- Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. SVN r1137 (trunk)
388 lines
7.9 KiB
C
388 lines
7.9 KiB
C
WEAPON(JumpIfNoAmmo)
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WEAPON(CustomPunch)
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WEAPON(FireBullets)
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WEAPON(FireCustomMissile)
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WEAPON(RailAttack)
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WEAPON(LightInverse)
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WEAPON(ThrowGrenade)
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WEAPON(SelectWeapon)
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WEAPON(Light)
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ACTOR(ChangeFlag)
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ACTOR(MeleeAttack)
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ACTOR(MissileAttack)
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ACTOR(ComboAttack)
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ACTOR(BulletAttack)
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ACTOR(ScreamAndUnblock)
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ACTOR(ActiveAndUnblock)
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ACTOR(ActiveSound)
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ACTOR(FastChase)
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ACTOR(CentaurDefend)
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ACTOR(FreezeDeath)
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ACTOR(FreezeDeathChunks)
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ACTOR(GenericFreezeDeath)
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ACTOR(IceGuyDie)
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ACTOR(M_Saw)
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ACTOR(Wander)
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ACTOR(Look2)
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ACTOR(TossGib)
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ACTOR(SentinelBob)
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ACTOR(SentinelRefire)
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ACTOR(Tracer2)
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ACTOR(SetShadow)
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ACTOR(ClearShadow)
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ACTOR(GetHurt)
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ACTOR(TurretLook)
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ACTOR(KlaxonBlare)
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ACTOR(CheckTerrain)
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ACTOR(Countdown)
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ACTOR(AlertMonsters)
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ACTOR(ClearSoundTarget)
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ACTOR(FireAssaultGun)
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ACTOR(PlaySound)
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ACTOR(PlayWeaponSound)
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ACTOR(FLoopActiveSound)
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ACTOR(LoopActiveSound)
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ACTOR(StopSound)
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ACTOR(PlaySoundEx)
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ACTOR(StopSoundEx)
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ACTOR(SeekerMissile)
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ACTOR(Jump)
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ACTOR(ExplodeParms)
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ACTOR(CallSpecial)
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ACTOR(CustomMissile)
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ACTOR(CustomBulletAttack)
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ACTOR(JumpIfHealthLower)
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ACTOR(JumpIfCloser)
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ACTOR(JumpIfInventory)
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ACTOR(CustomRailgun)
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ACTOR(GiveInventory)
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ACTOR(TakeInventory)
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ACTOR(SpawnItem)
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ACTOR(SpawnItemEx)
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ACTOR(Recoil)
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ACTOR(Print)
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ACTOR(SetTranslucent)
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ACTOR(FadeIn)
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ACTOR(FadeOut)
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ACTOR(SpawnDebris)
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ACTOR(SetSolid)
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ACTOR(UnsetSolid)
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ACTOR(SetFloat)
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ACTOR(UnsetFloat)
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ACTOR(BishopMissileWeave)
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ACTOR(CStaffMissileSlither)
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ACTOR(CheckSight)
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ACTOR(ExtChase)
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ACTOR(DropInventory)
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ACTOR(SetBlend)
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ACTOR(JumpIf)
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ACTOR(KillMaster)
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ACTOR(KillChildren)
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ACTOR(DualPainAttack)
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ACTOR(GiveToTarget)
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ACTOR(TakeFromTarget)
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ACTOR(JumpIfInTargetInventory)
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ACTOR(CountdownArg)
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ACTOR(CustomMeleeAttack)
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ACTOR(CustomComboAttack)
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ACTOR(Burst)
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ACTOR(SkullPop)
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ACTOR(CheckFloor)
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ACTOR(CheckPlayerDone)
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ACTOR(RadiusThrust)
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ACTOR(Stop)
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ACTOR(SPosAttackUseAtkSound)
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ACTOR(Respawn)
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ACTOR(BarrelDestroy)
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ACTOR(PlayerSkinCheck)
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ACTOR(QueueCorpse)
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ACTOR(DeQueueCorpse)
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ACTOR(SetGravity)
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ACTOR(ClearTarget)
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ACTOR(LookEx)
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ACTOR(JumpIfTargetInLOS)
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ACTOR(DamageMaster)
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ACTOR(DamageChildren)
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ACTOR(CheckForReload)
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ACTOR(ResetReloadCounter)
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ACTOR(ClearReFire)
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ACTOR(SpawnSingleItem)
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ACTOR(GiveQuestItem)
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ACTOR(RemoveForceField)
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ACTOR(M_Refire)
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ACTOR(M_CheckAttack)
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ACTOR(MarineChase)
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ACTOR(MarineLook)
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ACTOR(MarineNoise)
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ACTOR(M_Punch)
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ACTOR(M_SawRefire)
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ACTOR(M_FirePistol)
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ACTOR(M_FireShotgun)
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ACTOR(M_FireShotgun2)
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ACTOR(M_FireCGun)
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ACTOR(M_FireMissile)
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ACTOR(M_FirePlasma)
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ACTOR(M_FireRailgun)
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ACTOR(M_BFGsound)
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ACTOR(M_FireBFG)
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// Heretic stuff
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ACTOR(Feathers)
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ACTOR(BeakRaise)
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ACTOR(BeakAttackPL1)
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ACTOR(BeakAttackPL2)
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ACTOR(Sor1Pain)
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ACTOR(Sor1Chase)
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ACTOR(Srcr1Attack)
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ACTOR(SorcererRise)
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ACTOR(Srcr2Decide)
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ACTOR(Srcr2Attack)
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ACTOR(Sor2DthInit)
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ACTOR(Sor2DthLoop)
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ACTOR(BlueSpark)
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ACTOR(GenWizard)
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ACTOR(TimeBomb)
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ACTOR(ImpDeath)
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ACTOR(ImpXDeath1)
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ACTOR(ImpExplode)
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ACTOR(PodPain)
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ACTOR(RemovePod)
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ACTOR(MakePod)
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ACTOR(AccTeleGlitter)
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ACTOR(VolcanoSet)
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ACTOR(VolcanoBlast)
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ACTOR(VolcBallImpact)
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ACTOR(LichAttack)
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ACTOR(LichIceImpact)
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ACTOR(LichFireGrow)
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ACTOR(WhirlwindSeek)
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ACTOR(KnightAttack)
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ACTOR(DripBlood)
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ACTOR(GhostOff)
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ACTOR(WizAtk1)
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ACTOR(WizAtk2)
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ACTOR(WizAtk3)
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ACTOR(StaffAttack)
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ACTOR(FireGoldWandPL1)
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ACTOR(FireGoldWandPL2)
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ACTOR(FireCrossbowPL1)
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ACTOR(FireCrossbowPL2)
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ACTOR(GauntletAttack)
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ACTOR(FireMacePL1)
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ACTOR(FireMacePL2)
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ACTOR(MacePL1Check)
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ACTOR(MaceBallImpact)
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ACTOR(MaceBallImpact2)
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ACTOR(DeathBallImpact)
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ACTOR(FireBlasterPL1)
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ACTOR(SpawnRippers)
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ACTOR(FireSkullRodPL1)
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ACTOR(AddPlayerRain)
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ACTOR(HideInCeiling)
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ACTOR(SkullRodStorm)
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ACTOR(RainImpact)
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ACTOR(MntrFloorFire)
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ACTOR(FirePhoenixPL1)
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ACTOR(InitPhoenixPL2)
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ACTOR(FirePhoenixPL2)
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ACTOR(ShutdownPhoenixPL2)
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ACTOR(PhoenixPuff)
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ACTOR(FlameEnd)
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ACTOR(FloatPuff)
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// Minotaur stuff
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ACTOR(MinotaurDecide)
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ACTOR(MinotaurAtk1)
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ACTOR(MinotaurAtk2)
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ACTOR(MinotaurAtk3)
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ACTOR(MinotaurCharge)
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ACTOR(MntrFloorFire)
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ACTOR(MinotaurLook)
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ACTOR(MinotaurRoam)
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ACTOR(MinotaurChase)
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ACTOR(MinotaurDeath)
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// Hexen stuff
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ACTOR(KoraxChase)
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ACTOR(KoraxDecide)
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ACTOR(KoraxBonePop)
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ACTOR(KoraxMissile)
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ACTOR(KoraxCommand)
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ACTOR(KSpiritRoam)
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ACTOR(KBolt)
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ACTOR(KBoltRaise)
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ACTOR(BatSpawnInit)
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ACTOR(BatSpawn)
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ACTOR(BatMove)
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ACTOR(BishopDecide)
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ACTOR(BishopDoBlur)
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ACTOR(BishopSpawnBlur)
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ACTOR(BishopPainBlur)
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ACTOR(BishopChase)
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ACTOR(BishopAttack)
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ACTOR(BishopAttack2)
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ACTOR(BishopPuff)
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WEAPON(CFlameAttack)
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WEAPON(CFlameRotate)
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ACTOR(CFlamePuff)
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WEAPON(CFlameMissile)
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WEAPON(CHolyAttack)
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WEAPON(CHolyAttack2)
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WEAPON(CHolyPalette)
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ACTOR(CHolySeek)
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ACTOR(CHolyCheckScream)
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ACTOR(CHolyTail)
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WEAPON(CMaceAttack)
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WEAPON(CStaffInitBlink)
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WEAPON(CStaffCheckBlink)
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WEAPON(CStaffCheck)
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WEAPON(CStaffAttack)
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WEAPON(FireConePL1)
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WEAPON(ShedShard)
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WEAPON(LightningReady)
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WEAPON(MLightningAttack)
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ACTOR(LightningZap)
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ACTOR(LightningClip)
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ACTOR(LightningRemove)
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ACTOR(FreeTargMobj)
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ACTOR(LastZap)
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ACTOR(ZapMimic)
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WEAPON(MStaffAttack)
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WEAPON(MStaffPalette)
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ACTOR(MStaffTrack)
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ACTOR(FiredRocks)
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ACTOR(FiredChase)
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ACTOR(FiredAttack)
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ACTOR(FiredSplotch)
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ACTOR(SmBounce)
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ACTOR(FogSpawn)
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ACTOR(FogMove)
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WEAPON(FPunchAttack)
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WEAPON(FAxeCheckUp)
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WEAPON(FAxeCheckReady)
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WEAPON(FAxeCheckAtk)
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WEAPON(FAxeAttack)
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WEAPON(FAxeCheckUpG)
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WEAPON(FAxeCheckReadyG)
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WEAPON(FHammerAttack)
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WEAPON(FHammerThrow)
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ACTOR(DropWeaponPieces)
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WEAPON(FSwordAttack)
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WEAPON(FSwordFlames)
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ACTOR(DragonInitFlight)
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ACTOR(DragonFlap)
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ACTOR(DragonFlight)
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ACTOR(DragonPain)
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ACTOR(DragonAttack)
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ACTOR(DragonCheckCrash)
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ACTOR(DragonFX2)
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ACTOR(PotteryExplode)
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ACTOR(PotteryChooseBit)
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ACTOR(PotteryCheck)
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ACTOR(CorpseBloodDrip)
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ACTOR(CorpseExplode)
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ACTOR(LeafSpawn)
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ACTOR(LeafThrust)
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ACTOR(LeafCheck)
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ACTOR(PoisonShroom)
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ACTOR(SoAExplode)
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ACTOR(BellReset1)
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ACTOR(BellReset2)
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ACTOR(Summon)
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ACTOR(PoisonBagInit)
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ACTOR(CheckThrowBomb)
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ACTOR(CheckThrowBomb2)
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ACTOR(PoisonBagDamage)
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ACTOR(PoisonBagCheck)
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ACTOR(ClassBossHealth)
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ACTOR(ClericAttack)
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ACTOR(FighterAttack)
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ACTOR(MageAttack)
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ACTOR(IceSetTics)
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ACTOR(PigPain)
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ACTOR(SnoutAttack)
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ACTOR(TemplarAttack)
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ACTOR(SentinelAttack)
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ACTOR(ReaverRanged)
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ACTOR(BeShadowyFoe)
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ACTOR(AcolyteBits)
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ACTOR(AcolyteDie)
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ACTOR(HideDecepticon)
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ACTOR(Beacon)
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ACTOR(ShootGun)
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ACTOR(RocketInFlight)
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ACTOR(CrusaderChoose)
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ACTOR(CrusaderSweepLeft)
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ACTOR(CrusaderSweepRight)
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ACTOR(CrusaderRefire)
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ACTOR(CrusaderDeath)
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ACTOR(InquisitorWalk)
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ACTOR(InquisitorDecide)
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ACTOR(InquisitorAttack)
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ACTOR(InquisitorJump)
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ACTOR(InquisitorCheckLand)
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ACTOR(TossArm)
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ACTOR(SpectralLightningTail)
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ACTOR(SpectralBigBallLightning)
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ACTOR(SpectralLightning)
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ACTOR(SpectreChunkSmall)
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ACTOR(SpectreChunkLarge)
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ACTOR(Spectre3Attack)
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ACTOR(SpotLightning)
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ACTOR(AlienSpectreDeath)
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ACTOR(EntityDeath)
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ACTOR(EntityAttack)
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ACTOR(SubEntityDeath)
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ACTOR(SpawnEntity)
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ACTOR(ProgrammerMelee)
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ACTOR(SpawnProgrammerBase)
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ACTOR(ProgrammerDeath)
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ACTOR(LoremasterChain)
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ACTOR(ExtraLightOff)
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ACTOR(Explode512)
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ACTOR(LightGoesOut)
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ACTOR(Bang4Cloud)
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ACTOR(HandLower)
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ACTOR(WakeOracleSpectre)
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ACTOR(StalkerLookInit)
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ACTOR(StalkerChaseDecide)
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ACTOR(StalkerWalk)
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ACTOR(StalkerAttack)
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ACTOR(StalkerDrop)
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ACTOR(JabDagger)
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ACTOR(ClearFlash)
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ACTOR(ShowElectricFlash)
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ACTOR(FireArrow)
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ACTOR(FireMiniMissile)
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ACTOR(FireFlamer)
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ACTOR(FlameDie)
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ACTOR(FireMauler1)
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ACTOR(FireMauler2Pre)
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ACTOR(FireMauler2)
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ACTOR(MaulerTorpedoWave)
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ACTOR(BurnArea)
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ACTOR(Burnination)
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ACTOR(FireGrenade)
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ACTOR(SelectPiece)
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ACTOR(SelectSigilView)
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ACTOR(SelectSigilDown)
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ACTOR(SelectSigilAttack)
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ACTOR(SigilCharge)
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ACTOR(FireSigil1)
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ACTOR(FireSigil2)
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ACTOR(FireSigil3)
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ACTOR(FireSigil4)
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ACTOR(FireSigil5)
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// Special code pointers for Strife's player - not to be used elsewhere!
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ACTOR(ItBurnsItBurns)
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ACTOR(CrispyPlayer)
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ACTOR(DropFire)
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// Special code pointers for bridge things
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ACTOR(BridgeInit)
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ACTOR(BridgeOrbit)
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