// sprites.edf - EDF file for Eternity Engine v3.35.90 // This file contains the spritenames array, and definitions for sprite-based // pickup items. // Sprite names -- strings MUST be four characters each, order is unimportant. // Sprites can be added to this list by another file through use of this // syntax: // spritenames += { FOO1, ... } // As with all strings, quotations are not required when the string contains // no whitespace or special characters (which sprite names should not). ifenabled(DOOM) // Doom Sprites spritenames = { TROO, SHTG, PUNG, PISG, PISF, SHTF, SHT2, CHGG, CHGF, MISG, MISF, SAWG, PLSG, PLSF, BFGG, BFGF, BLUD, PUFF, BAL1, BAL2, PLSS, PLSE, MISL, BFS1, BFE1, BFE2, TFOG, IFOG, PLAY, POSS, SPOS, VILE, FIRE, FATB, FBXP, SKEL, MANF, FATT, CPOS, SARG, HEAD, BAL7, BOSS, BOS2, SKUL, SPID, BSPI, APLS, APBX, CYBR, PAIN, SSWV, KEEN, BBRN, BOSF, ARM1, ARM2, BAR1, BEXP, FCAN, BON1, BON2, BKEY, RKEY, YKEY, BSKU, RSKU, YSKU, STIM, MEDI, SOUL, PINV, PSTR, PINS, MEGA, SUIT, PMAP, PVIS, CLIP, AMMO, ROCK, BROK, CELL, CELP, SHEL, SBOX, BPAK, BFUG, MGUN, CSAW, LAUN, PLAS, SHOT, SGN2, COLU, SMT2, GOR1, POL2, POL5, POL4, POL3, POL1, POL6, GOR2, GOR3, GOR4, GOR5, SMIT, COL1, COL2, COL3, COL4, CAND, CBRA, COL6, TRE1, TRE2, ELEC, CEYE, FSKU, COL5, TBLU, TGRN, TRED, SMBT, SMGT, SMRT, HDB1, HDB2, HDB3, HDB4, HDB5, HDB6, POB1, POB2, BRS1, TLMP, TLP2 } endif() // Eternity Engine Sprites -- Always defined spritenames += { TNT1, DOGS, PLS1, PLS2, UNKN, SPSH, SLDG, LVAS, EERV } // pickup item effects -- format: pickupitem { effect = } // Sprite-based pickup items are currently limited to one per sprite. // Pickup items may be defined anywhere, and order is unimportant. ifenabled(DOOM) pickupitem ARM1 { effect = PFX_GREENARMOR } pickupitem ARM2 { effect = PFX_BLUEARMOR } pickupitem BON1 { effect = PFX_POTION } pickupitem BON2 { effect = PFX_ARMORBONUS } pickupitem SOUL { effect = PFX_SOULSPHERE } pickupitem MEGA { effect = PFX_MEGASPHERE } pickupitem BKEY { effect = PFX_BLUEKEY } pickupitem YKEY { effect = PFX_YELLOWKEY } pickupitem RKEY { effect = PFX_REDKEY } pickupitem BSKU { effect = PFX_BLUESKULL } pickupitem YSKU { effect = PFX_YELLOWSKULL } pickupitem RSKU { effect = PFX_REDSKULL } pickupitem STIM { effect = PFX_STIMPACK } pickupitem MEDI { effect = PFX_MEDIKIT } pickupitem PINV { effect = PFX_INVULNSPHERE } pickupitem PSTR { effect = PFX_BERZERKBOX } pickupitem PINS { effect = PFX_INVISISPHERE } pickupitem SUIT { effect = PFX_RADSUIT } pickupitem PMAP { effect = PFX_ALLMAP } pickupitem PVIS { effect = PFX_LIGHTAMP } pickupitem CLIP { effect = PFX_CLIP } pickupitem AMMO { effect = PFX_CLIPBOX } pickupitem ROCK { effect = PFX_ROCKET } pickupitem BROK { effect = PFX_ROCKETBOX } pickupitem CELL { effect = PFX_CELL } pickupitem CELP { effect = PFX_CELLPACK } pickupitem SHEL { effect = PFX_SHELL } pickupitem SBOX { effect = PFX_SHELLBOX } pickupitem BPAK { effect = PFX_BACKPACK } pickupitem BFUG { effect = PFX_BFG } pickupitem MGUN { effect = PFX_CHAINGUN } pickupitem CSAW { effect = PFX_CHAINSAW } pickupitem LAUN { effect = PFX_LAUNCHER } pickupitem PLAS { effect = PFX_PLASMA } pickupitem SHOT { effect = PFX_SHOTGUN } pickupitem SGN2 { effect = PFX_SSG } endif() ifenabled(HERETIC) pickupitem AKYY { effect = PFX_HGREENKEY } pickupitem BKYY { effect = PFX_HBLUEKEY } pickupitem CKYY { effect = PFX_HYELLOWKEY } pickupitem PTN1 { effect = PFX_HPOTION } pickupitem SHLD { effect = PFX_SILVERSHIELD } pickupitem SHD2 { effect = PFX_ENCHANTEDSHIELD } pickupitem BAGH { effect = PFX_BAGOFHOLDING } pickupitem SPMP { effect = PFX_HMAP } pickupitem AMG1 { effect = PFX_GWNDWIMPY } pickupitem AMG2 { effect = PFX_GWNDHEFTY } pickupitem AMM1 { effect = PFX_MACEWIMPY } pickupitem AMM2 { effect = PFX_MACEHEFTY } pickupitem AMC1 { effect = PFX_CBOWWIMPY } pickupitem AMC2 { effect = PFX_CBOWHEFTY } pickupitem AMB1 { effect = PFX_BLSRWIMPY } pickupitem AMB2 { effect = PFX_BLSRHEFTY } pickupitem AMS1 { effect = PFX_SKRDWIMPY } pickupitem AMS2 { effect = PFX_SKRDHEFTY } pickupitem AMP1 { effect = PFX_PHRDWIMPY } pickupitem AMP2 { effect = PFX_PHRDHEFTY } endif() pickupitem PNS2 { effect = PFX_TOTALINVIS }