// Med patch ----------------------------------------------------------------- ACTOR MedPatch : HealthPickup { Health 10 +FLOORCLIP +INVENTORY.INVBAR Inventory.MaxAmount 20 Tag "$TAG_MEDPATCH" Inventory.Icon "I_STMP" Inventory.PickupMessage "$TXT_MEDPATCH" HealthPickup.Autouse 3 States { Spawn: STMP A -1 Stop } } // Medical Kit --------------------------------------------------------------- ACTOR MedicalKit : HealthPickup { Health 25 +FLOORCLIP +INVENTORY.INVBAR Inventory.MaxAmount 15 Tag "$TAG_MEDICALKIT" Inventory.Icon "I_MDKT" Inventory.PickupMessage "$TXT_MEDICALKIT" HealthPickup.Autouse 3 States { Spawn: MDKT A -1 Stop } } // Surgery Kit -------------------------------------------------------------- ACTOR SurgeryKit : HealthPickup { +FLOORCLIP +INVENTORY.INVBAR Health -100 Inventory.MaxAmount 5 Tag "$TAG_SURGERYKIT" Inventory.Icon "I_FULL" Inventory.PickupMessage "$TXT_SURGERYKIT" States { Spawn: FULL AB 35 Loop } } // StrifeMap ---------------------------------------------------------------- ACTOR StrifeMap : MapRevealer { +FLOORCLIP Inventory.PickupSound "misc/p_pkup" Inventory.PickupMessage "$TXT_STRIFEMAP" States { Spawn: SMAP AB 6 Bright Loop } } // Beldin's Ring ------------------------------------------------------------ ACTOR BeldinsRing : Inventory { +NOTDMATCH +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_BELDINSRING" Inventory.Icon "I_RING" Inventory.GiveQuest 1 Inventory.PickupMessage "$TXT_BELDINSRING" States { Spawn: RING A -1 Stop } } // Offering Chalice --------------------------------------------------------- ACTOR OfferingChalice : Inventory { +DROPPED +FLOORCLIP +INVENTORY.INVBAR Radius 10 Height 16 Tag "$TAG_OFFERINGCHALICE" Inventory.Icon "I_RELC" Inventory.PickupMessage "$TXT_OFFERINGCHALICE" Inventory.GiveQuest 2 States { Spawn: RELC A -1 Stop } } // Ear ---------------------------------------------------------------------- ACTOR Ear : Inventory { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_EAR" Inventory.Icon "I_EARS" Inventory.PickupMessage "$TXT_EAR" Inventory.GiveQuest 9 States { Spawn: EARS A -1 Stop } } // Broken Power Coupling ---------------------------------------------------- ACTOR BrokenPowerCoupling : Inventory { Health 40 +DROPPED +FLOORCLIP +INVENTORY.INVBAR Radius 16 Height 16 Tag "$TAG_BROKENCOUPLING" Inventory.MaxAmount 1 Inventory.Icon "I_COUP" Inventory.PickupMessage "$TXT_BROKENCOUPLING" Inventory.GiveQuest 8 States { Spawn: COUP C -1 Stop } } // Shadow Armor ------------------------------------------------------------- ACTOR ShadowArmor : PowerupGiver { +FLOORCLIP +VISIBILITYPULSE +INVENTORY.INVBAR -INVENTORY.FANCYPICKUPSOUND RenderStyle Translucent Tag "$TAG_SHADOWARMOR" Inventory.MaxAmount 2 Powerup.Type "Shadow" Inventory.Icon "I_SHD1" Inventory.PickupSound "misc/i_pkup" Inventory.PickupMessage "$TXT_SHADOWARMOR" States { Spawn: SHD1 A -1 Bright Stop } } // Environmental suit ------------------------------------------------------- ACTOR EnvironmentalSuit : PowerupGiver { +FLOORCLIP +INVENTORY.INVBAR -INVENTORY.FANCYPICKUPSOUND Inventory.MaxAmount 5 Powerup.Type "Mask" Tag "$TAG_ENVSUIT" Inventory.Icon "I_MASK" Inventory.PickupSound "misc/i_pkup" Inventory.PickupMessage "$TXT_ENVSUIT" States { Spawn: MASK A -1 Stop } } // Guard Uniform ------------------------------------------------------------ ACTOR GuardUniform : Inventory { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_GUARDUNIFORM" Inventory.Icon "I_UNIF" Inventory.PickupMessage "$TXT_GUARDUNIFORM" Inventory.GiveQuest 15 States { Spawn: UNIF A -1 Stop } } // Officer's Uniform -------------------------------------------------------- ACTOR OfficersUniform : Inventory { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_OFFICERSUNIFORM" Inventory.Icon "I_OFIC" Inventory.PickupMessage "$TXT_OFFICERSUNIFORM" States { Spawn: OFIC A -1 Stop } } // Flame Thrower Parts ------------------------------------------------------ ACTOR FlameThrowerParts : Inventory { +FLOORCLIP +INVENTORY.INVBAR Inventory.Icon "I_BFLM" Tag "$TAG_FTHROWERPARTS" Inventory.PickupMessage "$TXT_FTHROWERPARTS" States { Spawn: BFLM A -1 Stop } } // InterrogatorReport ------------------------------------------------------- // SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't // find that Acolyte in the map. It seems to be totally unused in the // final game. ACTOR InterrogatorReport : Inventory { +FLOORCLIP Tag "$TAG_REPORT" Inventory.PickupMessage "$TXT_REPORT" States { Spawn: TOKN A -1 Stop } } // Info --------------------------------------------------------------------- ACTOR Info : Inventory { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_INFO" Inventory.Icon "I_TOKN" Inventory.PickupMessage "$TXT_INFO" States { Spawn: TOKN A -1 Stop } } // Targeter ----------------------------------------------------------------- ACTOR Targeter : PowerupGiver { +FLOORCLIP +INVENTORY.INVBAR -INVENTORY.FANCYPICKUPSOUND Tag "$TAG_TARGETER" Powerup.Type "Targeter" Inventory.MaxAmount 5 Inventory.Icon "I_TARG" Inventory.PickupSound "misc/i_pkup" Inventory.PickupMessage "$TXT_TARGETER" States { Spawn: TARG A -1 Stop } } // Communicator ----------------------------------------------------------------- ACTOR Communicator : Inventory { +NOTDMATCH Tag "$TAG_COMMUNICATOR" Inventory.Icon "I_COMM" Inventory.PickupSound "misc/p_pkup" Inventory.PickupMessage "$TXT_COMMUNICATOR" States { Spawn: COMM A -1 Stop } } // Degnin Ore --------------------------------------------------------------- ACTOR DegninOre : Inventory native { Health 10 Radius 16 Height 16 Inventory.MaxAmount 10 +SOLID +SHOOTABLE +NOBLOOD +FLOORCLIP +INCOMBAT +INVENTORY.INVBAR Tag "$TAG_DEGNINORE" DeathSound "ore/explode" Inventory.Icon "I_XPRK" Inventory.PickupMessage "$TXT_DEGNINORE" States { Spawn: XPRK A -1 Stop Death: XPRK A 1 A_RemoveForceField BNG3 A 0 A_SetTranslucent(1,1) BNG3 A 0 A_Scream BNG3 A 3 Bright A_Explode(192,192,1,1) BNG3 BCDEFGH 3 Bright Stop } } // Gun Training ------------------------------------------------------------- ACTOR GunTraining : Inventory { +FLOORCLIP +INVENTORY.INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 100 Tag "$TAG_GUNTRAINING" Inventory.Icon "I_GUNT" States { Spawn: GUNT A -1 Stop } } // Health Training ---------------------------------------------------------- ACTOR HealthTraining : Inventory native { +FLOORCLIP +INVENTORY.INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 100 Tag "$TAG_HEALTHTRAINING" Inventory.Icon "I_HELT" States { Spawn: HELT A -1 Stop } } // Scanner ------------------------------------------------------------------ ACTOR Scanner : PowerupGiver native { +FLOORCLIP +INVENTORY.FANCYPICKUPSOUND Inventory.MaxAmount 1 Tag "$TAG_SCANNER" Inventory.Icon "I_PMUP" Powerup.Type "Scanner" Inventory.PickupSound "misc/i_pkup" Inventory.PickupMessage "$TXT_SCANNER" States { Spawn: PMUP AB 6 Loop } } // Prison Pass -------------------------------------------------------------- ACTOR PrisonPass : Key native { Inventory.Icon "I_TOKN" Tag "$TAG_PRISONPASS" Inventory.PickupMessage "$TXT_PRISONPASS" States { Spawn: TOKN A -1 Stop } } //--------------------------------------------------------------------------- // Dummy items. They are just used by Strife to perform --------------------- // actions and cannot be held. ---------------------------------------------- //--------------------------------------------------------------------------- ACTOR DummyStrifeItem : Inventory native { States { Spawn: TOKN A -1 Stop } } // Sound the alarm! --------------------------------------------------------- ACTOR RaiseAlarm : DummyStrifeItem native { Tag "$TAG_ALARM" } // Open door tag 222 -------------------------------------------------------- ACTOR OpenDoor222 : DummyStrifeItem native { } // Close door tag 222 ------------------------------------------------------- ACTOR CloseDoor222 : DummyStrifeItem native { } // Open door tag 224 -------------------------------------------------------- ACTOR OpenDoor224 : DummyStrifeItem native { } // Ammo --------------------------------------------------------------------- ACTOR AmmoFillup : DummyStrifeItem native { Tag "$TAG_AMMOFILLUP" } // Health ------------------------------------------------------------------- ACTOR HealthFillup : DummyStrifeItem native { Tag "$TAG_HEALTHFILLUP" } // Upgrade Stamina ---------------------------------------------------------- ACTOR UpgradeStamina : DummyStrifeItem native { Inventory.Amount 10 Inventory.MaxAmount 100 } // Upgrade Accuracy --------------------------------------------------------- ACTOR UpgradeAccuracy : DummyStrifeItem native { } // Start a slideshow -------------------------------------------------------- ACTOR SlideshowStarter : DummyStrifeItem native { }