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DECORATE.DSCdecor
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DECORATE.DSCdecor
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Actor BIF_random_medium_stone_A 15019
{
+FORCEXYBILLBOARD
+NoInteraction
//DistanceCheck "user_MaxDrawDistanceStones"
var int user_tid;
var int user_state;
var int user_i;
var int user_radius;
States
{
Spawn:
RCS1 A 1 NODELAY
{
A_SetScale(frandom(0.1, 0.5));
if(Args[0]!=0){
A_SetUserVar(user_radius, Args[0]);
} else {
A_SetUserVar(user_radius, 256);
}
}
RCS1 A 1 A_Jump (256, 1, 2, 3, 4, 5, 6 , 7, 8)
RCS1 A 1 A_Jump (256, "Generate")
RCS2 A 1 A_Jump (256, "Generate")
RCS3 A 1 A_Jump (256, "Generate")
RCS4 A 1 A_Jump (256, "Generate")
RCS5 A 1 A_Jump (256, "Generate")
RCS6 A 1 A_Jump (256, "Generate")
RCS7 A 1 A_Jump (256, "Generate")
RCS7 A 1 A_Jump (256, "Generate")
//Goto Halt
//
Generate:
"####" "#" 1
{
for (A_SetUserVar(user_i, 0); user_i < 6; A_SetUserVar(user_i, user_i + 1)){
A_SpawnItemEx("BIF_small_stone1", random(-user_radius,user_radius), random(-user_radius,user_radius), random(0,0), 0, 0, 0,0,SXF_NOCHECKPOSITION, 0, user_tid);
A_SpawnItemEx("BIF_small_stone2", random(-user_radius,user_radius), random(-user_radius,user_radius), random(0,0), 0, 0, 0,0,SXF_NOCHECKPOSITION, 0, user_tid);
A_SpawnItemEx("BIF_small_stone3", random(-user_radius,user_radius), random(-user_radius,user_radius), random(0,0), 0, 0, 0,0,SXF_NOCHECKPOSITION, 0, user_tid);
A_SpawnItemEx("BIF_small_stone4", random(-user_radius,user_radius), random(-user_radius,user_radius), random(0,0), 0, 0, 0,0,SXF_NOCHECKPOSITION, 0, user_tid);
A_SpawnItemEx("BIF_small_stone5", random(-user_radius,user_radius), random(-user_radius,user_radius), random(0,0), 0, 0, 0,0,SXF_NOCHECKPOSITION, 0, user_tid);
}
}
"####" "#" -1
Stop
}
}
/*Actor Bif_spawned_stone{
+FORCEXYBILLBOARD
+NoInteraction
Scale 0.5
Alpha 1.0
DistanceCheck "user_MaxDrawDistanceStones"
States
{
Spawn:
"####" "#" 1 NODELAY A_SetScale(frandom(0.25, 0.75))
//"####" "##########" 2 A_FadeTo(1.0, 0.1)
"####" "#" -1
Stop
}
}
*/
Actor BIF_small_stone1 : Bif_spawned_stone{
States
{
Spawn:
STN1 A 0
Goto Super::Spawn
}
}
Actor BIF_small_stone2 : Bif_spawned_stone{
States
{
Spawn:
STN2 A 0
Goto Super::Spawn
}
}
Actor BIF_small_stone3 : Bif_spawned_stone{
States
{
Spawn:
STN3 A 0
Goto Super::Spawn
}
}
Actor BIF_small_stone4 : Bif_spawned_stone{
States
{
Spawn:
STN4 A 0
Goto Super::Spawn
}
}
Actor BIF_small_stone5 : Bif_spawned_stone{
States
{
Spawn:
STN5 A 0
Goto Super::Spawn
}
}
Actor CloudSpawner 15023
{
+NoBlockMap
+NoGravity
+NoSector
+NoInteraction
+NoClip
-Solid
+ClientSideOnly
States
{
Spawn:
TNT1 A 0
Goto Active
Active:
TNT1 A 1 A_SpawnItemEx("MiniCloudRed", Random(Args[0], -Args[0]), Random(Args[1], -Args[1]), Random(-Args[2], Args[2]), Args[3], 0, 0, Random(6, -6), 128, 0)
Loop
Inactive:
TNT1 A -1
Loop
}
}
//Grey Clouds
Actor MiniCloudRed 15024
{
+Missile
+NoBlockmap
+NoGravity
+FORCEXYBILLBOARD
RenderStyle Translucent
Alpha 0.1
Scale 12
States
{
Spawn:
CLFX A 3
Loop
Death:
CLFX A 10 A_FadeOut(0.1)
TNT1 A 1
Stop
}
}
////////////AshSpawner FROM http://www.realm667.com
Actor AshSpawner 15022
{
Radius 1
Height 1
+NoClip
+NoGravity
+ClientSideOnly
var int user_i;
States
{
Spawn:
Active:
TNT1 A 1
{
for (A_SetUserVar(user_i, 0); user_i < 6; A_SetUserVar(user_i, user_i + 1)){
A_SpawnItemEx("FloatingAshLight", Random(-Args[0],Args[0]), Random(-Args[0],Args[0]), Random(0,Args[1]), Random(Args[2],Args[3]), 0, Random(-Args[2],Args[2]), Random(-4, 4), 256, Args[4]);
}
}
Loop
Inactive:
TNT1 A 1
Loop
}
}
Actor FloatingAshLight
{
+Missile
+NoBlockmap
+NoGravity
+FORCEXYBILLBOARD
Radius 1
Height 1
RenderStyle Shaded
StencilColor "A0 A0 A0"
Scale 0.15
ReactionTime 250
States
{
Spawn:
ASHX A 0
ASHX A 0 A_SetScale(FRandom(0.09, 0.12))
ASHX A 0 A_Jump(128, "Spawn2")
Spawn1:
ASHX ABCDEFGH 2 A_CountDown
Loop
Spawn2:
ASHX HGFEDCBA 2 A_CountDown
Loop
Death:
ASHX F 2 A_FadeOut(0.06)
Loop
}
}
ACTOR BIF_HellFlash_generator 15029{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
+FORCEXYBILLBOARD
//Scale 6
RenderStyle Add
States
{
Spawn:
//TNT1 A 0 Bright A_SpawnItemEx("BIF_HellFlash", random(-4,4), random(-4,4), random(-24,0), 0, 0, random(6,8), 0.5, SXF_NOCHECKPOSITION)
//TNT1 A 1 BRIGHT A_SpawnItemEx("BIF_HellFlash", random(-32,32), random(-32,32), random(-4,-24), 0, 0, random(6,8),0.0001,SXF_NOCHECKPOSITION)
TNT1 A 1 A_Jump (256, "Halt", "Flash")
Loop
Halt:
TNT1 A 1 A_Jump (1, "Flash")
Loop
Flash:
//TNT1 A 1
TNT1 A 0 ACS_NamedExecute("HellThunder", 0)
HLT0 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright
Goto Halt
}
}
ACTOR BIF_Sceleton_random 15070
{
+FORCEXYBILLBOARD
SCALE 0.10
States
{
Spawn:
TNT1 A 1 A_Jump(256, "S1", "S2", "S3", "S4", "S5", "S6")
Loop
S1:
SCL1 A -1
Stop
S2:
SCL1 B -1
Stop
S3:
SCL1 C -1
Stop
S4:
SCL1 D -1
Stop
S5:
SCL1 E -1
Stop
S6:
SCL1 F -1
Stop
}
}
Actor BIF_haze_indoor
{
+NoClip
+NoGravity
+NOBLOCKMAP
Radius 64
//+NoInteraction
Renderstyle Translucent
DistanceCheck "user_MaxDrawDistanceHaze"
Alpha 0.1
States
{
Spawn:
DSS2 A -1
Stop
}
}
Actor RainSpawner 15025
{
radius 64
+NoClip
+NoGravity
+FORCEXYBILLBOARD
+LOOKALLAROUND
+AMBUSH
+QUICKTORETALIATE
+NoInteraction
+SpawnCeiling
Renderstyle Translucent
DistanceCheck "user_MaxDrawDistanceRain"
Alpha 0.0
States
{
Spawn:
RNMR A 1 A_LookEx(LOF_NOSOUNDCHECK)
See:
TNT1 A 1 A_JumpIfCloser(512, "Rain", true)
Goto Spawn
Rain:
//TNT1 A 0 A_SpawnItemEx("BloodRainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 0, Args[1])
TNT1 A 3 A_SpawnItemEx("BloodRainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, -10, 0, 0, Args[1])
Goto Spawn
}
}
Actor BloodRainDrop
{
+Missile
+NoBlockMap
+NoGravity
Height 2
Radius 2
Renderstyle Translucent
//DistanceCheck "user_MaxDrawDistanceRain"
Alpha 1.0
Scale 0.15
Yscale 0.25
// Translation "80:111=16:47", "3:3=41:41"
States
{
Spawn:
RND1 A 1 A_JumpIf(WaterLevel > 0, "Death")
Loop
Death:
RND1 B 5 A_SetScale(1.0)
RND1 CDEFGH 5 A_FadeOut(0.05)
Stop
}
}
Actor DSCrandomTree 22014
{
+FORCEYBILLBOARD
RADIUS 16
Height 128
+SOLID
var int user_i;
var int user_num;
States
{
Spawn:
BTR1 A 0 nodelay
{
A_SetScale(frandom(0.3, 0.5));
A_SetUserVar(user_num, random(1,5));
for (A_SetUserVar(user_i, 0); user_i < user_num; A_SetUserVar(user_i, user_i + 1))
{
//A_SpawnItemEx("BIF_FireFlyBush", random(-128, 128), random(-128, 128), 0, 0, 0, 0,0,SXF_NOCHECKPOSITION) ;
}
}
BTR1 A 1 A_Jump (256, "tre1", "tre2", "tre3", "tre4", "tre5")
loop
tre1:
BTR1 A -1
stop
tre2:
BTR2 A -1
stop
tre3:
BTR3 A -1
stop
tre4:
BTR4 A -1
stop
tre5:
BTR5 A -1
stop
}
}
ACTOR DSCgrass_spawner 15082
{
//args[0] radius
//args[1] count of grass
radius 64
+NoBlockMap
+NoGravity
+NoSector
+NoInteraction
+NoClip
-Solid
+ClientSideOnly
alpha 0.0
var int user_i;
var int user_num;
States
{
Spawn:
TNT1 A 1 nodelay
{
A_SetUserVar(user_num, args[1]);
for (A_SetUserVar(user_i, 0); user_i < user_num; A_SetUserVar(user_i, user_i + 1))
{
A_SpawnItemEx("DSCrandomGrass", random(-args[0], args[0]), random(-args[0], args[0]), 0, 0, 0, 0, 0, 0, 0, Args[2]);
}
}
TNT1 A -1
Stop
}
}
/*Actor DSCrandomGrass 22015
{
+FORCEXYBILLBOARD
+NOINTERACTION
Scale 0.2
States
{
Spawn:
BDG1 A 0 nodelay A_SetScale(frandom(0.07, 0.18))
BDG1 A 1 A_Jump (256, "tre1", "tre2", "tre3", "tre4")
loop
tre1:
BDG1 A -1
stop
tre2:
BDG2 A -1
stop
tre3:
BDG3 A -1
stop
tre4:
BDG4 A -1
stop
}
}*/
Actor DSCrandomAngelSmall 22016
{
+FORCEYBILLBOARD
+NOINTERACTION
Scale 0.07
States
{
Spawn:
ANG1 A 1 NODELAY A_Jump (256, "tre1", "tre2")
loop
tre1:
ANG1 A -1
stop
tre2:
ANG2 A -1
stop
}
}
Actor DSCAngel1 22017
{
+FORCEYBILLBOARD
Radius 16
Height 64
+Solid
Scale 0.2
States
{
Spawn:
ANG3 A -1
stop
}
}
Actor DSCrip1 22018
{
+FORCEYBILLBOARD
Radius 8
Height 64
+Solid
Scale 0.10
States
{
Spawn:
RIP1 A -1
stop
}
}
Actor DSCblackCandle 22019
{
+NOINTERACTION
Scale 0.05
States
{
Spawn:
BCND A 0 NODELAY A_SpawnItemEx("DSCcandleLight", 0, 0, 12, 0, 0, 0, 0, 0, 0, Args[2])
BCND A -1
stop
}
}
Actor DSCgorgulie1 22020
{
+FORCEYBILLBOARD
Radius 16
Height 64
+Solid
Scale 0.2
States
{
Spawn:
GRG1 A -1
stop
}
}
Actor DSCgorgulie2 22021
{
+FORCEYBILLBOARD
Radius 32
Height 128
+Solid
Scale 0.4
States
{
Spawn:
GRG2 A -1
stop
}
}
Actor DSCSunHalo 22024
{
+FORCEXYBILLBOARD
+NOINTERACTION
Renderstyle "Add"
Scale 0.25
States
{
Spawn:
HAL1 A -1
stop
}
}
Actor DSCciclone 22025
{
+FORCEXYBILLBOARD
+NOINTERACTION
+FLATSPRITE
+ROLLSPRITE
Renderstyle "Add"
Scale 0.5
States
{
Spawn:
CI1L A 1
{
A_SetRoll(roll+0.3,SPF_INTERPOLATE);
roll%=360;
}
LOOP
}
}
//DSB1A0
Actor DSCbanner1 22026
{
+FORCEYBILLBOARD
+WALLSPRITE
+NOINTERACTION
+SPAWNCEILING
Scale 1.0
States
{
Spawn:
DSB1 A -1
STOP
}
}
Actor DSCbanner2 22027
{
+FORCEYBILLBOARD
+WALLSPRITE
+NOINTERACTION
+SPAWNCEILING
Scale 1.0
States
{
Spawn:
DSB2 A -1
STOP
}
}
Actor DSCbanner3 22054
{
+FORCEYBILLBOARD
+WALLSPRITE
+NOINTERACTION
//+SPAWNCEILING
Scale 1.0
States
{
Spawn:
DSB3 A -1
STOP
}
}
Actor Bif_Haze_GenDEC : Bif_Haze_Gen 15049{ //$Sprite HZMRA0
}
actor BigDoomTorchDEC : BigDoomTorch 22003{ //$Sprite TREDA0
}
actor BigDoomTorchGreenDEC : BigDoomTorchGreen 22004{ //$Sprite TGRNA0
}
actor BigDoomTorchBlueDEC : BigDoomTorchBlue 22012{ //$Sprite TBLUA0
}
actor BigDoomTorchRedDEC : BigDoomTorchRed 22013{ //$Sprite TREDA0
}
actor FireFlameSpawnerGREAT_DEC : FireFlameSpawnerGREAT 22022{ //$Sprite FLM1A0
}
actor FireFlameSpawnerGREATgreen_DEC : FireFlameSpawnerGREATgreen 22023{ //$Sprite FLM2A0
}
actor DSCexplosiveVAZA_DEC : DSCexplosiveVAZA 22028{
}
// BRUTAL BLOOD TERRAIN
////////////////////////Blood
Actor BloodParticleX
{
Height 1
Radius 8
Mass 0
+Missile
+NoBlockMap
-NoGravity
+DontSplash
+DoomBounce
+FORCEXYBILLBOARD
+THRUACTORS
+CLIENTSIDEONLY
+NOTELEPORT
BounceFactor 0.1
Gravity 3
//RenderStyle Add
Scale 1.0
Alpha 0.9
//Speed 2
Speed 6
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_ChangeFlag(DOOMBOUNCE, 0)
TNT1 A 1
Goto Stand
Stand:
BSPH ABCD 2
Stop
Death:
TNT1 A 1
TNT1 A 0
Stop
}
}
Actor BloodParticleXFAster: BloodParticleX
{
Speed 8
}
/*actor BloodSplashBase3Disable
{
Radius 1
Height 1
Mass 1
alpha .6
Scale 1.0
+THRUACTORS
+DONTSPLASH
+NOGRAVITY
+NOTELEPORT
+CLIENTSIDEONLY
+NOINTERACTION
States
{
Spawn:
TNT1 FFFFFF 0 A_CustomMissile ("BloodParticleX", 2, frandom(-1,1)*frandom(-5,5), frandom(-1,1)*frandom (0, 360), 2, frandom(-1,1)*frandom (50, 140))
TNT1 FFFFFF 0 A_CustomMissile ("BloodParticleXFaster", 2, frandom(-1,1)*frandom(-5,5), frandom(-1,1)*frandom (0, 360), 2, frandom(-1,1)*frandom (50, 140))
// BSPH HIHI 6
Stop
}
}
*/
actor BloodSplashBase3
{
Radius 1
Height 1
Mass 1
alpha .6
Scale 1.0
+THRUACTORS
+DONTSPLASH
+NOGRAVITY
+NOTELEPORT
+CLIENTSIDEONLY
States
{
DisableWaterExp:
TNT1 A 0 //A_SpawnitemEx("BloodSplashBase3Disable",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
Spawn:
//TNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(17226)==1,"DisableWaterExp")
TNT1 FFFFFF 0 A_CustomMissile ("BloodParticleX", 2, frandom(0,1)*frandom(-5,5), frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (50, 140))
TNT1 A 0 A_SpawnitemEx("DSCbloodWave",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 FFFFFF 0 A_CustomMissile ("BloodParticleXFaster", 2, frandom(0,1)*frandom(-5,5), frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (50, 140))
BSPH EFGHIJK 3
TNT1 A 0 A_SpawnitemEx("DSCbloodWave",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
}
}
/*
actor BloodSplashBaseSmallDisable : BloodSplashBase3Disable
{
XScale 0.4
YScale 0.65
States
{
Spawn:
BSPH EFGHIJK 3
TNT1 FFFF 0 A_CustomMissile ("BloodParticleX", 2, 0, frandom(-1,1)*frandom (0, 360), 2, frandom(-1,1)*frandom (50, 140))
TNT1 FFFF 0 A_CustomMissile ("BloodParticleXFaster", 2, 0, frandom(-1,1)*frandom (0, 360), 2, frandom(-1,1)*frandom (50, 140))
// BSPH HIHI 6
Stop
}
}*/
actor BloodSplashBaseSmall : BloodSplashBase3
{
XScale 0.4
YScale 0.65
States
{
DisableWaterExp:
TNT1 A 0 // A_SpawnitemEx("BloodSplashBaseSmallDisable",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
Spawn:
TNT1 A 0 NoDelay //A_JumpIf(ACS_ExecuteWithResult(17226)==1,"DisableWaterExp")
BSPH E 6
TNT1 FFFF 0 A_CustomMissile ("BloodParticleX", 2, 0, frandom(-1,1)*frandom (0, 360), 2, frandom(-1,1)*frandom (50, 140))
TNT1 A 0 A_SpawnitemEx("DSCbloodWave",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 FFFF 0 A_CustomMissile ("BloodParticleXFaster", 2, 0, frandom(-1,1)*frandom (0, 360), 2, frandom(-1,1)*frandom (50, 140))
BSPH HIHI 6
TNT1 A 0 A_SpawnitemEx("DSCbloodWave",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
}
}
Actor DSCciclone2 22078
{
+FORCEXYBILLBOARD
+NOINTERACTION
+FLATSPRITE
+ROLLSPRITE
Renderstyle "Subtract"
Scale 0.2
States
{
Spawn:
CI1L A 1
{
A_SetRoll(roll+0.3,SPF_INTERPOLATE);
roll%=360;
}
LOOP
}
}