mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
fb50df2c63
surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
249 lines
4.1 KiB
Text
249 lines
4.1 KiB
Text
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//===========================================================================
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//
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// Zombie man
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//
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//===========================================================================
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ACTOR ZombieMan 3004
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{
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Game Doom
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SpawnID 4
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Health 20
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Radius 20
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Height 56
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Speed 8
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PainChance 200
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Monster
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+FLOORCLIP
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SeeSound "grunt/sight"
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AttackSound "grunt/attack"
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PainSound "grunt/pain"
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DeathSound "grunt/death"
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ActiveSound "grunt/active"
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Obituary "$OB_ZOMBIE"
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DropItem "Clip"
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States
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{
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Spawn:
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POSS AB 10 A_Look
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Loop
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See:
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POSS AABBCCDD 4 A_Chase
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Loop
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Missile:
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POSS E 10 A_FaceTarget
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POSS F 8 A_PosAttack
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POSS E 8
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Goto See
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Pain:
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POSS G 3
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POSS G 3 A_Pain
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Goto See
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Death:
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POSS H 5
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POSS I 5 A_Scream
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POSS J 5 A_NoBlocking
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POSS K 5
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POSS L -1
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Stop
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XDeath:
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POSS M 5
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POSS N 5 A_XScream
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POSS O 5 A_NoBlocking
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POSS PQRST 5
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POSS U -1
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Stop
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Raise:
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POSS K 5
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POSS JIH 5
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Goto See
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}
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}
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//===========================================================================
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//
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// Sergeant / Shotgun guy
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//
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//===========================================================================
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ACTOR ShotgunGuy 9
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{
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Game Doom
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SpawnID 1
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Health 30
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Radius 20
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Height 56
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Mass 100
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Speed 8
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PainChance 170
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Monster
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+FLOORCLIP
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SeeSound "shotguy/sight"
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AttackSound "shotguy/attack"
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PainSound "shotguy/pain"
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DeathSound "shotguy/death"
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ActiveSound "shotguy/active"
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Obituary "$OB_SHOTGUY"
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DropItem "Shotgun"
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States
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{
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Spawn:
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SPOS AB 10 A_Look
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Loop
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See:
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SPOS AABBCCDD 3 A_Chase
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Loop
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Missile:
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SPOS E 10 A_FaceTarget
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SPOS F 10 BRIGHT A_SposAttackUseAtkSound
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SPOS E 10
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Goto See
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Pain:
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SPOS G 3
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SPOS G 3 A_Pain
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Goto See
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Death:
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SPOS H 5
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SPOS I 5 A_Scream
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SPOS J 5 A_NoBlocking
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SPOS K 5
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SPOS L -1
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Stop
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XDeath:
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SPOS M 5
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SPOS N 5 A_XScream
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SPOS O 5 A_NoBlocking
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SPOS PQRST 5
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SPOS U -1
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Stop
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Raise:
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SPOS L 5
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SPOS KJIH 5
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Goto See
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}
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}
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//===========================================================================
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//
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// Chaingunner
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//
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//===========================================================================
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ACTOR ChaingunGuy 65
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{
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Game Doom
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SpawnID 2
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Health 70
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Radius 20
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Height 56
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Mass 100
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Speed 8
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PainChance 170
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Monster
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+FLOORCLIP
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SeeSound "chainguy/sight"
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PainSound "chainguy/pain"
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DeathSound "chainguy/death"
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ActiveSound "chainguy/active"
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AttackSound "chainguy/attack"
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Obituary "$OB_CHAINGUY"
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Dropitem "Chaingun"
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States
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{
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Spawn:
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CPOS AB 10 A_Look
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Loop
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See:
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CPOS AABBCCDD 3 A_Chase
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Loop
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Missile:
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CPOS E 10 A_FaceTarget
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CPOS FE 4 BRIGHT A_CPosAttack
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CPOS F 1 A_CPosRefire
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Goto Missile+1
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Pain:
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CPOS G 3
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CPOS G 3 A_Pain
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Goto See
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Death:
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CPOS H 5
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CPOS I 5 A_Scream
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CPOS J 5 A_NoBlocking
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CPOS KLM 5
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CPOS N -1
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Stop
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XDeath:
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CPOS O 5
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CPOS P 5 A_XScream
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CPOS Q 5 A_NoBlocking
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CPOS RS 5
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CPOS T -1
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Stop
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Raise:
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CPOS N 5
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CPOS MLKJIH 5
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Goto See
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}
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}
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//===========================================================================
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//
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// SS Nazi
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//
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//===========================================================================
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ACTOR WolfensteinSS 84
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{
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Game Doom
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SpawnID 116
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Health 50
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Radius 20
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Height 56
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Speed 8
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PainChance 170
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Monster
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+FLOORCLIP
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SeeSound "wolfss/sight"
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PainSound "wolfss/pain"
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DeathSound "wolfss/death"
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ActiveSound "wolfss/active"
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AttackSound "wolfss/attack"
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Obituary "$OB_WOLFSS"
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Dropitem "Clip"
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States
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{
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Spawn:
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SSWV AB 10 A_Look
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Loop
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See:
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SSWV AABBCCDD 3 A_Chase
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Loop
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Missile:
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SSWV E 10 A_FaceTarget
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SSWV F 10 A_FaceTarget
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SSWV G 4 BRIGHT A_CPosAttack
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SSWV F 6 A_FaceTarget
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SSWV G 4 BRIGHT A_CPosAttack
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SSWV F 1 A_CPosRefire
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Goto Missile+1
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Pain:
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SSWV H 3
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SSWV H 3 A_Pain
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Goto See
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Death:
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SSWV I 5
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SSWV J 5 A_Scream
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SSWV K 5 A_NoBlocking
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SSWV L 5
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SSWV M -1
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Stop
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XDeath:
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SSWV N 5
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SSWV O 5 A_XScream
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SSWV P 5 A_NoBlocking
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SSWV QRSTU 5
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SSWV V -1
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Stop
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Raise:
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SSWV M 5
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SSWV LKJI 5
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Goto See
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}
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}
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