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- AltFire:
- TNT1 A 0 A_JumpIfInventory("Overheat",100,"Overheat")
- TNT1 A 0 A_JumpIfInventory("FireLimit",1,2) //Fires projectile every so often.
- TNT1 A 0 A_FireCustomMissile("grappleSawLore")
- TNT1 A 0 A_JumpIfInventory("FireLimit",1,2)
- TNT1 A 0 A_FireCustomMissile("grappler")
- TNT1 A 0 A_PlaySoundEx("Weapons/grapplesawAttack","Weapon")
- MAGS AB 2 A_CustomPunch(10,1,0,"BulletPuff",64)
- TNT1 A 0 A_GiveInventory("FireLimit",1)
- TNT1 A 0 A_GiveInventory("Overheat",1)
- TNT1 A 0 A_JumpIfInventory("FireLimit",4,2) //Resets "timer" after using so much.
- TNT1 A 0 A_ReFire
- Goto Ready
- TNT1 A 0 A_TakeInventory("FireLimit",4)
- TNT1 A 0 A_ReFire
- Goto Ready
- Overheat:
- MAGS CD 4 Offset(0, 50)
- TNT1 A 0 A_TakeInventory("Overheat",5)
- TNT1 A 0 A_JumpIfInventory("Overheat",1,"Overheat")
- Goto Ready
- }
- }
- Actor grappleSawLore : LoreShot
- {
- Radius 13
- Height 4
- Speed 50
- Damage (1) //Won't pull at zero damage.
- Projectile
- -NoBlockMap
- -Shootable
- +Reflective
- +NoBlood
- +NoIceDeath
- +DontGib
- +Painless
- RenderStyle Normal
- seesound "grappler/shoot"
- States
- {
- Spawn:
- TNT1 A -1 Bright //Stops melee attack from touching projectile on creation.
- TNT1 A 0 A_ChangeFlag("Shootable", 1)
- loop
- Death:
- TNT1 A 0 A_ChangeFlag("Shootable", 0) //Stops reflection during death animation.
- TNT1 A 2 Bright
- Stop
- }
- }
- actor grappler : fastprojectile
- {
- +NOINTERACTION
- radius 4
- height 4
- missiletype "grapplechain"
- missileheight 8
- speed 50
- seesound "grappler/chain"
- states
- {
- Spawn:
- LINK A -1 bright
- stop
- }
- }
- actor grapplechain
- {
- +NOINTERACTION
- radius 4
- height 2
- states
- {
- Spawn:
- LINK A 8 bright
- stop
- }
- }
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