// Base actor defintions. For the most part these don't actually exist. /* soundmap { "weapons/pistol" , "weapons/shotgf" , "weapons/shotgr" , "weapons/sshotf" , "weapons/sshoto" , "weapons/sshotc" , "weapons/sshotl" , "weapons/plasmaf" , "weapons/bfgf" , "weapons/sawup" , "weapons/sawidle" , "weapons/sawfull" , "weapons/sawhit" , "weapons/rocklf" , "weapons/bfgx" , "imp/attack" , "imp/shotx" , "plats/pt1_strt" , "plats/pt1_stop" , "doors/dr1_open" , "doors/dr1_clos" , "plats/pt1_mid" , "switches/normbutn" , "switches/exitbutn" , "*pain100" , "demon/pain" , "grunt/pain" , "vile/pain" , "fatso/pain" , "pain/pain" , "misc/gibbed" , "misc/i_pkup" , "misc/w_pkup" , "*land" , "misc/teleport" , "grunt/sight" , "grunt/sight" , "grunt/sight" , "imp/sight" , "imp/sight" , "demon/sight" , "caco/sight" , "baron/sight" , "cyber/sight" , "spider/sight" , "baby/sight" , "knight/sight" , "vile/sight" , "fatso/sight" , "pain/sight" , "skull/melee" , "demon/melee" , "skeleton/melee" , "vile/start" , "imp/melee" , "skeleton/swing" , "*death" , "*xdeath" , "grunt/death" , "grunt/death" , "grunt/death" , "imp/death" , "imp/death" , "demon/death" , "caco/death" , "misc/unused" , "baron/death" , "cyber/death" , "spider/death" , "baby/death" , "vile/death" , "knight/death" , "pain/death" , "skeleton/death" , "grunt/active" , "imp/active" , "demon/active" , "baby/active" , "baby/walk" , "vile/active" , "*grunt" , "world/barrelx" , "*fist" , "cyber/hoof" , "spider/walk" , "weapons/chngun" , "misc/chat2" , "doors/dr2_open" , "doors/dr2_clos" , "misc/spawn" , "vile/firecrkl" , "vile/firestrt" , "misc/p_pkup" , "brain/spit" , "brain/cube" , "brain/sight" , "brain/pain" , "brain/death" , "fatso/attack" , "fatso/death" , "wolfss/sight" , "wolfss/death" , "keen/pain" , "keen/death" , "skeleton/active" , "skeleton/sight" , "skeleton/attack" , "misc/chat" } */ actor Actor native { /* native property state spawn; native property int health; native property state see; native property sound seesound; native property int reactiontime; native property sound attacksound; native property state pain; native property int painchance; native property sound painsound; native property state melee; native property state missile; native property state death; native property state xdeath; native property sound deathsound; native property int speed; native property fixed radius; native property fixed height; native property int mass; native property int damage; native property sound activesound; native property flags flags; native property state raise; */ health 1000 reactiontime 8 radius 20 height 16 mass 100 action native A_Light0(); action native A_WeaponReady(); action native A_Lower(); action native A_Raise(); action native A_Punch(); action native A_ReFire(); action native A_FirePistol(); action native A_Light1(); action native A_FireShotgun(); action native A_Light2(); action native A_FireShotgun2(); action native A_CheckReload(); action native A_OpenShotgun2(); action native A_LoadShotgun2(); action native A_CloseShotgun2(); action native A_FireCGun(); action native A_GunFlash(); action native A_FireMissile(); action native A_Saw(); action native A_FirePlasma(); action native A_BFGsound(); action native A_FireBFG(); action native A_BFGSpray(); action native A_Explode(); action native A_Pain(); action native A_PlayerScream(); action native A_Fall(); action native A_XScream(); action native A_Look(); action native A_Chase(); action native A_FaceTarget(); action native A_PosAttack(); action native A_Scream(); action native A_SPosAttack(); action native A_VileChase(); action native A_VileStart(); action native A_VileTarget(); action native A_VileAttack(); action native A_StartFire(); action native A_Fire(); action native A_FireCrackle(); action native A_Tracer(); action native A_SkelWhoosh(); action native A_SkelFist(); action native A_SkelMissile(); action native A_FatRaise(); action native A_FatAttack1(); action native A_FatAttack2(); action native A_FatAttack3(); action native A_BossDeath(); action native A_CPosAttack(); action native A_CPosRefire(); action native A_TroopAttack(); action native A_SargAttack(); action native A_HeadAttack(); action native A_BruisAttack(); action native A_SkullAttack(); action native A_Metal(); action native A_SpidRefire(); action native A_BabyMetal(); action native A_BspiAttack(); action native A_Hoof(); action native A_CyberAttack(); action native A_PainAttack(); action native A_PainDie(); action native A_KeenDie(); action native A_BrainPain(); action native A_BrainScream(); action native A_BrainDie(); action native A_BrainAwake(); action native A_BrainSpit(); action native A_SpawnSound(); action native A_SpawnFly(); action native A_BrainExplode(); states { Spawn: /* NULL */ TROO A -1 wait } } actor Inventory native { +SPECIAL } actor Ammo : Inventory native { } actor Armor : Inventory native { } actor BasicArmorBonus : Armor native { } actor BasicArmorPickup : Armor native { } actor BackpackItem : Inventory native { } actor CustomInventory : Inventory native { } actor Health : Inventory native { } actor Key : Inventory native { } actor MapRevealer : Inventory native { } actor PowerupGiver : Inventory native { } actor Weapon : Inventory native { states { LightDone: /* LIGHTDONE */ SHTG E 0 A_Light0 stop } } actor WeaponGiver : Inventory native { } actor Fist : Weapon /* */ { states { Ready: /* PUNCH */ PUNG A 1 A_WeaponReady wait Deselect: /* PUNCHDOWN */ PUNG A 1 A_Lower wait Select: /* PUNCHUP */ PUNG A 1 A_Raise wait Fire: /* PUNCH1 */ PUNG B 4 PUNG C 4 A_Punch PUNG D 5 PUNG C 4 PUNG B 5 A_ReFire goto Ready } } actor Pistol : Weapon /* */ { states { Ready: /* PISTOL */ PISG A 1 A_WeaponReady wait Deselect: /* PISTOLDOWN */ PISG A 1 A_Lower wait Select: /* PISTOLUP */ PISG A 1 A_Raise wait Fire: /* PISTOL1 */ PISG A 4 PISG B 6 A_FirePistol PISG C 4 PISG B 5 A_ReFire goto Ready Flash: /* PISTOLFLASH */ PISF A 7 A_Light1 goto LightDone } } actor PlayerPawn native { } actor DoomPlayer : PlayerPawn /* PLAYER */ { deathsound "*death" +SOLID +SHOOTABLE +DROPOFF +PICKUP +NOTDMATCH states { Spawn: /* PLAY */ PLAY A -1 wait See: /* PLAY_RUN1 */ PLAY ABCD 4 loop Missile: /* PLAY_ATK1 */ PLAY E 12 PLAY F 6 bright goto Missile Pain: /* PLAY_PAIN */ PLAY G 4 PLAY G 4 A_Pain goto Spawn Death: /* PLAY_DIE1 */ PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_Fall PLAY KLM 10 PLAY N -1 stop XDeath: /* PLAY_XDIE1 */ PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_Fall PLAY RSTUV 5 PLAY W -1 stop } }