mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-16 09:21:51 +00:00
605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
308 lines
4.3 KiB
Text
308 lines
4.3 KiB
Text
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// Winged Statue (no skull) -------------------------------------------------
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ACTOR ZWingedStatueNoSkull : SwitchingDecoration 9011
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{
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Game Hexen
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Radius 10
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Height 62
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+SOLID
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States
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{
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Spawn:
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STWN A -1
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Stop
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Active:
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STWN B -1
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Stop
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}
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}
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// Gem pedestal -------------------------------------------------------------
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ACTOR ZGemPedestal : SwitchingDecoration 9012
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{
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Game Hexen
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Radius 10
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Height 40
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+SOLID
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States
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{
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Spawn:
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GMPD A -1
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Stop
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Active:
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GMPD B -1
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Stop
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}
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}
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// Tree (destructible) ------------------------------------------------------
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ACTOR TreeDestructible 8062
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{
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Game Hexen
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Health 70
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Radius 15
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Height 180
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DeathHeight 24
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Mass 0x7fffffff
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PainSound "TreeExplode"
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DeathSound "TreeBreak"
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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States
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{
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Spawn:
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TRDT A -1
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Stop
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Death:
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TRDT B 5
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TRDT C 5 A_Scream
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TRDT DEF 5
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TRDT G -1
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Stop
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Burn:
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TRDT H 5 Bright A_Pain
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TRDT IJKL 5 Bright
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TRDT M 5 Bright A_Explode(10, 128)
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TRDT N 5 Bright
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TRDT OP 5
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TRDT Q -1
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Stop
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}
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}
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// Twined torch -------------------------------------------------------------
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ACTOR ZTwinedTorch : SwitchableDecoration 116
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{
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Game Hexen
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Radius 10
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Height 64
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+SOLID
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States
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{
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Active:
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TWTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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TWTR ABCDEFGH 4 Bright
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Loop
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Inactive:
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TWTR I -1
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Stop
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}
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}
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ACTOR ZTwinedTorchUnlit : ZTwinedTorch 117
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super.Inactive
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}
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}
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// Wall torch ---------------------------------------------------------------
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ACTOR ZWallTorch : SwitchableDecoration 54
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{
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Game Hexen
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+NOBLOCKMAP
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+NOGRAVITY
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+FIXMAPTHINGPOS
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States
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{
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Active:
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WLTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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WLTR ABCDEFGH 5 Bright
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Loop
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Inactive:
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WLTR I -1
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Stop
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}
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}
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ACTOR ZWallTorchUnlit : ZWallTorch 55
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super.Inactive
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}
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}
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// Shrub1 -------------------------------------------------------------------
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ACTOR ZShrub1 8101
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{
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Game Hexen
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Radius 8
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Height 24
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB1 A -1
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Stop
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Burn:
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SHB1 B 7 Bright
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SHB1 C 6 Bright A_Scream
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SHB1 D 5 Bright
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Stop
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}
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}
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// Shrub2 -------------------------------------------------------------------
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ACTOR ZShrub2 8102
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{
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Game Hexen
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Radius 16
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Height 40
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB2 A -1
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Stop
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Burn:
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SHB2 B 7 Bright
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SHB2 C 6 Bright A_Scream
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SHB2 D 5 Bright A_Explode(30, 64)
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SHB2 E 5 Bright
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Stop
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}
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}
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// Fire Bull ----------------------------------------------------------------
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ACTOR ZFireBull : SwitchableDecoration 8042
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{
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Game Hexen
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Radius 20
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Height 80
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+SOLID
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States
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{
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Active:
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FBUL I 4 Bright A_PlaySound("Ignite")
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FBUL J 4 Bright
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Spawn:
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FBUL ABCDEFG 4 Bright
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Loop
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Inactive:
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FBUL JI 4 Bright
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FBUL H -1
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Stop
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}
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}
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ACTOR ZFireBullUnlit : ZFireBull 8043
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super.Inactive+2
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}
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}
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// "Christmas" Tree ---------------------------------------------------------
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ACTOR ZXmasTree 8068
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{
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Game Hexen
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Radius 11
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Height 130
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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XMAS A -1
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Stop
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Burn:
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XMAS B 6 Bright
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XMAS C 6 Bright A_Scream
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XMAS D 5 Bright
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XMAS E 5 Bright A_Explode(30, 64)
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XMAS F 5 Bright
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XMAS G 4 Bright
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XMAS H 5
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XMAS I 4 A_NoBlocking
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XMAS J 4
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XMAS K -1
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Stop
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}
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}
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// Cauldron -----------------------------------------------------------------
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ACTOR ZCauldron : SwitchableDecoration 8069
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{
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Game Hexen
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Radius 12
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Height 26
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+SOLID
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States
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{
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Active:
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CDRN B 0 Bright A_PlaySound("Ignite")
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Spawn:
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CDRN BCDEFGH 4 Bright
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Loop
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Inactive:
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CDRN A -1
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Stop
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}
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}
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ACTOR ZCauldronUnlit : ZCauldron 8070
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super.Inactive
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}
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}
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// Water Drip ---------------------------------------------------------------
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ACTOR HWaterDrip
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{
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Game Hexen
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SpawnID 95
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+MISSILE
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+LOWGRAVITY
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+NOTELEPORT
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Mass 1
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DeathSound "Drip"
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States
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{
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Spawn:
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HWAT A -1
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Stop
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}
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}
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