// 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 ------------------------------------------- ACTOR PatrolPoint 9024 { Radius 8 Height 8 Mass 10 +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle None } // A special to execute when a monster reaches a matching patrol point ------ ACTOR PatrolSpecial 9047 { Radius 8 Height 8 Mass 10 +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle None } // Map spot ---------------------------------------------------------------- ACTOR MapSpot 9001 { +NOBLOCKMAP +NOSECTOR +NOGRAVITY +DONTSPLASH RenderStyle None } // Map spot with gravity --------------------------------------------------- ACTOR MapSpotGravity : MapSpot 9013 { -NOBLOCKMAP -NOSECTOR -NOGRAVITY } // Point Pushers --------------------------------------------------- ACTOR PointPusher 5001 { +NOBLOCKMAP +INVISIBLE } ACTOR PointPuller 5002 { +NOBLOCKMAP +INVISIBLE } // Bloody gibs ------------------------------------------------------------- ACTOR RealGibs { +DROPOFF +CORPSE +NOTELEPORT +DONTGIB States { Spawn: POL5 A -1 Stop } } // 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. ACTOR Gibs : RealGibs 24 { Game Doom SpawnID 146 ClearFlags } // Needed for loading Build maps --------------------------------------- ACTOR CustomSprite 9988 native { +NOBLOCKMAP +NOGRAVITY States { Spawn: TNT1 A -1 Stop } } // SwitchableDecoration: Activate and Deactivate change state --------------- ACTOR SwitchableDecoration native { } ACTOR SwitchingDecoration : SwitchableDecoration native { } // Random spawner ----------------------------------------------------------- ACTOR RandomSpawner native { +NOBLOCKMAP +NOSECTOR +NOGRAVITY } // Fast projectiles ----------------------------------------------------------- ACTOR FastProjectile native { Projectile }