mirror of
https://github.com/ZDoom/qzdoom.git
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42ac64d964
- Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. SVN r1452 (trunk)
116 lines
2.2 KiB
Text
116 lines
2.2 KiB
Text
// A bare-bones MAPINFO for Hexen.
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// Most of the MAPINFO is still in hexen.wad.
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skill baby
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{
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AutoUseHealth
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AmmoFactor = 1.5
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DoubleAmmoFactor = 1.5
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DamageFactor = 0.5
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EasyBossBrain
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SpawnFilter = Baby
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Name = "$MNU_WETNURSE"
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playerclassname = "fighter", "$MNU_SQUIRE"
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playerclassname = "cleric", "$MNU_ALTARBOY"
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playerclassname = "mage", "$MNU_APPRENTICE"
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}
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skill easy
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{
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DoubleAmmoFactor = 1.5
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SpawnFilter = Easy
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Name = "$MNU_YELLOWBELLIES"
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playerclassname = "fighter", "$MNU_KNIGHT"
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playerclassname = "cleric", "$MNU_ACOLYTE"
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playerclassname = "mage", "$MNU_ENCHANTER"
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}
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skill normal
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{
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DoubleAmmoFactor = 1.5
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SpawnFilter = Normal
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Name = "$MNU_BRINGEST"
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playerclassname = "fighter", "$MNU_WARRIOR"
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playerclassname = "cleric", "$MNU_PRIEST"
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playerclassname = "mage", "$MNU_SORCERER"
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}
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skill hard
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{
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DoubleAmmoFactor = 1.5
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SpawnFilter = Hard
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Name = "$MNU_SMITE"
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playerclassname = "fighter", "$MNU_BERSERKER"
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playerclassname = "cleric", "$MNU_CARDINAL"
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playerclassname = "mage", "$MNU_WARLOCK"
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}
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skill nightmare
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{
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AmmoFactor = 1.5
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DoubleAmmoFactor = 1.5
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FastMonsters
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DisableCheats
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SpawnFilter = Nightmare
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Name = "$MNU_BLACKPLAGUE"
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playerclassname = "fighter", "$MNU_TITAN"
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playerclassname = "cleric", "$MNU_POPE"
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playerclassname = "mage", "$MNU_ARCHMAGE"
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}
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clearepisodes
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episode "&wt@01"
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{
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name = "Hexen"
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key = "h"
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}
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cluster 1
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{
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hub
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exittext = "clus1msg"
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exittextislump
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music = "hub"
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pic = "interpic"
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}
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cluster 2
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{
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hub
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exittext = "clus2msg"
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exittextislump
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music = "hub"
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pic = "interpic"
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}
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cluster 3
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{
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hub
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exittext = "clus3msg"
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exittextislump
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music = "hub"
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pic = "interpic"
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}
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cluster 4
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{
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hub
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exittext = "clus4msg"
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exittextislump
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music = "hub"
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pic = "interpic"
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}
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gamedefaults
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{
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activateowndeathspecials
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infiniteflightpowerup
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fallingdamage
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nointermission
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noautosequences
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missilesactivateimpactlines
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monsterfallingdamage
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}
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// There is also support for showing a clus5msg after cluster 5, but
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// since it isn't used, and it would intefere with the finale if I
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// included it here, I'm leaving out the clusterdef for cluster 5.
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