mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-03 01:13:22 +00:00
4d991de92d
called FastProjectile. This base class doesn't have any effects attached so that it can be used for user defined fast projectiles. SVN r1290 (trunk)
149 lines
2.4 KiB
Text
149 lines
2.4 KiB
Text
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// Default actor for unregistered doomednums -------------------------------
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ACTOR Unknown
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{
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Radius 32
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Height 56
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+NOGRAVITY
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+NOBLOCKMAP
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+DONTSPLASH
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States
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{
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Spawn:
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UNKN A -1
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Stop
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}
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}
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// Route node for monster patrols -------------------------------------------
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ACTOR PatrolPoint 9024
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{
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Radius 8
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Height 8
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Mass 10
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+NOGRAVITY
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+NOBLOCKMAP
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+DONTSPLASH
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RenderStyle None
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}
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// A special to execute when a monster reaches a matching patrol point ------
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ACTOR PatrolSpecial 9047
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{
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Radius 8
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Height 8
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Mass 10
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+NOGRAVITY
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+NOBLOCKMAP
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+DONTSPLASH
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RenderStyle None
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}
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// Map spot ----------------------------------------------------------------
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ACTOR MapSpot 9001
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle None
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}
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// Map spot with gravity ---------------------------------------------------
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ACTOR MapSpotGravity : MapSpot 9013
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{
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-NOBLOCKMAP
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-NOSECTOR
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-NOGRAVITY
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}
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// Point Pushers ---------------------------------------------------
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ACTOR PointPusher 5001
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{
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+NOBLOCKMAP
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+INVISIBLE
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}
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ACTOR PointPuller 5002
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{
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+NOBLOCKMAP
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+INVISIBLE
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}
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// Bloody gibs -------------------------------------------------------------
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ACTOR RealGibs
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{
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+DROPOFF
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+CORPSE
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+NOTELEPORT
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+DONTGIB
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States
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{
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Spawn:
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POL5 A -1
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Stop
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}
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}
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// Gibs that can be placed on a map. ---------------------------------------
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//
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// These need to be a separate class from the above, in case someone uses
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// a deh patch to change the gibs, since ZDoom actually creates a gib actor
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// for actors that get crushed instead of changing their state as Doom did.
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ACTOR Gibs : RealGibs 24
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{
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Game Doom
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SpawnID 146
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ClearFlags
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}
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// Needed for loading Build maps ---------------------------------------
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ACTOR CustomSprite 9988 native
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{
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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}
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}
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// SwitchableDecoration: Activate and Deactivate change state ---------------
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ACTOR SwitchableDecoration native
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{
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}
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ACTOR SwitchingDecoration : SwitchableDecoration native
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{
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}
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// Random spawner -----------------------------------------------------------
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ACTOR RandomSpawner native
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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}
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// Fast projectiles -----------------------------------------------------------
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ACTOR FastProjectile native
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{
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Projectile
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}
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