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63bd2125f3
names for some DECORATE functions. Technically these will be constants of the AActor class but that will make them accessible in all other actor classes. SVN r397 (trunk)
114 lines
1.8 KiB
Text
114 lines
1.8 KiB
Text
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// Beast --------------------------------------------------------------------
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ACTOR Beast 70
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{
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Game Heretic
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SpawnID 3
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Health 220
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Radius 32
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Height 74
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Mass 200
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Speed 14
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Painchance 100
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Monster
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+FLOORCLIP
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SeeSound "beast/sight"
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AttackSound "beast/attack"
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PainSound "beast/pain"
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DeathSound "beast/death"
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ActiveSound "beast/active"
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Obituary "$OB_BEAST"
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DropItem "CrossbowAmmo", 84, 10
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States
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{
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Spawn:
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BEAS AB 10 A_Look
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Loop
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See:
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BEAS ABCDEF 3 A_Chase
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Loop
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Melee:
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Missile:
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BEAS H 10 A_FaceTarget
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BEAS I 10 A_CustomComboAttack("BeastBall", 32, random[BeastAttack](1,8)*3, "beast/attack")
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Goto See
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Pain:
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BEAS G 3
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BEAS G 3 A_Pain
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Goto See
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Death:
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BEAS R 6
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BEAS S 6 A_Scream
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BEAS TUV 6
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BEAS W 6 A_NoBlocking
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BEAS XY 6
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BEAS Z -1
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Stop
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XDeath:
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BEAS J 5
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BEAS K 6 A_Scream
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BEAS L 5
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BEAS M 6
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BEAS N 5
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BEAS O 6 A_NoBlocking
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BEAS P 5
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BEAS Q -1
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Stop
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}
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}
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// Beast ball ---------------------------------------------------------------
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ACTOR BeastBall
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{
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Game Heretic
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SpawnID 120
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Radius 9
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Height 8
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Speed 12
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FastSpeed 20
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Damage 4
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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-NOBLOCKMAP
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+WINDTHRUST
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "beast/attack"
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States
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{
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Spawn:
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FRB1 AABBCC 2 A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
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0,0,0,0,SXF_ABSOLUTEPOSITION, 64)
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Loop
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Death:
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FRB1 DEFGH 4
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Stop
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}
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}
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// Puffy --------------------------------------------------------------------
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ACTOR Puffy
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{
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Radius 6
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Height 8
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Speed 10
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+NOBLOCKMAP
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+NOGRAVITY
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+MISSILE
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+NOTELEPORT
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+DONTSPLASH
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RenderStyle Add
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States
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{
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Spawn:
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FRB1 DEFGH 4
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Stop
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}
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}
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