mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 23:32:04 +00:00
5ce5466e18
- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
1009 lines
16 KiB
Text
1009 lines
16 KiB
Text
|
|
// Winged Statue (no skull) -------------------------------------------------
|
|
|
|
class ZWingedStatueNoSkull : SwitchingDecoration
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 62;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
STWN A -1;
|
|
Stop;
|
|
Active:
|
|
STWN B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Gem pedestal -------------------------------------------------------------
|
|
|
|
class ZGemPedestal : SwitchingDecoration
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 40;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
GMPD A -1;
|
|
Stop;
|
|
Active:
|
|
GMPD B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Tree (destructible) ------------------------------------------------------
|
|
|
|
class TreeDestructible : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 70;
|
|
Radius 15;
|
|
Height 180;
|
|
DeathHeight 24;
|
|
Mass 0x7fffffff;
|
|
PainSound "TreeExplode";
|
|
DeathSound "TreeBreak";
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TRDT A -1;
|
|
Stop;
|
|
Death:
|
|
TRDT B 5;
|
|
TRDT C 5 A_Scream;
|
|
TRDT DEF 5;
|
|
TRDT G -1;
|
|
Stop;
|
|
Burn:
|
|
TRDT H 5 Bright A_Pain;
|
|
TRDT IJKL 5 Bright;
|
|
TRDT M 5 Bright A_Explode(10, 128);
|
|
TRDT N 5 Bright;
|
|
TRDT OP 5;
|
|
TRDT Q -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Pottery1 ------------------------------------------------------------------
|
|
|
|
class Pottery1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 15;
|
|
Speed 10;
|
|
Height 32;
|
|
+SOLID +SHOOTABLE +NOBLOOD +DROPOFF +SMASHABLE
|
|
+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
|
|
+NOICEDEATH
|
|
}
|
|
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
POT1 A -1;
|
|
Loop;
|
|
Death:
|
|
POT1 A 0 A_PotteryExplode;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_PotteryExplode
|
|
//
|
|
//============================================================================
|
|
|
|
void A_PotteryExplode()
|
|
{
|
|
Actor mo = null;
|
|
int i;
|
|
|
|
for(i = (random[Pottery]()&3)+3; i; i--)
|
|
{
|
|
mo = Spawn ("PotteryBit", Pos, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.SetState (mo.SpawnState + (random[Pottery]()%5));
|
|
mo.Vel.X = random2[Pottery]() / 64.;
|
|
mo.Vel.Y = random2[Pottery]() / 64.;
|
|
mo.Vel.Z = ((random[Pottery]() & 7) + 5) * 0.75;
|
|
}
|
|
}
|
|
mo.A_PlaySound ("PotteryExplode", CHAN_BODY);
|
|
// Spawn an item?
|
|
Class<Actor> type = GetSpawnableType(args[0]);
|
|
if (type != null)
|
|
{
|
|
if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
|
|
{ // Only spawn monsters if not -nomonsters
|
|
Spawn (type, Pos, ALLOW_REPLACE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pottery2 -----------------------------------------------------------------
|
|
|
|
class Pottery2 : Pottery1
|
|
{
|
|
Default
|
|
{
|
|
Height 25;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
POT2 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Pottery3 -----------------------------------------------------------------
|
|
|
|
class Pottery3 : Pottery1
|
|
{
|
|
Default
|
|
{
|
|
Height 25;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
POT3 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Pottery Bit --------------------------------------------------------------
|
|
|
|
class PotteryBit : Actor
|
|
{
|
|
State LoopState;
|
|
|
|
Default
|
|
{
|
|
Radius 5;
|
|
Height 5;
|
|
+MISSILE
|
|
+NOTELEPORT
|
|
+NOICEDEATH
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
PBIT ABCDE -1;
|
|
Stop;
|
|
Death:
|
|
PBIT F 0 A_PotteryChooseBit;
|
|
Stop;
|
|
Pottery1:
|
|
PBIT F 140;
|
|
PBIT F 1 A_PotteryCheck;
|
|
Stop;
|
|
Pottery2:
|
|
PBIT G 140;
|
|
PBIT G 1 A_PotteryCheck;
|
|
Stop;
|
|
Pottery3:
|
|
PBIT H 140;
|
|
PBIT H 1 A_PotteryCheck;
|
|
Stop;
|
|
Pottery4:
|
|
PBIT I 140;
|
|
PBIT I 1 A_PotteryCheck;
|
|
Stop;
|
|
Pottery5:
|
|
PBIT J 140;
|
|
PBIT J 1 A_PotteryCheck;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_PotteryChooseBit
|
|
//
|
|
//============================================================================
|
|
|
|
void A_PotteryChooseBit()
|
|
{
|
|
static const statelabel bits[] = { "Pottery1", "Pottery2", "Pottery3", "Pottery4", "Pottery5" };
|
|
LoopState = FindState(bits[random[PotteryBit]() % 5]); // Save the state for jumping back to.
|
|
SetState (LoopState);
|
|
tics = 256 + (random[PotteryBit]() << 1);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_PotteryCheck
|
|
//
|
|
//============================================================================
|
|
|
|
void A_PotteryCheck()
|
|
{
|
|
for(int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
Actor pmo = players[i].mo;
|
|
if (CheckSight (pmo) && (absangle(pmo.AngleTo(self), pmo.Angle) <= 45))
|
|
{ // jump back to previpusly set state.
|
|
SetState (LoopState);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Blood pool ---------------------------------------------------------------
|
|
|
|
class BloodPool : Actor
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
BDPL A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Lynched corpse (no heart) ------------------------------------------------
|
|
|
|
class ZCorpseLynchedNoHeart : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 100;
|
|
+SOLID +SPAWNCEILING +NOGRAVITY
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
CPS5 A 140 A_CorpseBloodDrip;
|
|
Loop;
|
|
}
|
|
|
|
override void PostBeginPlay ()
|
|
{
|
|
Super.PostBeginPlay ();
|
|
Spawn ("BloodPool", (pos.xy, floorz), ALLOW_REPLACE);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_CorpseBloodDrip
|
|
//
|
|
//============================================================================
|
|
|
|
void A_CorpseBloodDrip()
|
|
{
|
|
if (random[CorpseDrip]() <= 128)
|
|
{
|
|
Spawn ("CorpseBloodDrip", pos + (0, 0, Height / 2), ALLOW_REPLACE);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// CorpseBloodDrip ----------------------------------------------------------
|
|
|
|
class CorpseBloodDrip : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 1;
|
|
Height 4;
|
|
Gravity 0.125;
|
|
+MISSILE
|
|
+NOICEDEATH
|
|
DeathSound "Drip";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BDRP A -1;
|
|
Stop;
|
|
Death:
|
|
BDSH AB 3;
|
|
BDSH CD 2;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Corpse bit ---------------------------------------------------------------
|
|
|
|
class CorpseBit : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 5;
|
|
Height 5;
|
|
+NOBLOCKMAP
|
|
+TELESTOMP
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
CPB1 A -1;
|
|
Stop;
|
|
CPB2 A -1;
|
|
Stop;
|
|
CPB3 A -1;
|
|
Stop;
|
|
CPB4 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Corpse (sitting, splatterable) -------------------------------------------
|
|
|
|
class ZCorpseSitting : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 30;
|
|
Radius 15;
|
|
Height 35;
|
|
+SOLID +SHOOTABLE +NOBLOOD
|
|
+NOICEDEATH
|
|
DeathSound "FireDemonDeath";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
CPS6 A -1;
|
|
Stop;
|
|
Death:
|
|
CPS6 A 1 A_CorpseExplode;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_CorpseExplode
|
|
//
|
|
//============================================================================
|
|
|
|
void A_CorpseExplode()
|
|
{
|
|
Actor mo;
|
|
|
|
for (int i = (random[CorpseExplode]() & 3) + 3; i; i--)
|
|
{
|
|
mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.SetState (mo.SpawnState + (random[CorpseExplode]() % 3));
|
|
mo.Vel.X = random2[CorpseExplode]() / 64.;
|
|
mo.Vel.Y = random2[CorpseExplode]() / 64.;
|
|
mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
|
|
}
|
|
}
|
|
// Spawn a skull
|
|
mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.SetState (mo.SpawnState + 3);
|
|
mo.Vel.X = random2[CorpseExplode]() / 64.;
|
|
mo.Vel.Y = random2[CorpseExplode]() / 64.;
|
|
mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
|
|
}
|
|
A_PlaySound (DeathSound, CHAN_BODY);
|
|
Destroy ();
|
|
}
|
|
}
|
|
|
|
|
|
// Leaf Spawner -------------------------------------------------------------
|
|
|
|
class LeafSpawner : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOSECTOR
|
|
+INVISIBLE
|
|
}
|
|
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 20 A_LeafSpawn;
|
|
Loop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LeafSpawn
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LeafSpawn()
|
|
{
|
|
static const class<Actor> leaves[] = { "Leaf1", "Leaf2" };
|
|
|
|
for (int i = (random[LeafSpawn]() & 3) + 1; i; i--)
|
|
{
|
|
double xo = random2[LeafSpawn]() / 4.;
|
|
double yo = random2[LeafSpawn]() / 4.;
|
|
double zo = random[LeafSpawn]() / 4.;
|
|
Actor mo = Spawn (leaves[random[LeafSpawn]()&1], Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
|
|
if (mo)
|
|
{
|
|
mo.Thrust(random[LeafSpawn]() / 128. + 3);
|
|
mo.target = self;
|
|
mo.special1 = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Leaf 1 -------------------------------------------------------------------
|
|
|
|
class Leaf1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 2;
|
|
Height 4;
|
|
Gravity 0.125;
|
|
+NOBLOCKMAP +MISSILE
|
|
+NOTELEPORT +DONTSPLASH
|
|
+NOICEDEATH
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
LEF1 ABC 4;
|
|
LEF1 D 4 A_LeafThrust;
|
|
LEF1 EFG 4;
|
|
Looping:
|
|
LEF1 H 4 A_LeafThrust;
|
|
LEF1 I 4;
|
|
LEF1 AB 4;
|
|
LEF1 C 4 A_LeafThrust;
|
|
LEF1 DEF 4;
|
|
LEF1 G 4 A_LeafThrust;
|
|
LEF1 HI 4;
|
|
Stop;
|
|
Death:
|
|
LEF3 D 10 A_LeafCheck;
|
|
Wait;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LeafThrust
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LeafThrust()
|
|
{
|
|
if (random[LeafThrust]() <= 96)
|
|
{
|
|
Vel.Z += random[LeafThrust]() / 128. + 1;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LeafCheck
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LeafCheck()
|
|
{
|
|
special1++;
|
|
if (special1 >= 20)
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
double ang = target ? target.angle : angle;
|
|
if (random[LeafCheck]() > 64)
|
|
{
|
|
if (Vel.X == 0 && Vel.Y == 0)
|
|
{
|
|
Thrust(random[LeafCheck]() / 128. + 1, ang);
|
|
}
|
|
return;
|
|
}
|
|
SetStateLabel ("Looping");
|
|
Vel.Z = random[LeafCheck]() / 128. + 1;
|
|
Thrust(random[LeafCheck]() / 128. + 2, ang);
|
|
bMissile = true;
|
|
}
|
|
}
|
|
|
|
|
|
// Leaf 2 -------------------------------------------------------------------
|
|
|
|
class Leaf2 : Leaf1
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
LEF2 ABC 4;
|
|
LEF2 D 4 A_LeafThrust;
|
|
LEF2 EFG 4;
|
|
LEF2 H 4 A_LeafThrust;
|
|
LEF2 I 4;
|
|
LEF2 AB 4;
|
|
LEF2 C 4 A_LeafThrust;
|
|
LEF2 DEF 4;
|
|
LEF2 G 4 A_LeafThrust;
|
|
LEF2 HI 4;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Twined torch -------------------------------------------------------------
|
|
|
|
class ZTwinedTorch : SwitchableDecoration
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 64;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Active:
|
|
TWTR A 0 Bright A_PlaySound("Ignite");
|
|
Spawn:
|
|
TWTR ABCDEFGH 4 Bright;
|
|
Loop;
|
|
Inactive:
|
|
TWTR I -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
class ZTwinedTorchUnlit : ZTwinedTorch
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super::Inactive;
|
|
}
|
|
}
|
|
|
|
|
|
// Wall torch ---------------------------------------------------------------
|
|
|
|
class ZWallTorch : SwitchableDecoration
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+FIXMAPTHINGPOS
|
|
Radius 6.5;
|
|
}
|
|
States
|
|
{
|
|
Active:
|
|
WLTR A 0 Bright A_PlaySound("Ignite");
|
|
Spawn:
|
|
WLTR ABCDEFGH 5 Bright;
|
|
Loop;
|
|
Inactive:
|
|
WLTR I -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
class ZWallTorchUnlit : ZWallTorch
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super::Inactive;
|
|
}
|
|
}
|
|
|
|
|
|
// Shrub1 -------------------------------------------------------------------
|
|
|
|
class ZShrub1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 8;
|
|
Height 24;
|
|
Health 20;
|
|
Mass 0x7fffffff;
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
DeathSound "TreeExplode";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SHB1 A -1;
|
|
Stop;
|
|
Burn:
|
|
SHB1 B 7 Bright;
|
|
SHB1 C 6 Bright A_Scream;
|
|
SHB1 D 5 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Shrub2 -------------------------------------------------------------------
|
|
|
|
class ZShrub2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 16;
|
|
Height 40;
|
|
Health 20;
|
|
Mass 0x7fffffff;
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
DeathSound "TreeExplode";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SHB2 A -1;
|
|
Stop;
|
|
Burn:
|
|
SHB2 B 7 Bright;
|
|
SHB2 C 6 Bright A_Scream;
|
|
SHB2 D 5 Bright A_Explode(30, 64);
|
|
SHB2 E 5 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Fire Bull ----------------------------------------------------------------
|
|
|
|
class ZFireBull : SwitchableDecoration
|
|
{
|
|
Default
|
|
{
|
|
Radius 20;
|
|
Height 80;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Active:
|
|
FBUL I 4 Bright A_PlaySound("Ignite");
|
|
FBUL J 4 Bright;
|
|
Spawn:
|
|
FBUL ABCDEFG 4 Bright;
|
|
Loop;
|
|
Inactive:
|
|
FBUL JI 4 Bright;
|
|
FBUL H -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
class ZFireBullUnlit : ZFireBull
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super::Inactive+2;
|
|
}
|
|
}
|
|
|
|
|
|
// Suit of armor ------------------------------------------------------------
|
|
|
|
class ZSuitOfArmor : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 60;
|
|
Radius 16;
|
|
Height 72;
|
|
Mass 0x7fffffff;
|
|
+SOLID +SHOOTABLE +NOBLOOD
|
|
+NOICEDEATH
|
|
DeathSound "SuitofArmorBreak";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
ZSUI A -1;
|
|
Stop;
|
|
Death:
|
|
ZSUI A 1 A_SoAExplode;
|
|
Stop;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SoAExplode - Suit of Armor Explode
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_SoAExplode()
|
|
{
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
double xo = (random[SoAExplode]() - 128) / 16.;
|
|
double yo = (random[SoAExplode]() - 128) / 16.;
|
|
double zo = random[SoAExplode]() * Height / 256.;
|
|
Actor mo = Spawn ("ZArmorChunk", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.SetState (mo.SpawnState + i);
|
|
mo.Vel.X = random2[SoAExplode]() / 64.;
|
|
mo.Vel.Y = random2[SoAExplode]() / 64.;
|
|
mo.Vel.Z = (random[SoAExplode]() & 7) + 5;
|
|
}
|
|
}
|
|
// Spawn an item?
|
|
Class<Actor> type = GetSpawnableType(args[0]);
|
|
if (type != null)
|
|
{
|
|
if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
|
|
{ // Only spawn monsters if not -nomonsters
|
|
Spawn (type, Pos, ALLOW_REPLACE);
|
|
}
|
|
}
|
|
A_PlaySound (DeathSound, CHAN_BODY);
|
|
Destroy ();
|
|
}
|
|
}
|
|
|
|
|
|
// Armor chunk --------------------------------------------------------------
|
|
|
|
class ZArmorChunk : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 4;
|
|
Height 8;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ZSUI B -1;
|
|
Stop;
|
|
ZSUI C -1;
|
|
Stop;
|
|
ZSUI D -1;
|
|
Stop;
|
|
ZSUI E -1;
|
|
Stop;
|
|
ZSUI F -1;
|
|
Stop;
|
|
ZSUI G -1;
|
|
Stop;
|
|
ZSUI H -1;
|
|
Stop;
|
|
ZSUI I -1;
|
|
Stop;
|
|
ZSUI J -1;
|
|
Stop;
|
|
ZSUI K -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Bell ---------------------------------------------------------------------
|
|
|
|
class ZBell : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 5;
|
|
Radius 56;
|
|
Height 120;
|
|
Mass 0x7fffffff;
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING
|
|
+NOICEDEATH
|
|
DeathSound "BellRing";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
BBLL F -1;
|
|
Stop;
|
|
Death:
|
|
BBLL A 4 A_BellReset1;
|
|
BBLL BC 4;
|
|
BBLL D 5 A_Scream;
|
|
BBLL CB 4;
|
|
BBLL A 3;
|
|
BBLL E 4;
|
|
BBLL F 5;
|
|
BBLL G 6 A_Scream;
|
|
BBLL F 5;
|
|
BBLL EA 4;
|
|
BBLL BC 5;
|
|
BBLL D 6 A_Scream;
|
|
BBLL CB 5;
|
|
BBLL A 4;
|
|
BBLL EF 5;
|
|
BBLL G 7 A_Scream;
|
|
BBLL FEA 5;
|
|
BBLL B 6;
|
|
BBLL C 6;
|
|
BBLL D 7 A_Scream;
|
|
BBLL CB 6;
|
|
BBLL A 5;
|
|
BBLL EF 6;
|
|
BBLL G 7 A_Scream;
|
|
BBLL FEABC 6;
|
|
BBLL B 7;
|
|
BBLL A 8;
|
|
BBLL E 12;
|
|
BBLL A 10;
|
|
BBLL B 12;
|
|
BBLL A 12;
|
|
BBLL E 14;
|
|
BBLL A 1 A_BellReset2;
|
|
Goto Spawn;
|
|
}
|
|
|
|
override void Activate (Actor activator)
|
|
{
|
|
if (health > 0) A_Die();
|
|
{
|
|
DamageMobj (activator, activator, 10, 'Melee', DMG_THRUSTLESS); // 'ring' the bell
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_BellReset1
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_BellReset1()
|
|
{
|
|
bNoGravity = true;
|
|
Height = Default.Height;
|
|
if (special)
|
|
{ // Initiate death action
|
|
A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
|
special = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_BellReset2
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_BellReset2()
|
|
{
|
|
bShootable = true;
|
|
bCorpse = false;
|
|
bKilled = false;
|
|
health = 5;
|
|
}
|
|
}
|
|
|
|
|
|
// "Christmas" Tree ---------------------------------------------------------
|
|
|
|
class ZXmasTree : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 11;
|
|
Height 130;
|
|
Health 20;
|
|
Mass 0x7fffffff;
|
|
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
|
|
DeathSound "TreeExplode";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XMAS A -1;
|
|
Stop;
|
|
Burn:
|
|
XMAS B 6 Bright;
|
|
XMAS C 6 Bright A_Scream;
|
|
XMAS D 5 Bright;
|
|
XMAS E 5 Bright A_Explode(30, 64);
|
|
XMAS F 5 Bright;
|
|
XMAS G 4 Bright;
|
|
XMAS H 5;
|
|
XMAS I 4 A_NoBlocking;
|
|
XMAS J 4;
|
|
XMAS K -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Cauldron -----------------------------------------------------------------
|
|
|
|
class ZCauldron : SwitchableDecoration
|
|
{
|
|
Default
|
|
{
|
|
Radius 12;
|
|
Height 26;
|
|
+SOLID
|
|
}
|
|
States
|
|
{
|
|
Active:
|
|
CDRN B 0 Bright A_PlaySound("Ignite");
|
|
Spawn:
|
|
CDRN BCDEFGH 4 Bright;
|
|
Loop;
|
|
Inactive:
|
|
CDRN A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
class ZCauldronUnlit : ZCauldron
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super::Inactive;
|
|
}
|
|
}
|
|
|
|
|
|
// Water Drip ---------------------------------------------------------------
|
|
|
|
class HWaterDrip : Actor
|
|
{
|
|
Default
|
|
{
|
|
+MISSILE
|
|
+NOTELEPORT
|
|
Gravity 0.125;
|
|
Mass 1;
|
|
DeathSound "Drip";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
HWAT A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|