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ANIMDEFS.pwslv
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ANIMDEFS.pwslv
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texture WTR_1_1 range WTR_1_8 tics 4 //still water
texture WTR_2_1 range WTR_2_3 tics 4 //smaller still water
texture WTR_3_1 range WTR_3_3 tics 4 //flowing water
/*
texture LAV_1_1 range LAV_1_4 tics 6 //small bubbling lava
texture LAV_2_1 range LAV_2_3 tics 3 //lava falls
texture LAV_3_1 range LAV_3_3 tics 10 //smoldering magma
texture LAV_4_1 range LAV_4_2 tics 3 //lava dribbling off bricks 1
texture LAV_5_1 range LAV_5_2 tics 3 //lava dribbling off bricks 2
texture LAV_6_1 range LAV_6_2 tics 4 //lava pouring from pipe
texture FIRE_1 range FIRE_3 tics 3 //fire! :O
texture WETROCK1 range WETROCK3 tics 5 //rocks under shallow water
texture WFL_1_1 range WFL_1_3 tics 3 //flowing water
texture WFL_2_1 range WFL_2_3 tics 3 //flowing water from behind bars
texture WFL_3_1 range WFL_3_3 tics 3 //flowing water from statue mouth
texture HK_1_1 range HK_1_4 tics 6 //swinging hook
texture HK_2_1 range HK_2_4 tics 6 //lots of swinging hooks
//computers
texture CMP_1_1 range CMP_1_4 tics 8 oscillate
texture CMP_2_1 range CMP_2_3 tics 5
texture CMP_3_1 range CMP_3_3 tics 5
texture CMP_4_1 range CMP_4_3 tics 5
//runes
texture RNE_1_1 range RNE_1_4 tics 10 oscillate
texture RNE_2_1 range RNE_2_4 tics 10 oscillate
texture RNE_3_1 range RNE_3_4 tics 10 oscillate
texture RNE_4_1 range RNE_4_4 tics 10 oscillate
texture RNE_5_1 range RNE_5_4 tics 10 oscillate
texture RNE_6_1 range RNE_6_4 tics 10 oscillate
texture RNE_7_1 range RNE_7_4 tics 10 oscillate
texture RNE_8_1 range RNE_8_4 tics 10 oscillate
texture RNE_9_1 range RNE_9_4 tics 10 oscillate
texture RNE_10_1 range RNE_10_4 tics 10 oscillate
texture RNE_11_1 range RNE_11_4 tics 10 oscillate
texture RNE_12_1 range RNE_12_4 tics 10 oscillate
*/
/*
A lot of the textures will require mirroring in
TEXTURES, or however you prefer to do it. (If you
use ZDoom, and you prefer to edit the textures to
be whole in an image editor, you suck.) --Ceeb
*/