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