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Igromania 1999 February
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17_02_1999.iso
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ddbin065p.exe
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SCENERY.DDF
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1998-11-17
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13KB
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616 lines
{ DOSDoom Scenery Objects Files }
[SMALL_BOLLARD_LAMP]
MAPNUMBER=2028; { Mapnumber used by every Doom Editor }
RADIUS=16; { Radius & Height: All needed, but as a word of }
HEIGHT=16; { warning: Id's specs are not accurate }
SPECIAL=SOLID; { Solid object, can't walk through it }
STATES=COLU:A:-1:BRIGHT:NOTHING;
{ SPRITENAME: COLU 4 characters of spritename }
{ SPRITE: AX; X being the sprite number }
{ DURATION: -1; Infinite Duration }
{ LIGHTS: BRIGHT; Always displayed bright }
{ ACTION: NOTHING; Does Nothing }
[SMALL_TECH_LAMP]
MAPNUMBER=86;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TLP2:A:4:BRIGHT:NOTHING,
TLP2:B:4:BRIGHT:NOTHING,
TLP2:C:4:BRIGHT:NOTHING,
TLP2:D:4:BRIGHT:NOTHING;
[TALL_TECH_LAMP]
MAPNUMBER=85;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TLMP:A:4:BRIGHT:NOTHING,
TLMP:B:4:BRIGHT:NOTHING,
TLMP:C:4:BRIGHT:NOTHING,
TLMP:D:4:BRIGHT:NOTHING;
[BRONZE_BLUE_TORCH]
MAPNUMBER=44;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TBLU:A:4:BRIGHT:NOTHING,
TBLU:B:4:BRIGHT:NOTHING,
TBLU:C:4:BRIGHT:NOTHING,
TBLU:D:4:BRIGHT:NOTHING;
[BRONZE_GREEN_TORCH]
MAPNUMBER=45;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TGRN:A:4:BRIGHT:NOTHING,
TGRN:B:4:BRIGHT:NOTHING,
TGRN:C:4:BRIGHT:NOTHING,
TGRN:D:4:BRIGHT:NOTHING;
[BRONZE_RED_TORCH]
MAPNUMBER=46;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TRED:A:4:BRIGHT:NOTHING,
TRED:B:4:BRIGHT:NOTHING,
TRED:C:4:BRIGHT:NOTHING,
TRED:D:4:BRIGHT:NOTHING;
[WOODEN_BLUE_TORCH]
MAPNUMBER=55;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=SMBT:A:4:BRIGHT:NOTHING,
SMBT:B:4:BRIGHT:NOTHING,
SMBT:C:4:BRIGHT:NOTHING,
SMBT:D:4:BRIGHT:NOTHING;
[WOODEN_GREEN_TORCH]
MAPNUMBER=56;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=SMGT:A:4:BRIGHT:NOTHING,
SMGT:B:4:BRIGHT:NOTHING,
SMGT:C:4:BRIGHT:NOTHING,
SMGT:D:4:BRIGHT:NOTHING;
[WOODEN_RED_TORCH]
MAPNUMBER=57;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=SMRT:A:4:BRIGHT:NOTHING,
SMRT:B:4:BRIGHT:NOTHING,
SMRT:C:4:BRIGHT:NOTHING,
SMRT:D:4:BRIGHT:NOTHING;
[BURNING_BARREL]
MAPNUMBER=70;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=FCAN:A:4:BRIGHT:NOTHING,
FCAN:B:4:BRIGHT:NOTHING,
FCAN:C:4:BRIGHT:NOTHING;
{ This something I cannot explain, according to the mobjinfo table }
{ things #10 and #12 are identical with the exception of the }
{ mapnumbers, am I missing something? -ACB- 1998/07/18 }
[DEAD_GIBBER_PLAYER1]
MAPNUMBER=10;
RADIUS=20;
HEIGHT=16;
STATES=PLAY:W:-1:NORMAL:NOTHING;
[DEAD_GIBBED_PLAYER2]
MAPNUMBER=12;
RADIUS=20;
HEIGHT=16;
STATES=PLAY:W:-1:NORMAL:NOTHING;
[DEAD_PLAYER]
MAPNUMBER=15;
RADIUS=20;
HEIGHT=16;
STATES=PLAY:N:-1:NORMAL:NOTHING;
[DEAD_FORMER_HUMAN]
MAPNUMBER=18;
RADIUS=20;
HEIGHT=16;
STATES=POSS:L:-1:NORMAL:NOTHING;
[DEAD_FORMER_SARG]
MAPNUMBER=19;
RADIUS=20;
HEIGHT=16;
STATES=SPOS:L:-1:NORMAL:NOTHING;
[DEAD_IMP]
MAPNUMBER=20;
RADIUS=20;
HEIGHT=16;
STATES=TROO:M:-1:NORMAL:NOTHING;
[DEAD_DEMON]
MAPNUMBER=21;
RADIUS=20;
HEIGHT=16;
STATES=SARG:N:-1:NORMAL:NOTHING;
[DEAD_CACODEMON]
MAPNUMBER=22;
RADIUS=20;
HEIGHT=16;
STATES=HEAD:L:-1:NORMAL:NOTHING;
{ No i do not see the reason for this either, a dead lost soul (invisible), }
{ I have included just in case I've missed the point or some designed a }
{ level with it in. -ACB- 1998/07/18 }
[DEAD_LOSTSOUL]
MAPNUMBER=23;
RADIUS=20;
HEIGHT=16;
SPECIAL=INVISIBLE; { Could use any sprite and it would make no odds }
STATES=SKUL:K:-1:NORMAL:NOTHING;
[POOL_OF_BLOOD]
MAPNUMBER=24;
RADIUS=20;
HEIGHT=16;
STATES=POL5:A:-1:NORMAL:NOTHING;
[SKEWERED_BLOKE]
MAPNUMBER=25;
RADIUS=20;
HEIGHT=16;
SPECIAL=SOLID;
STATES=POL1:A:-1:NORMAL:NOTHING;
[DYING_SKEWERED_BLOKE]
MAPNUMBER=26;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=POL6:A:6:NORMAL:NOTHING,
POL6:B:6:NORMAL:NOTHING;
[SKULL_ON_A_STICK]
MAPNUMBER=27;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=POL4:A:-1:NORMAL:NOTHING;
[HEADS_ON_A_STICK]
MAPNUMBER=28;
RADIUS=20;
HEIGHT=16;
SPECIAL=SOLID;
STATES=POL2:A:-1:NORMAL:NOTHING;
[SKULL_CENTREPIECE]
MAPNUMBER=29;
RADIUS=20;
HEIGHT=16;
SPECIAL=SOLID;
STATES=POL3:A:6:BRIGHT:NOTHING,
POL3:B:6:BRIGHT:NOTHING;
[TALL_GREEN_COLUMN]
MAPNUMBER=30;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=COL1:A:-1:NORMAL:NOTHING;
[SHORT_GREEN_COLUMN]
MAPNUMBER=31;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=COL2:A:-1:NORMAL:NOTHING;
[TALL_RED_COLUMN]
MAPNUMBER=32;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=COL3:A:-1:NORMAL:NOTHING;
[SHORT_RED_COLUMN]
MAPNUMBER=33;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=COL4:A:-1:NORMAL:NOTHING;
[BLACK_CANDLE]
MAPNUMBER=34;
RADIUS=16;
HEIGHT=16;
STATES=CAND:A:-1:BRIGHT:NOTHING;
[CANDELABRA]
MAPNUMBER=35;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=CBRA:A:-1:BRIGHT:NOTHING;
[BEATING_HEART_COLUMN]
MAPNUMBER=36;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=COL5:A:14:NORMAL:NOTHING,
COL5:B:14:NORMAL:NOTHING;
[SKULL_ON_COLUMN]
MAPNUMBER=37;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=COL6:A:-1:NORMAL:NOTHING;
[EYE_SYMBOL] { Jason's Dodgy Eye Symbol :-) }
MAPNUMBER=41;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=CEYE:A:6:BRIGHT:NOTHING,
CEYE:B:6:BRIGHT:NOTHING,
CEYE:C:6:BRIGHT:NOTHING,
CEYE:B:6:BRIGHT:NOTHING;
[FLOATING_SKULLROCK]
MAPNUMBER=42;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=FSKU:A:6:BRIGHT:NOTHING,
FSKU:B:6:BRIGHT:NOTHING,
FSKU:C:6:BRIGHT:NOTHING;
[TORCHED_TREE]
MAPNUMBER=43;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TRE1:A:-1:NORMAL:NOTHING;
[SPIKY_STUMP]
MAPNUMBER=47;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=SMIT:A:-1:NORMAL:NOTHING;
[TECHNOCOLUMN]
MAPNUMBER=48;
RADIUS=16;
HEIGHT=128;
SPECIAL=SOLID;
STATES=ELEC:A:-1:NORMAL:NOTHING;
{ The difference between the TWITCHING_BLOKEs is the fact that one is solid }
{ and one in not. Based on the original gameplay this makes the world of }
{ difference as it could block the vital escape or not. When True3d is }
{ enabled you may walk under/over a SOLID object, but not through it. }
{ So being SOLID does make a difference in either gameplay mode. }
[TWITCHING_BLOKE_I]
MAPNUMBER=49;
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;
STATES=GOR1:A:10:NORMAL:NOTHING,
GOR1:B:15:NORMAL:NOTHING,
GOR1:C:8:NORMAL:NOTHING,
GOR1:B:6:NORMAL:NOTHING;
[TWITCHING_BLOKE_II]
MAPNUMBER=63;
RADIUS=20;
HEIGHT=68;
SPECIAL=ON_CEILING;
STATES=GOR1:A:10:NORMAL:NOTHING,
GOR1:B:15:NORMAL:NOTHING,
GOR1:C:8:NORMAL:NOTHING,
GOR1:B:6:NORMAL:NOTHING;
{ As with the TWITCHING BLOKE, the difference between a lot of these objects }
{ is whether they are solid or not. }
[HANGING_DEAD_BLOKE_I]
MAPNUMBER=50;
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;
STATES=GOR2:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_II]
MAPNUMBER=51;
RADIUS=16;
HEIGHT=84;
SPECIAL=SOLID,ON_CEILING;
STATES=GOR3:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_III]
MAPNUMBER=52;
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;
STATES=GOR4:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_IV]
MAPNUMBER=53;
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;
STATES=GOR5:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_V]
MAPNUMBER=59;
RADIUS=20;
HEIGHT=84;
SPECIAL=ON_CEILING;
STATES=GOR2:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_VI]
MAPNUMBER=60;
RADIUS=20;
HEIGHT=68;
SPECIAL=ON_CEILING;
STATES=GOR4:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_VII]
MAPNUMBER=61;
RADIUS=20;
HEIGHT=52;
SPECIAL=ON_CEILING;
STATES=GOR3:A:-1:NORMAL:NOTHING;
[HANGING_DEAD_BLOKE_VIII]
MAPNUMBER=62;
RADIUS=20;
HEIGHT=52;
SPECIAL=ON_CEILING;
STATES=GOR5:A:-1:NORMAL:NOTHING;
[BIG_TREE]
MAPNUMBER=54;
RADIUS=32;
HEIGHT=16;
SPECIAL=SOLID;
STATES=TRE2:A:-1:NORMAL:NOTHING;
[GUTTED_HUNG_BLOKE_I]
MAPNUMBER=73;
RADIUS=16;
HEIGHT=88;
SPECIAL=SOLID,ON_CEILING;
STATES=HDB1:A:-1:NORMAL:NOTHING;
[GUTTED_HUNG_BLOKE_II]
MAPNUMBER=74;
RADIUS=16;
HEIGHT=88;
SPECIAL=SOLID,ON_CEILING;
STATES=HDB2:A:-1:NORMAL:NOTHING;
[GUTTED_TORSO_I]
MAPNUMBER=75;
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;
STATES=HDB3:A:-1:NORMAL:NOTHING;
[GUTTED_TORSO_II]
MAPNUMBER=76;
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;
STATES=HDB4:A:-1:NORMAL:NOTHING;
[GUTTED_TORSO_III]
MAPNUMBER=77;
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;
STATES=HDB5:A:-1:NORMAL:NOTHING;
[GUTTED_TORSO_IV]
MAPNUMBER=78;
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;
STATES=HDB6:A:-1:NORMAL:NOTHING;
{ These three: Brain stem and the pools of blood are declared as INERT, }
{ this is because that they are completely unaffected by surroundings }
[POOL_OF_BLOOD_I]
MAPNUMBER=79;
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT;
STATES=POB1:A:-1:NORMAL:NOTHING;
[POOL_OF_BLOOD_II]
MAPNUMBER=80;
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT;
STATES=POB2:A:-1:NORMAL:NOTHING;
[BRAINSTEM]
MAPNUMBER=81;
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT;
STATES=BRS1:A:-1:NORMAL:NOTHING;
[BARREL]
MAPNUMBER=2035;
SPAWNHEALTH=20; {How much punishment it can take, before going into "death"}
RADIUS=10;
HEIGHT=42;
EXPLOSION_DAMAGE=128; { Original Barrel had a set damage; the nearer the }
{ explosion, the more damage taken. This number is }
{ the maximum. Anybody on top of the explosion would }
{ take 128 damage, it would lessen the further away }
DEATH_SOUND=BAREXP; { Barrel Explosion }
{ SHOOTABLE (got to be able to inflict damage) and DAMAGESMOKE are the two }
{ additional requires here. DAMAGESMOKE instructs DOSDoom to use smoke when }
{ this item is damaged, normally it is blood (which would look somewhat }
{ stupid coming from a barrel). }
SPECIAL=SHOOTABLE,SOLID,DAMAGESMOKE;
STATES=BAR1:A:6:NORMAL:NOTHING,
BAR1:B:6:NORMAL:NOTHING;
{Since we are "killing" the Barrel, the explosion is the death sound. }
{EXPLOSIONDAMAGE is the action that inflicts damage on other objects. }
{#REMOVE is a redirector, this directs the object to remove itself. }
DEATHSTATES=BEXP:A:5:BRIGHT:NOTHING,
BEXP:B:5:BRIGHT:MAKEDEATHSOUND,
BEXP:C:5:BRIGHT:NOTHING,
BEXP:D:10:BRIGHT:EXPLOSIONDAMAGE,
BEXP:E:10:BRIGHT:NOTHING,
#REMOVE;
{ This did not have an entry in the mobjinfo table, although sprite and }
{ state were present, so it got added as a new item -ACB- 1998/07/19 }
[BURNT_SPIKE_STUMP]
MAPNUMBER=7100;
RADIUS=16;
HEIGHT=16;
SPECIAL=SOLID;
STATES=SMT2:A:-1:NORMAL:NOTHING;
{ A quick demo of the varying damage calculation, barrels shouldn't normally }
{ explode with same results as another: toxic sludge can cause major damage }
{ or not much at all, worth a laugh. -ACB- 1998/07/26 }
[UNSTABLE_BARREL]
MAPNUMBER=7101;
SPAWNHEALTH=20;
RADIUS=10;
HEIGHT=42;
DAMAGE_RANGE=16; {Damage has a range of 1 - 16, which is...............}
DAMAGE_MULTI=16; {....multiplied by 16, giving a damage range of 16-256}
DEATH_SOUND=BAREXP;
SPECIAL=SHOOTABLE,SOLID,DAMAGESMOKE;
STATES=BAR1:A:6:NORMAL:NOTHING,
BAR1:B:6:NORMAL:NOTHING;
DEATHSTATES=BEXP:A:5:BRIGHT:NOTHING,
BEXP:B:5:BRIGHT:MAKEDEATHSOUND,
BEXP:C:5:BRIGHT:NOTHING,
BEXP:D:10:BRIGHT:VARIEDEXPDAMAGE,
BEXP:E:10:BRIGHT:NOTHING,
#REMOVE;
[TELEPORT_FLASH]
MAPNUMBER=9999;
RADIUS=20;
HEIGHT=16;
AMBIENT_SOUND=TELEPT;
SPECIAL=TELEPORT_TYPE;
TRANSLUCENCY=0.5;
STATES=TFOG:A:1:NORMAL:NOTHING,
TFOG:A:0:BRIGHT:MAKESOUND,
TFOG:A:5:BRIGHT:NOTHING,
TFOG:B:6:BRIGHT:NOTHING,
TFOG:A:6:BRIGHT:NOTHING,
TFOG:B:6:BRIGHT:NOTHING,
TFOG:C:6:BRIGHT:NOTHING,
TFOG:D:6:BRIGHT:NOTHING,
TFOG:E:6:BRIGHT:NOTHING,
TFOG:F:6:BRIGHT:NOTHING,
TFOG:G:6:BRIGHT:NOTHING,
TFOG:H:6:BRIGHT:NOTHING,
TFOG:I:6:BRIGHT:NOTHING,
TFOG:J:6:BRIGHT:NOTHING,#REMOVE;