ACTOR Inventory native { Inventory.Amount 1 Inventory.MaxAmount 1 Inventory.UseSound "misc/invuse" Inventory.PickupSound "misc/i_pkup" action native A_JumpIfNoAmmo(state label); action native A_CustomPunch(int damage, optional bool norandom, optional evalnot bool useammo, optional class pufftype, optional float range); action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, optional class pufftype, optional evalnot bool useammo, optional float range); action native A_FireCustomMissile(class missiletype, optional float angle, optional evalnot bool useammo, optional int spawnofs_xy, optional float spawnheight, optional bool aimatangle); action native A_RailAttack(int damage, optional int spawnofs_xy, optional evalnot int useammo, optional color color1, optional color color2, optional bool silent, optional float maxdiff, optional class pufftype); action native A_Light(int extralight); action native A_Light0(); action native A_Light1(); action native A_Light2(); action native A_LightInverse(); action native A_WeaponReady(); action native A_Lower(); action native A_Raise(); action native A_FirePistol(); action native A_FireShotgun(); action native A_FireShotgun2(); action native A_OpenShotgun2(); action native A_LoadShotgun2(); action native A_CloseShotgun2(); action native A_FireCGun(); action native A_FireMissile(); action native A_FirePlasma(); action native A_FireRailgun(); action native A_FireRailgunLeft(); action native A_FireRailgunRight(); action native A_RailWait(); action native A_BFGsound(); action native A_FireBFG(); action native A_ReFire(); action native A_ClearReFire(); action native A_CheckReload(); action native A_GunFlash(); action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional int damage, optional class pufftype); action native A_CheckForReload(int counter, state label); action native A_ResetReloadCounter(); action native A_RestoreSpecialPosition(); action native A_RestoreSpecialDoomThing(); action native A_RestoreSpecialThing1(); action native A_RestoreSpecialThing2(); States { HideDoomish: TNT1 A 1050 TNT1 A 0 A_RestoreSpecialPosition TNT1 A 1 A_RestoreSpecialDoomThing Stop HideSpecial: ACLO E 1400 ACLO A 0 A_RestoreSpecialPosition ACLO A 4 A_RestoreSpecialThing1 ACLO BABCBCDC 4 ACLO D 4 A_RestoreSpecialThing2 Stop Held: TNT1 A -1 Stop HoldAndDestroy: TNT1 A 1 Stop } } Actor Ammo : Inventory native { +INVENTORY.KEEPDEPLETED Inventory.PickupSound "misc/ammo_pkup" } Actor BackpackItem : Inventory native { } ACTOR Armor : Inventory native { Inventory.PickupSound "misc/armor_pkup" } ACTOR BasicArmor : Armor native { +Inventory.KEEPDEPLETED } ACTOR BasicArmorBonus : Armor native { +Inventory.AUTOACTIVATE +Inventory.ALWAYSPICKUP Inventory.MaxAmount 0 Armor.SavePercent 0.333333 } ACTOR BasicArmorPickup : Armor native { +Inventory.AUTOACTIVATE Inventory.MaxAmount 0 } ACTOR HexenArmor : Armor native { +Inventory.KEEPDEPLETED +Inventory.UNDROPPABLE } ACTOR DehackedPickup : Inventory native { } ACTOR FakeInventory : Inventory native { } ACTOR CustomInventory : Inventory native { } Actor Health : Inventory native { Inventory.Amount 1 Inventory.MaxAmount 0 Inventory.PickupSound "misc/health_pkup" } Actor HealthPickup : Inventory native { Inventory.DefMaxAmount +INVENTORY.INVBAR } Actor Key : Inventory native { +INVENTORY.INTERHUBSTRIP Inventory.PickupSound "misc/k_pkup" } ACTOR PowerupGiver : Inventory native { Inventory.DefMaxAmount +INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND Inventory.PickupSound "misc/p_pkup" } ACTOR Powerup : Inventory native { } ACTOR PowerInvulnerable : Powerup native { Powerup.Duration -30 inventory.icon "SPSHLD0" } ACTOR PowerStrength : Powerup native { Powerup.Duration 1 Powerup.Color 255,0,0,0.5 +INVENTORY.HUBPOWER } ACTOR PowerInvisibility : Powerup native { Powerup.Duration -60 } ACTOR PowerGhost : PowerInvisibility native { } ACTOR PowerShadow : PowerInvisibility native { Powerup.Duration -55 +INVENTORY.HUBPOWER } ACTOR PowerIronFeet : Powerup native { Powerup.Duration -60 Powerup.Color 0, 255, 0, 0.125 } ACTOR PowerMask : PowerIronFeet native { Powerup.Duration -80 Powerup.Color 0,0,0,0 +INVENTORY.HUBPOWER Inventory.Icon "I_MASK" } ACTOR PowerLightAmp : Powerup native { Powerup.Duration -120 } ACTOR PowerTorch : PowerLightAmp native { } ACTOR PowerFlight : Powerup native { Powerup.Duration -60 +INVENTORY.HUBPOWER } ACTOR PowerWeaponLevel2 : Powerup native { Powerup.Duration -40 Inventory.Icon "SPINBK0" } ACTOR PowerSpeed: Powerup native { Powerup.Duration -45 Speed 1.5 Inventory.Icon "SPBOOT0" } // Player Speed Trail (used by the Speed Powerup) ---------------------------- ACTOR PlayerSpeedTrail native { +NOBLOCKMAP +NOGRAVITY Alpha 0.6 RenderStyle Translucent } ACTOR PowerMinotaur : Powerup native { Powerup.Duration -25 Inventory.Icon "SPMINO0" } ACTOR PowerTargeter : Powerup native { Powerup.Duration -160 +INVENTORY.HUBPOWER States { Targeter: TRGT A -1 Stop TRGT B -1 Stop TRGT C -1 Stop } } ACTOR PowerFrightener : Powerup native { Powerup.Duration -60 } ACTOR PowerScanner : Powerup native { Powerup.Duration -80 +INVENTORY.HUBPOWER } ACTOR PowerTimeFreezer : Powerup native { Powerup.Duration -12 } ACTOR PowerDamage : Powerup native { Powerup.Duration -25 } ACTOR PowerProtection : Powerup native { Powerup.Duration -25 } ACTOR PowerDrain : Powerup native { Powerup.Duration -60 } ACTOR PowerRegeneration : Powerup native { Powerup.Duration -120 } ACTOR PowerHighJump : Powerup native { } ACTOR PowerMorph : Powerup native { Powerup.Duration -40 } ACTOR MapRevealer : Inventory native { } ACTOR PuzzleItem : Inventory native { +NOGRAVITY +INVENTORY.INVBAR Inventory.DefMaxAmount Inventory.UseSound "PuzzleSuccess" Inventory.PickupSound "misc/i_pkup" } Actor Weapon : Inventory native { Inventory.PickupSound "misc/w_pkup" Weapon.DefaultKickback States { LightDone: SHTG E 0 A_Light0 Stop } } ACTOR WeaponGiver : Weapon native { } Actor WeaponHolder : Inventory native { +NOBLOCKMAP +NOSECTOR +INVENTORY.UNDROPPABLE } Actor WeaponPiece : Inventory native { }