Renamed some sprites for compatibility with Smooth Doom.

Added water step/land sounds.
Made footsteps toggleable (in case the player is using another mod that adds them).
Added handling of liquid terrain on all actors that need it.
Fixed dual enforcers breaking after level transition.
Fixed some refire issues caused by the use of the Resurrect cheat.
Made guided redeemer missiles explode on player death.
Replaced pure particles on pulse gun effects with actor particles.
This commit is contained in:
Marisa the Magician 2018-06-01 17:49:49 +02:00
commit 71b194c6c3
52 changed files with 182 additions and 41 deletions

View file

@ -184,7 +184,7 @@ Class ShockSpark : Actor
{
RenderStyle "Add";
Radius 2;
Height 0;
Height 2;
+NOBLOCKMAP;
+NOGRAVITY;
+MISSILE;
@ -193,6 +193,9 @@ Class ShockSpark : Actor
+ROLLSPRITE;
+ROLLCENTER;
+NOTELEPORT;
+DONTSPLASH;
+CANBOUNCEWATER;
-BOUNCEAUTOOFF;
BounceType "Doom";
BounceFactor 1.0;
WallBounceFactor 1.0;
@ -388,7 +391,7 @@ Class ShockBeam : Actor
Wait;
Death:
TNT1 A 0 A_BeamExplode();
AEXP ABCDEFGHIJKL 1 Bright;
ASMX ABCDEFGHIJKL 1 Bright;
TNT1 A 100;
Stop;
}
@ -400,7 +403,7 @@ Class SuperShockSpark : Actor
{
RenderStyle "Add";
Radius 2;
Height 0;
Height 2;
+NOBLOCKMAP;
+NOGRAVITY;
+MISSILE;
@ -409,6 +412,9 @@ Class SuperShockSpark : Actor
+ROLLSPRITE;
+ROLLCENTER;
+NOTELEPORT;
+DONTSPLASH;
+CANBOUNCEWATER;
-BOUNCEAUTOOFF;
BounceType "Doom";
BounceFactor 1.0;
WallBounceFactor 1.0;
@ -608,7 +614,7 @@ Class SuperShockBeam : Actor
Wait;
Death:
TNT1 A 0 A_BeamExplode();
SEXP ABCDEFGHIJKL 1 Bright;
SSMX ABCDEFGHIJKL 1 Bright;
TNT1 A 100;
Stop;
}
@ -824,15 +830,16 @@ Class ShockBall : Actor
PROJECTILE;
+FORCEXYBILLBOARD;
+SKYEXPLODE;
+EXPLODEONWATER;
}
States
{
Spawn:
ABAL ABCD 2 Bright;
ASMB ABCD 2 Bright;
Loop;
Death:
TNT1 A 0 A_BallExplode();
AEXP ABCDEFGHIJKL 2 Bright;
ASMX ABCDEFGHIJKL 2 Bright;
TNT1 A 300;
Stop;
}
@ -888,15 +895,16 @@ Class SuperShockBall : Actor
+SKYEXPLODE;
+FORCERADIUSDMG;
+EXTREMEDEATH;
+EXPLODEONWATER;
}
States
{
Spawn:
SBAL ABCD 2 Bright;
SSMB ABCD 2 Bright;
Loop;
Death:
TNT1 A 0 A_BallExplode();
SEXP ABCDEFGHIJKL 2 Bright;
SSMX ABCDEFGHIJKL 2 Bright;
TNT1 A 300;
Stop;
}