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FURNITURE.txt
142 lines (127 loc) · 2.33 KB
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FURNITURE.txt
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Actor TechPillar1 : TechPillar replaces TechPillar
{
+SHOOTABLE
+INVULNERABLE
+NOBLOOD
+FORCEYBILLBOARD
Mass 900000
}
Actor DecorationDisabled : Inventory
{
inventory.maxamount 1
}
ACTOR ImpaledSkulls: HeadsOnAStick Replaces HeadsOnAStick
{
Radius 16
Height 9
//Monster
//+FRIENDLY
//-SHOOTABLE
Mass 9999999999999999999999999999
States
{
Vanilla:
POL2 A 1
POL2 A -1
Stop
Spawn:
POL2 A 0
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Spawn22:
POL2 B 0
TNT1 A 0 A_SpawnItem ("DecorativeSkullB", 1, 10)
TNT1 A 0 A_SpawnItem ("DecorativeSkullD", -1, 20)
TNT1 A 0 A_SpawnItem ("DecorativeSkullC", 1, 30)
TNT1 A 0 A_SpawnItem ("DecorativeSkullB", -1, 40)
TNT1 A 0 A_SpawnItem ("DecorativeSkullA", 1, 50)
Goto Stay
Stay:
POL2 V -1
Stop
}
}
ACTOR DecorativeSkullA
{
Radius 3
Height 9
Scale 0.98
Mass 20
Health 1
Monster
+FRIENDLY
+SHOOTABLE
+SOLID
+MOVEWITHSECTOR
+NOBLOOD
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Taunt", 0.0 damagefactor "KillMe", 0.0 damagefactor "Shrapnel", 0.0
States
{
Spawn:
SKDC A 1
SKDC A -1
Stop
Death:
TNT1 A 0 A_CustomMissile ("LSpart2", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("LSpart1", 0, 0, random (0, 360), 2, random (0, 160))
Stop
}
}
ACTOR DecorativeSkullB: DecorativeSkullA
{
States
{
Spawn:
SKDC B 1
SKDC B -1
Stop
}
}
ACTOR DecorativeSkullC: DecorativeSkullA
{
States
{
Spawn:
SKDC C 1
SKDC C -1
Stop
}
}
ACTOR DecorativeSkullD: DecorativeSkullA
{
States
{
Spawn:
SKDC D 1
SKDC D -1
Stop
}
}
ACTOR ImpaledHead: HeadOnAStick Replaces HeadOnAStick
{
States
{
Vanilla:
POL4 A 1
POL4 A -1
Stop
Spawn:
POL4 B 0
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Spawn32:
TNT1 A 0
TNT1 A 0 A_Jump (128, "Spawn2","Spawn3","Spawn4")
POL4 I -1
Stop
Spawn2:
POL4 J -1
Stop
Spawn3:
POL4 K -1
Stop
Spawn4:
POL4 L -1
Stop
}
}