// EDF for Eternity Engine v3.40.21 // Thing types define monsters, fireballs, decorations, etc. // Thing types may be defined elsewhere, and order is unimportant. // User-defined thing types should use DeHackEd numbers greater // than 10000 in all cases, to remain compatible with future versions // of Eternity. See the EDF documentation for important information on // the format of thing type fields. // Doom Thing Types ------------------------------------------------------------ // DoomEdNums: 1 - 3999 // DeHackEd Nums: 0 - 137, 141, 142, 144 includeifenabled("doom/things.edf", "DOOM") // Heretic Thing Types --------------------------------------------------------- // DoomEdNums: 7001 - 7299 // DeHackEd Nums: 300 - 399 includeifenabled("heretic/things.edf", "HERETIC") // Common Objects -------------------------------------------------------------- // // TeleportSpot // // This is the object used to tag line-to-thing teleport exit spots. It is // shared by all gamemodes. // thingtype TeleportSpot { doomednum 14 dehackednum 42 flags NOSECTOR|NOBLOCKMAP } // BOOM Objects ---------------------------------------------------------------- thingtype BoomPushPoint { doomednum 5001 dehackednum 138 spawnstate S_TNT1 radius 0.0001220703125 // haleyjd: very odd values... height 0.0001220703125 mass 10 flags NOBLOCKMAP } thingtype BoomPullPoint { doomednum 5002 dehackednum 139 spawnstate S_TNT1 radius 0.0001220703125 // haleyjd: very odd values... height 0.0001220703125 mass 10 flags NOBLOCKMAP } // MBF Objects ----------------------------------------------------------------- thingtype MBFHelperDog { doomednum 888 dehackednum 140 spawnstate S_DOGS_STND spawnhealth 500 seestate S_DOGS_RUN1 seesound dgsit attacksound dgatk painstate S_DOGS_PAIN painchance 180 painsound dgpain meleestate S_DOGS_ATK1 deathstate S_DOGS_DIE1 deathsound dgdth speed 10 radius 12.0 height 28.0 activesound dgact cflags SOLID|SHOOTABLE|COUNTKILL|JUMPDOWN|FOOTCLIP|SPACMONSTER|PASSMOBJ|AUTOTRANSLATE raisestate S_DOGS_RAISE1 obituary_melee "was chased down by a rabid puppy" } // Note: Beta BFG fireballs (deh# 141, 142, 144) are defined in doom/things.edf // SMMU Objects ---------------------------------------------------------------- thingtype SMMUCameraSpot { doomednum 5003 dehackednum 143 spawnstate S_TNT1 mass 10 flags NOBLOCKMAP } // Eternity Engine Objects ----------------------------------------------------- thingtype Unknown { doomednum 5005 spawnstate S_UNKNOWN radius 32.0 height 56.0 cflags NOBLOCKMAP|NOGRAVITY } thingtype EESkyboxCam { doomednum 5006 spawnstate S_TNT1 radius 10.0 height 10.0 mass 10 flags NOBLOCKMAP|NOGRAVITY } thingtype EEParticleFountain { spawnstate S_TNT1 height 0.0 } thingtype EETerrainLavaSplash { dehackednum 145 spawnstate S_LAVASPLASH1 cflags NOBLOCKMAP|NOGRAVITY|NOSPLASH } thingtype EETerrainLavaSmoke { dehackednum 146 spawnstate S_LAVASMOKE1 cflags NOBLOCKMAP|NOGRAVITY|NOSPLASH translucency 26624 } thingtype EETerrainWaterSplash { dehackednum 147 spawnstate S_SPLASH1 deathstate S_SPLASHX radius 2.0 height 4.0 cflags NOBLOCKMAP|DROPOFF|MISSILE|LOGRAV|NOSPLASH|NOCROSS|CANNOTPUSH } thingtype EETerrainWaterBase { dehackednum 148 spawnstate S_SPLASHBASE1 cflags NOBLOCKMAP|NOGRAVITY|NOSPLASH } thingtype EETerrainSludgeChunk { dehackednum 149 spawnstate S_SLUDGE1 deathstate S_SLUDGEX radius 2.0 height 4.0 mass 150 cflags NOBLOCKMAP|DROPOFF|MISSILE|LOGRAV|NOSPLASH|NOCROSS|CANNOTPUSH } thingtype EETerrainSludgeBase { dehackednum 150 spawnstate S_SLUDGEBASE1 cflags NOBLOCKMAP|NOGRAVITY|NOSPLASH } thingtype EEParticleDrip { doomednum 5007 dehackednum 151 spawnstate S_TNT1 radius 1.0 height 1.0 flags NOBLOCKMAP|NOGRAVITY particlefx DRIP } // Hexen compatible map spots for scripting thingtype EEMapSpot { doomednum 9001 dehackednum 152 spawnstate S_TNT1 cflags NOBLOCKMAP|NOSECTOR|NOGRAVITY } thingtype EEMapSpotGravity { doomednum 9013 dehackednum 153 spawnstate S_TNT1 cflags DONTDRAW|NOSPLASH } // Polyobject spots thingtype EEPolyObjAnchor { doomednum 9300 dehackednum 154 spawnstate S_TNT1 cflags NOBLOCKMAP|NOSECTOR|NOGRAVITY } thingtype EEPolyObjSpawnSpot { doomednum 9301 dehackednum 155 spawnstate S_TNT1 cflags NOBLOCKMAP|NOSECTOR|NOGRAVITY } thingtype EEPolyObjSpawnSpotCrush { doomednum 9302 dehackednum 156 spawnstate S_TNT1 cflags NOBLOCKMAP|NOSECTOR|NOGRAVITY } thingtype EEPolyObjSpawnSpotDamage { doomednum 9303 dehackednum 157 spawnstate S_TNT1 cflags NOBLOCKMAP|NOSECTOR|NOGRAVITY } // Ambience object thingtype EEAmbience { doomednum 14065 spawnstate S_EE_AMBIENCE_SPAWN cflags NOBLOCKMAP|NOGRAVITY } // Music Changer thingtype EEMusicChanger { doomednum 14165 spawnstate S_TNT1 cflags NOBLOCKMAP|NOSECTOR|NOGRAVITY } // Environmental Sequence Point thingtype EEEnviroSequence { doomednum 1300 spawnstate S_TNT1 cflags NOBLOCKMAP|NOGRAVITY } // Sector Sequence Override thingtype EESectorSequence { doomednum 1500 spawnstate S_TNT1 cflags NOBLOCKMAP|NOGRAVITY } // What's this??? o_O thingtype EERavenObj { inherits Unknown doomednum 5008 skinsprite EERV } // Doom Builder's 3D mode camera spots often get left in maps. // Let's define an Unknown object with the default DoomEdNum. thingtype DoomBuilderCameraSpot { inherits Unknown translucency 33% } // Eternity TC Objects --------------------------------------------------------- // WARNING: NONE of the thingtypes below here are considered documented, and // many are subject to future removal -- most are left-over from Eternity TC // development and have not been removed because they use potentially useful // code that may be generalized for editor use. DO NOT depend upon the presence, // availability, or DeHackEd number of any object below this point. thingtype ETCFogSpawner { doomednum 6011 dehackednum 227 spawnstate S_SPAWNFOG1 flags NOBLOCKMAP flags2 NOTHRUST|FLOATBOB|DONTDRAW } thingtype ETCSmallFog { doomednum 6012 dehackednum 228 spawnstate S_FOGPATCHS1 deathstate S_FOGPATCHS0 speed 65536 flags NOBLOCKMAP|NOGRAVITY|NOCLIP|FLOAT|TRANSLUCENT } thingtype ETCMediumFog { doomednum 6013 dehackednum 229 spawnstate S_FOGPATCHM1 deathstate S_FOGPATCHM0 speed 65536 flags NOBLOCKMAP|NOGRAVITY|NOCLIP|FLOAT|TRANSLUCENT } thingtype ETCLargeFog { doomednum 6014 dehackednum 230 spawnstate S_FOGPATCHL1 deathstate S_FOGPATCHL0 speed 65536 flags NOBLOCKMAP|NOGRAVITY|NOCLIP|FLOAT|TRANSLUCENT } thingtype ETCTotalInvisiSphere { doomednum 6052 dehackednum 237 spawnstate S_PNS2_1 flags SPECIAL|COUNTITEM|TRANSLUCENT } // Damage Types ---------------------------------------------------------------- // Note: the "Unknown" type, number 0, is defined by the engine and cannot be // overridden or altered. It is unnecessary and is not recommended to assign // your own damage types numbers. They are provided for backward compatibility // only. If the obituary string begins with a $, it is a BEX mnemonic for the // internal string to use as the message. // Normal damagetypes damagetype Fist { num 1; obituary "$OB_FIST" } damagetype Pistol { num 2; obituary "$OB_PISTOL" } damagetype Shotgun { num 3; obituary "$OB_SHOTGUN" } damagetype Chaingun { num 4; obituary "$OB_CHAINGUN" } damagetype Plasma { num 7; obituary "$OB_PLASMA" } damagetype BFG { num 8; obituary "$OB_BFG" } damagetype BFG_Splash { num 9; obituary "$OB_BFG_SPLASH" } damagetype Chainsaw { num 10; obituary "$OB_CHAINSAW" } damagetype SShotgun { num 11; obituary "$OB_SSHOTGUN" } damagetype BetaBFG { num 22; obituary "$OB_BETABFG" } damagetype BFGBurst { num 23; obituary "$OB_BFGBURST" } // Damagetypes that are sourceless, or want to be treated that way. damagetype Slime { num 12; obituary "$OB_SLIME"; sourceless true } damagetype Lava { num 13; obituary "$OB_LAVA"; sourceless true } damagetype Crush { num 14; obituary "$OB_CRUSH"; sourceless true } damagetype Telefrag { num 15; obituary "$OB_TELEFRAG"; sourceless true } damagetype Falling { num 16; obituary "$OB_FALLING"; sourceless true } damagetype Suicide { num 17; obituary "$OB_SUICIDE"; sourceless true } damagetype Barrel { num 18; obituary "$OB_BARREL"; sourceless true } damagetype Splash { num 19; obituary "$OB_SPLASH"; sourceless true } damagetype Quake { num 26; obituary "$OB_QUAKE"; sourceless true } // Damage types that can kill oneself, and thus have a special message for it. damagetype Rocket { num 5 obituary "$OB_ROCKET" obituaryself "$OB_ROCKET_SELF" } damagetype R_Splash { num 6 obituary "$OB_R_SPLASH" obituaryself "$OB_R_SPLASH_SELF" } damagetype BFG11k_Splash { num 21; obituaryself "$OB_BFG11K_SELF" } damagetype Grenade { num 25 obituary "$OB_GRENADE" obituaryself "$OB_GRENADE_SELF" } // These two damagetypes are special in that the message they trigger depends on // the thing doing the damage, be it a monster, or a player weapon. damagetype Hit { num 20 } damagetype PlayerMisc { num 24 } // These damagetypes are special in that things with certain flag values will // inflict them regardless of the value of their mod field. damagetype Fire { num 27 } // [CG] These are some Bridge things from ZDoom thingtype Bridge { doomednum = 118 spawnstate = S_BRIDGE1 flags = SOLID|NOGRAVITY flags3 = PASSMOBJ } thingtype InvisibleBridge { doomednum = 9990 radius = 32 height = 4 flags = SOLID|NOGRAVITY flags2 = DONTDRAW flags3 = PASSMOBJ } thingtype InvisibleBridge32 { doomednum = 5061 radius = 32 height = 8 flags = SOLID|NOGRAVITY flags2 = DONTDRAW flags3 = PASSMOBJ } thingtype InvisibleBridge16 { doomednum = 5064 radius = 32 height = 8 flags = SOLID|NOGRAVITY flags2 = DONTDRAW flags3 = PASSMOBJ } thingtype InvisibleBridge8 { doomednum = 5065 radius = 8 height = 8 flags = SOLID|NOGRAVITY flags2 = DONTDRAW flags3 = PASSMOBJ } // [CG] These are CTF flags from Odamex thingtype BlueFlagSocket { doomednum = 5130 spawnstate = S_BSOK radius = 20 height = 14 flags3 = PASSMOBJ|3DDECORATION } thingtype RedFlagSocket { doomednum = 5131 spawnstate = S_RSOK radius = 20 height = 14 flags3 = PASSMOBJ|3DDECORATION } thingtype BlueFlag { spawnstate = S_BFLG radius = 20 height = 16 flags = SPECIAL flags3 = NOITEMRESP|PASSMOBJ|3DDECORATION } thingtype RedFlag { spawnstate = S_RFLG radius = 20 height = 16 flags = SPECIAL flags3 = NOITEMRESP|PASSMOBJ|3DDECORATION } thingtype DroppedBlueFlag { spawnstate = S_BDWN radius = 20 height = 16 flags = SPECIAL flags3 = NOITEMRESP|PASSMOBJ|3DDECORATION } thingtype DroppedRedFlag { spawnstate = S_RDWN radius = 20 height = 16 flags = SPECIAL flags3 = NOITEMRESP|PASSMOBJ|3DDECORATION } thingtype CarriedBlueFlag { spawnstate = S_BCAR radius = 20 height = 16 flags = NOGRAVITY flags3 = PASSMOBJ } thingtype CarriedRedFlag { spawnstate = S_RCAR radius = 20 height = 16 flags = NOGRAVITY flags3 = PASSMOBJ }