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Mar 28th, 2016
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  1. ACS:
  2.  
  3.  
  4. #include "zcommon.acs"
  5.  
  6. script 1 ENTER
  7. {
  8. Thing_ChangeTID(0, 1000);
  9. }
  10.  
  11. script "DamageCheck" (void)
  12. {
  13. if (CheckInventory("Gasmaskammo") > 0)
  14. {
  15. SetActorState(1000, "GasMaskOn");
  16. ACS_NamedExecute("GasMaskBreakChecker", 0, 0, 0, 0);
  17. Delay(1);
  18. }
  19. Else
  20. {
  21. SetActorState(1000, "Spawn");
  22. }
  23. }
  24.  
  25. Script "GasMaskBreakChecker" (void)
  26. {
  27. while(true)
  28. {
  29. If (CheckActorInventory(1000, "GasMaskDamagetracker" > 12))
  30. {
  31. Print(s:"Gas mask broken!");
  32. Delay(1);
  33. ACS_Terminate("GasMaskBreakChecker", 0);
  34. }
  35. Else
  36. {
  37. SetActorState(1000, "Spawn");
  38. }
  39. delay(2); // this could be 1 if you really want to save frames
  40. }
  41. }
  42.  
  43. Script "GasMaskDamage" (void)
  44. {
  45. GiveActorInventory(1000, "GasMaskDamagetracker", 1);
  46. }
  47.  
  48.  
  49. DECORATE:
  50.  
  51. actor Scavenger : DoomPlayer
  52. {
  53. Health 150
  54. Player.ForwardMove 1, 0.5
  55. Player.SideMove 1, 0.5
  56.  
  57. states
  58. {
  59. Pain:
  60. PLAY G 4
  61. PLAY G 0 ACS_NamedExecute( "DamageCheck", 0, 0 , 0, 0)
  62. PLAY G 4 A_Pain
  63. Loop
  64. GasMaskOn:
  65. PLAY G 0 ACS_NamedExecute( "GasMaskDamage", 0, 0 , 0, 0)
  66. PLAY G 0 A_Jump (256, "Crack1", "Crack2", "Crack3", "Crack4", "Crack5", "Crack6") // <-- Always jumps to either...
  67. Crack1:
  68. PLAY G 0 A_JumpifInventory("GasMaskCrack1", 2, "Crack2")
  69. PLAY G 0 A_GiveInventory("GasMaskCrack1", 1, 0)
  70. Goto Spawn
  71. Crack2:
  72. PLAY G 0 A_JumpifInventory("GasMaskCrack2", 2, "Crack3")
  73. PLAY G 0 A_GiveInventory("GasMaskCrack2", 1, 0)
  74. Goto Spawn
  75. Crack3:
  76. PLAY G 0 A_JumpifInventory("GasMaskCrack3", 2, "Crack4")
  77. PLAY G 0 A_GiveInventory("GasMaskCrack3", 1, 0)
  78. Goto Spawn
  79. Crack4:
  80. PLAY G 0 A_JumpifInventory("GasMaskCrack4", 2, "Crack5")
  81. PLAY G 0 A_GiveInventory("GasMaskCrack4", 1, 0)
  82. Goto Spawn
  83. Crack5:
  84. PLAY G 0 A_JumpifInventory("GasMaskCrack5", 2, "Crack6")
  85. PLAY G 0 A_GiveInventory("GasMaskCrack5", 1, 0)
  86. Goto Spawn
  87. Crack6:
  88. PLAY G 0 A_JumpifInventory("GasMaskCrack6", 2, "Crack1")
  89. PLAY G 0 A_GiveInventory("GasMaskCrack6", 1, 0)
  90. Goto Spawn
  91. GasMaskBroken:
  92. PLAY G 1
  93. PLAY G 0 A_SpawnItemEx ("GasMaskBrokenObject", 56, 0, 28, 0, 0, 0, 0, 1)
  94. Goto Spawn
  95. }
  96. }
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