1//************************************************************************** 2//** 3//** ## ## ## ## ## #### #### ### ### 4//** ## ## ## ## ## ## ## ## ## ## #### #### 5//** ## ## ## ## ## ## ## ## ## ## ## ## ## ## 6//** ## ## ######## ## ## ## ## ## ## ## ### ## 7//** ### ## ## ### ## ## ## ## ## ## 8//** # ## ## # #### #### ## ## 9//** 10//** $Id: ForceFieldGuard.vc 3793 2008-09-19 22:05:51Z dj_jl $ 11//** 12//** Copyright (C) 1999-2006 Jānis Legzdiņš 13//** 14//** This program is free software; you can redistribute it and/or 15//** modify it under the terms of the GNU General Public License 16//** as published by the Free Software Foundation; either version 2 17//** of the License, or (at your option) any later version. 18//** 19//** This program is distributed in the hope that it will be useful, 20//** but WITHOUT ANY WARRANTY; without even the implied warranty of 21//** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 22//** GNU General Public License for more details. 23//** 24//************************************************************************** 25 26class ForceFieldGuard : Actor 27 game(GAME_Strife) 28 __mobjinfo__(25); 29 30//========================================================================== 31// 32// TakeSpecialDamage 33// 34//========================================================================== 35 36int TakeSpecialDamage(EntityEx inflictor, EntityEx source, int damage, 37 name DmgType) 38{ 39 if (!DegninOre(inflictor)) 40 { 41 return -1; 42 } 43 return Health; 44} 45 46states 47{ 48Spawn: 49 TOKN A -1 50 Stop 51Death: 52 TNT1 A 1 A_RemoveForceField 53 Stop 54} 55 56defaultproperties 57{ 58 Health = 10; 59 Radius = 2.0; 60 Height = 1.0; 61 Mass = 10000.0; 62 bShootable = true; 63 bNoSector = true; 64 bInCombat = true; 65} 66