123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306 |
- // Weapons w/Casings (fixed up by Xaser a bit)
- ACTOR PistolCasing
- {
- Height 8
- Radius 6
- Speed 4
- Scale 0.45
- BounceFactor 0.4
- Mass 200 // [Blue Shadow] increasing the mass makes it sink faster in a 'swimmable water'
- PROJECTILE
- +DOOMBOUNCE
- - NOGRAVITY
- - NOBLOCKMAP
- Seesound "weapons/case1"
- States
- {
- Spawn:
- CAS2 A 0 A_Playsound("NULL")
- CAS2 ABCD 2 A_JumpIf(waterlevel > 0, "Underwater")
- Goto Spawn+1
- Underwater:
- CAS2 ABCD 2 A_ScaleVelocity(0.925) // [Blue Shadow] makes the it de-accelerate :)
- Loop
- Death:
- CAS2 A 0 A_Jump(64,4)
- CAS2 A 0 A_Jump(85,4)
- CAS2 A 0 A_Jump(128,4)
- CAS2 A 350
- CAS2 AAAAAAAAAA 1 A_FadeOut(0.1)
- Stop
- CAS2 B 350
- CAS2 BBBBBBBBBB 1 A_FadeOut(0.1)
- Stop
- CAS2 C 350
- CAS2 CCCCCCCCCC 1 A_FadeOut(0.1)
- Stop
- CAS2 D 350
- CAS2 DDDDDDDDDD 1 A_FadeOut(0.1)
- Stop
- }
- }
- ACTOR PisCaseSpawn
- {
- Speed 20
- PROJECTILE
- +NOCLIP
- States
- {
- Spawn:
- TNT1 AA 1 A_SpawnItemEx("PistolCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(85, 95), 128)
- Stop
- }
- }
- ACTOR RifleCaseSpawn
- {
- Speed 20
- PROJECTILE
- +NOCLIP
- States
- {
- Spawn:
- TNT1 AA 1 A_SpawnItemEx("PistolCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(-95, -85), 128)
- Stop
- }
- }
- ACTOR ShotgunCasing : PistolCasing
- {
- Height 12
- Radius 9
- Scale 0.7
- SeeSound "weapons/shell"
- States
- {
- Spawn:
- D3S1 A 0 A_PlaySound("NULL")
- D3S1 ACBHEGFD 1 A_JumpIf(waterlevel > 0, "Underwater")
- Goto Spawn+1
- Underwater:
- D3S1 ACBHEGFD 1 A_ScaleVelocity(0.925)
- Loop
- Death:
- D3S1 A 0 A_Jump(32,8)
- D3S1 A 0 A_Jump(37,8)
- D3S1 A 0 A_Jump(43,8)
- D3S1 A 0 A_Jump(51,8)
- D3S1 A 0 A_Jump(64,8)
- D3S1 A 0 A_Jump(85,8)
- D3S1 A 0 A_Jump(128,8)
- D3S1 A 350
- D3S1 AAAAAAAAAA 1 A_FadeOut(0.1)
- Stop
- D3S1 B 350
- D3S1 BBBBBBBBBB 1 A_FadeOut(0.1)
- Stop
- D3S1 C 350
- D3S1 CCCCCCCCCC 1 A_FadeOut(0.1)
- Stop
- D3S1 D 350
- D3S1 DDDDDDDDDD 1 A_FadeOut(0.1)
- Stop
- D3S1 E 350
- D3S1 EEEEEEEEEE 1 A_FadeOut(0.1)
- Stop
- D3S1 F 350
- D3S1 FFFFFFFFFF 1 A_FadeOut(0.1)
- Stop
- D3S1 G 350
- D3S1 GGGGGGGGGG 1 A_FadeOut(0.1)
- Stop
- D3S1 H 350
- D3S1 HHHHHHHHHH 1 A_FadeOut(0.1)
- Stop
- }
- }
- ACTOR ShotCaseSpawn : PisCaseSpawn
- {
- States
- {
- Spawn:
- TNT1 AA 1 A_SpawnItemEx("ShotgunCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(-95, -85), 128)
- Stop
- }
- }
- ACTOR SShotCaseSpawn : ShotCaseSpawn
- {
- Speed 66
- States
- {
- Spawn:
- TNT1 AA 1 A_SpawnItemEx("ShotgunCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(-95, -85), 128)
- Stop
- }
- }
- ACTOR NewPistol : Pistol replaces Pistol
- {
- AttackSound "weapons/pistol"
- Decal BulletChip
- States
- {
- Fire:
- Hold:
- PISG A 2
- PISG A 1 A_SpawnItemEx("PisCaseSpawn",20,0,29,0,0,0,0,128)
- PISG B 0 A_GunFlash
- PISG B 6 A_FireBullets(5.6, 0, 1, 5, "NewPuff")
- PISG C 4
- PISG B 5 A_Refire
- Goto Ready
- }
- }
- ACTOR NewShotgun : Shotgun replaces Shotgun
- {
- AttackSound "weapons/shotgf"
- Decal BulletChip
- States
- {
- Fire:
- Hold:
- SHTG A 3
- SHTG A 0 A_GunFlash
- SHTG A 7 A_FireBullets(5.6, 0, 7, 5, "NewPuff")
- SHTG BC 5
- SHTG D 1
- SHTG D 3 A_SpawnItemEx("ShotCaseSpawn", 20, -4, 24, 0, 0, 0, 0, 128)
- SHTG CB 5
- SHTG A 3
- SHTG A 7 A_Refire
- Goto Ready
- }
- }
- ACTOR NewSuperShotgun : SuperShotgun replaces SuperShotgun
- {
- AttackSound "weapons/sshotf"
- Decal BulletChip
- States
- {
- Fire:
- SHT2 A 3
- SHT2 A 0 A_GunFlash
- SHT2 A 7 A_FireBullets(11.2, 7.1, 20, 5, "NewPuff")
- SHT2 B 7 A_CheckReload
- SHT2 C 7
- SHT2 D 0 A_SpawnItemEx("SShotCaseSpawn", 20, -2, 30, 0, 0, 0, 180, 128)
- SHT2 D 0 A_SpawnItemEx("SShotCaseSpawn", 20, 2, 30, 0, 0, 0, 180, 128)
- SHT2 D 7 A_PlaySound("weapons/sshoto")
- SHT2 E 7
- SHT2 F 7 A_PlaySound("weapons/sshotl")
- SHT2 G 7
- SHT2 H 0 A_Refire
- SHT2 H 7 A_PlaySound("weapons/sshotc")
- Goto Ready
- }
- }
- ACTOR NewChaingun : Chaingun replaces Chaingun
- {
- attacksound "weapons/chngun"
- Decal BulletChip
- States
- {
- Fire:
- Hold:
- CHGG A 0 A_GunFlash
- CHGG A 0 A_SpawnItemEx("PisCaseSpawn", 20, 6, 20, 0, 0, 0, 0, 128)
- CHGG A 4 A_FireBullets(5.6, 0, 1, 5, "NewPuff")
- CHGG A 0 A_JumpIfNoAmmo(3)
- CHGG B 0 A_SpawnItemEx("PisCaseSpawn", 20, 6, 20, 0, 0, 0, 0, 128)
- CHGG B 4 A_FireBullets(5.6, 0, 1, 5, "NewPuff")
- CHGG B 0 A_Refire
- Goto Ready
- Flash:
- CHGF A 4 BRIGHT A_Light1
- CHGF A 0 BRIGHT A_JumpIfNoAmmo(2)
- CHGF B 4 BRIGHT A_Light2
- TNT1 B 0 BRIGHT A_Light0
- Stop
- }
- }
- ACTOR NewPuff : BulletPuff //replaces BulletPuff
- {
- Alpha 1.0
- //Mass 12 //I like the fact puffs make big splashes.
- // But as long as there are terrain sounds for solid floors puffs must not do them!
- States
- {
- Spawn:
- Melee:
- PUFF A 2
- PUFF A 0 A_Jump(128,2)
- PUFF A 2 A_SpawnItemEx("Puff2", 0, 0, 0, 0, 0, 0, 0, 128)
- PUFF BCD 3
- Stop
- }
- }
- ACTOR Puff2
- {
- PROJECTILE
- +NOCLIP
- Mass 1
- Scale 0.5
- States
- {
- Spawn:
- PUFF E 1 Bright
- PUFF E 1 Bright A_PlaySound("puff/ric")
- PUFF FGH 2 Bright
- Stop
- }
- }
- ACTOR BlankPuff
- {
- +NOCLIP
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- }
- }
- ACTOR RocketNew : Rocket Replaces Rocket
- {
- -RocketTrail
- States
- {
- Spawn:
- MISL A 1 Bright A_SpawnItemEx("RefRockettrail", -16, frandom(-0.1,0.1), frandom(3.0,4.0), 0, frandom(-0.4,0.4), frandom(0.0,0.5))
- Loop
- }
- }
- actor RefRockettrail
- {
- Radius 1
- Height 1
- Speed 0
- Damage 0
- Scale 0.30
- RenderStyle Translucent
- Alpha 1.0
- +NOGRAVITY
- States
- {
- Spawn:
- PDBA V 0
- PDBA V 0 A_Jump(255,1,2,3,4)
- PDBA VWXYZ 1
- {
- A_FadeOut(frandom(0.04,0.05));
- A_SetScale(ScaleX + frandom(0.013,0.016), ScaleY + frandom(0.013,0.016));
- }
- Wait
- }
- }
|