mirror of
https://github.com/ZDoom/qzdoom.git
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a2cfbec3cf
- fixed memory leaks in SBARINFO and WAD loading code. - added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this. SVN r2234 (trunk)
101 lines
1.7 KiB
Text
101 lines
1.7 KiB
Text
// Base class for the merchants ---------------------------------------------
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ACTOR Merchant
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{
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Health 10000000
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PainChance 256 // a merchant should always enter the pain state when getting hurt
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Radius 20
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Height 56
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Mass 5000
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CrushPainSound "misc/pcrush"
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+SOLID
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+SHOOTABLE
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+NOTDMATCH
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+NOSPLASHALERT
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+NODAMAGE
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States
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{
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Spawn:
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MRST A 10 A_Look2
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Loop
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MRLK A 30 A_ActiveSound
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Loop
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MRLK B 30
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Loop
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MRBD ABCDEDCB 4
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MRBD A 5
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MRBD F 6
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Loop
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See:
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Pain:
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MRPN A 1
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MRPN A 2 A_AlertMonsters
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MRPN B 3 A_Pain
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MRPN C 3
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MRPN D 9 Door_CloseWaitOpen(999, 64, 960)
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MRPN C 4
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MRPN B 3
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MRPN A 3 A_ClearSoundTarget
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Goto Spawn
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Yes:
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MRYS A 20
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// Fall through
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Greetings:
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MRGT ABCDEFGHI 5
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Goto Spawn
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No:
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MRNO AB 6
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MRNO C 10
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MRNO BA 6
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Goto Greetings
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}
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}
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// Weapon Smith -------------------------------------------------------------
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ACTOR WeaponSmith : Merchant 116
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{
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Game Strife
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ConversationID 2
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PainSound "smith/pain"
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Tag "Weapon Smith"
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}
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// Bar Keep -----------------------------------------------------------------
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ACTOR BarKeep : Merchant 72
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{
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Game Strife
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Translation 4
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ConversationID 3
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PainSound "barkeep/pain"
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ActiveSound "barkeep/active"
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Tag "Bar Keep"
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}
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// Armorer ------------------------------------------------------------------
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ACTOR Armorer : Merchant 73
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{
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Game Strife
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Translation 5
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ConversationID 4
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PainSound "armorer/pain"
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Tag "Armorer"
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}
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// Medic --------------------------------------------------------------------
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ACTOR Medic : Merchant 74
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{
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Game Strife
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Translation 6
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ConversationID 5
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PainSound "medic/pain"
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Tag "Medic"
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}
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