Example #1
0
        private static ActorDefinition CreateWeapon(ActorDefinition inventory)
        {
            int totalFrames = inventory.States.Frames.Count;
            ActorActionFunction lightZeroActionFunc = new ActorActionFunction("A_LIGHT0");

            ActorDefinition weapon = new ActorDefinition("WEAPON", inventory);

            weapon.ActorType.Set(ActorType.Weapon);
            weapon.Properties.InventoryPickupSound  = "MISC/W_PKUP".AsUpper();
            weapon.Properties.WeaponDefaultKickBack = true;
            weapon.States.Labels.Add("LIGHTDONE", totalFrames);
            weapon.States.Frames.Add(new ActorFrame(totalFrames, "SHTGE", 0, MakeProperties(), lightZeroActionFunc, stop, 0));

            return(weapon);
        }
Example #2
0
        private static ActorDefinition CreateBaseDefinition()
        {
            Optional <ActorActionFunction> genericFreezeDeath = new ActorActionFunction("A_GenericFreezeDeath");
            Optional <ActorActionFunction> freezeDeathChunks  = new ActorActionFunction("A_FreezeDeathChunks");

            ActorDefinition actor = new ActorDefinition("ACTOR", Empty);

            actor.States.Labels.Add("SPAWN", 0);
            actor.States.Frames.Add(new ActorFrame(0, "TNT1A", -1, MakeProperties(), MakeNoAction(), stop, 0));
            actor.States.Labels.Add("NULL", 1);
            actor.States.Frames.Add(new ActorFrame(1, "TNT1A", 1, MakeProperties(), MakeNoAction(), stop, 0));
            actor.States.Labels.Add("GENERICFREEZEDEATH", 2);
            actor.States.Frames.Add(new ActorFrame(2, "#####", 5, MakeProperties(), genericFreezeDeath, stop, 1));
            actor.States.Frames.Add(new ActorFrame(3, "----A", 1, MakeProperties(), freezeDeathChunks, wait, 0));
            actor.States.Labels.Add("GENERICCRUSH", 4);
            actor.States.Frames.Add(new ActorFrame(4, "POL5A", -1, MakeProperties(), MakeNoAction(), stop, 0));

            return(actor);
        }