qzdoom/wadsrc/static/actors/hexen/teleportother.txt
Christoph Oelckers 7db035abba - undid NOGRAVITY for all floatbobbing items.
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
2015-02-12 16:27:28 +01:00

114 lines
1.7 KiB
Text

// Teleport Other Artifact --------------------------------------------------
ACTOR ArtiTeleportOther : Inventory 10040 native
{
Game Hexen
SpawnID 17
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
Inventory.Icon "ARTITELO"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTITELEPORTOTHER"
Tag "$TAG_ARTITELEPORTOTHER"
States
{
Spawn:
TELO ABCD 5
Loop
}
}
// Teleport Other FX --------------------------------------------------------
ACTOR TelOtherFX1 native
{
Damage 10001
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+BLOODLESSIMPACT
Radius 16
Height 16
Speed 20
action native A_TeloSpawnA ();
action native A_TeloSpawnB ();
action native A_TeloSpawnC ();
action native A_TeloSpawnD ();
action native A_CheckTeleRing ();
States
{
Spawn:
TRNG E 5 Bright
TRNG D 4 Bright
TRNG C 3 Bright A_TeloSpawnC
TRNG B 3 Bright A_TeloSpawnB
TRNG A 3 Bright A_TeloSpawnA
TRNG B 3 Bright A_TeloSpawnB
TRNG C 3 Bright A_TeloSpawnC
TRNG D 3 Bright A_TeloSpawnD
Goto Spawn+2
Death:
TRNG E 3 Bright
Stop
}
}
ACTOR TelOtherFX2 : TelOtherFX1
{
Speed 16
States
{
Spawn:
TRNG BCDCB 4 Bright
TRNG A 4 Bright A_CheckTeleRing
Loop
}
}
ACTOR TelOtherFX3 : TelOtherFX1
{
Speed 16
States
{
Spawn:
TRNG CDCBA 4 Bright
TRNG B 4 Bright A_CheckTeleRing
Loop
}
}
ACTOR TelOtherFX4 : TelOtherFX1
{
Speed 16
States
{
Spawn:
TRNG DCBAB 4 Bright
TRNG C 4 Bright A_CheckTeleRing
Loop
}
}
ACTOR TelOtherFX5 : TelOtherFX1
{
Speed 16
States
{
Spawn:
TRNG CBABC 4 Bright
TRNG D 4 Bright A_CheckTeleRing
Loop
}
}