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