mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
7db035abba
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
114 lines
1.7 KiB
Text
114 lines
1.7 KiB
Text
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// Teleport Other Artifact --------------------------------------------------
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ACTOR ArtiTeleportOther : Inventory 10040 native
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{
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Game Hexen
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SpawnID 17
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.INVBAR
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+INVENTORY.PICKUPFLASH
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.DefMaxAmount
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Inventory.Icon "ARTITELO"
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_ARTITELEPORTOTHER"
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Tag "$TAG_ARTITELEPORTOTHER"
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States
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{
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Spawn:
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TELO ABCD 5
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Loop
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}
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}
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// Teleport Other FX --------------------------------------------------------
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ACTOR TelOtherFX1 native
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{
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Damage 10001
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+BLOODLESSIMPACT
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Radius 16
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Height 16
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Speed 20
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action native A_TeloSpawnA ();
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action native A_TeloSpawnB ();
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action native A_TeloSpawnC ();
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action native A_TeloSpawnD ();
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action native A_CheckTeleRing ();
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States
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{
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Spawn:
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TRNG E 5 Bright
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TRNG D 4 Bright
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TRNG C 3 Bright A_TeloSpawnC
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TRNG B 3 Bright A_TeloSpawnB
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TRNG A 3 Bright A_TeloSpawnA
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TRNG B 3 Bright A_TeloSpawnB
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TRNG C 3 Bright A_TeloSpawnC
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TRNG D 3 Bright A_TeloSpawnD
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Goto Spawn+2
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Death:
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TRNG E 3 Bright
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Stop
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}
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}
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ACTOR TelOtherFX2 : TelOtherFX1
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{
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Speed 16
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States
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{
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Spawn:
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TRNG BCDCB 4 Bright
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TRNG A 4 Bright A_CheckTeleRing
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Loop
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}
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}
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ACTOR TelOtherFX3 : TelOtherFX1
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{
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Speed 16
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States
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{
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Spawn:
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TRNG CDCBA 4 Bright
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TRNG B 4 Bright A_CheckTeleRing
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Loop
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}
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}
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ACTOR TelOtherFX4 : TelOtherFX1
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{
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Speed 16
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States
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{
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Spawn:
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TRNG DCBAB 4 Bright
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TRNG C 4 Bright A_CheckTeleRing
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Loop
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}
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}
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ACTOR TelOtherFX5 : TelOtherFX1
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{
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Speed 16
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States
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{
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Spawn:
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TRNG CBABC 4 Bright
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TRNG D 4 Bright A_CheckTeleRing
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Loop
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}
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}
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