weaponh.txt 5.3 KB

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  1. // Weapons w/Casings (fixed up by Xaser a bit)
  2. ACTOR PistolCasing
  3. {
  4. Height 8
  5. Radius 6
  6. Speed 4
  7. Scale 0.45
  8. BounceFactor 0.4
  9. Mass 200 // [Blue Shadow] increasing the mass makes it sink faster in a 'swimmable water'
  10. PROJECTILE
  11. +DOOMBOUNCE
  12. - NOGRAVITY
  13. - NOBLOCKMAP
  14. Seesound "weapons/case1"
  15. States
  16. {
  17. Spawn:
  18. CAS2 A 0 A_Playsound("NULL")
  19. CAS2 ABCD 2 A_JumpIf(waterlevel > 0, "Underwater")
  20. Goto Spawn+1
  21. Underwater:
  22. CAS2 ABCD 2 A_ScaleVelocity(0.925) // [Blue Shadow] makes the it de-accelerate :)
  23. Loop
  24. Death:
  25. CAS2 A 0 A_Jump(64,4)
  26. CAS2 A 0 A_Jump(85,4)
  27. CAS2 A 0 A_Jump(128,4)
  28. CAS2 A 350
  29. CAS2 AAAAAAAAAA 1 A_FadeOut(0.1)
  30. Stop
  31. CAS2 B 350
  32. CAS2 BBBBBBBBBB 1 A_FadeOut(0.1)
  33. Stop
  34. CAS2 C 350
  35. CAS2 CCCCCCCCCC 1 A_FadeOut(0.1)
  36. Stop
  37. CAS2 D 350
  38. CAS2 DDDDDDDDDD 1 A_FadeOut(0.1)
  39. Stop
  40. }
  41. }
  42. ACTOR PisCaseSpawn
  43. {
  44. Speed 20
  45. PROJECTILE
  46. +NOCLIP
  47. States
  48. {
  49. Spawn:
  50. TNT1 AA 1 A_SpawnItemEx("PistolCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(85, 95), 128)
  51. Stop
  52. }
  53. }
  54. ACTOR RifleCaseSpawn
  55. {
  56. Speed 20
  57. PROJECTILE
  58. +NOCLIP
  59. States
  60. {
  61. Spawn:
  62. TNT1 AA 1 A_SpawnItemEx("PistolCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(-95, -85), 128)
  63. Stop
  64. }
  65. }
  66. ACTOR ShotgunCasing : PistolCasing
  67. {
  68. Height 12
  69. Radius 9
  70. Scale 0.7
  71. SeeSound "weapons/shell"
  72. States
  73. {
  74. Spawn:
  75. D3S1 A 0 A_PlaySound("NULL")
  76. D3S1 ACBHEGFD 1 A_JumpIf(waterlevel > 0, "Underwater")
  77. Goto Spawn+1
  78. Underwater:
  79. D3S1 ACBHEGFD 1 A_ScaleVelocity(0.925)
  80. Loop
  81. Death:
  82. D3S1 A 0 A_Jump(32,8)
  83. D3S1 A 0 A_Jump(37,8)
  84. D3S1 A 0 A_Jump(43,8)
  85. D3S1 A 0 A_Jump(51,8)
  86. D3S1 A 0 A_Jump(64,8)
  87. D3S1 A 0 A_Jump(85,8)
  88. D3S1 A 0 A_Jump(128,8)
  89. D3S1 A 350
  90. D3S1 AAAAAAAAAA 1 A_FadeOut(0.1)
  91. Stop
  92. D3S1 B 350
  93. D3S1 BBBBBBBBBB 1 A_FadeOut(0.1)
  94. Stop
  95. D3S1 C 350
  96. D3S1 CCCCCCCCCC 1 A_FadeOut(0.1)
  97. Stop
  98. D3S1 D 350
  99. D3S1 DDDDDDDDDD 1 A_FadeOut(0.1)
  100. Stop
  101. D3S1 E 350
  102. D3S1 EEEEEEEEEE 1 A_FadeOut(0.1)
  103. Stop
  104. D3S1 F 350
  105. D3S1 FFFFFFFFFF 1 A_FadeOut(0.1)
  106. Stop
  107. D3S1 G 350
  108. D3S1 GGGGGGGGGG 1 A_FadeOut(0.1)
  109. Stop
  110. D3S1 H 350
  111. D3S1 HHHHHHHHHH 1 A_FadeOut(0.1)
  112. Stop
  113. }
  114. }
  115. ACTOR ShotCaseSpawn : PisCaseSpawn
  116. {
  117. States
  118. {
  119. Spawn:
  120. TNT1 AA 1 A_SpawnItemEx("ShotgunCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(-95, -85), 128)
  121. Stop
  122. }
  123. }
  124. ACTOR SShotCaseSpawn : ShotCaseSpawn
  125. {
  126. Speed 66
  127. States
  128. {
  129. Spawn:
  130. TNT1 AA 1 A_SpawnItemEx("ShotgunCasing", 0, 0, 0, 4, 0, Random(2, 4), Random(-95, -85), 128)
  131. Stop
  132. }
  133. }
  134. ACTOR NewPistol : Pistol replaces Pistol
  135. {
  136. AttackSound "weapons/pistol"
  137. Decal BulletChip
  138. States
  139. {
  140. Fire:
  141. Hold:
  142. PISG A 2
  143. PISG A 1 A_SpawnItemEx("PisCaseSpawn",20,0,29,0,0,0,0,128)
  144. PISG B 0 A_GunFlash
  145. PISG B 6 A_FireBullets(5.6, 0, 1, 5, "NewPuff")
  146. PISG C 4
  147. PISG B 5 A_Refire
  148. Goto Ready
  149. }
  150. }
  151. ACTOR NewShotgun : Shotgun replaces Shotgun
  152. {
  153. AttackSound "weapons/shotgf"
  154. Decal BulletChip
  155. States
  156. {
  157. Fire:
  158. Hold:
  159. SHTG A 3
  160. SHTG A 0 A_GunFlash
  161. SHTG A 7 A_FireBullets(5.6, 0, 7, 5, "NewPuff")
  162. SHTG BC 5
  163. SHTG D 1
  164. SHTG D 3 A_SpawnItemEx("ShotCaseSpawn", 20, -4, 24, 0, 0, 0, 0, 128)
  165. SHTG CB 5
  166. SHTG A 3
  167. SHTG A 7 A_Refire
  168. Goto Ready
  169. }
  170. }
  171. ACTOR NewSuperShotgun : SuperShotgun replaces SuperShotgun
  172. {
  173. AttackSound "weapons/sshotf"
  174. Decal BulletChip
  175. States
  176. {
  177. Fire:
  178. SHT2 A 3
  179. SHT2 A 0 A_GunFlash
  180. SHT2 A 7 A_FireBullets(11.2, 7.1, 20, 5, "NewPuff")
  181. SHT2 B 7 A_CheckReload
  182. SHT2 C 7
  183. SHT2 D 0 A_SpawnItemEx("SShotCaseSpawn", 20, -2, 30, 0, 0, 0, 180, 128)
  184. SHT2 D 0 A_SpawnItemEx("SShotCaseSpawn", 20, 2, 30, 0, 0, 0, 180, 128)
  185. SHT2 D 7 A_PlaySound("weapons/sshoto")
  186. SHT2 E 7
  187. SHT2 F 7 A_PlaySound("weapons/sshotl")
  188. SHT2 G 7
  189. SHT2 H 0 A_Refire
  190. SHT2 H 7 A_PlaySound("weapons/sshotc")
  191. Goto Ready
  192. }
  193. }
  194. ACTOR NewChaingun : Chaingun replaces Chaingun
  195. {
  196. attacksound "weapons/chngun"
  197. Decal BulletChip
  198. States
  199. {
  200. Fire:
  201. Hold:
  202. CHGG A 0 A_GunFlash
  203. CHGG A 0 A_SpawnItemEx("PisCaseSpawn", 20, 6, 20, 0, 0, 0, 0, 128)
  204. CHGG A 4 A_FireBullets(5.6, 0, 1, 5, "NewPuff")
  205. CHGG A 0 A_JumpIfNoAmmo(3)
  206. CHGG B 0 A_SpawnItemEx("PisCaseSpawn", 20, 6, 20, 0, 0, 0, 0, 128)
  207. CHGG B 4 A_FireBullets(5.6, 0, 1, 5, "NewPuff")
  208. CHGG B 0 A_Refire
  209. Goto Ready
  210. Flash:
  211. CHGF A 4 BRIGHT A_Light1
  212. CHGF A 0 BRIGHT A_JumpIfNoAmmo(2)
  213. CHGF B 4 BRIGHT A_Light2
  214. TNT1 B 0 BRIGHT A_Light0
  215. Stop
  216. }
  217. }
  218. ACTOR NewPuff : BulletPuff //replaces BulletPuff
  219. {
  220. Alpha 1.0
  221. //Mass 12 //I like the fact puffs make big splashes.
  222. // But as long as there are terrain sounds for solid floors puffs must not do them!
  223. States
  224. {
  225. Spawn:
  226. Melee:
  227. PUFF A 2
  228. PUFF A 0 A_Jump(128,2)
  229. PUFF A 2 A_SpawnItemEx("Puff2", 0, 0, 0, 0, 0, 0, 0, 128)
  230. PUFF BCD 3
  231. Stop
  232. }
  233. }
  234. ACTOR Puff2
  235. {
  236. PROJECTILE
  237. +NOCLIP
  238. Mass 1
  239. Scale 0.5
  240. States
  241. {
  242. Spawn:
  243. PUFF E 1 Bright
  244. PUFF E 1 Bright A_PlaySound("puff/ric")
  245. PUFF FGH 2 Bright
  246. Stop
  247. }
  248. }
  249. ACTOR BlankPuff
  250. {
  251. +NOCLIP
  252. States
  253. {
  254. Spawn:
  255. TNT1 A 1
  256. Stop
  257. }
  258. }
  259. ACTOR RocketNew : Rocket Replaces Rocket
  260. {
  261. -RocketTrail
  262. States
  263. {
  264. Spawn:
  265. 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))
  266. Loop
  267. }
  268. }
  269. actor RefRockettrail
  270. {
  271. Radius 1
  272. Height 1
  273. Speed 0
  274. Damage 0
  275. Scale 0.30
  276. RenderStyle Translucent
  277. Alpha 1.0
  278. +NOGRAVITY
  279. States
  280. {
  281. Spawn:
  282. PDBA V 0
  283. PDBA V 0 A_Jump(255,1,2,3,4)
  284. PDBA VWXYZ 1
  285. {
  286. A_FadeOut(frandom(0.04,0.05));
  287. A_SetScale(ScaleX + frandom(0.013,0.016), ScaleY + frandom(0.013,0.016));
  288. }
  289. Wait
  290. }
  291. }