qzdoom/wadsrc/static/actors/doom/doomdecorations.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
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)
2008-07-23 04:57:26 +00:00

754 lines
9.5 KiB
Text

// Tech lamp ---------------------------------------------------------------
ACTOR TechLamp 85
{
Game Doom
Radius 16
Height 80
+SOLID
States
{
Spawn:
TLMP ABCD 4 BRIGHT
Loop
}
}
// Tech lamp 2 -------------------------------------------------------------
ACTOR TechLamp2 86
{
Game Doom
Radius 16
Height 60
+SOLID
States
{
Spawn:
TLP2 ABCD 4 BRIGHT
Loop
}
}
// Column ------------------------------------------------------------------
ACTOR Column 2028
{
Game Doom
Radius 16
Height 48
+SOLID
States
{
Spawn:
COLU A -1 BRIGHT
Stop
}
}
// Tall green column -------------------------------------------------------
ACTOR TallGreenColumn 30
{
Game Doom
Radius 16
Height 52
+SOLID
States
{
Spawn:
COL1 A -1
Stop
}
}
// Short green column ------------------------------------------------------
ACTOR ShortGreenColumn 31
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL2 A -1
Stop
}
}
// Tall red column ---------------------------------------------------------
ACTOR TallRedColumn 32
{
Game Doom
Radius 16
Height 52
+SOLID
States
{
Spawn:
COL3 A -1
Stop
}
}
// Short red column --------------------------------------------------------
ACTOR ShortRedColumn 33
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL4 A -1
Stop
}
}
// Skull column ------------------------------------------------------------
ACTOR SkullColumn 37
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL6 A -1
Stop
}
}
// Heart column ------------------------------------------------------------
ACTOR HeartColumn 36
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL5 AB 14
Loop
}
}
// Evil eye ----------------------------------------------------------------
ACTOR EvilEye 41
{
Game Doom
Radius 16
Height 54
+SOLID
States
{
Spawn:
CEYE ABCB 6 BRIGHT
Loop
}
}
// Floating skull ----------------------------------------------------------
ACTOR FloatingSkull 42
{
Game Doom
Radius 16
Height 26
+SOLID
States
{
Spawn:
FSKU ABC 6 BRIGHT
Loop
}
}
// Torch tree --------------------------------------------------------------
ACTOR TorchTree 43
{
Game Doom
Radius 16
Height 56
+SOLID
States
{
Spawn:
TRE1 A -1
Stop
}
}
// Blue torch --------------------------------------------------------------
ACTOR BlueTorch 44
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TBLU ABCD 4 BRIGHT
Loop
}
}
// Green torch -------------------------------------------------------------
ACTOR GreenTorch 45
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TGRN ABCD 4 BRIGHT
Loop
}
}
// Red torch ---------------------------------------------------------------
ACTOR RedTorch 46
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TRED ABCD 4 BRIGHT
Loop
}
}
// Short blue torch --------------------------------------------------------
ACTOR ShortBlueTorch 55
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMBT ABCD 4 BRIGHT
Loop
}
}
// Short green torch -------------------------------------------------------
ACTOR ShortGreenTorch 56
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMGT ABCD 4 BRIGHT
Loop
}
}
// Short red torch ---------------------------------------------------------
ACTOR ShortRedTorch 57
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMRT ABCD 4 BRIGHT
Loop
}
}
// Stalagtite --------------------------------------------------------------
ACTOR Stalagtite 47
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
SMIT A -1
Stop
}
}
// Tech pillar -------------------------------------------------------------
ACTOR TechPillar 48
{
Game Doom
Radius 16
Height 128
+SOLID
States
{
Spawn:
ELEC A -1
Stop
}
}
// Candle stick ------------------------------------------------------------
ACTOR Candlestick 34
{
Game Doom
Radius 20
Height 14
States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
// Candelabra --------------------------------------------------------------
ACTOR Candelabra 35
{
Game Doom
Radius 16
Height 60
+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
// Bloody twitch -----------------------------------------------------------
ACTOR BloodyTwitch 49
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR1 A 10
GOR1 B 15
GOR1 C 8
GOR1 B 6
Loop
}
}
// Meat 2 ------------------------------------------------------------------
ACTOR Meat2 50
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR2 A -1
Stop
}
}
// Meat 3 ------------------------------------------------------------------
ACTOR Meat3 51
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR3 A -1
Stop
}
}
// Meat 4 ------------------------------------------------------------------
ACTOR Meat4 52
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR4 A -1
Stop
}
}
// Meat 5 ------------------------------------------------------------------
ACTOR Meat5 53
{
Game Doom
Radius 16
Height 52
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR5 A -1
Stop
}
}
// Nonsolid meat -----------------------------------------------------------
ACTOR NonsolidMeat2 : Meat2 59
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat3 : Meat3 61
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat4 : Meat4 60
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat5 : Meat5 62
{
Game Doom
-SOLID
Radius 20
}
// Nonsolid bloody twitch --------------------------------------------------
ACTOR NonsolidTwitch : BloodyTwitch 63
{
Game Doom
-SOLID
Radius 20
}
// Head on a stick ---------------------------------------------------------
ACTOR HeadOnAStick 27
{
Game Doom
Radius 16
Height 56
+SOLID
States
{
Spawn:
POL4 A -1
Stop
}
}
// Heads (plural!) on a stick ----------------------------------------------
ACTOR HeadsOnAStick 28
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL2 A -1
Stop
}
}
// Head candles ------------------------------------------------------------
ACTOR HeadCandles 29
{
Game Doom
Radius 16
Height 42
+SOLID
States
{
Spawn:
POL3 AB 6 BRIGHT
Loop
}
}
// Dead on a stick ---------------------------------------------------------
ACTOR DeadStick 25
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL1 A -1
Stop
}
}
// Still alive on a stick --------------------------------------------------
ACTOR LiveStick 26
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL6 A 6
POL6 B 8
Loop
}
}
// Big tree ----------------------------------------------------------------
ACTOR BigTree 54
{
Game Doom
Radius 32
Height 108
+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}
// Burning barrel ----------------------------------------------------------
ACTOR BurningBarrel 70
{
Game Doom
SpawnID 149
Radius 16
Height 32
+SOLID
States
{
Spawn:
FCAN ABC 4 BRIGHT
Loop
}
}
// Hanging with no guts ----------------------------------------------------
ACTOR HangNoGuts 73
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB1 A -1
Stop
}
}
// Hanging from bottom with no brain ---------------------------------------
ACTOR HangBNoBrain 74
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB2 A -1
Stop
}
}
// Hanging from top, looking down ------------------------------------------
ACTOR HangTLookingDown 75
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB3 A -1
Stop
}
}
// Hanging from top, looking up --------------------------------------------
ACTOR HangTLookingUp 77
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB5 A -1
Stop
}
}
// Hanging from top, skully ------------------------------------------------
ACTOR HangTSkull 76
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB4 A -1
Stop
}
}
// Hanging from top without a brain ----------------------------------------
ACTOR HangTNoBrain 78
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB6 A -1
Stop
}
}
// Colon gibs --------------------------------------------------------------
ACTOR ColonGibs 79
{
Game Doom
SpawnID 147
Radius 20
Height 4
States
{
Spawn:
POB1 A -1
Stop
}
}
// Small pool o' blood -----------------------------------------------------
ACTOR SmallBloodPool 80
{
Game Doom
SpawnID 148
Radius 20
Height 1
States
{
Spawn:
POB2 A -1
Stop
}
}
// brain stem lying on the ground ------------------------------------------
ACTOR BrainStem 81
{
Game Doom
SpawnID 150
Radius 20
Height 4
States
{
Spawn:
BRS1 A -1
Stop
}
}