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- //This chunk of code is to replace spindash, and to be an instantaneous event.
- addHook("ThinkFrame", do
- for player in players.iterate
- if (player.mo and player.mo.skin == "testchar") //if you're test, the original undesigned hedgehog*
- if (player.speed == 0) //if you're a rock and you're doing nothing
- if (player.cmd.buttons & BT_USE) //if you press the speen butten
- and not (player.pflags & PF_SPINNING) //and you actually start spinning (this exists so that you don't repeatedly use this action)
- and (P_IsObjectOnGround(player.mo)) //and you're on the ground
- and not (player.pflags & PF_STARTDASH) //and you just started your spindash
- //and (player.mo.charge == nil) //Sets the ability value to nil so it can be used.
- and not (player.weapondelay)
- if (player.speed > 50)
- and (player.mo.charge == nil)
- and not (player.pflags & PF_JUMPED)
- player.charability = CA_GLIDEANDCLIMB
- else
- player.charability = CA_THOK
- end
- P_InstaThrust(player.mo, player.mo.angle, 60*FRACUNIT) //MOVING AROUND AT THE SPEED OF FAST (instant charge)
- S_StartSound(player.mo, sfx_zoom) //ZOOOOOOM (sound effect)
- P_SpawnGhostMobj(player.mo) //afterimage!!!!!!!!! (...that)
- //player.pflags = $1 & ~MF_SHOOTABLE //I can do anything~
- player.mo.state = S_PLAY_SPD1 //GOTTA GO FAST (run frames)
- //player.mo.charge = 1 //Sets the value to 1 so it can't be used again until...
- player.weapondelay = 3*TICRATE
- end
- //player.mo.charge = nil //...three seconds have passed, at which point the ability becomes usable again.
- end
- end
- end
- end)
- //* = total bullshit
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