qzdoom/wadsrc/decorate/doom/deadthings.txt

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// Gibbed marine -----------------------------------------------------------
actor GibbedMarine 10
{
Game Doom
States
{
Spawn:
PLAY W -1
Stop
}
}
// Gibbed marine (extra copy) ----------------------------------------------
actor GibbedMarineExtra : GibbedMarine 12
{
Game Doom
}
// Dead marine -------------------------------------------------------------
actor DeadMarine 15
{
Game Doom
States
{
Spawn:
PLAY N -1
Stop
}
}
/* If it wasn't for Dehacked compatibility, the rest of these would be
* better defined as single frame states. But since Doom reused the
* dead state from the original monsters, we need to do the same.
*/
// Dead zombie man ---------------------------------------------------------
actor DeadZombieMan : ZombieMan 18
{
Skip_Super
Game Doom
DropItem None
States
{
Spawn:
Goto Super.Death+4
}
}
// Dead shotgun guy --------------------------------------------------------
actor DeadShotgunGuy : ShotgunGuy 19
{
Skip_Super
Game Doom
DropItem None
States
{
Spawn:
Goto Super.Death+4
}
};
// Dead imp ----------------------------------------------------------------
actor DeadDoomImp : DoomImp 20
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+4
}
}
// Dead demon --------------------------------------------------------------
actor DeadDemon : Demon 21
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+5
}
}
// Dead cacodemon ----------------------------------------------------------
actor DeadCacodemon : Cacodemon 22
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+5
}
}
// Dead lost soul ----------------------------------------------------------
/* [RH] Considering that the lost soul removes itself when it dies, there
* really wasn't much point in id including this thing, but they did anyway.
* (There was probably a time when it stayed around after death, and this is
* a holdover from that.)
*/
actor DeadLostSoul : LostSoul 23
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+5
}
}