139 lines
3.8 KiB
Plaintext
139 lines
3.8 KiB
Plaintext
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// $Header: r:/prj/cam/art/src/schema/rcs/envsound.spc 1.55 1999/09/25 23:08:33 EBROSIUS Exp $
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/////////////////////////////////////////////////////////
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// tags generated from code--often these amount to verbs describing
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// the action making the sound (any tag can be used anywhere; these
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// rough catagories are meant to lend this file a little structure)
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// Generic "event" tag specifying which event is being handled
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tag Event Launch Collision Footstep Damage StateChange Activate ActiveLoop Deactivate Death Select Reject MediaTrans Climbstep Motion Create
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env_tag_required Event
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//
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// Collision/Footstep tags
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//
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// Am I "fungusy"
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tag Fungus true false
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// Am I landing after a jump
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tag Landing true false
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//
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// Launch event special tags
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//
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// in feet per second
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tag_int LaunchVel
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//
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// Damage event special tags
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//
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// what kind of damage did we take
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tag DamageType Bash Concussion Slash Poke Fire Water Knockout Stench Holy Zap
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// in % of max hit points
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tag_int Damage
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// how much health we have left, also as a percentage
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tag_int Health
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//
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// StateChange event special tags
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//
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//DOORS & SUCH
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//Door Types
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tag DoorType Wood1Sm Wood2Lg Metal Metal2Hvy Sliding Cell Chain BoxWood BoxMoney BoxChest OblManhole Sarcof SkyLight Barricade
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//Door states
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tag OpenState Open Closed Opening Closing
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tag OldOpenState Open Closed Opening Closing
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/////////////////////////////////////////////////////////
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// Tags for various objects for when they "Activate"
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// what is the type of device which has activated?
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tag DeviceType Gong BellSm HealPot AirPot HolyH20 BlueLight CauldLvr MoldLvr CrunchyFood RmzAlarm DinnerBell Alarm FlickerLight ElevPlat ElevHmr Keys Loot SoftFood
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tag SwitchType BPush BPull BElev BRmz BBook LvWall LvThrow LvFloor1 LvFloor2 LvSlide LvPanel PPlate LvScope
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tag MachType SwingArmPump Turbine Gear1 Gear2 GWheel Harp Toilet
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tag WardType AirWard FireWard EarthWard WaterWard StatueMgE StatueMgA StatueMgW StatueMgF
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/////////////////////////////////////////////////////////
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// For locking/unlocking sound effects: what is the lock's
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// state change?
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tag LockState Locked Unlocked
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/////////////////////////////////////////////////////////
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// For state changes in levers: the thing we want to know
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// is: from what endpoint are we going into motion?
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tag DirectionState Forward Reverse
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/////////////////////////////////////////////////////////
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// For "Reject" events, what sort of state change just
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// failed to occur?
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tag Operation KeyFit OpenDoor
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/////////////////////////////////////////////////////////
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// tags intended for the ClassTags property
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// in pounds
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tag_int Weight
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tag ArrowType Broadhead Earth Fire Gas HolyWater Noisemaker Rope Water Steampuff Burp Firebolt MagicMissile Spear HammerSpell GhostShot Web FrogShot BugShot Assassin
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tag MageShotType MageFire MageEarth MageWater MageAir MageExp Sandbag
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tag WeaponType Sword Hammer Blackjack Flashbomb Mine ActiveMine GasMine ActiveGasMine Emitter DKaboom FakeTalisman
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tag WeaponType2 Sword Hammer Blackjack Flashbomb Mine ActiveMine GasMine ActiveGasMine Emitter DKaboom FakeTalisman
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/////////////////
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//Material tags//
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/////////////////
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tag Material Carpet Ceramic Earth Flesh Glass Gravel Ice Liquid Ladder Metal Rope Stone Tile Vegetation Wood ZombiePart
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tag Material2 Carpet Ceramic Earth Flesh Glass Gravel Ice Liquid Ladder Metal Rope Stone Tile Vegetation Wood ZombiePart
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///////////////////////////
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//Tags for Creature types//
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///////////////////////////
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tag CreatureType Ape Apparition Burrick ConTrick Crayman ElemAir ElemFire Frog Guard Haunt Player Servant Spider Sweel Zombie
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/////////////////////////
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//Media Transition Tags//
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/////////////////////////
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//Direction
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tag MedTransDir Enter Exit
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//What part of body
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tag MediaLevel Foot Body Head
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//////////////////////
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//Player Motion Tags//
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//////////////////////
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//SWORD SWINGING MOTION
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tag_int PlyrSword
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tag_int PlyrSwordSwing
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tag_int Direction
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