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TORCHES.txt
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TORCHES.txt
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Actor TallTorch_Red : RedTorch replaces RedTorch
{
height 85
radius 10
+LOOKALLAROUND
-SHOOTABLE
+INVULNERABLE
+NOBLOOD
+GHOST
+RANDOMIZE
Mass 900000
scale .5
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("RedTorchVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
//TNT1 A 0 A_Playsound("BDfireplace")
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
TTRB AC 2 A_SpawnItem("RedFlare22",0,59)
Loop
Spawn2:
//TNT1 A 0 A_Playsound("BDfireplace")
TTRB A 6
Goto Stay
}
}
Actor TallTorch_Blue : TallTorch_Red replaces BlueTorch
{
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("BlueTorchVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
//TNT1 A 0 A_Playsound("BDfireplace")
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsBlue", 58, 0, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("BallGettingReadyBlue", 59, 0, random (0, 140), 2, random (0, 160))
TTRB AC 2 A_SpawnItem("BlueFlare22",0,59)
Loop
Spawn2:
//TNT1 A 0 A_Playsound("BDfireplace")
TTRB A 6
Goto Stay
}
}
Actor TallTorch_Green : TallTorch_Red replaces GreenTorch
{
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("GreenTorchVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
//TNT1 A 0 A_Playsound("BDfireplace")
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsGreen", 58, 0, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 59, 0, random (0, 140), 2, random (0, 160))
TTRB AC 2 A_SpawnItem("GreenFlare22",0,59)
Loop
Spawn2:
//TNT1 A 0 A_Playsound("BDfireplace")
TTRB A 6
Goto Stay
}
}
Actor ShortTorch_Blue : ShortBlueTorch replaces ShortBlueTorch
{
+LOOKALLAROUND
-SHOOTABLE
+INVULNERABLE
+NOBLOOD
+GHOST
+RANDOMIZE
Mass 900000
height 80
radius 8
scale .4
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("ShortBlueTorchVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
//TNT1 A 0 A_Playsound("BDfireplace")
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsBlue", 30, 0, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("BallGettingReadyBlue", 30, 0, random (0, 140), 2, random (0, 160))
STRB AA 2 A_SpawnItem("BlueFlare22",0,30)
Loop
Spawn2:
//TNT1 A 0 A_Playsound("BDfireplace")
STRB A 6
Goto Stay
}
}
Actor ShortTorch_Red : ShortTorch_Blue replaces ShortRedTorch
{
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("ShortRedTorchVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
//TNT1 A 0 A_Playsound("BDfireplace")
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 30, 0, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 30, 0, random (0, 140), 2, random (0, 160))
STRB AA 2 A_SpawnItem("RedFlare22",0,30)
Loop
Spawn2:
//TNT1 A 0 A_Playsound("BDfireplace")
STRB A 6
Goto Stay
}
}
Actor ShortTorch_Green : ShortTorch_Blue replaces ShortGreenTorch
{
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("ShortGreenTorchVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
//TNT1 A 0 A_Playsound("BDfireplace")
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsGreen", 30, 0, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 30, 0, random (0, 140), 2, random (0, 160))
STRB AA 2 A_SpawnItem("GreenFlare22",0,30)
Loop
Spawn2:
//TNT1 A 0 A_Playsound("BDfireplace")
STRB A 5
Goto Spawn
}
}
Actor Candelabra1 : Candelabra replaces Candelabra
{
+LOOKALLAROUND
+INVULNERABLE
+NOBLOOD
+FORCEYBILLBOARD
+GHOST
+RANDOMIZE
Mass 900000
scale 0.7
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("CandelabraVanilla")
Stop
Spawn:
TTRB A 0
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
CBRA CC 1 bright
TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
CBRA BC 1 bright
TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
CBRA BC 1 bright
TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
CBRA BB 1 bright
Loop
Spawn2:
CBRA C 7 bright
Goto Stay
}
}
Actor Candlestick1 : Candlestick replaces Candlestick
{
+LOOKALLAROUND
+RANDOMIZE
scale .7
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("CandleVanilla")
Stop
Spawn:
TTRB A 0
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
TNT1 A 0 bright A_SpawnItem("YellowFlareSmall22Long",0,16)
CAND CCCB 1 bright
TNT1 A 0 bright A_SpawnItem("YellowFlareSmall22Long",0,16)
CAND BCBB 1 bright
Loop
Spawn2:
CAND C 5
Goto Stay
}
}
Actor BurningBarrel1 replaces BurningBarrel
{
+LOOKALLAROUND
+SHOOTABLE
+NOBLOOD
+GHOST
+NOTARGET
+FRIENDLY
-BOSS
+RANDOMIZE
Radius 16
+SOLID
height 40
Health 30
DamageFactor "kick", 5.0
DamageFactor "SuperPunches", 5.0
Damagefactor "SuperKick", 5.0
Damagefactor "LowKick", 5.0
Damagefactor "ExtremePunches", 5.0
states
{
Vanilla:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("BurningBarrelVanilla")
Stop
Spawn:
TTRB A 0
TNT1 A 0 A_Playsound("BDFireplace", 1, 1, 1)
MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
TNT1 A 1
Stay:
TNT1 A 0 A_CheckSight("Spawn2")
TNT1 A 0 bright A_CustomMissile ("BlackSmokePillarParticle", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
BURB AAA 1 bright A_SpawnItem("RedFlare3",0,42)
TNT1 A 0 bright A_CustomMissile ("BlackSmokePillarParticle", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,46)
TNT1 A 0 bright A_CustomMissile ("BlackSmokePillarParticle", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,38)
TNT1 A 0 bright A_CustomMissile ("BlackSmokePillarParticle", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,44)
BURB A 0 A_SpawnItem("BurningBarrelDamage",0,42)
TNT1 A 0 bright A_CustomMissile ("BlackSmokePillarParticle", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmallLong", 30, 0, random (0, 360), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,42)
Loop
Spawn2:
BURB A 10
Goto Stay
Pain.Kick:
Death.ExtremePunches:
Death.Kick:
Death.SuperKick:
Death.LowKick:
Death.SuperPunches:
TNT1 A 0 A_Pain
TNT1 A 0 A_StopSound(1)
TNT1 A 1 A_FaceTarget
TNT1 A 0 A_NoBlocking
TNT1 AAA 0 A_CustomMissile ("FlyingBurningFuel", 24, 0, random (150, 210), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel2", 24, 0, random (150, 210), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel3", 24, 0, random (150, 210), 2, random (0, 40))
BARK DE 3
BARK F -1
Stop
Death.Explosive:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_StopSound(1)
TNT1 AAA 0 A_CustomMissile ("FlyingBurningFuel", 24, 0, random (0, 360), 2, random (30, 80))
TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel2", 24, 0, random (0, 360), 2, random (30, 80))
TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel3", 24, 0, random (0, 360), 2, random (30, 80))
TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -15)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel1", 25, 0, random (0, 360), 2, random (30, 160))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel2", 15, 0, random (0, 360), 2, random (30, 160))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel3", 5, 0, random (0, 360), 2, random (30, 160))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel4", 5, 0, random (0, 360), 2, random (30, 160))
Stop
}
}
actor BurningBarrelDamage
{
+NOTARGET
Radius 0
Height 0
DamageType Fire
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
-BLOODSPLATTER
+BLOODLESSIMPACT
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
+NOTARGET
States
{
Spawn:
TNT1 A 0
TNT1 AA 5 A_Explode(10,5)
Stop
}
}
Actor TorchFlare
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
renderstyle Add
radius 1
height 1
alpha 0.4
}
Actor RedTF : TorchFlare
{
states
{
Spawn:
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,2)
FLAR A 2 bright
stop
TNT1 A 0
FLAR B 2 bright
stop
Stop
}
}
ACTOR RedTorchVanilla
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRED ABCD 2 BRIGHT
Loop
}
}
ACTOR BlueTorchVanilla
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TBLU ABCD 2 BRIGHT
Loop
}
}
ACTOR GreenTorchVanilla
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TGRN ABCD 2 BRIGHT
Loop
}
}
ACTOR ShortBlueTorchVanilla
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMBT ABCD 2 BRIGHT
Loop
}
}
ACTOR ShortRedTorchVanilla
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMRT ABCD 2 BRIGHT
Loop
}
}
ACTOR ShortGreenTorchVanilla
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMGT ABCD 2 BRIGHT
Loop
}
}
ACTOR CandelabraVanilla
{
Game Doom
Radius 16
Height 60
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
ACTOR CandleVanilla
{
Game Doom
Radius 20
Height 14
ProjectilePassHeight -16
States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
ACTOR BurningBarrelVanilla
{
Game Doom
SpawnID 149
Radius 16
Height 32
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
FCAN ABC 2 BRIGHT
Loop
}
}