qzdoom/wadsrc/decorate/shared/debris.txt
Christoph Oelckers b15767c26f - Fixed: The pointer cleanup code must also check a sector's sky box pointers.
- Fixed: Right after teleporting P_SlideMove could cause player movement.
  Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
  reduces damage when hitting a player.

SVN r555 (trunk)
2007-10-29 20:27:40 +00:00

410 lines
4.3 KiB
Text

// Rocks --------------------------------------------------------------------
ACTOR Rock1
{
SpawnID 41
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK A 20
Loop
Death:
ROKK A 10
Stop
}
}
ACTOR Rock2
{
SpawnID 42
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK B 20
Loop
Death:
ROKK B 10
Stop
}
}
ACTOR Rock3
{
SpawnID 43
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK C 20
Loop
Death:
ROKK C 10
Stop
}
}
// Dirt --------------------------------------------------------------------
ACTOR Dirt1
{
SpawnID 44
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK D 20
Loop
Death:
ROKK D 10
Stop
}
}
ACTOR Dirt2
{
SpawnID 45
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK E 20
Loop
Death:
ROKK E 10
Stop
}
}
ACTOR Dirt3
{
SpawnID 46
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK F 20
Loop
Death:
ROKK F 10
Stop
}
}
ACTOR Dirt4
{
SpawnID 47
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK G 20
Loop
Death:
ROKK G 10
Stop
}
}
ACTOR Dirt5
{
SpawnID 48
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK H 20
Loop
Death:
ROKK H 10
Stop
}
}
ACTOR Dirt6
{
SpawnID 49
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
States
{
Spawn:
ROKK I 20
Loop
Death:
ROKK I 10
Stop
}
}
// Stained glass ------------------------------------------------------------
ACTOR SGShard1 : GlassShard
{
SpawnID 54
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSA ABCDE 4
Loop
Death:
SGSA E 30
Stop
}
}
ACTOR SGShard2 : GlassShard
{
SpawnID 55
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSA FGHIJ 4
Loop
Death:
SGSA J 30
Stop
}
}
ACTOR SGShard3 : GlassShard
{
SpawnID 56
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSA KLMNO 4
Loop
Death:
SGSA O 30
Stop
}
}
ACTOR SGShard4 : GlassShard
{
SpawnID 57
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSA PQRST 4
Loop
Death:
SGSA T 30
Stop
}
}
ACTOR SGShard5 : GlassShard
{
SpawnID 58
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSA UVWXY 4
Loop
Death:
SGSA Y 30
Stop
}
}
ACTOR SGShard6 : GlassShard
{
SpawnID 59
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSB A 4
Loop
Death:
SGSB A 30
Stop
}
}
ACTOR SGShard7 : GlassShard
{
SpawnID 60
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSB B 4
Loop
Death:
SGSB B 30
Stop
}
}
ACTOR SGShard8 : GlassShard
{
SpawnID 61
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSB C 4
Loop
Death:
SGSB C 30
Stop
}
}
ACTOR SGShard9 : GlassShard
{
SpawnID 62
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSB D 4
Loop
Death:
SGSB D 30
Stop
}
}
ACTOR SGShard0 : GlassShard
{
SpawnID 63
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
+HEXENBOUNCE
BounceFactor 0.3
States
{
Spawn:
SGSB E 4
Loop
Death:
SGSB E 30
Stop
}
}
ACTOR GlassJunk
{
+NOCLIP
+NOBLOCKMAP
RenderStyle Translucent
Alpha 0.4
Health 3 // Number of different shards
States
{
// Are the first three frames used anywhere?
SHAR A 128
Goto Death
SHAR B 128
Goto Death
SHAR C 128
Goto Death
Spawn:
SHAR D 128
Goto Death
SHAR E 128
Goto Death
SHAR F 128
Goto Death
Death:
"----" A 1 A_FadeOut(0.03)
Wait
}
}