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DECORATE.ClassicWeapons.txt
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DECORATE.ClassicWeapons.txt
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ACTOR ClassicFist : Weapon Replaces Fist
{
Game Doom
Weapon.Kickback 100
Obituary "$OB_MPFIST"
Tag "$TAG_FIST"
+WEAPON.MELEEWEAPON
+WEAPON.WIMPY_WEAPON
+WEAPON.NOAUTOAIM
States
{
Ready:
PKFS A 1 A_WeaponReady
Loop
Deselect:
PKFS A 1 A_Lower
Loop
Select:
PKFS A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"Fire2")
PKFS B 1 A_Giveinventory("Punching",1)
TNT1 A 0 A_PlaySound("skeleton/swing")
PKFS CD 1
PKFS E 2 A_FireCustomMissile("MeleeStrike2", 0, 0, 0, -5)
PKFS FGHIJKL 2
Goto Ready
Fire2:
PKFS B 1 A_Giveinventory("Punching",1)
TNT1 A 0 A_PlaySound("weapons/gswing")
PKFS CD 1
PKFS E 2 A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, -5)
PKFS FGHIJK 2
Goto Ready
}
}
ACTOR KickAttack: FastProjectile
{
Radius 18
Height 6
DamageType Kick
Projectile
+FORCEXYBILLBOARD
+NOEXTREMEDEATH
RenderStyle Add
Alpha 0.6
Damage (random(28,32))
Speed 30
//HitObituary "$OB_IMPHIT"
SeeSound "none"
DeathSound "none"
Decal "none"
States
{
Spawn:
TNT1 A 1 BRIGHT
TNT1 A 1 //A_PlaySound("weapons/gswing")
Stop
Death:
XDEath:
TNT1 A 0
TNT1 A 0 A_CheckFloor("DeathOnGround")
PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
TNT1 A 10
Stop
DeathOnGround:
TNT1 A 0
PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
TNT1 A 0 A_Explode(10, 40, 0)
TNT1 A 10
Stop
}
}
ACTOR MeleeStrike1: KickAttack
{
DamageType Melee
Damage (random(10,15))
Speed 30
States
{
Spawn:
TNT1 A 1 BRIGHT
Stop
Death:
TNT1 A 0
PUFF A 0 A_PlaySound("player/cyborg/fist")
EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 10
Stop
}
}
ACTOR MeleeStrike2: MeleeStrike1
{
Damage (random(24,32))
Speed 40
}
ACTOR MeleeStrike2Smash: MeleeStrike1
{
Damage (random(58,64))
Speed 40
DamageType Extremepunches
}
ACTOR ClassicSaw : Weapon Replaces ChainSaw
{
Game Doom
Weapon.Kickback 0
Weapon.UpSound "weapons/sawup"
Weapon.ReadySound "none"
Inventory.PickupMessage "$GOTCHAINSAW"
Obituary "$OB_MPCHAINSAW"
Tag "$TAG_CHAINSAW"
+WEAPON.MELEEWEAPON
+WEAPON.AXEBLOOD
States
{
Ready:
TNT1 A 0
TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
TNT1 A 0 A_PlaySound("weapons/sawidle", 2)
TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Ready.Blood")
TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Ready.BlueBlood")
TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Ready.GreenBlood")
VSAW ABAB 2 A_WeaponReady
Loop
Ready.Blood:
VSRW ABAB 2 A_WeaponReady
Goto Ready
Ready.BlueBlood:
VSBW ABAB 2 A_WeaponReady
Goto Ready
Ready.GreenBlood:
VSGW ABAB 2 A_WeaponReady
Goto Ready
Deselect:
VSAW A 1 A_Lower
Loop
Select:
VSAW A 1 A_Raise
Loop
Fire:
TNT1 A 0
TNT1 A 0 A_Giveinventory("HasCutingWeapon",1)
TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Fire.Blood")
TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Fire.BlueBlood")
TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Fire.GreenBlood")
VSAW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff", SF_NOPULLIN | SF_NOTURN)
SAWG B 0 A_ReFire
Goto Ready
Fire.Blood:
VSRW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff", SF_NOPULLIN | SF_NOTURN)
SAWG B 0 A_ReFire
Goto Ready
Fire.BlueBlood:
VSBW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff", SF_NOPULLIN | SF_NOTURN)
SAWG B 0 A_ReFire
Goto Ready
Fire.GreenBlood:
VSGW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff", SF_NOPULLIN | SF_NOTURN)
SAWG B 0 A_ReFire
Goto Ready
Spawn:
CSAW A -1
Stop
}
}
ACTOR ClassicPistol : DoomWeapon Replaces Pistol
{
Game Doom
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Obituary "$OB_MPPISTOL"
+WEAPON.NOAUTOFIRE
+WEAPON.NOAUTOAIM
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
Tag "$TAG_PISTOL"
States
{
Ready:
PKPI A 1 A_WeaponReady
Loop
Deselect:
PKPI A 1 A_Lower
Loop
Select:
PKPI A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_FireBullets(5.6, 0, 1, 5, "HitPuff")
TNT1 A 0 A_PlaySound("weapons/rifle")
RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, 0)
TNT1 A 0 A_SetPitch(-1.0 + pitch)
PKPI F 1 BRIGHT
PKPI CDE 1 A_SetPitch(0.25 + pitch)
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
PKPI D 1
PKPI C 1 A_WeaponReady(1)
PKPI B 0 A_WeaponReady(1)
PKPI A 5 A_WeaponReady(1)
TNT1 A 0 A_ReFire
Goto Ready
Spawn:
PIST A -1
Stop
}
}
ACTOR ClassicShotgun : DoomWeapon Replaces Shotgun
{
Game Doom
Weapon.AmmoUse 1
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
+WEAPON.NOAUTOAIM
Inventory.PickupMessage "$GOTSHOTGUN"
Obituary "$OB_MPSHOTGUN"
Tag "$TAG_SHOTGUN"
States
{
Ready:
PKSG A 1 A_WeaponReady
Loop
Deselect:
PKSG A 1 A_Lower
Loop
Select:
PKSG A 1 A_Raise
Loop
Fire:
PKSG A 1
TNT1 AAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5),0,-1,-12,0,random(-1,1))
TNT1 A 0 A_FireBullets(5.6, 0, 7, 5, "ShotgunPuff")
TNT1 A 0 A_PlaySound("weapons/sg", 1)
PKSG B 2 BRIGHT A_SetPitch(-4.0 + pitch)
PKSG C 1
PKSG CDDE 1 A_SetPitch(1.0 + pitch)
PKSG A 4
PKSG FGHI 1
TNT1 A 0 A_FireCustomMissile ("ShotCaseSpawn", 0, 0, -4, -4)
SHTG A 0 A_PlaySound("weapons/sgpump", 3)
PKSG JKKLLMMMLLKKJIHGF 1
PKSG A 3
TNT1 A 0 A_Refire
PKSG A 10 A_WeaponReady
Goto Ready
Spawn:
SHOT A -1
Stop
}
}
ACTOR ClassicSSG : DoomWeapon Replaces SuperShotgun
{
Game Doom
Weapon.AmmoUse 2
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
Inventory.PickupMessage "$GOTSHOTGUN2"
Obituary "$OB_MPSSHOTGUN"
Tag "$TAG_SUPERSHOTGUN"
+WEAPON.NOAUTOFIRE
+WEAPON.NOAUTOAIM
States
{
Ready:
PKSS A 1 A_WeaponReady
Loop
Deselect:
PKSS A 1 A_Lower
Loop
Select:
PKSS A 1 A_Raise
Loop
Fire:
PKSS A 1
TNT1 A 0 A_firebullets (0,0,1,15,"shotpuff",0,180)
TNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-10,10),0,-1,-12,0,random(-3,3))
TNT1 A 0 A_FireBullets(11.2, 7.1, 19, 5, "ShotgunPuff")
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_playsound("SSHFIRE", 3)
PKSS B 2 BRIGHT A_SetPitch(-6.0 + pitch)
PKSS C 1
PKSS DEFAAA 1 A_SetPitch(1.0 + pitch)
PKSS A 5
TNT1 A 0 A_CheckReload
PKSS GHIJKL 1
TNT1 A 0 A_OpenShotgun2
PKSS MNOPQR 1
TNT1 AA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10)
PKES S 4
PKSS STUV 2
TNT1 A 0 A_LoadShotgun2
PKSS XWYZ 1
//TNT1 A 10
PKS2 ABCD 2
TNT1 A 0 A_PlaySound("weapons/sshotc")
PKS2 EFG 2
PKSS A 5
TNT1 A 0 A_Refire
Goto Ready
Spawn:
SGN2 A -1
Stop
}
}
ACTOR ClassicChaingun : DoomWeapon Replaces ChainGun
{
Game Doom
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Inventory.PickupMessage "$GOTCHAINGUN"
Obituary "$OB_MPCHAINGUN"
+WEAPON.NOAUTOAIM
Tag "$TAG_CHAINGUN"
States
{
Ready:
PKCG A 1 A_WeaponReady
Loop
Deselect:
PKCG A 1 A_Lower
Loop
Select:
PKCG A 1 A_Raise
Loop
Fire:
TNT1 A 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "MachineGunBulletPuff")
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-3,3))
TNT1 A 0 A_PlaySound("CHGNSHOT", 1)
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
PKCG F 1 BRIGHT
TNT1 A 0 A_SetPitch(-1.0 + pitch)
PKCG B 1 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
PKCG CD 1 A_SetPitch(0.5 + pitch)
TNT1 A 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "MachineGunBulletPuff")
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-3,3))
TNT1 A 0 A_PlaySound("CHGNSHOT", 1)
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
PKCG E 1 BRIGHT
TNT1 A 0 A_SetPitch(-1.0 + pitch)
PKCG B 1 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
PKCG CD 1 A_SetPitch(0.5 + pitch)
TNT1 A 0 A_ReFire
PKCG ABCDAABBCCCDDDD 1 A_WeaponReady(1)
Goto Ready
Spawn:
MGUN A -1
Stop
}
}
ACTOR ClassicRocketLauncher : DoomWeapon Replaces RocketLauncher
{
Game Doom
Weapon.AmmoUse 1
Weapon.AmmoGive 2
Weapon.AmmoType "RocketAmmo"
+WEAPON.NOAUTOAIM
Inventory.PickupMessage "$GOTLAUNCHER"
Tag "$TAG_ROCKETLAUNCHER"
States
{
Ready:
PKRL A 1 A_WeaponReady
Loop
Deselect:
PKRL A 1 A_Lower
Loop
Select:
PKRL A 1 A_Raise
Loop
Fire:
PKRL BC 2 BRIGHT
TNT1 A 0 A_PlaySound ("DSRFIRE")
TNT1 A 0 A_FireCustomMissile("WeakRocket", 0, 1, 0, -10)
TNT1 A 0 A_SetPitch(-2.0 + pitch)
PKRL D 2 BRIGHT
PKRL EFGHIJ 2 A_SetPitch(0.25 + pitch)
PKRL AA 1 A_SetPitch(0.25 + pitch)
TNT1 A 0 A_Refire
Goto Ready
Spawn:
LAUN A -1
Stop
}
}
ACTOR ClassicPlasmaRifle : DoomWeapon Replaces PlasmaRifle
{
Game Doom
Weapon.SelectionOrder 1
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
+WEAPON.NOAUTOAIM
Inventory.PickupMessage "$GOTPLASMA"
Tag "$TAG_PLASMARIFLE"
States
{
Ready:
3LSG A 1 A_WeaponReady
Loop
Deselect:
3LSG A 1 A_Lower
Loop
Select:
3LSG A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_FireCustomMissile("ClassicPlasmaBall", 0, 1, 0, -10)
3LSF EF 1 BRIGHT
3KPL A 1
TNT1 A 0 A_Refire
3KPL ABCDEFF 1
3KPL G 6
3KPL FFEDCBA 1
Goto Ready
Spawn:
PLAS A -1
Stop
}
}
ACTOR ClassicPlasmaBall
{
Game Doom
Radius 4
Height 4
Speed 25
Damage 5
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
damagetype Plasma
Obituary "$OB_MPPLASMARIFLE"
Species "Marines"
+THRUSPECIES
+MTHRUSPECIES
States
{
DM:
TNT1 A 0
TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
Goto Spawn1
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop
Spawn1:
TNT1 A 1
Goto Spawn2
Spawn2:
PLSS ABAB 1 Bright A_SpawnItem("BlueFlareSmall")
Loop
Death:
TNT1 A 0
TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
PLSE ABC 2 BRIGHT A_SpawnItem("BlueFlare")
PLSE DE 2 Bright A_SpawnItem("BlueFlareSmall")
Stop
}
}
ACTOR VanillaBFG9000 : DoomWeapon Replaces BFG9000
{
Game Doom
Height 20
Weapon.SelectionOrder 2
Weapon.AmmoUse 40
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
+WEAPON.NOAUTOFIRE
Inventory.PickupMessage "$GOTBFG9000"
Tag "$TAG_BFG9000"
States
{
Ready:
BFGG A 1 A_WeaponReady
Loop
Deselect:
BFGG A 1 A_Lower
Loop
Select:
BFGG A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_PlaySound("BFGCHARGE")
BFGC ABABABABABABABAB 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
BFGF A 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
TNT1 A 0 A_PlaySound("BFGFIRE")
TNT1 AAA 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
TNT1 A 0 A_Recoil(8)
//TNT1 A 0 A_ZoomFactor(1.3)
TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, -1, 0)
TNT1 A 0 A_FireBFG
BFGF B 2 BRIGHT// A_FireCustomMissile("SuperBFGBall", 0, 1, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
BFGF CDEF 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
//TNT1 A 0 A_ZoomFactor(1.0)
BFGG A 1 BRIGHT
BFGG A 4
TNT1 A 0 A_Refire
Goto Ready
}
}
Actor SuperBFGBall : BFGBall Replaces BFGBall
{
+EXTREMEDEATH
Damage 100
Decal BFGLightning
DeathSound "BFGEXPLO"
DamageType Desintegrate
Scale 0.7
Species "Marines"
+THRUSPECIES
+MTHRUSPECIES
States
{
DM:
TNT1 A 0
TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
Goto Spawn1
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop
Spawn1:
TNT1 A 0 A_SpawnItemEx("BFGFOG", 0, 0)
BFS1 A 1 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
BFS1 A 1 BRIGHT A_SpawnItemEx("BFGTrailParticle", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
TNT1 A 0 A_SpawnItemEx("BFGFOG", 0, 0)
BFS1 B 1 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
BFS1 B 1 BRIGHT A_SpawnItemEx("BFGTrailParticle", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
Loop
Death:
TNT1 A 0
//TNT1 A 0 Radius_Quake(4,34,0,12,0)
TNT1 A 0 Bright A_SpawnItem("GreenShockWave",0,0,0)
//BFE1 A 0 A_SpawnItemEx("BFGDeathParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
//BFE1 A 0 A_SpawnItemEx("BFGSuperParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGBIGFOG", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleSuperFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItem("MegaGibRemoving")
//TNT1 A 0 A_Explode(80,300,0)
BFGB ABCDE 1 Bright A_SpawnItem("GreenFlare",0,0)
BFGB F 1 Bright A_BFGSpray//("SuperBFGExtra")
TNT1 A 0 A_SPawnItem("SuperBFGExtraGiant")
BFGB GHIJK 1 Bright A_SpawnItem("GreenFlare",0,0)
Stop
}
}
Actor BFGTrailParticle
{
Height 0
Radius 0
Mass 0
Speed 3
+Missile
+NoBlockMap
+NoGravity
+DontSplash
RenderStyle Add
Scale 0.05
States
{
Spawn:
SPKG A 2 Bright A_FadeOut(0.02)
Loop
}
}
Actor SuperBFGExtra : BFGExtra Replaces BFGExtra
{
+NoBlockMap
+NoGravity
RenderStyle Add
+FORCERADIUSDMG
+THRUGHOST
Alpha 0.75
Damage 0
Scale 0.6
Radius 1
Height 1
DamageType "Desintegrate"
States
{
Spawn:
BFE2 A 0
TNT1 A 0 A_Explode(40, 3)
TNT1 AAAAA 0 A_SpawnItemEx("BFGExtraParticle", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
TNT1 AAAAA 0 A_SpawnItemEx("BFGExtraParticle", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
TNT1 AAAAA 0 A_SpawnItemEx("BFGExtraParticle", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
BFGB ABCDEFGHIJK 2 Bright A_SpawnItem("GreenFlareMedium",0,0)
stop
}
}
Actor SuperBFGExtraGiant : SuperBFGExtra
{
Scale 2.9
States
{
Spawn:
BFE2 A 0
BFGB ABCDEFGHIJK 2 Bright A_SpawnItem("GreenFlareMedium",0,0)
Stop
}
}
Actor BFGDeathParticle
{
Height 0
Radius 0
Mass 0
+Missile
+NoBlockMap
-NoGravity
+LowGravity
+DontSplash
+DoomBounce
BounceFactor 0.5
RenderStyle Add
Scale 0.04
States
{
Spawn:
Death:
SPKG A 2 Bright A_FadeOut(0.02)
Loop
}
}
Actor BFGDeathParticleFast: BFGDeathParticle
{
Speed 10
Scale 0.1
States
{
Spawn:
Death:
SPKG A 11 BRIGHT
SPKG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_FadeOut(0.06)
Stop
}
}
Actor BFGDeathParticleSuperFast: BFGDeathParticleFast
{
Speed 20
}
Actor BFGExtraParticle
{
Height 0
Radius 0
Mass 0
+Missile
+NoBlockMap
+DontSplash
+NoInteraction
RenderStyle Add
Scale 0.035
States
{
Spawn:
Death:
SPKG A 2 Bright A_FadeOut(0.1)
Loop
}
}
ACTOR BFGFOG
{
Radius 1
Height 1
Alpha 0.7
RenderStyle Add
Scale 0.4
Speed 8
Gravity 0
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
States
{
Spawn:
BFOG ABCDEF 6 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
Goto Death
Death:
BFOG G 3 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
Stop
}
}
ACTOR BFGBIGFOG: BFGFOG
{
Scale 0.8
}
ACTOR SmallGreenFog: BFGFOG
{
Speed 3
Scale 0.5
}