SHAR D 128 Goto Death SHAR E 128 Goto Death SHAR F 128 Goto Death Death: "----" A 1 A_FadeOut(0.03) Wait } }