mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
3b477d7022
weapon didn't change back when the powerup expired. - Fixed: The powered up version of Heretic's Gauntlets missed the proper state assignments for Ready, Lower and Raise. - Fixed: The Strife player was missing its pain state. - Fixed: Revenant missiles couldn't home in on targets with a height lower than 40. - Fixed: The code which checked for hitscan traces hitting actors from above and below must test whether the calculated hit position is actually inside the actor being checked. If it crosses the top/bottom plane outside the bounding box there can't be a hit. - Changed: State labels in code pointer calls must now be enclosed in quotation marks. This was done to ensure compatibility with parsers that will parse these as identifier-aware script code later. SVN r554 (trunk)
70 lines
1.2 KiB
Text
70 lines
1.2 KiB
Text
//===========================================================================
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//
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// Player
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//
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//===========================================================================
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ACTOR DoomPlayer : PlayerPawn
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{
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Speed 1
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Health 100
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Radius 16
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Height 56
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Mass 100
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PainChance 255
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Player.ColorRange 112, 127
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Player.DisplayName "Marine"
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Player.CrouchSprite "PLYC"
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Player.StartItem "Pistol"
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Player.StartItem "Fist"
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Player.StartItem "Clip", 50
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States
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{
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Spawn:
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PLAY A -1
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Loop
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See:
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PLAY ABCD 4
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Loop
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Missile:
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PLAY E 12
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Goto Spawn
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Melee:
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PLAY F 6 BRIGHT
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Goto Missile
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Pain:
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PLAY G 4
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PLAY G 4 A_Pain
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Goto Spawn
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Death:
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PLAY H 10 A_PlayerSkinCheck("AltSkinDeath")
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PLAY I 10 A_PlayerScream
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PLAY J 10 A_NoBlocking
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PLAY KLM 10
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PLAY N -1
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Stop
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XDeath:
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PLAY O 5 A_PlayerSkinCheck("AltSkinXDeath")
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PLAY P 5 A_XScream
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PLAY Q 5 A_NoBlocking
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PLAY RSTUV 5
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PLAY W -1
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Stop
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AltSkinDeath:
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PLAY H 6
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PLAY I 6 A_PlayerScream
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PLAY JK 6
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PLAY L 6 A_NoBlocking
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PLAY MNO 6
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PLAY P -1
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Stop
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AltSkinXDeath:
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PLAY Q 5 A_PlayerScream
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PLAY R 0 A_NoBlocking
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PLAY R 5 A_SkullPop
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PLAY STUVWX 5
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PLAY Y -1
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Stop
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}
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}
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