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- // *** NUCLEAR MISSILE LAUNCHER ***
- ACTOR NuclearMissileLauncher : Weapon
- {
- Weapon.SelectionOrder 2820
- Inventory.PickupMessage "You got the Nuclear Missile Launcher!"
- Obituary "%o was annihilated by %k's Nuclear Missile."
- Weapon.AmmoType "NuclearMissile"
- Weapon.AmmoGive 2
- Weapon.AmmoUse 1
- Weapon.Kickback 10000
- +NOAUTOFIRE
- +EXPLOSIVE
- +BFG
- States
- {
- Spawn:
- NUKW A -1
- Stop
- Ready:
- NUKG A 1 A_WeaponReady
- Loop
- Deselect:
- NUKG A 1 A_Lower
- Loop
- Select:
- NUKG A 1 A_Raise
- Loop
- Fire:
- NUKG A 3
- NUKG A 20 A_PlayWeaponSound("weapons/nuclearmissilecharge")
- NUKG A 28 A_GunFlash
- NUKG A 0 A_Recoil(5)
- NUKG B 4 Bright A_FireCustomMissile("NuclearMissileShot",0,1,0,5)
- NUKG B 3 Bright A_Recoil(-4.5)
- NUKG B 28
- NUKG B 0 A_ReFire
- Goto Ready
- Flash:
- NUKG C 22 Bright
- NUKG D 6 Bright A_Light1
- NUKG E 7 Bright A_Light2
- NUKG E 0 A_Light0
- Stop
- }
- }
- ACTOR NuclearMissileShot
- {
- Radius 13
- Height 8
- Speed 15
- Damage 220
- PROJECTILE
- +STRIFEDAMAGE
- +NOTARGET
- +FULLVOLDEATH
- +THRUGHOST
- +FORCERADIUSDMG
- ExplosionDamage 256
- ExplosionRadius 128
- DeathSound "weapons/nuclearmissileexplode"
- Obituary "%o was annihilated by a Nuclear Missile."
- States
- {
- Spawn:
- NKS1 A 2 Bright A_CustomMissile("NuclearMissileTrail",0,0,0)
- Loop
- Death:
- NKE1 A 0 A_SetTranslucent(1,1)
- NKE1 A 1 Bright A_Explode
- NKE1 A 1 Bright A_Explode
- NKE1 A 1 Bright A_Explode
- NKE1 A 1 Bright A_Explode
- NKE1 A 1 Bright A_Explode
- NKE1 A 0 Bright A_CustomMissile("NukeExplosionGenerator",12,-1,315,2)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,8)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,23)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,38)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,53)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,68)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,83)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,98)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,113)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,128)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,143)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,158)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,173)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,187)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,202)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,217)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,232)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,247)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,262)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,277)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,292)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,307)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,322)
- NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,337)
- NKE1 A 11 Bright A_CustomMissile("NukeWall",0,0,352)
- NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,1,45,2)
- NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,1,135,2)
- NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,-1,225,2)
- NKE1 B 16 Bright A_CustomMissile("NukeExplosionGenerator",32,-1,315,2)
- NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,1,0,2)
- NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,1,90,2)
- NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,-1,180,2)
- NKE1 C 16 Bright A_CustomMissile("NukeExplosionGenerator",25,-1,270,2)
- NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,1,45,2)
- NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,1,135,2)
- NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,-1,225,2)
- NKE1 D 16 Bright A_CustomMissile("NukeExplosionGenerator",12,-1,315,2)
- NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,1,0,2)
- NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,1,90,2)
- NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,-1,180,2)
- NKE1 E 16 Bright A_CustomMissile("NukeExplosionGenerator",4,-1,270,2)
- NKE1 F 16 Bright
- NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,1,45,2)
- NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,1,135,2)
- NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,-1,225,2)
- NKE1 G 16 Bright A_CustomMissile("NukeExplosionGenerator",1,-1,315,2)
- NKE1 HIJKLMNOPQ 16 Bright
- NKE1 RSTU 20 Bright
- Stop
- }
- }
- ACTOR NukeExplosionGenerator
- {
- Radius 6
- Height 4
- Speed 32
- Damage 6
- +NOBLOCKMAP
- +NOGRAVITY
- +DROPOFF
- +MISSILE
- +RIPPER
- +BLOODLESSIMPACT
- +NOTELEPORT
- +THRUGHOST
- Scale 0.9
- ExplosionDamage 64
- ExplosionRadius 64
- RenderStyle None
- DeathSound "weapons/rocketexplode"
- Obituary "%o was annihilated by a Nuclear Missile."
- States
- {
- Spawn:
- ROKE AAA 1
- ROKE A 1 A_CustomMissile("DispersionRocketExplosion1",0,0,0,2)
- ROKE AAA 1
- ROKE A 1 A_CustomMissile("DispersionRocketExplosion2",12,0,0,2)
- ROKE AAA 1
- ROKE A 1 A_CustomMissile("DispersionRocketExplosion3",32,0,0,2)
- Stop
- Death:
- ROKE A 0 A_SetTranslucent(0.7,1)
- ROKE A 4 Bright A_Explode
- ROKE B 5 Bright
- ROKE CDE 6 Bright
- ROKE F 5 Bright
- ROKE G 4 Bright
- Stop
- }
- }
- ACTOR NukeWall
- {
- Radius 8
- Height 12
- Speed 40
- Damage 2
- +NOBLOCKMAP
- +DROPOFF
- +MISSILE
- +ACTIVATEIMPACT
- +ACTIVATEPCROSS
- +RIPPER
- +BLOODLESSIMPACT
- +NOTARGET
- +FLOORHUGGER
- +FIREDAMAGE
- +THRUGHOST
- Renderstyle Translucent
- Alpha 0.8
- ExplosionDamage 32
- ExplosionRadius 32
- Obituary "%o was dissolved by a Nuclear Flamewall."
- DeathSound "weapons/nuclearmissileflamehit"
- States
- {
- Spawn:
- FLWS ABC 2 Bright
- FLWS D 2 Bright A_CustomMissile("NukeFire",0,0,0)
- FLWS EFGHI 2 Bright
- FLWS J 2 Bright A_CustomMissile("NukeFire",0,0,0)
- FLWS KLMNOABCDEFGHIJ 2 Bright
- Goto Spawn+10
- Death:
- FLWE A 3 Bright A_Explode
- FLWE BCDEFGHIJKLMNOPQRST 3 Bright
- Stop
- }
- }
- ACTOR NukeFire
- {
- Radius 8
- Height 20
- Health 800
- Speed 2
- Mass 500
- Damage 32
- +SHOOTABLE
- +DROPOFF
- +FLOORCLIP
- +NOBLOOD
- +NOTARGET
- +FIREDAMAGE
- +THRUGHOST
- Renderstyle Add
- Alpha 0.6
- ExplosionDamage 32
- ExplosionRadius 64
- Obituary "%o was burned by the Nuclear fire."
- DeathSound "weapons/nuclearmissileburn"
- States
- {
- Spawn:
- NKFR A 0 A_Jump(64,6)
- NKFR A 0 A_Jump(64,4)
- NKFR A 0 A_Jump(64,2)
- NKFR A 1 Bright
- NKFR A 1 Bright
- NKFR A 1 Bright
- NKFR A 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR A 4 Bright A_Explode
- NKFR BC 4 Bright
- NKFR D 4 Bright A_Explode
- NKFR EF 4 Bright
- NKFR G 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR G 4 Bright A_Explode
- NKFR HI 4 Bright
- NKFR J 4 Bright A_Explode
- NKFR KL 4 Bright
- NKFR M 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR M 4 Bright A_Explode
- NKFR NA 4 Bright
- NKFR B 4 Bright A_Explode
- NKFR CD 4 Bright
- NKFR E 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR E 4 Bright A_Explode
- NKFR FG 4 Bright
- NKFR H 4 Bright A_Explode
- NKFR IJ 4 Bright
- NKFR K 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR K 4 Bright A_Explode
- NKFR LM 4 Bright
- NKFR N 4 Bright A_Explode
- NKFR AB 4 Bright
- NKFR C 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR C 4 Bright A_Explode
- NKFR DE 4 Bright
- NKFR F 4 Bright A_Explode
- NKFR GH 4 Bright
- NKFR I 0 A_PlaySound("weapons/nuclearmissileburn")
- NKFR I 4 Bright A_Explode
- NKFR JK 4 Bright
- NKFR L 4 Bright A_Explode
- NKFR MN 4 Bright
- Goto Spawn+6
- Death:
- NKFR O 5 Bright
- NKFR P 7 Bright
- NKFR Q 10 Bright
- Stop
- }
- }
- ACTOR NuclearMissileTrail
- {
- Radius 3
- Height 4
- Speed 2
- +NOBLOCKMAP
- +NOGRAVITY
- +NOCLIP
- +NOTELEPORT
- +THRUGHOST
- RenderStyle Translucent
- Alpha 0.3
- States
- {
- Spawn:
- MTRL A 2
- MTRL BCD 3
- MTRL E 4 A_SetTranslucent(0.2)
- MTRL F 5 A_SetTranslucent(0.1)
- Stop
- }
- }
- ACTOR DispersionRocketExplosion1
- {
- Radius 6
- Height 4
- +NOBLOCKMAP
- +NOGRAVITY
- +THRUGHOST
- RenderStyle Add
- Alpha 0.8
- Scale 1
- ExplosionDamage 64
- ExplosionRadius 64
- States
- {
- Spawn:
- ROKE A 0
- ROKE A 0 A_PlaySound("weapons/dispersionexplode")
- ROKE A 4 Bright A_Explode
- ROKE B 5 Bright
- ROKE CDE 6 Bright
- ROKE F 5 Bright
- ROKE G 4 Bright
- Stop
- }
- }
- ACTOR DispersionRocketExplosion2 : DispersionRocketExplosion1
- {
- Alpha 0.75
- Scale 0.9
- ExplosionDamage 64
- ExplosionRadius 64
- }
- ACTOR DispersionRocketExplosion3 : DispersionRocketExplosion1
- {
- Alpha 0.7
- Scale 0.8
- ExplosionDamage 64
- ExplosionRadius 64
- }
- ACTOR NuclearMissile : Ammo
- {
- Inventory.Amount 1
- Inventory.MaxAmount 25
- Ammo.BackpackAmount 1
- Ammo.BackpackMaxAmount 50
- Inventory.PickupMessage "Picked up a nuclear missile."
- Inventory.PickupSound "weapons/ammo06"
- Inventory.Icon "NUKAA0"
- States
- {
- Spawn:
- NUKA A -1
- Stop
- }
- }
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