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ACTORDEF.txt
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Custom actor support for DelphiDoom is supported via ACTORDEF lump.
This is a text file, quite similar, with zDoom's DECORATE lumps. You can take a look inside at DelphiDoom monsters pak (DDMONSTERS.WAD) witch contains more than 50 new defined actors in ACTORDEF lumps.
To define the enemy flag FLOATBOB you can write:
+FLOATBOB or
FLOATBOB or
MF_FLOATBOB or
MF_EX_FLOATBOB
All the above means the same to DelphiDoom ACTORDEF parser.
In addition to define a missile you can either specify the
DEFAULTMISSILE flag or define individual the flags that describe a missile:
MISSILE
NOGRAVITY
NOBLOCKMAP
DROPOFF
There is also the DEFAULTTRANSPARENT flag to define default transparency (equivelant to RENDERSTYLE TRANSLUCENT and ALPHA 0.67).
Sound aliases are located in SNDINFO lumps. $RANDOM directive is not supported but you can specify RANDOMSEESOUND, RANDOMPAINSOUND etc as the actor flags. Random sound system will do the following search for random sounds: For example we have an actor with
+RANDOMSEESOUND
seesound "DSSEE1"
DelphiDoom automatically will check DSSEE2, DSSEE3, .. DSSEE9 if present in WADs and create a random sound list.
Also DelphiDoom supports some more actor fields such as:
CUSTOMSOUND1
CUSTOMSOUND2
CUSTOMSOUND3
There are also some DelphiDoom specific flags to define color lights:
(MF_EX_)WHITELIGHT
(MF_EX_)REDLIGHT
(MF_EX_)GREENLIGHT
(MF_EX_)BLUELIGHT
(MF_EX_)YELLOWLIGHT
Current ACTORDEF functions that DelphiDoom supports:
----------------------------------------------------
A_LIGHT0
A_WEAPONREADY
A_LOWER
A_RAISE
A_PUNCH
A_REFIRE
A_FIREPISTOL
A_LIGHT1
A_FIRESHOTGUN
A_LIGHT2
A_FIRESHOTGUN2
A_CHECKRELOAD
A_OPENSHOTGUN2
A_LOADSHOTGUN2
A_CLOSESHOTGUN2
A_FIRECGUN
A_GUNFLASH
A_FIREMISSILE
A_SAW
A_FIREPLASMA
A_BFGSOUND
A_FIREBFG
A_BFGSPRAY
A_EXPLODE
A_PAIN
A_PLAYERSCREAM
A_FALL
A_XSCREAM
A_LOOK
A_CHASE
A_FACETARGET
A_POSATTACK
A_SCREAM
A_SPOSATTACK
A_VILECHASE
A_VILESTART
A_VILETARGET
A_VILEATTACK
A_STARTFIRE
A_FIRE
A_FIRECRACKLE
A_TRACER
A_SKELWHOOSH
A_SKELFIST
A_SKELMISSILE
A_FATRAISE
A_FATATTACK1
A_FATATTACK2
A_FATATTACK3
A_BOSSDEATH
A_CPOSATTACK
A_CPOSREFIRE
A_TROOPATTACK
A_SARGATTACK
A_HEADATTACK
A_BRUISATTACK
A_SKULLATTACK
A_METAL
A_SPIDREFIRE
A_BABYMETAL
A_BSPIATTACK
A_HOOF
A_CYBERATTACK
A_PAINATTACK
A_PAINDIE
A_KEENDIE
A_BRAINPAIN
A_BRAINSCREAM
A_BRAINDIE
A_BRAINAWAKE
A_BRAINSPIT
A_SPAWNSOUND
A_SPAWNFLY
A_BRAINEXPLODE
// The following are custom defined actions:
A_CUSTOMSOUND1
A_CUSTOMSOUND2
A_CUSTOMSOUND3
A_RANDOMPAINSOUND
A_RANDOMSEESOUND
A_RANDOMATTACKSOUND
A_RANDOMDEATHSOUND
A_RANDOMACTIVESOUND
A_RANDOMCUSTOMSOUND1
A_RANDOMCUSTOMSOUND2
A_RANDOMCUSTOMSOUND3
A_RANDOMCUSTOMSOUND
A_ANNIHILATORATTACK
A_PLAYSOUND
A_RANDOMSOUND
A_STOP
A_JUMP
A_CUSTOMMISSILE
A_NOGRAVITY
A_GRAVITY
A_NOBLOCKING
A_MELEEATTACK
A_SPAWNITEM
A_SEEKERMISSILE
A_CSTAFFMISSILESLITHER
A_SETTRANSLUCENT
A_DIE
A_CUSTOMBULLETATTACK
A_FADEOUT
A_FADEIN
A_MISSILEATTACK
A_ADJUSTSIDESPOT
A_COUNTDOWN
A_FASTCHASE
A_LOWGRAVITY
A_THRUSTZ
A_THRUSTXY
A_TURN
A_JUMPIFCLOSER
A_JUMPIFHEALTHLOWER
A_SCREAMANDUNBLOCK
A_PLAYWEAPONSOUND
A_SETINVULNERABLE
A_UNSETINVULNERABLE
A_RANDOMMELEESOUND
A_FLOATBOB
A_NOFLOATBOB
A_MISSILE
A_NOMISSILE
A_COMBOATTACK
A_BULLETATTACK
A_MEDIUMGRAVITY
A_WANDER
A_FadeOut10
A_FadeOut20
A_FadeOut30
A_FadeIn10
A_FadeIn20
A_FadeIn30
A_SpawnItemEx
A_RandomMissile
A_HideThing
A_UnHideThing
A_SpawnDebris
A_Turn5
A_Turn10
A_SpawnSmokeUp
A_SpawnSmokeDown
A_SpawnSmokeHorz
A_SetInteractive
A_UnSetInteractive
A_SetMonsterInfight
A_UnSetMonsterInfight
A_RemoveMobj
A_NoiseAlert
A_ConsoleCommand
A_SetCustomParam
A_AddCustomParam
A_SubtractCustomParam
A_SetTargetCustomParam
A_AddTargetCustomParam
A_SubtractTargetCustomParam
A_JumpIfCustomParam
A_JumpIfCustomParamLess
A_JumpIfCustomParamGreater
A_JumpIfTargetCustomParam
A_JumpIfTargetCustomParamLess
A_JumpIfTargetCustomParamGreater
A_SetShootable
A_UnSetShootable
A_PlayerMessage
A_PlayerFaceMe
A_GoTo
A_GoToIfCloser
A_GoToIfHealthLower
A_GoToIfCustomParam
A_GoToIfCustomParamLess
A_GoToIfCustomParamGreater
A_GoToIfTargetCustomParam
A_GoToIfTargetCustomParamLess
A_GoToIfTargetCustomParamGreater
A_SetFloorClip
A_UnSetFloorClip