Code: Select all
Actor FireBlastExM
{
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1
FBL1 M 1 A_SetTranslucent(.45, 1)
FBL1 M 1 A_SetTranslucent(.4, 1)
FBL1 M 1 A_SetTranslucent(.35, 1)
FBL1 M 1 A_SetTranslucent(.3, 1)
FBL1 M 1 A_SetTranslucent(.25, 1)
FBL1 M 1 A_SetTranslucent(.2, 1)
FBL1 M 1 A_SetTranslucent(.15, 1)
FBL1 M 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExL : FireBlastExM
{
States
{
Spawn:
FBL1 L 1
FBL1 L 1 A_SetTranslucent(.45, 1)
FBL1 L 1 A_SetTranslucent(.4, 1)
FBL1 L 1 A_SetTranslucent(.35, 1)
FBL1 L 1 A_SetTranslucent(.3, 1)
FBL1 L 1 A_SetTranslucent(.25, 1)
FBL1 L 1 A_SetTranslucent(.2, 1)
FBL1 L 1 A_SetTranslucent(.15, 1)
FBL1 L 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExK : FireBlastExM
{
States
{
Spawn:
FBL1 K 1
FBL1 K 1 A_SetTranslucent(.45, 1)
FBL1 K 1 A_SetTranslucent(.4, 1)
FBL1 K 1 A_SetTranslucent(.35, 1)
FBL1 K 1 A_SetTranslucent(.3, 1)
FBL1 K 1 A_SetTranslucent(.25, 1)
FBL1 K 1 A_SetTranslucent(.2, 1)
FBL1 K 1 A_SetTranslucent(.15, 1)
FBL1 K 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExJ : FireBlastExM
{
States
{
Spawn:
FBL1 J 1
FBL1 J 1 A_SetTranslucent(.45, 1)
FBL1 J 1 A_SetTranslucent(.4, 1)
FBL1 J 1 A_SetTranslucent(.35, 1)
FBL1 J 1 A_SetTranslucent(.3, 1)
FBL1 J 1 A_SetTranslucent(.25, 1)
FBL1 J 1 A_SetTranslucent(.2, 1)
FBL1 J 1 A_SetTranslucent(.15, 1)
FBL1 J 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExI : FireBlastExM
{
States
{
Spawn:
FBL1 I 1
FBL1 I 1 A_SetTranslucent(.45, 1)
FBL1 I 1 A_SetTranslucent(.4, 1)
FBL1 I 1 A_SetTranslucent(.35, 1)
FBL1 I 1 A_SetTranslucent(.3, 1)
FBL1 I 1 A_SetTranslucent(.25, 1)
FBL1 I 1 A_SetTranslucent(.2, 1)
FBL1 I 1 A_SetTranslucent(.15, 1)
FBL1 I 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExH : FireBlastExM
{
States
{
Spawn:
FBL1 H 1
FBL1 H 1 A_SetTranslucent(.45, 1)
FBL1 H 1 A_SetTranslucent(.4, 1)
FBL1 H 1 A_SetTranslucent(.35, 1)
FBL1 H 1 A_SetTranslucent(.3, 1)
FBL1 H 1 A_SetTranslucent(.25, 1)
FBL1 H 1 A_SetTranslucent(.2, 1)
FBL1 H 1 A_SetTranslucent(.15, 1)
FBL1 H 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExG : FireBlastExM
{
States
{
Spawn:
FBL1 G 1
FBL1 G 1 A_SetTranslucent(.45, 1)
FBL1 G 1 A_SetTranslucent(.4, 1)
FBL1 G 1 A_SetTranslucent(.35, 1)
FBL1 G 1 A_SetTranslucent(.3, 1)
FBL1 G 1 A_SetTranslucent(.25, 1)
FBL1 G 1 A_SetTranslucent(.2, 1)
FBL1 G 1 A_SetTranslucent(.15, 1)
FBL1 G 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExF : FireBlastExM
{
States
{
Spawn:
FBL1 F 1
FBL1 F 1 A_SetTranslucent(.45, 1)
FBL1 F 1 A_SetTranslucent(.4, 1)
FBL1 F 1 A_SetTranslucent(.35, 1)
FBL1 F 1 A_SetTranslucent(.3, 1)
FBL1 F 1 A_SetTranslucent(.25, 1)
FBL1 F 1 A_SetTranslucent(.2, 1)
FBL1 F 1 A_SetTranslucent(.15, 1)
FBL1 F 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExB : FireBlastExM
{
States
{
Spawn:
FBL1 B 1
FBL1 B 1 A_SetTranslucent(.45, 1)
FBL1 B 1 A_SetTranslucent(.4, 1)
FBL1 B 1 A_SetTranslucent(.35, 1)
FBL1 B 1 A_SetTranslucent(.3, 1)
FBL1 B 1 A_SetTranslucent(.25, 1)
FBL1 B 1 A_SetTranslucent(.2, 1)
FBL1 B 1 A_SetTranslucent(.15, 1)
FBL1 B 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExS : FireBlastExM
{
States
{
Spawn:
FBL1 S 1
FBL1 S 1 A_SetTranslucent(.45, 1)
FBL1 S 1 A_SetTranslucent(.4, 1)
FBL1 S 1 A_SetTranslucent(.35, 1)
FBL1 S 1 A_SetTranslucent(.3, 1)
FBL1 S 1 A_SetTranslucent(.25, 1)
FBL1 S 1 A_SetTranslucent(.2, 1)
FBL1 S 1 A_SetTranslucent(.15, 1)
FBL1 S 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExT : FireBlastExM
{
States
{
Spawn:
FBL1 T 1
FBL1 T 1 A_SetTranslucent(.45, 1)
FBL1 T 1 A_SetTranslucent(.4, 1)
FBL1 T 1 A_SetTranslucent(.35, 1)
FBL1 T 1 A_SetTranslucent(.3, 1)
FBL1 T 1 A_SetTranslucent(.25, 1)
FBL1 T 1 A_SetTranslucent(.2, 1)
FBL1 T 1 A_SetTranslucent(.15, 1)
FBL1 T 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExC : FireBlastExM
{
States
{
Spawn:
FBL1 C 1 A_SetTranslucent(.45, 1)
FBL1 C 1 A_SetTranslucent(.4, 1)
FBL1 C 1 A_SetTranslucent(.35, 1)
FBL1 C 1 A_SetTranslucent(.3, 1)
FBL1 C 1 A_SetTranslucent(.25, 1)
FBL1 C 1 A_SetTranslucent(.2, 1)
FBL1 C 1 A_SetTranslucent(.15, 1)
FBL1 C 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExN : FireBlastExM
{
States
{
Spawn:
FBL1 N 1 A_SetTranslucent(.4, 1)
FBL1 N 1 A_SetTranslucent(.35, 1)
FBL1 N 1 A_SetTranslucent(.3, 1)
FBL1 N 1 A_SetTranslucent(.25, 1)
FBL1 N 1 A_SetTranslucent(.2, 1)
FBL1 N 1 A_SetTranslucent(.15, 1)
FBL1 N 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExD : FireBlastExM
{
States
{
Spawn:
FBL1 D 1 A_SetTranslucent(.35, 1)
FBL1 D 1 A_SetTranslucent(.3, 1)
FBL1 D 1 A_SetTranslucent(.25, 1)
FBL1 D 1 A_SetTranslucent(.2, 1)
FBL1 D 1 A_SetTranslucent(.15, 1)
FBL1 D 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExO : FireBlastExM
{
States
{
Spawn:
FBL1 O 1 A_SetTranslucent(.3, 1)
FBL1 O 1 A_SetTranslucent(.25, 1)
FBL1 O 1 A_SetTranslucent(.2, 1)
FBL1 O 1 A_SetTranslucent(.15, 1)
FBL1 O 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExE : FireBlastExM
{
States
{
Spawn:
FBL1 E 1 A_SetTranslucent(.25, 1)
FBL1 E 1 A_SetTranslucent(.2, 1)
FBL1 E 1 A_SetTranslucent(.15, 1)
FBL1 E 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExP : FireBlastExM
{
States
{
Spawn:
FBL1 P 1 A_SetTranslucent(.2, 1)
FBL1 P 1 A_SetTranslucent(.15, 1)
FBL1 P 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExQ : FireBlastExM
{
States
{
Spawn:
FBL1 Q 1 A_SetTranslucent(.15, 1)
FBL1 Q 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExR : FireBlastExM
{
States
{
Spawn:
FBL1 R 1 A_SetTranslucent(.1, 1)
Stop
}
}
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 10
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1 Bright A_CustomMissile("FireBlastExM", 0, 0, 0)
FBL1 L 1 Bright A_CustomMissile("FireBlastExL", 0, 0, 0)
FBL1 K 1 Bright A_CustomMissile("FireBlastExK", 0, 0, 0)
FBL1 J 1 Bright A_CustomMissile("FireBlastExJ", 0, 0, 0)
FBL1 I 1 Bright A_CustomMissile("FireBlastExI", 0, 0, 0)
FBL1 H 1 Bright A_CustomMissile("FireBlastExH", 0, 0, 0)
FBL1 G 1 Bright A_CustomMissile("FireBlastExG", 0, 0, 0)
FBL1 F 1 Bright A_CustomMissile("FireBlastExF", 0, 0, 0)
FBL1 B 1 Bright A_CustomMissile("FireBlastExB", 0, 0, 0)
FBL1 S 1 Bright A_CustomMissile("FireBlastExS", 0, 0, 0)
FBL1 T 1 Bright A_CustomMissile("FireBlastExT", 0, 0, 0)
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
Death:
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
}
}
And also, the "big" attacks are generated by ACS now. Some things just can't be done in DECORATE alone, even though 96x (and likewise GZDoom) have the best DECORATE features of the ZDoom ports.