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- ACTOR DRLA_WeaponAntiLogFloodCheck : Powerup
- // These powerups are 'dummy' items used for equipment pickups. One is given
- // every time you pick a weapon, mod, boot or armor up, and if you stay on top
- // of the pickup or run over another one within 5 seconds when your count for
- // that item is maxed, it will jump to a new state where the actor just Fails,
- // and does not print the weapon's name to the screen. This helps prevent the
- // console log from being filled with dozens of instances of the equipment's
- // name, removing more useful information.
- // ~amv2k9
- {
- Powerup.Duration -5
- }
- ACTOR DRLA_ModsAntiLogFloodCheck : Powerup
- {
- Powerup.Duration -5
- }
- ACTOR DRLA_BootsAntiLogFloodCheck : Powerup
- {
- Powerup.Duration -5
- }
- ACTOR DRLA_ArmorAntiLogFloodCheck : Powerup
- {
- Powerup.Duration -5
- }
- //Maximum wuv to amv2k9 for putting together this feature for all you console info loving people out there.
- //For super inheritance fun, this goes here now.
- ACTOR RLBulletPuff replaces BulletPuff
- {
- ActiveSound ""
- PainSound "weapons/ricochet"
- AttackSound "weapons/bullethit"
- +NOGRAVITY
- +NOEXTREMEDEATH
- +NOBLOCKMAP
- +ALLOWPARTICLES
- +RANDOMIZE
- +THRUGHOST
- DamageType "Bullet"
- RenderStyle Translucent
- Alpha 0.5
- VSpeed 1
- Mass 5
- States
- {
- Spawn:
- PUFF A 4 Bright
- PUFF BCD 4
- Stop
- }
- }
- ACTOR RLBulletPuffGib : RLBulletPuff
- {
- -NOEXTREMEDEATH
- }
- ACTOR RLShotgunPuffF : RLBulletPuff
- {
- -NOEXTREMEDEATH
- ProjectileKickBack 150
- }
- ACTOR RLShotgunPuffFF : RLShotgunPuffF
- {
- ProjectileKickBack 350
- }
- ACTOR RLQuadShotgunSinglePuff : RLBulletPuff
- {
- -NOEXTREMEDEATH
- ProjectileKickBack 40
- }
- ACTOR RLPiercingPuff : RLBulletPuff
- {
- DamageType "Piercing"
- }
- ACTOR RLPiercingPuffF : RLBulletPuff
- {
- DamageType "Piercing"
- ProjectileKickBack 150
- }
- ACTOR RLPiercingPuffFF : RLShotgunPuffF
- {
- DamageType "Piercing"
- ProjectileKickBack 350
- }
- ACTOR RLElephantGunPuffF : RLBulletPuff
- {
- -NOEXTREMEDEATH
- +EXTREMEDEATH
- ProjectileKickBack 750
- }
- ACTOR RLElephantGunPuffFF : RLElephantGunPuffF
- {
- ProjectileKickBack 1000
- }
- ACTOR RLShotgunPuffCloseRange : RLBulletPuffGib
- {
- +EXTREMEDEATH
- +PUFFONACTORS
- -ALLOWPARTICLES
- Alpha 0
- }
- //-------------------------------------------------------------------
- // BASE RL WEAPON
- ACTOR RLWeapon : Weapon
- {
- Inventory.Pickupsound "misc/w_pkup"
- Weapon.UpSound "weapons/weaponholster"
- Inventory.Pickupmessage ""
- Weapon.SlotNumber 1
- Weapon.SlotPriority 0
- +AMMO_OPTIONAL
- +NOALERT
- +CHEATNOTWEAPON
- +INVENTORY.UNTOSSABLE
- States
- {
- Spawn:
- TNT1 A -1
- Loop
- Ready:
- TNT1 A 1 A_WeaponReady
- Loop
- Deselect:
- TNT1 A 1 A_Lower
- Wait
- Select:
- TNT1 A 1 A_Raise
- Loop
- Fire:
- TNT1 A 1
- Goto Ready
- AltFire:
- TNT1 A 1
- Goto Ready
- Zoom:
- TNT1 A 0 A_Jump(256, "WeaponDrop")
- Goto WeaponDrop
- WeaponDrop:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLArmorModItemActivate",1, "ArmorModDrop")
- TNT1 A 0 A_JumpIfInventory("RLEquippingBoots",1,"BootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLEquippingArmor",1,"ArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseOnyxMod",1,"OnyxDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseBulkMod",1,"BulkDrop")
- TNT1 A 0 A_JumpIfInventory("RLUsePowerMod",1,"PowerDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseAgilityMod",1,"AgilityDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseTechnicalMod",1,"TechnicalDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseNanoMod",1,"NanoDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseFirestormMod",1,"FirestormDrop")
- TNT1 A 0 A_JumpIfInventory("RLUseSniperMod",1,"SniperDrop")
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,"ScavengerDrop")
- TNT1 A 0 A_JumpIfInventory("RLWeaponDrop",1,"WeaponDropConfirm")
- TNT1 A 0 A_GiveInventory("RLWeaponDrop",1)
- TNT1 A 0 A_Print("Press again to drop current weapon.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ScavengerDrop:
- TNT1 A 0 A_JumpIfInventory("RLWeaponDrop",1,"WeaponDropConfirm")
- TNT1 A 0 A_GiveInventory("RLWeaponDrop",1)
- TNT1 A 0 A_Print("Press again to drop current weapon.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ArmorDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLEquippingArmor",1)
- TNT1 A 0 A_TakeInventory("RLArmorInInventory",1)
- TNT1 A 0 A_JumpIfInventory("RLGreenArmorPickup",1,"GreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBlueArmorPickup",1,"BlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLRedArmorPickup",1,"RedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBallisticGreenArmorPickup",1,"BallisticGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBallisticBlueArmorPickup",1,"BallisticBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBallisticRedArmorPickup",1,"BallisticRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLCerberusArmorPickup",1,"CerberusArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoGreenArmorPickup",1,"CybernanoGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoBlueArmorPickup",1,"CybernanoBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoRedArmorPickup",1,"CybernanoRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireproofGreenArmorPickup",1,"FireproofGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireproofBlueArmorPickup",1,"FireproofBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireproofRedArmorPickup",1,"FireproofRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireShieldArmorPickup",1,"FireShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberGreenArmorPickup",1,"NanofiberGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberBlueArmorPickup",1,"NanofiberBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberRedArmorPickup",1,"NanofiberRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinGreenArmorPickup",1,"NanofiberSkinGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinBlueArmorPickup",1,"NanofiberSkinBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinRedArmorPickup",1,"NanofiberSkinRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLTowerShieldArmorPickup",1,"TowerShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLPowerGreenArmorPickup",1,"PowerGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLPowerBlueArmorPickup",1,"PowerBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLPowerRedArmorPickup",1,"PowerRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorPickup",1,"TacticalArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorPickup",1,"BallisticShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBallisticVestArmorPickup",1,"BallisticVestArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBulletProofVestArmorPickup",1,"BulletProofVestArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLDuelistArmorPickup",1,"DuelistArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldedVestArmorPickup",1,"EnergyShieldedVestArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorPickup",1,"EnergyShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLGothicArmorPickup",1,"GothicArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLMedicalArmorPickup",1,"MedicalArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftArmorPickup",1,"PhaseshiftArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorPickup",1,"PlasmaShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOnyxArmorPickup",1,"OnyxArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBerserkerArmorPickup",1,"BerserkerArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorPickup",1,"CyberneticArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLLavaArmorPickup",1,"LavaArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLMaleksArmorPickup",1,"MaleksArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorPickup",1,"MedicalPowerArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorPickup",1,"NecroArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLShieldedArmorPickup",1,"ShieldedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLAngelicArmorPickup",1,"AngelicArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModGreenArmorPickup",1,"OModGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModBlueArmorPickup",1,"OModBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModRedArmorPickup",1,"OModRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModBallisticVestArmorPickup",1,"OModBallisticVestArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModBulletProofVestArmorPickup",1,"OModBulletProofVestArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModDuelistArmorPickup",1,"OModDuelistArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModEnergyShieldedVestArmorPickup",1,"OModEnergyShieldedVestArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModGothicArmorPickup",1,"OModGothicArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorPickup",1,"OModMedicalArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModPhaseshiftArmorPickup",1,"OModPhaseshiftArmorDrop")
- //Whoo new stuff
- TNT1 A 0 A_JumpIfInventory("RLAblativeGreenArmorPickup",1,"AblativeGreenArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLAblativeBlueArmorPickup",1,"AblativeBlueArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLAblativeRedArmorPickup",1,"AblativeRedArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorPickup",1,"RechargeableEnergyShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOverchargeSystemArmorPickup",1,"OverchargeSystemArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLCyberwarriorArmorPickup",1,"CyberwarriorArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLRepulsionWaveSuitArmorPickup",1,"RepulsionWaveSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorPickup",1,"SurvivalMediArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorPickup",1,"EnergyDischargeHarnessArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLPrototypeAssaultShieldArmorPickup",1,"PrototypeAssaultShieldArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLJetpackArmorPickup",1,"JetpackArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorPickup",1,"BerserkPowersuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorPickup1",1,"BerserkPowersuitArmorDrop1")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorPickup2",1,"BerserkPowersuitArmorDrop2")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorPickup3",1,"BerserkPowersuitArmorDrop3")
- TNT1 A 0 A_JumpIfInventory("RLGeosGoldenGauntletArmorPickup",1,"GeosGoldenGauntletArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLSoulshatterArmorPickup",1,"SoulshatterArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLDemonicCarapaceArmorPickup",1,"DemonicCarapaceArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorPickup",1,"NanoAblativeArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLWildWeaselPeacekeeperArmorPickup",1,"WildWeaselPeacekeeperArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLXaserPowerArmorPickup",1,"XaserPowerArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLBlazingPhoenixDeviceSuitArmorPickup",1,"BlazingPhoenixDeviceSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLKateMatterstormHarnessArmorPickup",1,"KateMatterstormHarnessArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLZeroDiamondAssaultforceArmorPickup",1,"ZeroDiamondAssaultforceArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLKyleTeslaboltArmorPickup",1,"KyleTeslaboltArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLRyanCordellPsychicAmplifierSuitArmorPickup",1,"RyanCordellPsychicAmplifierSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLTerminusEst13BattlesuitArmorPickup",1,"TerminusEst13BattlesuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCommandArmorPickup",1,"RoystensCommandArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeSuitArmorPickup",1,"SoloOperativeSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastplateArmorPickup",1,"TorgueBlastplateArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLFrontlineEngineerSuitArmorPickup",1,"FrontlineEngineerSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLTacticalAssemblerSuitArmorPickup",1,"TacticalAssemblerSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNuclearArmorPickup",1,"NuclearArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerArmorPickup",1,"NuclearPowerArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorPickup",1,"TheBeeArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorPickup",1,"ReactiveShieldSystemArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLChronotrooperArmorPickup",1,"ChronotrooperArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModCyberwarriorArmorPickup",1,"OModCyberwarriorArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModRepulsionWaveSuitArmorPickup",1,"OModRepulsionWaveSuitArmorDrop")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorPickup",1,"OModSurvivalMediArmorDrop")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cjSecurity Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cjCombat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- RedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cjCommando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BallisticGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBallisticGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBallisticGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvBallistic Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BallisticBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBallisticBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBallisticBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvBallistic Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BallisticRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBallisticRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBallisticRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvBallistic Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CerberusArmorDrop:
- TNT1 A 0 A_TakeInventory("RLCerberusArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCerberusArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvCerberus Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CybernanoGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLCybernanoGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCybernanoGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvCybernano Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CybernanoBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLCybernanoBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCybernanoBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvCybernano Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CybernanoRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLCybernanoRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCybernanoRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvCybernano Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireproofGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLFireproofGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireproofGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireproof Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireproofBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLFireproofBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireproofBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireproof Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireproofRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLFireproofRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireproofRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireproof Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLFireShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireshield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanofiberGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanofiberGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanofiberGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvNanofiber Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanofiberBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanofiberBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanofiberBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvNanofiber Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanofiberRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanofiberRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanofiberRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvNanofiber Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanofiberSkinGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanofiberSkinGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvNanofiber Skin Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanofiberSkinBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanofiberSkinBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvNanofiber Skin Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanofiberSkinRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanofiberSkinRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvNanofiber Skin Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TowerShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLTowerShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTowerShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvTower Shield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PowerGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLPowerGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPowerGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvPowered Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PowerBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLPowerBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPowerBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvPowered Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PowerRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLPowerRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPowerRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvPowered Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TacticalArmorDrop:
- TNT1 A 0 A_TakeInventory("RLTacticalArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTacticalArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvTactical Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BallisticShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBallisticShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBallisticShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctBallistic Shield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BallisticVestArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBallisticVestArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBallisticVestArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctBallistic Vest.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BulletProofVestArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBulletProofVestArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBulletProofVestArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctBullet-proof Vest.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- DuelistArmorDrop:
- TNT1 A 0 A_TakeInventory("RLDuelistArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLDuelistArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctDuelist Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnergyShieldedVestArmorDrop:
- TNT1 A 0 A_TakeInventory("RLEnergyShieldedVestArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnergyShieldedVestArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctEnergy-Shielded Vest.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnergyShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLEnergyShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnergyShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctEnergy Shield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GothicArmorDrop:
- TNT1 A 0 A_TakeInventory("RLGothicArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGothicArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctGothic Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- MedicalArmorDrop:
- TNT1 A 0 A_TakeInventory("RLMedicalArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLMedicalArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctMedical Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PhaseshiftArmorDrop:
- TNT1 A 0 A_TakeInventory("RLPhaseshiftArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPhaseshiftArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctPhaseshift Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PlasmaShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLPlasmaShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPlasmaShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctPlasma Shield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OnyxArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOnyxArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOnyxArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctOnyx Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BerserkerArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBerserkerArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBerserkerArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdBerserker Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CyberneticArmorDrop:
- TNT1 A 0 A_TakeInventory("RLCyberneticArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCyberneticArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdCybernetic Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- LavaArmorDrop:
- TNT1 A 0 A_TakeInventory("RLLavaArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLLavaArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdLava Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- MaleksArmorDrop:
- TNT1 A 0 A_TakeInventory("RLMaleksArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLMaleksArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped \cdMalek's Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- MedicalPowerArmorDrop:
- TNT1 A 0 A_TakeInventory("RLMedicalPowerArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLMedicalPowerArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdMedical Powerarmor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NecroArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNecroArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNecroArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdNecroarmor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ShieldedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLShieldedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLShieldedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdShielded Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AngelicArmorDrop:
- TNT1 A 0 A_TakeInventory("RLAngelicArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAngelicArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ckAngelic Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuSecurity Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuCombat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuCommando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModBallisticVestArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModBallisticVestArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModBallisticVestArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuBallistic Vest.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModBulletProofVestArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModBulletProofVestArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModBulletProofVestArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuBullet-proof Vest.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModDuelistArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModDuelistArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModDuelistArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuDuelist Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModEnergyShieldedVestArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModEnergyShieldedVestArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModEnergyShieldedVestArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuEnergy-Shielded Vest.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModGothicArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModGothicArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModGothicArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuGothic Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModMedicalArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModMedicalArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModMedicalArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuMedical Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModPhaseshiftArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModPhaseshiftArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModPhaseshiftArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuPhaseshift Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- // So much goddamn work
- AblativeGreenArmorDrop:
- TNT1 A 0 A_TakeInventory("RLAblativeGreenArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAblativeGreenArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvAblative Security Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AblativeBlueArmorDrop:
- TNT1 A 0 A_TakeInventory("RLAblativeBlueArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAblativeBlueArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvAblative Combat Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AblativeRedArmorDrop:
- TNT1 A 0 A_TakeInventory("RLAblativeRedArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAblativeRedArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvAblative Commando Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- RechargeableEnergyShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLRechargeableEnergyShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLRechargeableEnergyShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctRechargeable Energy Shield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OverchargeSystemArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOverchargeSystemArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOverchargeSystemArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctOvercharge System.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CyberwarriorArmorDrop:
- TNT1 A 0 A_TakeInventory("RLCyberwarriorArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCyberwarriorArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctCyberwarrior Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- RepulsionWaveSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLRepulsionWaveSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLRepulsionWaveSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctRepulsion Wave Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- SurvivalMediArmorDrop:
- TNT1 A 0 A_TakeInventory("RLSurvivalMediArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLSurvivalMediArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctSurvival Mediarmor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnergyDischargeHarnessArmorDrop:
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnergyDischargeHarnessArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdEnergy Discharge Harness.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PrototypeAssaultShieldArmorDrop:
- TNT1 A 0 A_TakeInventory("RLPrototypeAssaultShieldArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPrototypeAssaultShieldArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdPrototype Assault Shield.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- JetpackArmorDrop:
- TNT1 A 0 A_TakeInventory("RLJetpackArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLJetpackArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdJetpack.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BerserkPowersuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBerserkPowersuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdBerserk Powersuit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BerserkPowersuitArmorDrop1:
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorPickup1",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBerserkPowersuitArmor1",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdBerserk Powersuit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BerserkPowersuitArmorDrop2:
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorPickup2",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBerserkPowersuitArmor2",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdBerserk Powersuit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BerserkPowersuitArmorDrop3:
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorPickup3",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBerserkPowersuitArmor3",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdBerserk Powersuit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GeosGoldenGauntletArmorDrop:
- TNT1 A 0 A_TakeInventory("RLGeosGoldenGauntletArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGeosGoldenGauntletArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped \cdGeo's Golden Gauntlet.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- SoulshatterArmorDrop:
- TNT1 A 0 A_TakeInventory("RLSoulshatterArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLSoulshatterArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdSoulshatter Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- DemonicCarapaceArmorDrop:
- TNT1 A 0 A_TakeInventory("RLDemonicCarapaceArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLDemonicCarapaceArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdDemonic Carapace.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanoAblativeArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNanoAblativeArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanoAblativeArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdNano Ablative Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- WildWeaselPeacekeeperArmorDrop:
- TNT1 A 0 A_TakeInventory("RLWildWeaselPeacekeeperArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLWildWeaselPeacekeeperArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdWW-41 Peacekeeper Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- XaserPowerArmorDrop:
- TNT1 A 0 A_TakeInventory("RLXaserPowerArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLXaserPowerArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdXaser Inc. Powerarmor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BlazingPhoenixDeviceSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLBlazingPhoenixDeviceSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBlazingPhoenixDeviceSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdPhoenix-B Device Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- KateMatterstormHarnessArmorDrop:
- TNT1 A 0 A_TakeInventory("RLKateMatterstormHarnessArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLKateMatterstormHarnessArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdK-8 Matterstorm Harness.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ZeroDiamondAssaultforceArmorDrop:
- TNT1 A 0 A_TakeInventory("RLZeroDiamondAssaultforceArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLZeroDiamondAssaultforceArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cd0D-1a Assaultforce Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- KyleTeslaboltArmorDrop:
- TNT1 A 0 A_TakeInventory("RLKyleTeslaboltArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLKyleTeslaboltArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdK1-L3 Teslabolt Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- RyanCordellPsychicAmplifierSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLRyanCordellPsychicAmplifierSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLRyanCordellPsychicAmplifierSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdR11-n Psychic Amplifier Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TerminusEst13BattlesuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLTerminusEst13BattlesuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTerminusEst13BattlesuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdTerminus Battlesuit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- RoystensCommandArmorDrop:
- TNT1 A 0 A_TakeInventory("RLRoystensCommandArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLRoystensCommandArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdRoysten's Command Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- SoloOperativeSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLSoloOperativeSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLSoloOperativeSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdSolo Operative Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TorgueBlastplateArmorDrop:
- TNT1 A 0 A_TakeInventory("RLTorgueBlastplateArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTorgueBlastplateArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdTorgue Blastplate Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FrontlineEngineerSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLFrontlineEngineerSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFrontlineEngineerSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdFrontline Engineer Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TacticalAssemblerSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLTacticalAssemblerSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTacticalAssemblerSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdTactical Assembler Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NuclearArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNuclearArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNuclearArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctNuclear Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NuclearPowerArmorDrop:
- TNT1 A 0 A_TakeInventory("RLNuclearPowerArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNuclearPowerArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdNuclear Powerarmor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TheBeeArmorDrop:
- TNT1 A 0 A_TakeInventory("RLTheBeeArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTheBeeArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped \ckThe Bee.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ReactiveShieldSystemArmorDrop:
- TNT1 A 0 A_TakeInventory("RLReactiveShieldSystemArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLReactiveShieldSystemArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ckReactive Shield System.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ChronotrooperArmorDrop:
- TNT1 A 0 A_TakeInventory("RLChronotrooperArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLChronotrooperArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ckChronotrooper Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModCyberwarriorArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModCyberwarriorArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModCyberwarriorArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuCyberwarrior Armor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModRepulsionWaveSuitArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModRepulsionWaveSuitArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModRepulsionWaveSuitArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuRepulsion Wave Suit.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OModSurvivalMediArmorDrop:
- TNT1 A 0 A_TakeInventory("RLOModSurvivalMediArmorPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOModSurvivalMediArmor",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cuSurvival MediArmor.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BootsDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLEquippingBoots",1)
- TNT1 A 0 A_TakeInventory("RLBootsInInventory",1)
- TNT1 A 0 A_JumpIfInventory("RLSteelBootsPickup",1,"SteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLProtectiveBootsPickup",1,"ProtectiveBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLPlasteelBootsPickup",1,"PlasteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLAntigravSteelBootsPickup",1,"AntigravSteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLAntigravProtectiveBootsPickup",1,"AntigravProtectiveBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLAntigravPlasteelBootsPickup",1,"AntigravPlasteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsPickup",1,"EnviromentalSteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsPickup",1,"EnviromentalProtectiveBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsPickup",1,"EnviromentalPlasteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireproofSteelBootsPickup",1,"FireproofSteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireproofProtectiveBootsPickup",1,"FireproofProtectiveBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLFireproofPlasteelBootsPickup",1,"FireproofPlasteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingSteelBootsPickup",1,"GrapplingSteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingProtectiveBootsPickup",1,"GrapplingProtectiveBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingPlasteelBootsPickup",1,"GrapplingPlasteelBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsPickup",1,"CerberusBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLTacticalBootsPickup",1,"TacticalBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLLavaBootsPickup",1,"LavaBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLAcidProofBootsPickup",1,"AcidProofBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsPickup",1,"GothicBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsPickup",1,"PhaseshiftBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsPickup",1,"EnviroBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsPickup",1,"NyarlaptotepsBootsDrop")
- // i herd u liek updaets
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsPickup",1,"ShockwaveBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLLeonidasBootsPickup",1,"LeonidasBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsPickup",1,"DemonicBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCombatBootsPickup",1,"RoystensCombatBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeBootsPickup",1,"SoloOperativeBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsPickup",1,"TorgueBlastBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLFrontlineEngineerBootsPickup",1,"FrontlineEngineerBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLTacticalAssemblerBootsPickup",1,"TacticalAssemblerBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsPickup",1,"NuclearPowerBootsDrop")
- TNT1 A 0 A_JumpIfInventory("RLAngelicBootsPickup",1,"AngelicBootsDrop")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- SteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLSteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLSteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cjSteel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ProtectiveBootsDrop:
- TNT1 A 0 A_TakeInventory("RLProtectiveBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLProtectiveBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cjProtective Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PlasteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLPlasteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPlasteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cjPlasteel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AntigravSteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLAntigravSteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAntigravSteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvAntigrav Steel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AntigravProtectiveBootsDrop:
- TNT1 A 0 A_TakeInventory("RLAntigravProtectiveBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAntigravProtectiveBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvAntigrav Protective Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AntigravPlasteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLAntigravPlasteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAntigravPlasteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvAntigrav Plasteel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnviromentalSteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLEnviromentalSteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnviromentalSteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvEnvironmental Steel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnviromentalProtectiveBootsDrop:
- TNT1 A 0 A_TakeInventory("RLEnviromentalProtectiveBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnviromentalProtectiveBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvEnvironmental Protective Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnviromentalPlasteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLEnviromentalPlasteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnviromentalPlasteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvEnvironmental Plasteel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireproofSteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLFireproofSteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireproofSteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireproof Steel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireproofProtectiveBootsDrop:
- TNT1 A 0 A_TakeInventory("RLFireproofProtectiveBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireproofProtectiveBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireproof Protective Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FireproofPlasteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLFireproofPlasteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFireproofPlasteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvFireproof Plasteel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GrapplingSteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLGrapplingSteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGrapplingSteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvGrappling Steel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GrapplingProtectiveBootsDrop:
- TNT1 A 0 A_TakeInventory("RLGrapplingProtectiveBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGrapplingProtectiveBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvGrappling Protective Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GrapplingPlasteelBootsDrop:
- TNT1 A 0 A_TakeInventory("RLGrapplingPlasteelBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGrapplingPlasteelBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvGrappling Plasteel Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- CerberusBootsDrop:
- TNT1 A 0 A_TakeInventory("RLCerberusBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLCerberusBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvCerberus Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TacticalBootsDrop:
- TNT1 A 0 A_TakeInventory("RLTacticalBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTacticalBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cvTactical Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- LavaBootsDrop:
- TNT1 A 0 A_TakeInventory("RLLavaBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLLavaBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdLava Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AcidProofBootsDrop:
- TNT1 A 0 A_TakeInventory("RLAcidProofBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAcidProofBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctAcid-proof Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- GothicBootsDrop:
- TNT1 A 0 A_TakeInventory("RLGothicBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLGothicBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctGothic Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PhaseshiftBootsDrop:
- TNT1 A 0 A_TakeInventory("RLPhaseshiftBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPhaseshiftBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctPhaseshift Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- EnviroBootsDrop:
- TNT1 A 0 A_TakeInventory("RLEnviroBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLEnviroBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdEnviroboots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NyarlaptotepsBootsDrop:
- TNT1 A 0 A_TakeInventory("RLNyarlaptotepsBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNyarlaptotepsBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped \cdNyarlaptotep's Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- // I ran out of random crap to write here a while back
- ShockwaveBootsDrop:
- TNT1 A 0 A_TakeInventory("RLShockwaveBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLShockwaveBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ctShockwave Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- LeonidasBootsDrop:
- TNT1 A 0 A_TakeInventory("RLLeonidasBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLLeonidasBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped \cdLeonidas' Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- DemonicBootsDrop:
- TNT1 A 0 A_TakeInventory("RLDemonicBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLDemonicBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdDemonic Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- RoystensCombatBootsDrop:
- TNT1 A 0 A_TakeInventory("RLRoystensCombatBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLRoystensCombatBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped \cdRoysten's Combat Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- SoloOperativeBootsDrop:
- TNT1 A 0 A_TakeInventory("RLSoloOperativeBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLSoloOperativeBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdSolo Operative Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TorgueBlastBootsDrop:
- TNT1 A 0 A_TakeInventory("RLTorgueBlastBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTorgueBlastBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdTorgue Blastboots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FrontlineEngineerBootsDrop:
- TNT1 A 0 A_TakeInventory("RLFrontlineEngineerBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFrontlineEngineerBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdFrontline Engineer Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TacticalAssemblerBootsDrop:
- TNT1 A 0 A_TakeInventory("RLTacticalAssemblerBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTacticalAssemblerBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdTactical Assembler Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NuclearPowerBootsDrop:
- TNT1 A 0 A_TakeInventory("RLNuclearPowerBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNuclearPowerBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \cdNuclear Powerboots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AngelicBootsDrop:
- TNT1 A 0 A_TakeInventory("RLAngelicBootsPickup",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAngelicBoots",0,0,0)
- TNT1 A 0 A_Print("Dropped the \ckAngelic Boots.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ArmorModDrop:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLArmorModItemRed",1,"ArmorModDropRed")
- TNT1 A 0 A_JumpIfInventory("RLArmorModItemBlue",1,"ArmorModDropBlue")
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemActivate",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemInInventory",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLArmorModItem",0,0,0)
- TNT1 A 0 A_TakeInventory("RLArmorModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ArmorModDropBlue:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemActivate",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemInInventory",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLArmorModItemBlue",0,0,0)
- TNT1 A 0 A_TakeInventory("RLArmorModItemBlue",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ArmorModDropRed:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemActivate",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemInInventory",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLArmorModItemRed",0,0,0)
- TNT1 A 0 A_TakeInventory("RLArmorModItemRed",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- OnyxDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseOnyxMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLOnyxMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLOnyxModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- BulkDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseBulkMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLBulkMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLBulkModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- PowerDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUsePowerMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLPowerMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLPowerModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- AgilityDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseAgilityMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLAgilityMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLAgilityModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- TechnicalDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseTechnicalMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLTechnicalMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLTechnicalModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- NanoDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseNanoMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLNanoMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLNanoModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- FirestormDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseFirestormMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLFirestormMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLFirestormModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- SniperDrop:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("RLWeaponDrop",1)
- TNT1 A 0 A_TakeInventory("RLUseSniperMod",1)
- TNT1 A 0 A_JumpIfInventory("RLScavengerPerk",1,2)
- TNT1 A 0 A_Jump(256,3)
- TNT1 A 0 A_TakeInventory("RLScavengerModLimit",1)
- TNT1 A 0 A_Jump(256,2)
- TNT1 A 0 A_TakeInventory("RLModLimit",1)
- TNT1 A 0 A_FireCustomMissile("DroppedRLSniperMod",0,0,0)
- TNT1 A 0 A_TakeInventory("RLSniperModItem",1)
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- Select:
- TNT1 A 0 A_StopSound(6)
- TNT1 A 0 A_TakeInventory("RLStandardWeaponToken", 1)
- TNT1 A 0 A_TakeInventory("RLAssembledWeaponToken", 1)
- TNT1 A 0 A_TakeInventory("RLExoticWeaponToken", 1)
- TNT1 A 0 A_TakeInventory("RLUniqueWeaponToken", 1)
- TNT1 A 0 A_TakeInventory("RLLegendaryWeaponToken", 1)
- TNT1 A 0 A_TakeInventory("RLFistSelected", 1)
- TNT1 A 0 A_TakeInventory("RLChainsawSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLCombatShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDoubleShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLRocketLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBFG9000Selected", 1)
- TNT1 A 0 A_TakeInventory("RLBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLCombatPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDesertEagleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLSuperShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLTristarBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLCombatTranslocatorSelected", 1)
- TNT1 A 0 A_TakeInventory("RLMinigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLMissileLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNapalmLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLLaserRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNuclearPlasmaPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNuclearPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNuclearBFG9000Selected", 1)
- TNT1 A 0 A_TakeInventory("RLUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBattleRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLJackhammerSelected", 1)
- TNT1 A 0 A_TakeInventory("RLRailgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLMysteriousMagnumSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBFG10KSelected", 1)
- TNT1 A 0 A_TakeInventory("RLUnknownHeraldSelected", 1)
- TNT1 A 0 A_TakeInventory("RLFragShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLQuadShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLLightweaverSelected", 1)
- TNT1 A 0 A_TakeInventory("RLTrigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLGrammatonClericBerettaSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAntiFreakJackalSelected", 1)
- TNT1 A 0 A_TakeInventory("RLTantrumCannonSelected", 1)
- TNT1 A 0 A_TakeInventory("RLRevenantsLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNullPointerSelected", 1)
- TNT1 A 0 A_TakeInventory("RLParticleBeamCannonSelected", 1)
- TNT1 A 0 A_TakeInventory("RLSteelBeastSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaRedirectionCannonSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHellsReignSelected", 1)
- TNT1 A 0 A_TakeInventory("RLSussGunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLJudgeOfTheDeadSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHurricaneCannonSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNeuralStunnerSelected", 1)
- TNT1 A 0 A_TakeInventory("RLRealityDistortionArraySelected", 1)
- TNT1 A 0 A_TakeInventory("RLBaronBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLSilencedPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLShredderPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLSpeedloaderPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLElephantGunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLGatlingGunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLMicroLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLTacticalShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHeavyShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHeavyDoubleShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerBFG9000Selected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerCombatPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerDesertEagleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerTristarBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerMinigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerLaserRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerNuclearPlasmaPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerNuclearPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerNuclearBFG9000Selected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHighPowerBattleRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaticShrapnelShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaticShrapnelCombatShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaticShrapnelDoubleShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaticShrapnelSuperShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaticShrapnelAssaultShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaticShrapnelPlasmaShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDoubleChainsawSelected", 1)
- TNT1 A 0 A_TakeInventory("RLTacticalRocketLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLStormPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLStormCombatPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLStormNuclearPlasmaPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLStormUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLStormDesertEagleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLStormBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLCombatPlasmaPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLSuperchargedNuclearPlasmaPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaDesertEagleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLOverchargedBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLVBFG9000Selected", 1)
- TNT1 A 0 A_TakeInventory("RLNuclearVBFG9000Selected", 1)
- TNT1 A 0 A_TakeInventory("RLFocusedDoubleShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLHyperblasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAutoshotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAutoDoubleShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBulletstormChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLMiniMissilePistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaRifleMkIISelected", 1)
- TNT1 A 0 A_TakeInventory("RLGrenadeLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRifleChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRiflePlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRifleMinigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRifleLaserRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRifleNuclearPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRifleUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAssaultRifleBattleRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonMinigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonLaserRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonNuclearPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBurstCannonBattleRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoShrapnelShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoShrapnelCombatShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoShrapnelDoubleShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoShrapnelSuperShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoShrapnelAssaultShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoShrapnelPlasmaShotgunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLRipperSelected", 1)
- TNT1 A 0 A_TakeInventory("RLBiggestFuckingGunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNuclearBiggestFuckingGunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLMotherInLawSelected", 1)
- TNT1 A 0 A_TakeInventory("RLAutocannonSelected", 1)
- TNT1 A 0 A_TakeInventory("RLPlasmaRefractorSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoRocketLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoPlasmaRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoCombatPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoDesertEagleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoTristarBlasterSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoMinigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoMissileLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoNapalmLauncherSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoLaserRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLNanoManufactureAmmoBattleRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoChaingunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoCombatPistolSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoDesertEagleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoMinigunSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoUziSelected", 1)
- TNT1 A 0 A_TakeInventory("RLDemolitionAmmoBattleRifleSelected", 1)
- TNT1 A 0 A_TakeInventory("RLEquippingArmor", 1)
- TNT1 A 0 A_TakeInventory("RLUnequippingArmor", 1)
- TNT1 A 0 A_TakeInventory("RLEquippingBoots", 1)
- TNT1 A 0 A_TakeInventory("RLUnequippingBoots", 1)
- TNT1 A 0 A_TakeInventory("RLArmorSpecialConfirm", 1)
- TNT1 A 0 A_TakeInventory("RLCyberneticArmorModdingConfirm", 1)
- TNT1 A 0 A_Jump(256, "SelectSetWeapon")
- Goto SelectSetWeapon
- ArmorModConversion:
- TNT1 A 0 A_JumpIfInventory("RLArmorModItemBlue",1, "ArmorModConversionBlue")
- TNT1 A 0 A_JumpIfInventory("RLArmorModItemRed",1, "ArmorModConversionRed")
- TNT1 A 0 A_TakeInventory("RLArmorModItemActivate",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemInInventory",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItem",1)
- TNT1 A 0 A_GiveInventory("RLArmorModItemBlue",1)
- TNT1 A 0 A_PlaySound("hud/assemblyconfirm", 5)
- TNT1 A 0 A_Print("Armor Mod converted to \chCombat \c-Mode.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ArmorModConversionBlue:
- TNT1 A 0 A_TakeInventory("RLArmorModItemActivate",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemInInventory",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemBlue",1)
- TNT1 A 0 A_GiveInventory("RLArmorModItemRed",1)
- TNT1 A 0 A_PlaySound("hud/assemblyconfirm", 5)
- TNT1 A 0 A_Print("Armor Mod converted to \cgCommando \c-Mode.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- ArmorModConversionRed:
- TNT1 A 0 A_TakeInventory("RLArmorModItemActivate",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemInInventory",1)
- TNT1 A 0 A_TakeInventory("RLArmorModItemRed",1)
- TNT1 A 0 A_GiveInventory("RLArmorModItem",1)
- TNT1 A 0 A_PlaySound("hud/assemblyconfirm", 5)
- TNT1 A 0 A_Print("Armor Mod converted to \cdSecurity \c-Mode.")
- TNT1 A 0 A_Jump(256, "AfterModDrop")
- Goto AfterModDrop
- }
- }
- //-------------------------------------------------------------------
- // IMPORTANT THINGAMATHINGS
- Actor RLWeaponLimit : Inventory
- {
- inventory.maxamount 6 // Change this value to alter max weapon amount
- }
- Actor RLModLimit : Inventory
- {
- inventory.maxamount 4 // Change this value to break everything ever, you dastardly rogue you
- }
- Actor RLScavengerModLimit : Inventory
- {
- inventory.maxamount 8 // Technicians friggin love these things, man
- }
- Actor RLWeaponDrop : Inventory
- {
- inventory.maxamount 1 // For fumbling purposes only
- }
- Actor RLScavengerDrop : Inventory
- {
- inventory.maxamount 1 // For purposeful fumbling
- }
- Actor RLAmmochainPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Rapidfire weapons use less ammo
- }
- Actor RLSharpshooterPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Pistols always do max damage
- }
- Actor RLScavengerPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Can turn dropped weapons into modpacks
- }
- Actor RLShellshockPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Shotguns shoot 50% more pellets
- }
- Actor RLBerserkerPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Goes berserk when attacked or attacking in melee enough
- }
- Actor RLFireangelPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Immunity to AOE damage
- }
- Actor RLFirstToAidPerk : Inventory
- {
- +INVENTORY.UNDROPPABLE
- +INVENTORY.UNTOSSABLE
- inventory.maxamount 1 // Can carry up to 5 Medikits around and drop them
- }
- Actor RLStandardWeaponToken : Inventory
- {
- inventory.maxamount 1 // Indicates to the HUD that this is a standard Doom weapon
- }
- Actor RLAssembledWeaponToken : Inventory
- {
- inventory.maxamount 1 // Indicates to the HUD that this is a weapon assembled from another
- }
- Actor RLExoticWeaponToken : Inventory
- {
- inventory.maxamount 1 // Indicates to the HUD that this is a rare and interesting weapon
- }
- Actor RLUniqueWeaponToken : Inventory
- {
- inventory.maxamount 1 // Indicates to the HUD that this is a super awesome gun
- }
- Actor RLLegendaryWeaponToken : Inventory
- {
- inventory.maxamount 1 // Indicates to the HUD that this is the best thing evaaaar
- }
- Actor RLDeathPowerCheck : Inventory
- {
- inventory.maxamount 1 // Restores permanent powerups upon death
- }
- Actor RLDeathZombieCheck : Inventory
- {
- inventory.maxamount 1 // Turns you into a zombie
- }
- Actor RLRenegadeAssemblyCheck : Inventory
- {
- inventory.maxamount 1 // Prevents newly assembled weapons from instantly firing
- }
- Actor RLScoutMapCheck : Inventory
- {
- inventory.maxamount 1 // Gives the Scout a computer map at the start of each level
- Inventory.InterHubAmount 0
- }
- Actor RLHUDPage : Inventory
- {
- inventory.maxamount 5 // Used to switch pages of HUD menus
- }
- //-------------------------------------------------------------------
- // SET BONUSES
- Actor RLNuclearWeaponSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLNuclearWeaponSetBonusWeapon : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLNuclearWeaponSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLCerberusSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLCerberusSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLCerberusSetBonusTristarBlaster : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLCerberusSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLTacticalSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLTacticalSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLTacticalSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLLavaSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLLavaSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLLavaSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLGothicSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLGothicSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLGothicSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLPhaseshiftSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLPhaseshiftSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLPhaseshiftSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLInquisitorsSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLInquisitorsSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLInquisitorsSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLDeathFromAboveSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLDeathFromAboveSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLDeathFromAboveSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLDemonicSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLDemonicSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLDemonicSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLRoystenSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLRoystenSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLRoystenSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLArchitectSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLArchitectSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLArchitectSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLTorgueSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLTorgueSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLTorgueSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLSentrySentinelSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLSentrySentinelSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLSentrySentinelSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLSensibleStrategistSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLSensibleStrategistSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLSensibleStrategistSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLEnclaveSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLEnclaveSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLEnclaveSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLAngelicAttireSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLAngelicAttireSetBonusBoots : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLAngelicAttireSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLRainbowSetBonusArmor : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLRainbowSetBonusWeapon : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLRainbowSetBonusActive : Inventory
- {
- inventory.maxamount 1
- }
- actor PowerRLTacticalSetBonusProtection : PowerProtection
- {
- inventory.icon ""
- Powerup.Duration -0x7FFFFFFF
- +INVENTORY.PERSISTENTPOWER
- +NORADIUSDMG
- DamageFactor "Normal", 1
- }
- ACTOR PowerRLPhaseshiftSetBonusPhasing : PowerInvisibility
- {
- -SHADOW
- +GHOST
- Powerup.Duration -2
- Powerup.Strength 0
- Powerup.Mode "Fuzzy"
- }
- ACTOR PowerRLLavaSetBonusInvulnerable : PowerInvulnerable
- {
- Powerup.Duration -7
- inventory.icon ""
- Powerup.Color InverseMap
- }
- ACTOR PowerRLLavaArmorCooldown : Powerup
- {
- Powerup.Duration -30
- }
- actor PowerRLInquisitorsSetBonusProtection : PowerProtection
- {
- damagefactor "Fire", 0
- inventory.icon ""
- Powerup.Duration -0x7FFFFFFF
- +INVENTORY.PERSISTENTPOWER
- }
- actor PowerRLAngelicAttireSetBonusProtection : PowerProtection
- {
- damagefactor "Mindrape", 0
- inventory.icon ""
- Powerup.Duration -0x7FFFFFFF
- +INVENTORY.PERSISTENTPOWER
- }
- //-------------------------------------------------------------------
- // DAMAGE TYPES
- DamageType NullDamage
- {
- Factor 0
- NoArmor
- ReplaceFactor // Used for weapons that must deal no damage at a certain point.
- }
- DamageType Mysterious
- {
- Factor 1
- NoArmor
- ReplaceFactor // Used for things that must not have their damage reduced.
- }
- DamageType Piercing
- {
- Factor 1
- ReplaceFactor // Try and defend against this, beeyotch
- NoArmor
- }
- DamageType Bullet
- {
- Factor 1 // Bullet and shrapnel based damage
- }
- DamageType Plasma
- {
- Factor 1 // Zapinating based damage
- }
- //-------------------------------------------------------------------
- // MONSTER PROJECTILES
- ACTOR RLArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma
- {
- +THRUGHOST
- Alpha 0.85
- Scale 0.4
- DamageType "Plasma"
- SeeSound "weapons/heavyplasma"
- States
- {
- Spawn:
- PL2B ACBC 4 Bright
- Loop
- Death:
- TNT1 A 1 A_SetScale(1)
- APBX ABCDE 5 Bright
- Stop
- }
- }
- ACTOR RLBaronBall : BaronBall replaces BaronBall
- {
- +THRUGHOST
- DamageType "Plasma"
- }
- ACTOR RLCacodemonBall : CacodemonBall replaces CacodemonBall
- {
- +THRUGHOST
- DamageType "Plasma"
- }
- ACTOR RLDoomImpBall : DoomImpBall replaces DoomImpBall
- {
- +THRUGHOST
- DamageType "Fire"
- }
- ACTOR RLFatShot : FatShot replaces FatShot
- {
- +THRUGHOST
- DamageType "Fire"
- }
- ACTOR RLRevenantTracer : RevenantTracer replaces RevenantTracer
- {
- +THRUGHOST
- DamageType "Fire"
- }
- ACTOR RLEnemyRocket : Rocket replaces Rocket
- {
- +THRUGHOST
- DamageType "Fire"
- }
- //-------------------------------------------------------------------
- // PLAYER CLASSES
- ACTOR DoomRLMarine : PlayerPawn
- {
- Player.DisplayName "Marine"
- Player.ColorRange 112, 127
- Player.damagescreencolor Red, 0.5
- Player.viewheight 48
- Player.attackzoffset 15
- Player.Forwardmove 0.6 1.0
- Player.Sidemove 0.6 1.0
- Player.CrouchSprite "PMAR"
- Player.Face "MAR"
- Player.Portrait "P_RLMAR1"
- Player.SoundClass "Marine"
- DamageFactor "AllyDamage", 0
- Species "Player"
- PainChance 256
- Player.StartItem "RLPistol"
- Player.StartItem "RLPistolClip", 6
- Player.StartItem "RLShotgunClip", 1
- Player.StartItem "RLDoubleShotgunClip", 2
- Player.StartItem "RLCombatShotgunClip", 5
- Player.StartItem "RLChaingunClip", 40
- Player.StartItem "RLRocketLauncherClip", 1
- Player.StartItem "RLPlasmaRifleClip", 40
- Player.StartItem "RLBFG9000Clip", 100
- Player.StartItem "RLBlasterClip", 10
- Player.StartItem "RLCombatPistolClip", 15
- Player.StartItem "RLDesertEagleClip", 7
- Player.StartItem "RLAssaultShotgunClip", 6
- Player.StartItem "RLSuperShotgunClip", 2
- Player.StartItem "RLPlasmaShotgunClip", 30
- Player.StartItem "RLLaserRifleClip", 40
- Player.StartItem "RLTristarBlasterClip", 45
- Player.StartItem "RLMinigunClip", 200
- Player.StartItem "RLMissileLauncherClip", 4
- Player.StartItem "RLNuclearPlasmaPistolClip", 16
- Player.StartItem "RLNuclearPlasmaRifleClip", 24
- Player.StartItem "RLNuclearBFG9000Clip", 40
- Player.StartItem "RLNuclearBFG9000Charged", 1
- Player.StartItem "RLCombatTranslocatorClip", 60
- Player.StartItem "RLUziClip", 32
- Player.StartItem "RLBattleRifleClip", 20
- Player.StartItem "RLNapalmLauncherClip", 1
- Player.StartItem "RLJackhammerClip", 9
- Player.StartItem "RLRailgunClip", 40
- Player.StartItem "RLMysteriousMagnumClip", 6
- Player.StartItem "RLBFG10KClip", 40
- Player.StartItem "RLUnknownHeraldClip", 6
- Player.StartItem "RLFragShotgunClip", 16
- Player.StartItem "RLQuadShotgunClip", 4
- Player.StartItem "RLNullPointerClip", 60
- Player.StartItem "RLLightweaverCharge", 100
- Player.StartItem "RLTrigunClip", 6
- Player.StartItem "RLAntiFreakJackalClip", 6
- Player.StartItem "RLGrammatonClericBerettaClip", 18
- Player.StartItem "RLTantrumCannonClip", 20
- Player.StartItem "RLRevenantsLauncherClip", 2
- Player.StartItem "RLParticleBeamCannonClip", 90
- Player.StartItem "RLPlasmaRedirectionCannonClip", 50
- Player.StartItem "RLSteelBeastClip", 1
- Player.StartItem "RLHellsReignClip", 20
- Player.StartItem "RLJudgeOfTheDeadClip", 2
- Player.StartItem "RLHurricaneCannonClip", 20
- Player.StartItem "RLBaronBlasterClip", 1
- Player.StartItem "RLRealityDistortionArrayClip", 100
- Player.StartItem "RLSilencedPistolClip", 6
- Player.StartItem "RLShredderPistolClip", 7
- Player.StartItem "RLSpeedloaderPistolClip", 6
- Player.StartItem "RLElephantGunClip", 1
- Player.StartItem "RLGatlingGunClip", 90
- Player.StartItem "RLMicroLauncherClip", 1
- Player.StartItem "RLTacticalShotgunClip", 5
- Player.StartItem "RLHeavyShotgunClip", 1
- Player.StartItem "RLHeavyDoubleShotgunClip", 2
- Player.StartItem "RLHighPowerPistolClip", 4
- Player.StartItem "RLHighPowerChaingunClip", 26
- Player.StartItem "RLHighPowerPlasmaRifleClip", 26
- Player.StartItem "RLHighPowerBFG9000Clip", 65
- Player.StartItem "RLHighPowerBlasterClip", 6
- Player.StartItem "RLHighPowerCombatPistolClip", 10
- Player.StartItem "RLHighPowerDesertEagleClip", 5
- Player.StartItem "RLHighPowerTristarBlasterClip", 30
- Player.StartItem "RLHighPowerMinigunClip", 130
- Player.StartItem "RLHighPowerLaserRifleClip", 26
- Player.StartItem "RLHighPowerNuclearPlasmaPistolClip", 10
- Player.StartItem "RLHighPowerNuclearPlasmaRifleClip", 16
- Player.StartItem "RLHighPowerNuclearBFG9000Clip", 26
- Player.StartItem "RLHighPowerUziClip", 21
- Player.StartItem "RLHighPowerBattleRifleClip", 13
- Player.StartItem "RLPlasmaticShrapnelShotgunClip", 1
- Player.StartItem "RLPlasmaticShrapnelCombatShotgunClip", 5
- Player.StartItem "RLPlasmaticShrapnelDoubleShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelSuperShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelAssaultShotgunClip", 6
- Player.StartItem "RLPlasmaticShrapnelPlasmaShotgunClip", 30
- Player.StartItem "RLTacticalRocketLauncherClip", 5
- Player.StartItem "RLStormPistolClip", 9
- Player.StartItem "RLStormCombatPistolClip", 22
- Player.StartItem "RLStormDesertEagleClip", 11
- Player.StartItem "RLStormUziClip", 64
- Player.StartItem "RLStormBlasterClip", 15
- Player.StartItem "RLStormNuclearPlasmaPistolClip", 24
- Player.StartItem "RLPlasmaPistolClip", 6
- Player.StartItem "RLCombatPlasmaPistolClip", 15
- Player.StartItem "RLPlasmaDesertEagleClip", 7
- Player.StartItem "RLPlasmaUziClip", 32
- Player.StartItem "RLSuperchargedNuclearPlasmaPistolClip", 8
- Player.StartItem "RLVBFG9000Clip", 150
- Player.StartItem "RLNuclearVBFG9000Clip", 60
- Player.StartItem "RLNuclearVBFG9000Charged", 1
- Player.StartItem "RLFocusedDoubleShotgunClip", 2
- Player.StartItem "RLHyperblasterClip", 40
- Player.StartItem "RLAutoshotgunClip", 20
- Player.StartItem "RLAutoDoubleShotgunClip", 20
- Player.StartItem "RLMiniMissilePistolClip", 6
- Player.StartItem "RLPlasmaRifleMkIIClip", 100
- Player.StartItem "RLGrenadeLauncherClip", 1
- Player.StartItem "RLAssaultRifleChaingunClip", 40
- Player.StartItem "RLAssaultRiflePlasmaRifleClip", 40
- Player.StartItem "RLAssaultRifleMinigunClip", 200
- Player.StartItem "RLAssaultRifleLaserRifleClip", 40
- Player.StartItem "RLAssaultRifleNuclearPlasmaRifleClip", 24
- Player.StartItem "RLAssaultRifleUziClip", 32
- Player.StartItem "RLAssaultRifleBattleRifleClip", 20
- Player.StartItem "RLBurstCannonChaingunClip", 80
- Player.StartItem "RLBurstCannonPlasmaRifleClip", 80
- Player.StartItem "RLBurstCannonMinigunClip", 400
- Player.StartItem "RLBurstCannonLaserRifleClip", 80
- Player.StartItem "RLBurstCannonNuclearPlasmaRifleClip", 48
- Player.StartItem "RLBurstCannonUziClip", 64
- Player.StartItem "RLBurstCannonBattleRifleClip", 40
- Player.StartItem "RLAutocannonClip", 1
- Player.StartItem "RLPlasmaRefractorClip", 50
- Player.StartItem "RLBiggestFuckingGunClip", 250
- Player.StartItem "RLNuclearBiggestFuckingGunClip", 100
- Player.StartItem "RLNuclearBiggestFuckingGunCharged", 1
- Player.StartItem "RLDemolitionAmmoPistolClip", 6
- Player.StartItem "RLDemolitionAmmoChaingunClip", 40
- Player.StartItem "RLDemolitionAmmoCombatPistolClip", 15
- Player.StartItem "RLDemolitionAmmoDesertEagleClip", 7
- Player.StartItem "RLDemolitionAmmoMinigunClip", 200
- Player.StartItem "RLDemolitionAmmoUziClip", 32
- Player.StartItem "RLDemolitionAmmoBattleRifleClip", 20
- Player.StartItem "RLHUDPageChanger", 1
- Player.StartItem "RLArmorSpecial", 1
- Player.StartItem "RLBootsRemover", 1
- Player.StartItem "RLArmorRemover", 1
- Player.StartItem "RLWeaponLimit", 1
- Player.StartItem "Clip", 50
- Player.StartItem "Shell", 8
- Player.StartItem "RLFistRedux"
- Player.StartItem "RLStamina", 100
- Player.StartItem "RLAmmoChainPerk", 1
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_JumpIfInventory("RLDeathPowerCheck",1,2)
- TNT1 A 0 A_Jump(256,9)
- TNT1 A 0 A_TakeInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLBootsWorn",1,"BootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,3)
- PMAR A 17
- TNT1 A 0 A_Jump(256,2)
- PMAR C 17
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,9)
- TNT1 A 0 A_JumpIfHealthLower(25, 2)
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,10)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,3)
- TNT1 A 0 A_JumpIfInventory("RLMedicalArmorToken",1,2)
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,1)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PMAR A 18
- TNT1 A 0
- Goto MedicArmorRegen
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,1)
- Goto Spawn+26
- TNT1 A 0 A_JumpIfInventory("BasicArmor",200,"ArmorRegenFinish")
- Goto Spawn+27
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"ArmorRegenFinish")
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PMAR A 18
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,1)
- Goto RegenStart
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"Spawn")
- Goto RegenStart
- See:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,"See2")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep1")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep1")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep1")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep1")
- PMAR A 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PMAR B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- See2:
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep2")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep2")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep2")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep2")
- PMAR C 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PMAR D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- BloodStep1:
- PMAR A 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PMAR B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- BloodStep2:
- PMAR C 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PMAR D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HydroStep1:
- PMAR A 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PMAR B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HydroStep2:
- PMAR C 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PMAR D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HeavyStep1:
- PMAR A 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PMAR B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HeavyStep2:
- PMAR C 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PMAR D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- TechStep1:
- PMAR A 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PMAR B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- TechStep2:
- PMAR C 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PMAR D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MetalStep1:
- PMAR A 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PMAR B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MetalStep2:
- PMAR C 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PMAR D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MediumStep1:
- PMAR A 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PMAR B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MediumStep2:
- PMAR C 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PMAR D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- Missile:
- TNT1 A 0 A_JumpIfInventory("RLFistSelected",1,"Punch")
- PMAR X 6
- PMAR X 6
- Goto Spawn
- Melee:
- TNT1 A 0 A_JumpIfInventory("RLMarineAnimationState",1,3)
- TNT1 A 0 A_GiveInventory("RLMarineAnimationState",1)
- PMAR F 2 Bright
- Goto Missile
- TNT1 A 0 A_TakeInventory("RLMarineAnimationState",1)
- PMAR E 2 Bright
- Goto Missile
- Punch:
- PMAR Z 6
- PMAR Z 6
- Goto Spawn
- Pain.Lightning:
- TNT1 A 0
- Goto Pain.Plasma
- Pain.Plasma:
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"PlasmaAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"PlasmaAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Fire:
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"FireAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"FireAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Bullet:
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"BulletAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Melee:
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"MeleeAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- PlasmaAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessPlasmaType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessFireType",1)
- Goto Pain
- FireAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessFireType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessPlasmaType",1)
- Goto Pain
- MeleeAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishMelee
- AdaptFinishMelee:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- BulletAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishBullet
- AdaptFinishBullet:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- FireAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishFire
- AdaptFinishFire:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- PlasmaAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishPlasma
- AdaptFinishPlasma:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- AngelicBlast:
- TNT1 A 0 A_SpawnItemEx ("RLAngelicBlast", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_RadiusGive("Health",512, RGF_PLAYERS, 5)
- Goto PainNoForcedDamage
- Pain:
- TNT1 A 0 A_JumpIfInventory("RLCerberusArmorToken",1,"LowArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLLavaSetBonusActive",1,"LavaInvulnerability")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftSetBonusActive",1,"PhaseshiftPhasing")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicBlast")
- PainNoForcedDamage:
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- PainNoCheck:
- PMAR G 4
- PMAR G 4 A_Pain
- Goto Spawn
- Death.MindRape:
- TNT1 A 0 A_GiveInventory("RLDeathZombieCheck",1)
- Death:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- DeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathZombieCheck",1,"ZombieTime")
- PMAR H 5
- PMAR I 5 A_PlayerScream
- PMAR J 5 A_NoBlocking
- PMAR K 5
- PMAR L 5
- PMAR M 5
- PMAR N -1
- Stop
- XDeath:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- XDeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- PMAR O 5
- PMAR P 5 A_XScream
- PMAR Q 5 A_NoBlocking
- PMAR RSTUV 5
- PMAR W -1
- Stop
- //ARMOR CONTROL SECTION
- ArmorCheck:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,1)
- Goto ArmorCheck+2
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"DeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,1)
- Goto ArmorCheck+4
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"XDeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"PainNoCheck")
- //Armor is ded. Not big surprise.
- TNT1 A 0 A_TakeInventory("RLGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCerberusArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireshieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTowerShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPlasmaShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOnyxArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberneticArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLLavaArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMaleksArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNecroArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLShieldedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAngelicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRechargeableEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOverchargeSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPrototypeAssaultShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLJetpackArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGeosGoldenGauntletArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoulshatterArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDemonicCarapaceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanoAblativeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLWildWeaselPeacekeeperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLXaserPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlazingPhoenixDeviceSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKateMatterstormHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLZeroDiamondAssaultforceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKyleTeslaboltArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTerminusEst13BattlesuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRoystensCommandArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoloOperativeSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTorgueBlastplateArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFrontlineEngineerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalAssemblerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTheBeeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLReactiveShieldSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLChronotrooperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RL100ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL150ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL200ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL100RegenArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalSetBonusProtection",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusActive",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,2)
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,2)
- Goto PainNoCheck
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- Goto DeathNoCheck
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- Goto XDeathNoCheck
- IndestructibleArmorCheck:
- //Check to see what you're wearing and throw an armor bonus at it.
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"IndestructibleArmorRestore")
- //Now to check to see which bloody indestructible armor you've worn has somehow popped.
- TNT1 A 0 A_JumpIfInventory("RLAngelicArmorToken",1,"AngelicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkerArmorToken",1,"BerserkerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorToken",1,"CyberneticArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaArmorToken",1,"LavaArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMaleksArmorToken",1,"MaleksArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,"MedicalPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLShieldedArmorToken",1,"ShieldedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOnyxArmorToken",1,"OnyxArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoGreenArmorToken",1,"CybernanoGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoBlueArmorToken",1,"CybernanoBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoRedArmorToken",1,"CybernanoRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberGreenArmorToken",1,"NanofiberGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberBlueArmorToken",1,"NanofiberBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberRedArmorToken",1,"NanofiberRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinGreenArmorToken",1,"NanofiberSkinGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinBlueArmorToken",1,"NanofiberSkinBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinRedArmorToken",1,"NanofiberSkinRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGreenArmorToken",1,"OModGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBlueArmorToken",1,"OModBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRedArmorToken",1,"OModRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBallisticVestArmorToken",1,"OModBallisticVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBulletProofVestArmorToken",1,"OModBulletProofVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModDuelistArmorToken",1,"OModDuelistArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModEnergyShieldedVestArmorToken",1,"OModEnergyShieldedVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGothicArmorToken",1,"OModGothicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,"OModMedicalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModPhaseshiftArmorToken",1,"OModPhaseshiftArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOverchargeSystemArmorToken",1,"OverchargeSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"EnergyDischargeHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLPrototypeAssaultShieldArmorToken",1,"PrototypeAssaultShieldArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLJetpackArmorToken",1,"JetpackArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorToken",1,"BerserkPowersuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLGeosGoldenGauntletArmorToken",1,"GeosGoldenGauntletArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoulshatterArmorToken",1,"SoulshatterArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicCarapaceArmorToken",1,"DemonicCarapaceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLXaserPowerArmorToken",1,"XaserPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKateMatterstormHarnessArmorToken",1,"KateMatterstormHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLZeroDiamondAssaultforceArmorToken",1,"ZeroDiamondAssaultforceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKyleTeslaboltArmorToken",1,"KyleTeslaboltArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1,"RyanCordellPsychicAmplifierSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTerminusEst13BattlesuitArmorToken",1,"TerminusEst13BattlesuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCommandArmorToken",1,"RoystensCommandArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeSuitArmorToken",1,"SoloOperativeSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastplateArmorToken",1,"TorgueBlastplateArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearArmorToken",1,"NuclearArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerArmorToken",1,"NuclearPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"ReactiveShieldSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLChronotrooperArmorToken",1,"ChronotrooperArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModCyberwarriorArmorToken",1,"OModCyberwarriorArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRepulsionWaveSuitArmorToken",1,"OModRepulsionWaveSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"OModSurvivalMediArmorRestore")
- TNT1 A 0 A_Print("Hey look, something broke,\ntell Yholl what you did.")
- // Kyle is a poop nose
- Goto PainNoCheck
- IndestructibleArmorRestore:
- TNT1 A 0 A_GiveInventory("RLIndestructibleArmorRestorer",99999)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- AngelicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLAngelicArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorBulkToken",1,"CyberneticArmorRestoreBulk")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorPowerToken",1,"CyberneticArmorRestorePower")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorAgilityToken",1,"CyberneticArmorRestoreAgility")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorTechnicalToken",1,"CyberneticArmorRestoreTechnical")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorSniperToken",1,"CyberneticArmorRestoreSniper")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorFirestormToken",1,"CyberneticArmorRestoreFirestorm")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorRestoreNano")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorOnyxToken",1,"CyberneticArmorRestoreOnyx")
- TNT1 A 0 A_GiveInventory("RLCyberneticArmor",1)
- CyberneticArmorRestoreContinue:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestoreBulk:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorBulk",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestorePower:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorPower",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreAgility:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorAgility",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreTechnical:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorTechnical",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreSniper:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorSniper",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreFirestorm:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorFirestorm",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreNano:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorNano",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreOnyx:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorOnyx",1)
- Goto CyberneticArmorRestoreContinue
- LavaArmorRestore:
- TNT1 A 0 A_GiveInventory("RLLavaArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MaleksArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMaleksArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MedicalPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMedicalPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ShieldedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLShieldedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OnyxArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOnyxArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBallisticVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBallisticVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBulletProofVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBulletProofVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModDuelistArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModDuelistArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModEnergyShieldedVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModEnergyShieldedVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGothicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGothicArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModMedicalArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModMedicalArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModPhaseshiftArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModPhaseshiftArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OverchargeSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOverchargeSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- EnergyDischargeHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- PrototypeAssaultShieldArmorRestore:
- TNT1 A 0 A_GiveInventory("RLPrototypeAssaultShieldArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- JetpackArmorRestore:
- TNT1 A 0 A_GiveInventory("RLJetpackArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkPowersuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkPowersuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- GeosGoldenGauntletArmorRestore:
- TNT1 A 0 A_GiveInventory("RLGeosGoldenGauntletArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoulshatterArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoulshatterArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- DemonicCarapaceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLDemonicCarapaceArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- XaserPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLXaserPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KateMatterstormHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKateMatterstormHarnessArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ZeroDiamondAssaultforceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLZeroDiamondAssaultforceArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KyleTeslaboltArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKyleTeslaboltArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RyanCordellPsychicAmplifierSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRyanCordellPsychicAmplifierSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TerminusEst13BattlesuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTerminusEst13BattlesuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RoystensCommandArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRoystensCommandArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoloOperativeSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoloOperativeSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TorgueBlastplateArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTorgueBlastplateArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNuclearArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearPowerArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,4)
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmorComplete",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TheBeeArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTheBeeArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ReactiveShieldSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLReactiveShieldSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ChronotrooperArmorRestore:
- TNT1 A 0 A_GiveInventory("RLChronotrooperArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModCyberwarriorArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModCyberwarriorArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRepulsionWaveSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRepulsionWaveSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModSurvivalMediArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModSurvivalMediArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RegenStart:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,"NanoRegen5")
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,"NecroDrain")
- TNT1 A 0 A_JumpIfInventory("RLPowerGreenArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerBlueArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerRedArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"Regen2")
- Goto Spawn
- NanoRegen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer200",1)
- Goto Spawn
- Regen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- Regen2:
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- NecroDrain:
- TNT1 A 0 A_JumpIfHealthLower(2, "ArmorRegenFinish")
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- TNT1 A 0 A_SpawnItemEx ("RLNecroArmorDamage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- MedicArmorRegen:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfHealthLower(25, 1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_JumpIfInventory("BasicArmor",21,1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_TakeInventory("BasicArmor",1)
- TNT1 A 0 HealThing(1, 0)
- PMAR A 11
- Goto Spawn
- ArmorRegenFinish:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- Goto Spawn
- ArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,8))
- Goto PainNoForcedDamage
- LowArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,2))
- Goto PainNoForcedDamage
- //BOOTS CONTROL SECTION
- BootsRestore:
- //Check to see what boots you're wearing and recreate it's powerup.
- TNT1 A 0 A_JumpIfInventory("RLSteelBootsToken",1,"SteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLProtectiveBootsToken",1,"ProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPlasteelBootsToken",1,"PlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravSteelBootsToken",1,"AntigravSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravProtectiveBootsToken",1,"AntigravProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravPlasteelBootsToken",1,"AntigravPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"EnviromentalSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"EnviromentalProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"EnviromentalPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofSteelBootsToken",1,"FireproofSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofProtectiveBootsToken",1,"FireproofProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofPlasteelBootsToken",1,"FireproofPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingSteelBootsToken",1,"GrapplingSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingProtectiveBootsToken",1,"GrapplingProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingPlasteelBootsToken",1,"GrapplingPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"CerberusBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalBootsToken",1,"TacticalBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaBootsToken",1,"LavaBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAcidProofBootsToken",1,"AcidProofBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"GothicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"PhaseshiftBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"EnviroBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"NyarlaptotepsBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"ShockwaveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLeonidasBootsToken",1,"LeonidasBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"DemonicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCombatBootsToken",1,"RoystensCombatBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeBootsToken",1,"SoloOperativeBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"TorgueBlastBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFrontlineEngineerBootsToken",1,"FrontlineEngineerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalAssemblerBootsToken",1,"TacticalAssemblerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"NuclearPowerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicBootsToken",1,"AngelicBootsRestore")
- Goto OtherPowersRestore
- SteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- Goto OtherPowersRestore
- ProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- PlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- AntigravSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- EnviromentalSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalSteelBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofSteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- FireproofPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingSteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- CerberusBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- TacticalBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalBootsSpeed",1)
- Goto OtherPowersRestore
- LavaBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AcidProofBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- GothicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGothicBootsProtection",1)
- Goto OtherPowersRestore
- PhaseshiftBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftBootsProtection",1)
- Goto OtherPowersRestore
- EnviroBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- NyarlaptotepsBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLNyarlaptotepsBootsProtection",1)
- Goto OtherPowersRestore
- ShockwaveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLShockwaveBootsProtection",1)
- Goto OtherPowersRestore
- LeonidasBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLLeonidasBootsProtection",1)
- Goto OtherPowersRestore
- DemonicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLDemonicBootsProtection",1)
- Goto OtherPowersRestore
- RoystensCombatBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLRoystensCombatBootsProtection",1)
- Goto OtherPowersRestore
- SoloOperativeBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSoloOperativeBootsProtection",1)
- Goto OtherPowersRestore
- TorgueBlastBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTorgueBlastBootsProtection",1)
- Goto OtherPowersRestore
- FrontlineEngineerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFrontlineEngineerBootsProtection",1)
- Goto OtherPowersRestore
- TacticalAssemblerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalAssemblerBootsProtection",1)
- Goto OtherPowersRestore
- NuclearPowerBootsRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLNuclearPowerBootsProtection",1)
- Goto OtherPowersRestore
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AngelicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- OtherPowersRestore:
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- Goto Spawn
- TacticalArmorRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- Goto Spawn
- TacticalSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalSetBonusProtection",1)
- Goto Spawn
- InquisitorsSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLInquisitorsSetBonusProtection",1)
- Goto Spawn
- AngelicAttireSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAngelicAttireSetBonusProtection",1)
- Goto Spawn
- CyberneticArmorNanoRestore:
- TNT1 A 0 A_GiveInventory("PowerRLCyberneticArmorRegen",1)
- Goto Spawn
- TheBeeRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTheBeeDamageAmp",1)
- Goto Spawn
- LavaInvulnerability:
- TNT1 A 0 A_Jump(244, 5)
- TNT1 A 0 A_JumpIfInventory("PowerInvulnerable",1,4)
- TNT1 A 0 A_JumpIfInventory("PowerRLLavaArmorCooldown",1,3)
- TNT1 A 0 A_GiveInventory("PowerRLLavaSetBonusInvulnerable",1)
- TNT1 A 0 A_GiveInventory("PowerRLLavaArmorCooldown",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- PhaseshiftPhasing:
- TNT1 A 0 A_JumpIfInventory("PowerRLPhaseshiftSetBonusPhasing",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- SurvivalRegen:
- TNT1 A 0 A_JumpIfInventory("PowerRLSurvivalMediArmorRegen",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLSurvivalMediArmorRegen",1)
- TNT1 A 0
- Goto Pain
- ZombieTime:
- TNT1 A 0 A_TakeInventory("RLDeathZombieCheck",1)
- TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_NoBlocking
- TNT1 A 0 A_SpawnItemEx ("RLMarineMindSlave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A -1
- Stop
- Teleport:
- TNT1 A 0 A_SpawnItemEx ("TeleportFog", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- }
- }
- ACTOR DoomRLScout : PlayerPawn
- {
- Player.DisplayName "Scout"
- Player.ColorRange 112, 127
- Player.damagescreencolor Red, 0.5
- Player.viewheight 48
- Player.attackzoffset 15
- Player.Forwardmove 0.6 1.10
- Player.Sidemove 0.6 1.10
- Player.CrouchSprite "PSCO"
- Player.Face "SCO"
- Player.Portrait "P_RLSCO1"
- DamageFactor "AllyDamage", 0
- Species "Player"
- PainChance 256
- Player.StartItem "RLPistol"
- Player.StartItem "RLPistolClip", 6
- Player.StartItem "RLShotgunClip", 1
- Player.StartItem "RLDoubleShotgunClip", 2
- Player.StartItem "RLCombatShotgunClip", 5
- Player.StartItem "RLChaingunClip", 40
- Player.StartItem "RLRocketLauncherClip", 1
- Player.StartItem "RLPlasmaRifleClip", 40
- Player.StartItem "RLBFG9000Clip", 100
- Player.StartItem "RLBlasterClip", 10
- Player.StartItem "RLCombatPistolClip", 15
- Player.StartItem "RLDesertEagleClip", 7
- Player.StartItem "RLAssaultShotgunClip", 6
- Player.StartItem "RLSuperShotgunClip", 2
- Player.StartItem "RLPlasmaShotgunClip", 30
- Player.StartItem "RLLaserRifleClip", 40
- Player.StartItem "RLTristarBlasterClip", 45
- Player.StartItem "RLMinigunClip", 200
- Player.StartItem "RLMissileLauncherClip", 4
- Player.StartItem "RLNuclearPlasmaPistolClip", 16
- Player.StartItem "RLNuclearPlasmaRifleClip", 24
- Player.StartItem "RLNuclearBFG9000Clip", 40
- Player.StartItem "RLNuclearBFG9000Charged", 1
- Player.StartItem "RLCombatTranslocatorClip", 60
- Player.StartItem "RLUziClip", 32
- Player.StartItem "RLBattleRifleClip", 20
- Player.StartItem "RLNapalmLauncherClip", 1
- Player.StartItem "RLJackhammerClip", 9
- Player.StartItem "RLRailgunClip", 40
- Player.StartItem "RLMysteriousMagnumClip", 6
- Player.StartItem "RLBFG10KClip", 40
- Player.StartItem "RLUnknownHeraldClip", 6
- Player.StartItem "RLFragShotgunClip", 16
- Player.StartItem "RLQuadShotgunClip", 4
- Player.StartItem "RLNullPointerClip", 60
- Player.StartItem "RLLightweaverCharge", 100
- Player.StartItem "RLTrigunClip", 6
- Player.StartItem "RLAntiFreakJackalClip", 6
- Player.StartItem "RLGrammatonClericBerettaClip", 18
- Player.StartItem "RLTantrumCannonClip", 20
- Player.StartItem "RLRevenantsLauncherClip", 2
- Player.StartItem "RLParticleBeamCannonClip", 90
- Player.StartItem "RLPlasmaRedirectionCannonClip", 50
- Player.StartItem "RLSteelBeastClip", 1
- Player.StartItem "RLHellsReignClip", 20
- Player.StartItem "RLJudgeOfTheDeadClip", 2
- Player.StartItem "RLHurricaneCannonClip", 20
- Player.StartItem "RLBaronBlasterClip", 1
- Player.StartItem "RLRealityDistortionArrayClip", 100
- Player.StartItem "RLSilencedPistolClip", 6
- Player.StartItem "RLShredderPistolClip", 7
- Player.StartItem "RLSpeedloaderPistolClip", 6
- Player.StartItem "RLElephantGunClip", 1
- Player.StartItem "RLGatlingGunClip", 90
- Player.StartItem "RLMicroLauncherClip", 1
- Player.StartItem "RLTacticalShotgunClip", 5
- Player.StartItem "RLHeavyShotgunClip", 1
- Player.StartItem "RLHeavyDoubleShotgunClip", 2
- Player.StartItem "RLHighPowerPistolClip", 4
- Player.StartItem "RLHighPowerChaingunClip", 26
- Player.StartItem "RLHighPowerPlasmaRifleClip", 26
- Player.StartItem "RLHighPowerBFG9000Clip", 65
- Player.StartItem "RLHighPowerBlasterClip", 6
- Player.StartItem "RLHighPowerCombatPistolClip", 10
- Player.StartItem "RLHighPowerDesertEagleClip", 5
- Player.StartItem "RLHighPowerTristarBlasterClip", 30
- Player.StartItem "RLHighPowerMinigunClip", 130
- Player.StartItem "RLHighPowerLaserRifleClip", 26
- Player.StartItem "RLHighPowerNuclearPlasmaPistolClip", 10
- Player.StartItem "RLHighPowerNuclearPlasmaRifleClip", 16
- Player.StartItem "RLHighPowerNuclearBFG9000Clip", 26
- Player.StartItem "RLHighPowerUziClip", 21
- Player.StartItem "RLHighPowerBattleRifleClip", 13
- Player.StartItem "RLPlasmaticShrapnelShotgunClip", 1
- Player.StartItem "RLPlasmaticShrapnelCombatShotgunClip", 5
- Player.StartItem "RLPlasmaticShrapnelDoubleShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelSuperShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelAssaultShotgunClip", 6
- Player.StartItem "RLPlasmaticShrapnelPlasmaShotgunClip", 30
- Player.StartItem "RLTacticalRocketLauncherClip", 5
- Player.StartItem "RLStormPistolClip", 9
- Player.StartItem "RLStormCombatPistolClip", 22
- Player.StartItem "RLStormDesertEagleClip", 11
- Player.StartItem "RLStormUziClip", 64
- Player.StartItem "RLStormBlasterClip", 15
- Player.StartItem "RLStormNuclearPlasmaPistolClip", 24
- Player.StartItem "RLPlasmaPistolClip", 6
- Player.StartItem "RLCombatPlasmaPistolClip", 15
- Player.StartItem "RLPlasmaDesertEagleClip", 7
- Player.StartItem "RLPlasmaUziClip", 32
- Player.StartItem "RLSuperchargedNuclearPlasmaPistolClip", 8
- Player.StartItem "RLVBFG9000Clip", 150
- Player.StartItem "RLNuclearVBFG9000Clip", 60
- Player.StartItem "RLNuclearVBFG9000Charged", 1
- Player.StartItem "RLFocusedDoubleShotgunClip", 2
- Player.StartItem "RLHyperblasterClip", 40
- Player.StartItem "RLAutoshotgunClip", 20
- Player.StartItem "RLAutoDoubleShotgunClip", 20
- Player.StartItem "RLMiniMissilePistolClip", 6
- Player.StartItem "RLPlasmaRifleMkIIClip", 100
- Player.StartItem "RLGrenadeLauncherClip", 1
- Player.StartItem "RLAssaultRifleChaingunClip", 40
- Player.StartItem "RLAssaultRiflePlasmaRifleClip", 40
- Player.StartItem "RLAssaultRifleMinigunClip", 200
- Player.StartItem "RLAssaultRifleLaserRifleClip", 40
- Player.StartItem "RLAssaultRifleNuclearPlasmaRifleClip", 24
- Player.StartItem "RLAssaultRifleUziClip", 32
- Player.StartItem "RLAssaultRifleBattleRifleClip", 20
- Player.StartItem "RLBurstCannonChaingunClip", 80
- Player.StartItem "RLBurstCannonPlasmaRifleClip", 80
- Player.StartItem "RLBurstCannonMinigunClip", 400
- Player.StartItem "RLBurstCannonLaserRifleClip", 80
- Player.StartItem "RLBurstCannonNuclearPlasmaRifleClip", 48
- Player.StartItem "RLBurstCannonUziClip", 64
- Player.StartItem "RLBurstCannonBattleRifleClip", 40
- Player.StartItem "RLAutocannonClip", 1
- Player.StartItem "RLPlasmaRefractorClip", 50
- Player.StartItem "RLBiggestFuckingGunClip", 250
- Player.StartItem "RLNuclearBiggestFuckingGunClip", 100
- Player.StartItem "RLNuclearBiggestFuckingGunCharged", 1
- Player.StartItem "RLDemolitionAmmoPistolClip", 6
- Player.StartItem "RLDemolitionAmmoChaingunClip", 40
- Player.StartItem "RLDemolitionAmmoCombatPistolClip", 15
- Player.StartItem "RLDemolitionAmmoDesertEagleClip", 7
- Player.StartItem "RLDemolitionAmmoMinigunClip", 200
- Player.StartItem "RLDemolitionAmmoUziClip", 32
- Player.StartItem "RLDemolitionAmmoBattleRifleClip", 20
- Player.StartItem "RLDeathPowerCheck", 1
- Player.StartItem "RLHUDPageChanger", 1
- Player.StartItem "RLArmorSpecial", 1
- Player.StartItem "RLBootsRemover", 1
- Player.StartItem "RLArmorRemover", 1
- Player.StartItem "RLWeaponLimit", 1
- Player.StartItem "Clip", 50
- Player.StartItem "Shell", 8
- Player.StartItem "RLFistRedux"
- Player.StartItem "RLStamina", 100
- Player.StartItem "RLSharpshooterPerk", 1
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_JumpIfInventory("RLDeathPowerCheck",1,2)
- TNT1 A 0 A_Jump(256,10)
- TNT1 A 0 A_TakeInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLScoutMap",1)
- TNT1 A 0 A_JumpIfInventory("RLBootsWorn",1,"BootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,3)
- PSCO A 17
- TNT1 A 0 A_Jump(256,2)
- PSCO C 17
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,9)
- TNT1 A 0 A_JumpIfHealthLower(25, 2)
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,10)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,3)
- TNT1 A 0 A_JumpIfInventory("RLMedicalArmorToken",1,2)
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,1)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PSCO A 18
- TNT1 A 0
- Goto MedicArmorRegen
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,1)
- Goto Spawn+27
- TNT1 A 0 A_JumpIfInventory("BasicArmor",200,"ArmorRegenFinish")
- Goto Spawn+28
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"ArmorRegenFinish")
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PSCO A 18
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,1)
- Goto RegenStart
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"Spawn")
- Goto RegenStart
- See:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,"See2")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep1")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep1")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep1")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep1")
- PSCO A 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PSCO B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- See2:
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep2")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep2")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep2")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep2")
- PSCO C 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PSCO D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- BloodStep1:
- PSCO A 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PSCO B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- BloodStep2:
- PSCO C 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PSCO D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HydroStep1:
- PSCO A 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PSCO B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HydroStep2:
- PSCO C 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PSCO D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HeavyStep1:
- PSCO A 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PSCO B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HeavyStep2:
- PSCO C 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PSCO D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- TechStep1:
- PSCO A 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PSCO B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- TechStep2:
- PSCO C 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PSCO D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MetalStep1:
- PSCO A 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PSCO B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MetalStep2:
- PSCO C 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PSCO D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MediumStep1:
- PSCO A 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PSCO B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MediumStep2:
- PSCO C 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PSCO D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- Missile:
- TNT1 A 0 A_JumpIfInventory("RLFistSelected",1,"Punch")
- PSCO E 6
- PSCO E 6
- Goto Spawn
- Melee:
- PSCO F 3 Bright
- Goto Missile
- Punch:
- PSCO Z 6
- PSCO Z 6
- Goto Spawn
- Pain.Lightning:
- TNT1 A 0
- Goto Pain.Plasma
- Pain.Plasma:
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"PlasmaAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"PlasmaAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Fire:
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"FireAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"FireAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Bullet:
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"BulletAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Melee:
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"MeleeAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- PlasmaAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessPlasmaType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessFireType",1)
- Goto Pain
- FireAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessFireType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessPlasmaType",1)
- Goto Pain
- MeleeAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishMelee
- AdaptFinishMelee:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- BulletAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishBullet
- AdaptFinishBullet:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- FireAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishFire
- AdaptFinishFire:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- PlasmaAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishPlasma
- AdaptFinishPlasma:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- AngelicBlast:
- TNT1 A 0 A_SpawnItemEx ("RLAngelicBlast", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_RadiusGive("Health",512, RGF_PLAYERS, 5)
- Goto PainNoForcedDamage
- Pain:
- TNT1 A 0 A_JumpIfInventory("RLCerberusArmorToken",1,"LowArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLLavaSetBonusActive",1,"LavaInvulnerability")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftSetBonusActive",1,"PhaseshiftPhasing")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicBlast")
- PainNoForcedDamage:
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- PainNoCheck:
- PSCO G 4
- PSCO G 4 A_Pain
- Goto Spawn
- Death.MindRape:
- TNT1 A 0 A_GiveInventory("RLDeathZombieCheck",1)
- Death:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- DeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathZombieCheck",1,"ZombieTime")
- PSCO H 7
- PSCO I 7 A_PlayerScream
- PSCO J 7 A_NoBlocking
- PSCO K 7
- PSCO L 7
- PSCO M 7
- PSCO N -1
- Stop
- XDeath:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- XDeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- PSCO O 5
- PSCO P 5 A_XScream
- PSCO Q 5 A_NoBlocking
- PSCO RSTUV 5
- PSCO W -1
- Stop
- //ARMOR CONTROL SECTION
- ArmorCheck:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,1)
- Goto ArmorCheck+2
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"DeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,1)
- Goto ArmorCheck+4
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"XDeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"PainNoCheck")
- //Armor is ded. Not big surprise.
- TNT1 A 0 A_TakeInventory("RLGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCerberusArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireshieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTowerShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPlasmaShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOnyxArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberneticArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLLavaArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMaleksArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNecroArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLShieldedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAngelicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRechargeableEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOverchargeSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPrototypeAssaultShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLJetpackArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGeosGoldenGauntletArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoulshatterArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDemonicCarapaceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanoAblativeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLWildWeaselPeacekeeperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLXaserPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlazingPhoenixDeviceSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKateMatterstormHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLZeroDiamondAssaultforceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKyleTeslaboltArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTerminusEst13BattlesuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRoystensCommandArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoloOperativeSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTorgueBlastplateArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFrontlineEngineerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalAssemblerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTheBeeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLReactiveShieldSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLChronotrooperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RL100ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL150ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL200ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL100RegenArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalSetBonusProtection",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusActive",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,2)
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,2)
- Goto PainNoCheck
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- Goto DeathNoCheck
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- Goto XDeathNoCheck
- IndestructibleArmorCheck:
- //Check to see what you're wearing and throw an armor bonus at it.
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"IndestructibleArmorRestore")
- //Now to check to see which bloody indestructible armor you've worn has somehow popped.
- TNT1 A 0 A_JumpIfInventory("RLAngelicArmorToken",1,"AngelicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkerArmorToken",1,"BerserkerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorToken",1,"CyberneticArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaArmorToken",1,"LavaArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMaleksArmorToken",1,"MaleksArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,"MedicalPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLShieldedArmorToken",1,"ShieldedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOnyxArmorToken",1,"OnyxArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoGreenArmorToken",1,"CybernanoGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoBlueArmorToken",1,"CybernanoBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoRedArmorToken",1,"CybernanoRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberGreenArmorToken",1,"NanofiberGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberBlueArmorToken",1,"NanofiberBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberRedArmorToken",1,"NanofiberRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinGreenArmorToken",1,"NanofiberSkinGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinBlueArmorToken",1,"NanofiberSkinBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinRedArmorToken",1,"NanofiberSkinRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGreenArmorToken",1,"OModGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBlueArmorToken",1,"OModBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRedArmorToken",1,"OModRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBallisticVestArmorToken",1,"OModBallisticVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBulletProofVestArmorToken",1,"OModBulletProofVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModDuelistArmorToken",1,"OModDuelistArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModEnergyShieldedVestArmorToken",1,"OModEnergyShieldedVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGothicArmorToken",1,"OModGothicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,"OModMedicalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModPhaseshiftArmorToken",1,"OModPhaseshiftArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOverchargeSystemArmorToken",1,"OverchargeSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"EnergyDischargeHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLPrototypeAssaultShieldArmorToken",1,"PrototypeAssaultShieldArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLJetpackArmorToken",1,"JetpackArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorToken",1,"BerserkPowersuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLGeosGoldenGauntletArmorToken",1,"GeosGoldenGauntletArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoulshatterArmorToken",1,"SoulshatterArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicCarapaceArmorToken",1,"DemonicCarapaceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLXaserPowerArmorToken",1,"XaserPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKateMatterstormHarnessArmorToken",1,"KateMatterstormHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLZeroDiamondAssaultforceArmorToken",1,"ZeroDiamondAssaultforceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKyleTeslaboltArmorToken",1,"KyleTeslaboltArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1,"RyanCordellPsychicAmplifierSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTerminusEst13BattlesuitArmorToken",1,"TerminusEst13BattlesuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCommandArmorToken",1,"RoystensCommandArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeSuitArmorToken",1,"SoloOperativeSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastplateArmorToken",1,"TorgueBlastplateArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearArmorToken",1,"NuclearArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerArmorToken",1,"NuclearPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"ReactiveShieldSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLChronotrooperArmorToken",1,"ChronotrooperArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModCyberwarriorArmorToken",1,"OModCyberwarriorArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRepulsionWaveSuitArmorToken",1,"OModRepulsionWaveSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"OModSurvivalMediArmorRestore")
- TNT1 A 0 A_Print("Hey look, something broke,\ntell Yholl what you did.")
- // Kyle is a poop nose
- Goto PainNoCheck
- IndestructibleArmorRestore:
- TNT1 A 0 A_GiveInventory("RLIndestructibleArmorRestorer",99999)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- AngelicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLAngelicArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorBulkToken",1,"CyberneticArmorRestoreBulk")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorPowerToken",1,"CyberneticArmorRestorePower")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorAgilityToken",1,"CyberneticArmorRestoreAgility")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorTechnicalToken",1,"CyberneticArmorRestoreTechnical")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorSniperToken",1,"CyberneticArmorRestoreSniper")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorFirestormToken",1,"CyberneticArmorRestoreFirestorm")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorRestoreNano")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorOnyxToken",1,"CyberneticArmorRestoreOnyx")
- TNT1 A 0 A_GiveInventory("RLCyberneticArmor",1)
- CyberneticArmorRestoreContinue:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestoreBulk:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorBulk",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestorePower:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorPower",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreAgility:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorAgility",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreTechnical:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorTechnical",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreSniper:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorSniper",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreFirestorm:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorFirestorm",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreNano:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorNano",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreOnyx:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorOnyx",1)
- Goto CyberneticArmorRestoreContinue
- LavaArmorRestore:
- TNT1 A 0 A_GiveInventory("RLLavaArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MaleksArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMaleksArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MedicalPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMedicalPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ShieldedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLShieldedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OnyxArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOnyxArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBallisticVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBallisticVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBulletProofVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBulletProofVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModDuelistArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModDuelistArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModEnergyShieldedVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModEnergyShieldedVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGothicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGothicArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModMedicalArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModMedicalArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModPhaseshiftArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModPhaseshiftArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OverchargeSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOverchargeSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- EnergyDischargeHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- PrototypeAssaultShieldArmorRestore:
- TNT1 A 0 A_GiveInventory("RLPrototypeAssaultShieldArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- JetpackArmorRestore:
- TNT1 A 0 A_GiveInventory("RLJetpackArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkPowersuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkPowersuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- GeosGoldenGauntletArmorRestore:
- TNT1 A 0 A_GiveInventory("RLGeosGoldenGauntletArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoulshatterArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoulshatterArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- DemonicCarapaceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLDemonicCarapaceArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- XaserPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLXaserPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KateMatterstormHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKateMatterstormHarnessArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ZeroDiamondAssaultforceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLZeroDiamondAssaultforceArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KyleTeslaboltArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKyleTeslaboltArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RyanCordellPsychicAmplifierSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRyanCordellPsychicAmplifierSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TerminusEst13BattlesuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTerminusEst13BattlesuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RoystensCommandArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRoystensCommandArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoloOperativeSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoloOperativeSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TorgueBlastplateArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTorgueBlastplateArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNuclearArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearPowerArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,4)
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmorComplete",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TheBeeArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTheBeeArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ReactiveShieldSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLReactiveShieldSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ChronotrooperArmorRestore:
- TNT1 A 0 A_GiveInventory("RLChronotrooperArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModCyberwarriorArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModCyberwarriorArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRepulsionWaveSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRepulsionWaveSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModSurvivalMediArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModSurvivalMediArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RegenStart:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,"NanoRegen5")
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,"NecroDrain")
- TNT1 A 0 A_JumpIfInventory("RLPowerGreenArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerBlueArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerRedArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"Regen2")
- Goto Spawn
- NanoRegen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer200",1)
- Goto Spawn
- Regen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- Regen2:
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- NecroDrain:
- TNT1 A 0 A_JumpIfHealthLower(2, "ArmorRegenFinish")
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- TNT1 A 0 A_SpawnItemEx ("RLNecroArmorDamage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- MedicArmorRegen:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfHealthLower(25, 1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_JumpIfInventory("BasicArmor",21,1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_TakeInventory("BasicArmor",1)
- TNT1 A 0 HealThing(1, 0)
- PSCO A 11
- Goto Spawn
- ArmorRegenFinish:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- Goto Spawn
- ArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,8))
- Goto PainNoForcedDamage
- LowArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,2))
- Goto PainNoForcedDamage
- //BOOTS CONTROL SECTION
- BootsRestore:
- //Check to see what boots you're wearing and recreate it's powerup.
- TNT1 A 0 A_JumpIfInventory("RLSteelBootsToken",1,"SteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLProtectiveBootsToken",1,"ProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPlasteelBootsToken",1,"PlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravSteelBootsToken",1,"AntigravSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravProtectiveBootsToken",1,"AntigravProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravPlasteelBootsToken",1,"AntigravPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"EnviromentalSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"EnviromentalProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"EnviromentalPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofSteelBootsToken",1,"FireproofSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofProtectiveBootsToken",1,"FireproofProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofPlasteelBootsToken",1,"FireproofPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingSteelBootsToken",1,"GrapplingSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingProtectiveBootsToken",1,"GrapplingProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingPlasteelBootsToken",1,"GrapplingPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"CerberusBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalBootsToken",1,"TacticalBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaBootsToken",1,"LavaBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAcidProofBootsToken",1,"AcidProofBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"GothicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"PhaseshiftBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"EnviroBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"NyarlaptotepsBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"ShockwaveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLeonidasBootsToken",1,"LeonidasBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"DemonicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCombatBootsToken",1,"RoystensCombatBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeBootsToken",1,"SoloOperativeBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"TorgueBlastBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFrontlineEngineerBootsToken",1,"FrontlineEngineerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalAssemblerBootsToken",1,"TacticalAssemblerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"NuclearPowerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicBootsToken",1,"AngelicBootsRestore")
- Goto OtherPowersRestore
- SteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- Goto OtherPowersRestore
- ProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- PlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- AntigravSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- EnviromentalSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalSteelBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofSteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- FireproofPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingSteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- CerberusBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- TacticalBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalBootsSpeed",1)
- Goto OtherPowersRestore
- LavaBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AcidProofBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- GothicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGothicBootsProtection",1)
- Goto OtherPowersRestore
- PhaseshiftBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftBootsProtection",1)
- Goto OtherPowersRestore
- EnviroBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- NyarlaptotepsBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLNyarlaptotepsBootsProtection",1)
- Goto OtherPowersRestore
- ShockwaveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLShockwaveBootsProtection",1)
- Goto OtherPowersRestore
- LeonidasBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLLeonidasBootsProtection",1)
- Goto OtherPowersRestore
- DemonicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLDemonicBootsProtection",1)
- Goto OtherPowersRestore
- RoystensCombatBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLRoystensCombatBootsProtection",1)
- Goto OtherPowersRestore
- SoloOperativeBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSoloOperativeBootsProtection",1)
- Goto OtherPowersRestore
- TorgueBlastBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTorgueBlastBootsProtection",1)
- Goto OtherPowersRestore
- FrontlineEngineerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFrontlineEngineerBootsProtection",1)
- Goto OtherPowersRestore
- TacticalAssemblerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalAssemblerBootsProtection",1)
- Goto OtherPowersRestore
- NuclearPowerBootsRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLNuclearPowerBootsProtection",1)
- Goto OtherPowersRestore
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AngelicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- OtherPowersRestore:
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- Goto Spawn
- TacticalArmorRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- Goto Spawn
- TacticalSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalSetBonusProtection",1)
- Goto Spawn
- InquisitorsSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLInquisitorsSetBonusProtection",1)
- Goto Spawn
- AngelicAttireSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAngelicAttireSetBonusProtection",1)
- Goto Spawn
- CyberneticArmorNanoRestore:
- TNT1 A 0 A_GiveInventory("PowerRLCyberneticArmorRegen",1)
- Goto Spawn
- TheBeeRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTheBeeDamageAmp",1)
- Goto Spawn
- LavaInvulnerability:
- TNT1 A 0 A_Jump(244, 5)
- TNT1 A 0 A_JumpIfInventory("PowerInvulnerable",1,4)
- TNT1 A 0 A_JumpIfInventory("PowerRLLavaArmorCooldown",1,3)
- TNT1 A 0 A_GiveInventory("PowerRLLavaSetBonusInvulnerable",1)
- TNT1 A 0 A_GiveInventory("PowerRLLavaArmorCooldown",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- PhaseshiftPhasing:
- TNT1 A 0 A_JumpIfInventory("PowerRLPhaseshiftSetBonusPhasing",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- SurvivalRegen:
- TNT1 A 0 A_JumpIfInventory("PowerRLSurvivalMediArmorRegen",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLSurvivalMediArmorRegen",1)
- TNT1 A 0
- Goto Pain
- ZombieTime:
- TNT1 A 0 A_TakeInventory("RLDeathZombieCheck",1)
- TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_NoBlocking
- TNT1 A 0 A_SpawnItemEx ("RLScoutMindSlave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A -1
- Stop
- Teleport:
- TNT1 A 0 A_SpawnItemEx ("TeleportFog", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- }
- }
- ACTOR DoomRLTechnician : PlayerPawn
- {
- Player.DisplayName "Technician"
- Player.ColorRange 112, 127
- Player.damagescreencolor Red, 0.5
- Player.viewheight 48
- Player.attackzoffset 15
- Player.Forwardmove 0.6 1.0
- Player.Sidemove 0.6 1.0
- Player.CrouchSprite "PTEC"
- Player.Face "TEC"
- Player.Portrait "P_RLTEC1"
- Player.SoundClass "Technician"
- DamageFactor "AllyDamage", 0
- Species "Player"
- PainChance 256
- Player.StartItem "RLPistol"
- Player.StartItem "RLPistolClip", 6
- Player.StartItem "RLShotgunClip", 1
- Player.StartItem "RLDoubleShotgunClip", 2
- Player.StartItem "RLCombatShotgunClip", 5
- Player.StartItem "RLChaingunClip", 40
- Player.StartItem "RLRocketLauncherClip", 1
- Player.StartItem "RLPlasmaRifleClip", 40
- Player.StartItem "RLBFG9000Clip", 100
- Player.StartItem "RLBlasterClip", 10
- Player.StartItem "RLCombatPistolClip", 15
- Player.StartItem "RLDesertEagleClip", 7
- Player.StartItem "RLAssaultShotgunClip", 6
- Player.StartItem "RLSuperShotgunClip", 2
- Player.StartItem "RLPlasmaShotgunClip", 30
- Player.StartItem "RLLaserRifleClip", 40
- Player.StartItem "RLTristarBlasterClip", 45
- Player.StartItem "RLMinigunClip", 200
- Player.StartItem "RLMissileLauncherClip", 4
- Player.StartItem "RLNuclearPlasmaPistolClip", 16
- Player.StartItem "RLNuclearPlasmaRifleClip", 24
- Player.StartItem "RLNuclearBFG9000Clip", 40
- Player.StartItem "RLNuclearBFG9000Charged", 1
- Player.StartItem "RLCombatTranslocatorClip", 60
- Player.StartItem "RLUziClip", 32
- Player.StartItem "RLBattleRifleClip", 20
- Player.StartItem "RLNapalmLauncherClip", 1
- Player.StartItem "RLJackhammerClip", 9
- Player.StartItem "RLRailgunClip", 40
- Player.StartItem "RLMysteriousMagnumClip", 6
- Player.StartItem "RLBFG10KClip", 40
- Player.StartItem "RLUnknownHeraldClip", 6
- Player.StartItem "RLFragShotgunClip", 16
- Player.StartItem "RLQuadShotgunClip", 4
- Player.StartItem "RLNullPointerClip", 60
- Player.StartItem "RLLightweaverCharge", 100
- Player.StartItem "RLTrigunClip", 6
- Player.StartItem "RLAntiFreakJackalClip", 6
- Player.StartItem "RLGrammatonClericBerettaClip", 18
- Player.StartItem "RLTantrumCannonClip", 20
- Player.StartItem "RLRevenantsLauncherClip", 2
- Player.StartItem "RLParticleBeamCannonClip", 90
- Player.StartItem "RLPlasmaRedirectionCannonClip", 50
- Player.StartItem "RLSteelBeastClip", 1
- Player.StartItem "RLHellsReignClip", 20
- Player.StartItem "RLJudgeOfTheDeadClip", 2
- Player.StartItem "RLHurricaneCannonClip", 20
- Player.StartItem "RLBaronBlasterClip", 1
- Player.StartItem "RLRealityDistortionArrayClip", 100
- Player.StartItem "RLSilencedPistolClip", 6
- Player.StartItem "RLShredderPistolClip", 7
- Player.StartItem "RLSpeedloaderPistolClip", 6
- Player.StartItem "RLElephantGunClip", 1
- Player.StartItem "RLGatlingGunClip", 90
- Player.StartItem "RLMicroLauncherClip", 1
- Player.StartItem "RLTacticalShotgunClip", 5
- Player.StartItem "RLHeavyShotgunClip", 1
- Player.StartItem "RLHeavyDoubleShotgunClip", 2
- Player.StartItem "RLHighPowerPistolClip", 4
- Player.StartItem "RLHighPowerChaingunClip", 26
- Player.StartItem "RLHighPowerPlasmaRifleClip", 26
- Player.StartItem "RLHighPowerBFG9000Clip", 65
- Player.StartItem "RLHighPowerBlasterClip", 6
- Player.StartItem "RLHighPowerCombatPistolClip", 10
- Player.StartItem "RLHighPowerDesertEagleClip", 5
- Player.StartItem "RLHighPowerTristarBlasterClip", 30
- Player.StartItem "RLHighPowerMinigunClip", 130
- Player.StartItem "RLHighPowerLaserRifleClip", 26
- Player.StartItem "RLHighPowerNuclearPlasmaPistolClip", 10
- Player.StartItem "RLHighPowerNuclearPlasmaRifleClip", 16
- Player.StartItem "RLHighPowerNuclearBFG9000Clip", 26
- Player.StartItem "RLHighPowerUziClip", 21
- Player.StartItem "RLHighPowerBattleRifleClip", 13
- Player.StartItem "RLPlasmaticShrapnelShotgunClip", 1
- Player.StartItem "RLPlasmaticShrapnelCombatShotgunClip", 5
- Player.StartItem "RLPlasmaticShrapnelDoubleShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelSuperShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelAssaultShotgunClip", 6
- Player.StartItem "RLPlasmaticShrapnelPlasmaShotgunClip", 30
- Player.StartItem "RLTacticalRocketLauncherClip", 5
- Player.StartItem "RLStormPistolClip", 9
- Player.StartItem "RLStormCombatPistolClip", 22
- Player.StartItem "RLStormDesertEagleClip", 11
- Player.StartItem "RLStormUziClip", 64
- Player.StartItem "RLStormBlasterClip", 15
- Player.StartItem "RLStormNuclearPlasmaPistolClip", 24
- Player.StartItem "RLPlasmaPistolClip", 6
- Player.StartItem "RLCombatPlasmaPistolClip", 15
- Player.StartItem "RLPlasmaDesertEagleClip", 7
- Player.StartItem "RLPlasmaUziClip", 32
- Player.StartItem "RLSuperchargedNuclearPlasmaPistolClip", 8
- Player.StartItem "RLVBFG9000Clip", 150
- Player.StartItem "RLNuclearVBFG9000Clip", 60
- Player.StartItem "RLNuclearVBFG9000Charged", 1
- Player.StartItem "RLFocusedDoubleShotgunClip", 2
- Player.StartItem "RLHyperblasterClip", 40
- Player.StartItem "RLAutoshotgunClip", 20
- Player.StartItem "RLAutoDoubleShotgunClip", 20
- Player.StartItem "RLMiniMissilePistolClip", 6
- Player.StartItem "RLPlasmaRifleMkIIClip", 100
- Player.StartItem "RLGrenadeLauncherClip", 1
- Player.StartItem "RLAssaultRifleChaingunClip", 40
- Player.StartItem "RLAssaultRiflePlasmaRifleClip", 40
- Player.StartItem "RLAssaultRifleMinigunClip", 200
- Player.StartItem "RLAssaultRifleLaserRifleClip", 40
- Player.StartItem "RLAssaultRifleNuclearPlasmaRifleClip", 24
- Player.StartItem "RLAssaultRifleUziClip", 32
- Player.StartItem "RLAssaultRifleBattleRifleClip", 20
- Player.StartItem "RLBurstCannonChaingunClip", 80
- Player.StartItem "RLBurstCannonPlasmaRifleClip", 80
- Player.StartItem "RLBurstCannonMinigunClip", 400
- Player.StartItem "RLBurstCannonLaserRifleClip", 80
- Player.StartItem "RLBurstCannonNuclearPlasmaRifleClip", 48
- Player.StartItem "RLBurstCannonUziClip", 64
- Player.StartItem "RLBurstCannonBattleRifleClip", 40
- Player.StartItem "RLAutocannonClip", 1
- Player.StartItem "RLPlasmaRefractorClip", 50
- Player.StartItem "RLBiggestFuckingGunClip", 250
- Player.StartItem "RLNuclearBiggestFuckingGunClip", 100
- Player.StartItem "RLNuclearBiggestFuckingGunCharged", 1
- Player.StartItem "RLDemolitionAmmoPistolClip", 6
- Player.StartItem "RLDemolitionAmmoChaingunClip", 40
- Player.StartItem "RLDemolitionAmmoCombatPistolClip", 15
- Player.StartItem "RLDemolitionAmmoDesertEagleClip", 7
- Player.StartItem "RLDemolitionAmmoMinigunClip", 200
- Player.StartItem "RLDemolitionAmmoUziClip", 32
- Player.StartItem "RLDemolitionAmmoBattleRifleClip", 20
- Player.StartItem "RLHUDPageChanger", 1
- Player.StartItem "RLArmorSpecial", 1
- Player.StartItem "RLBootsRemover", 1
- Player.StartItem "RLArmorRemover", 1
- Player.StartItem "RLWeaponLimit", 1
- Player.StartItem "RLTechnicalModItem", 1
- Player.StartItem "Clip", 50
- Player.StartItem "Shell", 8
- Player.StartItem "RLFistRedux"
- Player.StartItem "RLStamina", 100
- Player.StartItem "RLScavengerPerk", 1
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_JumpIfInventory("RLDeathPowerCheck",1,2)
- TNT1 A 0 A_Jump(256,9)
- TNT1 A 0 A_TakeInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLBootsWorn",1,"BootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,3)
- PTEC A 17
- TNT1 A 0 A_Jump(256,2)
- PTEC C 17
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,9)
- TNT1 A 0 A_JumpIfHealthLower(25, 2)
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,10)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,3)
- TNT1 A 0 A_JumpIfInventory("RLMedicalArmorToken",1,2)
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,1)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PTEC A 18
- TNT1 A 0
- Goto MedicArmorRegen
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,1)
- Goto Spawn+26
- TNT1 A 0 A_JumpIfInventory("BasicArmor",200,"ArmorRegenFinish")
- Goto Spawn+27
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"ArmorRegenFinish")
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PTEC A 18
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,1)
- Goto RegenStart
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"Spawn")
- Goto RegenStart
- See:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,"See2")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep1")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep1")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep1")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep1")
- PTEC A 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PTEC B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- See2:
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep2")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep2")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep2")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep2")
- PTEC C 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PTEC D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- BloodStep1:
- PTEC A 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PTEC B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- BloodStep2:
- PTEC C 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PTEC D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HydroStep1:
- PTEC A 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PTEC B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HydroStep2:
- PTEC C 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PTEC D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HeavyStep1:
- PTEC A 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PTEC B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HeavyStep2:
- PTEC C 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PTEC D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- TechStep1:
- PTEC A 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PTEC B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- TechStep2:
- PTEC C 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PTEC D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MetalStep1:
- PTEC A 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PTEC B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MetalStep2:
- PTEC C 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PTEC D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MediumStep1:
- PTEC A 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PTEC B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MediumStep2:
- PTEC C 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PTEC D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- Missile:
- TNT1 A 0 A_JumpIfInventory("RLFistSelected",1,"Punch")
- PTEC E 6
- PTEC E 6
- Goto Spawn
- Melee:
- PTEC F 4 Bright
- Goto Missile
- Punch:
- PTEC Z 6
- PTEC Z 6
- Goto Spawn
- Pain.Lightning:
- TNT1 A 0
- Goto Pain.Plasma
- Pain.Plasma:
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"PlasmaAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"PlasmaAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Fire:
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"FireAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"FireAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Bullet:
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"BulletAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Melee:
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"MeleeAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- PlasmaAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessPlasmaType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessFireType",1)
- Goto Pain
- FireAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessFireType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessPlasmaType",1)
- Goto Pain
- MeleeAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishMelee
- AdaptFinishMelee:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- BulletAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishBullet
- AdaptFinishBullet:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- FireAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishFire
- AdaptFinishFire:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- PlasmaAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishPlasma
- AdaptFinishPlasma:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- AngelicBlast:
- TNT1 A 0 A_SpawnItemEx ("RLAngelicBlast", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_RadiusGive("Health",512, RGF_PLAYERS, 5)
- Goto PainNoForcedDamage
- Pain:
- TNT1 A 0 A_JumpIfInventory("RLCerberusArmorToken",1,"LowArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLLavaSetBonusActive",1,"LavaInvulnerability")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftSetBonusActive",1,"PhaseshiftPhasing")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicBlast")
- PainNoForcedDamage:
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- PainNoCheck:
- PTEC G 4
- PTEC G 4 A_Pain
- Goto Spawn
- Death.MindRape:
- TNT1 A 0 A_GiveInventory("RLDeathZombieCheck",1)
- Death:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- DeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathZombieCheck",1,"ZombieTime")
- PTEC H 6
- PTEC I 6 A_PlayerScream
- PTEC J 6 A_NoBlocking
- PTEC K 6
- PTEC L -1
- Stop
- XDeath:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- XDeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- PTEC M 5
- PTEC N 5 A_XScream
- PTEC O 5 A_NoBlocking
- PTEC PQRST 5
- PTEC U -1
- Stop
- //ARMOR CONTROL SECTION
- ArmorCheck:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,1)
- Goto ArmorCheck+2
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"DeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,1)
- Goto ArmorCheck+4
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"XDeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"PainNoCheck")
- //Armor is ded. Not big surprise.
- TNT1 A 0 A_TakeInventory("RLGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCerberusArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireshieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTowerShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPlasmaShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOnyxArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberneticArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLLavaArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMaleksArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNecroArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLShieldedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAngelicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRechargeableEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOverchargeSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPrototypeAssaultShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLJetpackArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGeosGoldenGauntletArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoulshatterArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDemonicCarapaceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanoAblativeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLWildWeaselPeacekeeperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLXaserPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlazingPhoenixDeviceSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKateMatterstormHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLZeroDiamondAssaultforceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKyleTeslaboltArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTerminusEst13BattlesuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRoystensCommandArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoloOperativeSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTorgueBlastplateArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFrontlineEngineerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalAssemblerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTheBeeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLReactiveShieldSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLChronotrooperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RL100ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL150ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL200ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL100RegenArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalSetBonusProtection",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusActive",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,2)
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,2)
- Goto PainNoCheck
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- Goto DeathNoCheck
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- Goto XDeathNoCheck
- IndestructibleArmorCheck:
- //Check to see what you're wearing and throw an armor bonus at it.
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"IndestructibleArmorRestore")
- //Now to check to see which bloody indestructible armor you've worn has somehow popped.
- TNT1 A 0 A_JumpIfInventory("RLAngelicArmorToken",1,"AngelicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkerArmorToken",1,"BerserkerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorToken",1,"CyberneticArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaArmorToken",1,"LavaArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMaleksArmorToken",1,"MaleksArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,"MedicalPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLShieldedArmorToken",1,"ShieldedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOnyxArmorToken",1,"OnyxArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoGreenArmorToken",1,"CybernanoGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoBlueArmorToken",1,"CybernanoBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoRedArmorToken",1,"CybernanoRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberGreenArmorToken",1,"NanofiberGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberBlueArmorToken",1,"NanofiberBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberRedArmorToken",1,"NanofiberRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinGreenArmorToken",1,"NanofiberSkinGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinBlueArmorToken",1,"NanofiberSkinBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinRedArmorToken",1,"NanofiberSkinRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGreenArmorToken",1,"OModGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBlueArmorToken",1,"OModBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRedArmorToken",1,"OModRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBallisticVestArmorToken",1,"OModBallisticVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBulletProofVestArmorToken",1,"OModBulletProofVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModDuelistArmorToken",1,"OModDuelistArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModEnergyShieldedVestArmorToken",1,"OModEnergyShieldedVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGothicArmorToken",1,"OModGothicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,"OModMedicalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModPhaseshiftArmorToken",1,"OModPhaseshiftArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOverchargeSystemArmorToken",1,"OverchargeSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"EnergyDischargeHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLPrototypeAssaultShieldArmorToken",1,"PrototypeAssaultShieldArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLJetpackArmorToken",1,"JetpackArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorToken",1,"BerserkPowersuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLGeosGoldenGauntletArmorToken",1,"GeosGoldenGauntletArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoulshatterArmorToken",1,"SoulshatterArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicCarapaceArmorToken",1,"DemonicCarapaceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLXaserPowerArmorToken",1,"XaserPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKateMatterstormHarnessArmorToken",1,"KateMatterstormHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLZeroDiamondAssaultforceArmorToken",1,"ZeroDiamondAssaultforceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKyleTeslaboltArmorToken",1,"KyleTeslaboltArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1,"RyanCordellPsychicAmplifierSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTerminusEst13BattlesuitArmorToken",1,"TerminusEst13BattlesuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCommandArmorToken",1,"RoystensCommandArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeSuitArmorToken",1,"SoloOperativeSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastplateArmorToken",1,"TorgueBlastplateArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearArmorToken",1,"NuclearArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerArmorToken",1,"NuclearPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"ReactiveShieldSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLChronotrooperArmorToken",1,"ChronotrooperArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModCyberwarriorArmorToken",1,"OModCyberwarriorArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRepulsionWaveSuitArmorToken",1,"OModRepulsionWaveSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"OModSurvivalMediArmorRestore")
- TNT1 A 0 A_Print("Hey look, something broke,\ntell Yholl what you did.")
- // Kyle is a poop nose
- Goto PainNoCheck
- IndestructibleArmorRestore:
- TNT1 A 0 A_GiveInventory("RLIndestructibleArmorRestorer",99999)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- AngelicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLAngelicArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorBulkToken",1,"CyberneticArmorRestoreBulk")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorPowerToken",1,"CyberneticArmorRestorePower")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorAgilityToken",1,"CyberneticArmorRestoreAgility")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorTechnicalToken",1,"CyberneticArmorRestoreTechnical")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorSniperToken",1,"CyberneticArmorRestoreSniper")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorFirestormToken",1,"CyberneticArmorRestoreFirestorm")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorRestoreNano")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorOnyxToken",1,"CyberneticArmorRestoreOnyx")
- TNT1 A 0 A_GiveInventory("RLCyberneticArmor",1)
- CyberneticArmorRestoreContinue:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestoreBulk:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorBulk",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestorePower:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorPower",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreAgility:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorAgility",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreTechnical:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorTechnical",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreSniper:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorSniper",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreFirestorm:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorFirestorm",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreNano:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorNano",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreOnyx:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorOnyx",1)
- Goto CyberneticArmorRestoreContinue
- LavaArmorRestore:
- TNT1 A 0 A_GiveInventory("RLLavaArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MaleksArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMaleksArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MedicalPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMedicalPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ShieldedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLShieldedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OnyxArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOnyxArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGreenArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBlueArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRedArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBallisticVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBallisticVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBulletProofVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBulletProofVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModDuelistArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModDuelistArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModEnergyShieldedVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModEnergyShieldedVestArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGothicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGothicArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModMedicalArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModMedicalArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModPhaseshiftArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModPhaseshiftArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OverchargeSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOverchargeSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- EnergyDischargeHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- PrototypeAssaultShieldArmorRestore:
- TNT1 A 0 A_GiveInventory("RLPrototypeAssaultShieldArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- JetpackArmorRestore:
- TNT1 A 0 A_GiveInventory("RLJetpackArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkPowersuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkPowersuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- GeosGoldenGauntletArmorRestore:
- TNT1 A 0 A_GiveInventory("RLGeosGoldenGauntletArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoulshatterArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoulshatterArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- DemonicCarapaceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLDemonicCarapaceArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- XaserPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLXaserPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KateMatterstormHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKateMatterstormHarnessArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ZeroDiamondAssaultforceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLZeroDiamondAssaultforceArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KyleTeslaboltArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKyleTeslaboltArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RyanCordellPsychicAmplifierSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRyanCordellPsychicAmplifierSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TerminusEst13BattlesuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTerminusEst13BattlesuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RoystensCommandArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRoystensCommandArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoloOperativeSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoloOperativeSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TorgueBlastplateArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTorgueBlastplateArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNuclearArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearPowerArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,4)
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmorComplete",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TheBeeArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTheBeeArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ReactiveShieldSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLReactiveShieldSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ChronotrooperArmorRestore:
- TNT1 A 0 A_GiveInventory("RLChronotrooperArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModCyberwarriorArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModCyberwarriorArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRepulsionWaveSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRepulsionWaveSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModSurvivalMediArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModSurvivalMediArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RegenStart:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,"NanoRegen5")
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,"NecroDrain")
- TNT1 A 0 A_JumpIfInventory("RLPowerGreenArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerBlueArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerRedArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"Regen2")
- Goto Spawn
- NanoRegen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer200",1)
- Goto Spawn
- Regen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- Regen2:
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- NecroDrain:
- TNT1 A 0 A_JumpIfHealthLower(2, "ArmorRegenFinish")
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- TNT1 A 0 A_SpawnItemEx ("RLNecroArmorDamage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- MedicArmorRegen:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfHealthLower(25, 1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_JumpIfInventory("BasicArmor",21,1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_TakeInventory("BasicArmor",1)
- TNT1 A 0 HealThing(1, 0)
- PTEC A 11
- Goto Spawn
- ArmorRegenFinish:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- Goto Spawn
- ArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,8))
- Goto PainNoForcedDamage
- LowArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,2))
- Goto PainNoForcedDamage
- //BOOTS CONTROL SECTION
- BootsRestore:
- //Check to see what boots you're wearing and recreate it's powerup.
- TNT1 A 0 A_JumpIfInventory("RLSteelBootsToken",1,"SteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLProtectiveBootsToken",1,"ProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPlasteelBootsToken",1,"PlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravSteelBootsToken",1,"AntigravSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravProtectiveBootsToken",1,"AntigravProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravPlasteelBootsToken",1,"AntigravPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"EnviromentalSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"EnviromentalProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"EnviromentalPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofSteelBootsToken",1,"FireproofSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofProtectiveBootsToken",1,"FireproofProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofPlasteelBootsToken",1,"FireproofPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingSteelBootsToken",1,"GrapplingSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingProtectiveBootsToken",1,"GrapplingProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingPlasteelBootsToken",1,"GrapplingPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"CerberusBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalBootsToken",1,"TacticalBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaBootsToken",1,"LavaBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAcidProofBootsToken",1,"AcidProofBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"GothicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"PhaseshiftBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"EnviroBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"NyarlaptotepsBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"ShockwaveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLeonidasBootsToken",1,"LeonidasBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"DemonicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCombatBootsToken",1,"RoystensCombatBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeBootsToken",1,"SoloOperativeBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"TorgueBlastBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFrontlineEngineerBootsToken",1,"FrontlineEngineerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalAssemblerBootsToken",1,"TacticalAssemblerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"NuclearPowerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicBootsToken",1,"AngelicBootsRestore")
- Goto OtherPowersRestore
- SteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- Goto OtherPowersRestore
- ProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- PlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- AntigravSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- EnviromentalSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalSteelBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofSteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- FireproofPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingSteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- CerberusBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- TacticalBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalBootsSpeed",1)
- Goto OtherPowersRestore
- LavaBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AcidProofBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- GothicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGothicBootsProtection",1)
- Goto OtherPowersRestore
- PhaseshiftBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftBootsProtection",1)
- Goto OtherPowersRestore
- EnviroBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- NyarlaptotepsBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLNyarlaptotepsBootsProtection",1)
- Goto OtherPowersRestore
- ShockwaveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLShockwaveBootsProtection",1)
- Goto OtherPowersRestore
- LeonidasBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLLeonidasBootsProtection",1)
- Goto OtherPowersRestore
- DemonicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLDemonicBootsProtection",1)
- Goto OtherPowersRestore
- RoystensCombatBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLRoystensCombatBootsProtection",1)
- Goto OtherPowersRestore
- SoloOperativeBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSoloOperativeBootsProtection",1)
- Goto OtherPowersRestore
- TorgueBlastBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTorgueBlastBootsProtection",1)
- Goto OtherPowersRestore
- FrontlineEngineerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFrontlineEngineerBootsProtection",1)
- Goto OtherPowersRestore
- TacticalAssemblerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalAssemblerBootsProtection",1)
- Goto OtherPowersRestore
- NuclearPowerBootsRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLNuclearPowerBootsProtection",1)
- Goto OtherPowersRestore
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AngelicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- OtherPowersRestore:
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- Goto Spawn
- TacticalArmorRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- Goto Spawn
- TacticalSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalSetBonusProtection",1)
- Goto Spawn
- InquisitorsSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLInquisitorsSetBonusProtection",1)
- Goto Spawn
- AngelicAttireSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAngelicAttireSetBonusProtection",1)
- Goto Spawn
- CyberneticArmorNanoRestore:
- TNT1 A 0 A_GiveInventory("PowerRLCyberneticArmorRegen",1)
- Goto Spawn
- TheBeeRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTheBeeDamageAmp",1)
- Goto Spawn
- LavaInvulnerability:
- TNT1 A 0 A_Jump(244, 5)
- TNT1 A 0 A_JumpIfInventory("PowerInvulnerable",1,4)
- TNT1 A 0 A_JumpIfInventory("PowerRLLavaArmorCooldown",1,3)
- TNT1 A 0 A_GiveInventory("PowerRLLavaSetBonusInvulnerable",1)
- TNT1 A 0 A_GiveInventory("PowerRLLavaArmorCooldown",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- PhaseshiftPhasing:
- TNT1 A 0 A_JumpIfInventory("PowerRLPhaseshiftSetBonusPhasing",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- SurvivalRegen:
- TNT1 A 0 A_JumpIfInventory("PowerRLSurvivalMediArmorRegen",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLSurvivalMediArmorRegen",1)
- TNT1 A 0
- Goto Pain
- ZombieTime:
- TNT1 A 0 A_TakeInventory("RLDeathZombieCheck",1)
- TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_NoBlocking
- TNT1 A 0 A_SpawnItemEx ("RLTechnicianMindSlave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A -1
- Stop
- Teleport:
- TNT1 A 0 A_SpawnItemEx ("TeleportFog", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- }
- }
- //-------------------------------------------------------------------
- // EXTRA CLASSES
- ACTOR DoomRLRenegade : PlayerPawn
- {
- Player.DisplayName "Renegade"
- Player.ColorRange 112, 127
- Player.damagescreencolor Red, 0.5
- Player.viewheight 48
- Player.attackzoffset 15
- Player.Forwardmove 0.6 1.0
- Player.Sidemove 0.6 1.0
- Player.CrouchSprite "PREN"
- Player.Face "REN"
- Player.Portrait "P_RLREN1"
- Player.SoundClass "Renegade"
- DamageFactor "AllyDamage", 0
- Species "Player"
- PainChance 256
- Player.StartItem "RLPistol"
- Player.StartItem "RLPistolClip", 6
- Player.StartItem "RLShotgunClip", 1
- Player.StartItem "RLDoubleShotgunClip", 2
- Player.StartItem "RLCombatShotgunClip", 5
- Player.StartItem "RLChaingunClip", 40
- Player.StartItem "RLRocketLauncherClip", 1
- Player.StartItem "RLPlasmaRifleClip", 40
- Player.StartItem "RLBFG9000Clip", 100
- Player.StartItem "RLBlasterClip", 10
- Player.StartItem "RLCombatPistolClip", 15
- Player.StartItem "RLDesertEagleClip", 7
- Player.StartItem "RLAssaultShotgunClip", 6
- Player.StartItem "RLSuperShotgunClip", 2
- Player.StartItem "RLPlasmaShotgunClip", 30
- Player.StartItem "RLLaserRifleClip", 40
- Player.StartItem "RLTristarBlasterClip", 45
- Player.StartItem "RLMinigunClip", 200
- Player.StartItem "RLMissileLauncherClip", 4
- Player.StartItem "RLNuclearPlasmaPistolClip", 16
- Player.StartItem "RLNuclearPlasmaRifleClip", 24
- Player.StartItem "RLNuclearBFG9000Clip", 40
- Player.StartItem "RLNuclearBFG9000Charged", 1
- Player.StartItem "RLCombatTranslocatorClip", 60
- Player.StartItem "RLUziClip", 32
- Player.StartItem "RLBattleRifleClip", 20
- Player.StartItem "RLNapalmLauncherClip", 1
- Player.StartItem "RLJackhammerClip", 9
- Player.StartItem "RLRailgunClip", 40
- Player.StartItem "RLMysteriousMagnumClip", 6
- Player.StartItem "RLBFG10KClip", 40
- Player.StartItem "RLUnknownHeraldClip", 6
- Player.StartItem "RLFragShotgunClip", 16
- Player.StartItem "RLQuadShotgunClip", 4
- Player.StartItem "RLNullPointerClip", 60
- Player.StartItem "RLLightweaverCharge", 100
- Player.StartItem "RLTrigunClip", 6
- Player.StartItem "RLAntiFreakJackalClip", 6
- Player.StartItem "RLGrammatonClericBerettaClip", 18
- Player.StartItem "RLTantrumCannonClip", 20
- Player.StartItem "RLRevenantsLauncherClip", 2
- Player.StartItem "RLParticleBeamCannonClip", 90
- Player.StartItem "RLPlasmaRedirectionCannonClip", 50
- Player.StartItem "RLSteelBeastClip", 1
- Player.StartItem "RLHellsReignClip", 20
- Player.StartItem "RLJudgeOfTheDeadClip", 2
- Player.StartItem "RLHurricaneCannonClip", 20
- Player.StartItem "RLBaronBlasterClip", 1
- Player.StartItem "RLRealityDistortionArrayClip", 100
- Player.StartItem "RLSilencedPistolClip", 6
- Player.StartItem "RLShredderPistolClip", 7
- Player.StartItem "RLSpeedloaderPistolClip", 6
- Player.StartItem "RLElephantGunClip", 1
- Player.StartItem "RLGatlingGunClip", 90
- Player.StartItem "RLMicroLauncherClip", 1
- Player.StartItem "RLTacticalShotgunClip", 5
- Player.StartItem "RLHeavyShotgunClip", 1
- Player.StartItem "RLHeavyDoubleShotgunClip", 2
- Player.StartItem "RLHighPowerPistolClip", 4
- Player.StartItem "RLHighPowerChaingunClip", 26
- Player.StartItem "RLHighPowerPlasmaRifleClip", 26
- Player.StartItem "RLHighPowerBFG9000Clip", 65
- Player.StartItem "RLHighPowerBlasterClip", 6
- Player.StartItem "RLHighPowerCombatPistolClip", 10
- Player.StartItem "RLHighPowerDesertEagleClip", 5
- Player.StartItem "RLHighPowerTristarBlasterClip", 30
- Player.StartItem "RLHighPowerMinigunClip", 130
- Player.StartItem "RLHighPowerLaserRifleClip", 26
- Player.StartItem "RLHighPowerNuclearPlasmaPistolClip", 10
- Player.StartItem "RLHighPowerNuclearPlasmaRifleClip", 16
- Player.StartItem "RLHighPowerNuclearBFG9000Clip", 26
- Player.StartItem "RLHighPowerUziClip", 21
- Player.StartItem "RLHighPowerBattleRifleClip", 13
- Player.StartItem "RLPlasmaticShrapnelShotgunClip", 1
- Player.StartItem "RLPlasmaticShrapnelCombatShotgunClip", 5
- Player.StartItem "RLPlasmaticShrapnelDoubleShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelSuperShotgunClip", 2
- Player.StartItem "RLPlasmaticShrapnelAssaultShotgunClip", 6
- Player.StartItem "RLPlasmaticShrapnelPlasmaShotgunClip", 30
- Player.StartItem "RLTacticalRocketLauncherClip", 5
- Player.StartItem "RLStormPistolClip", 9
- Player.StartItem "RLStormCombatPistolClip", 22
- Player.StartItem "RLStormDesertEagleClip", 11
- Player.StartItem "RLStormUziClip", 64
- Player.StartItem "RLStormBlasterClip", 15
- Player.StartItem "RLStormNuclearPlasmaPistolClip", 24
- Player.StartItem "RLPlasmaPistolClip", 6
- Player.StartItem "RLCombatPlasmaPistolClip", 15
- Player.StartItem "RLPlasmaDesertEagleClip", 7
- Player.StartItem "RLPlasmaUziClip", 32
- Player.StartItem "RLSuperchargedNuclearPlasmaPistolClip", 8
- Player.StartItem "RLVBFG9000Clip", 150
- Player.StartItem "RLNuclearVBFG9000Clip", 60
- Player.StartItem "RLNuclearVBFG9000Charged", 1
- Player.StartItem "RLFocusedDoubleShotgunClip", 2
- Player.StartItem "RLHyperblasterClip", 40
- Player.StartItem "RLAutoshotgunClip", 20
- Player.StartItem "RLAutoDoubleShotgunClip", 20
- Player.StartItem "RLMiniMissilePistolClip", 6
- Player.StartItem "RLPlasmaRifleMkIIClip", 100
- Player.StartItem "RLGrenadeLauncherClip", 1
- Player.StartItem "RLAssaultRifleChaingunClip", 40
- Player.StartItem "RLAssaultRiflePlasmaRifleClip", 40
- Player.StartItem "RLAssaultRifleMinigunClip", 200
- Player.StartItem "RLAssaultRifleLaserRifleClip", 40
- Player.StartItem "RLAssaultRifleNuclearPlasmaRifleClip", 24
- Player.StartItem "RLAssaultRifleUziClip", 32
- Player.StartItem "RLAssaultRifleBattleRifleClip", 20
- Player.StartItem "RLBurstCannonChaingunClip", 80
- Player.StartItem "RLBurstCannonPlasmaRifleClip", 80
- Player.StartItem "RLBurstCannonMinigunClip", 400
- Player.StartItem "RLBurstCannonLaserRifleClip", 80
- Player.StartItem "RLBurstCannonNuclearPlasmaRifleClip", 48
- Player.StartItem "RLBurstCannonUziClip", 64
- Player.StartItem "RLBurstCannonBattleRifleClip", 40
- Player.StartItem "RLAutocannonClip", 1
- Player.StartItem "RLPlasmaRefractorClip", 50
- Player.StartItem "RLBiggestFuckingGunClip", 250
- Player.StartItem "RLNuclearBiggestFuckingGunClip", 100
- Player.StartItem "RLNuclearBiggestFuckingGunCharged", 1
- Player.StartItem "RLDemolitionAmmoPistolClip", 6
- Player.StartItem "RLDemolitionAmmoChaingunClip", 40
- Player.StartItem "RLDemolitionAmmoCombatPistolClip", 15
- Player.StartItem "RLDemolitionAmmoDesertEagleClip", 7
- Player.StartItem "RLDemolitionAmmoMinigunClip", 200
- Player.StartItem "RLDemolitionAmmoUziClip", 32
- Player.StartItem "RLDemolitionAmmoBattleRifleClip", 20
- Player.StartItem "RLHUDPageChanger", 1
- Player.StartItem "RLArmorSpecial", 1
- Player.StartItem "RLBootsRemover", 1
- Player.StartItem "RLArmorRemover", 1
- Player.StartItem "RLWeaponLimit", 1
- Player.StartItem "RLWeaponLimitStartup", 1
- Player.StartItem "Clip", 50
- Player.StartItem "Shell", 8
- Player.StartItem "RLFistRedux"
- Player.StartItem "RLStamina", 100
- Player.StartItem "RLShellshockPerk", 1
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_JumpIfInventory("RLDeathPowerCheck",1,2)
- TNT1 A 0 A_Jump(256,9)
- TNT1 A 0 A_TakeInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLBootsWorn",1,"BootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,3)
- PREN A 17
- TNT1 A 0 A_Jump(256,2)
- PREN C 17
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,9)
- TNT1 A 0 A_JumpIfHealthLower(25, 2)
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,10)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,3)
- TNT1 A 0 A_JumpIfInventory("RLMedicalArmorToken",1,2)
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,1)
- Loop
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PREN A 18
- TNT1 A 0
- Goto MedicArmorRegen
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,1)
- Goto Spawn+26
- TNT1 A 0 A_JumpIfInventory("BasicArmor",200,"ArmorRegenFinish")
- Goto Spawn+27
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"ArmorRegenFinish")
- TNT1 A 0 A_JumpIfInventory("RLPlayerArmorRegeneration",1,2)
- PREN A 18
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,1)
- Goto RegenStart
- TNT1 A 0 A_JumpIfInventory("BasicArmor",100,"Spawn")
- Goto RegenStart
- See:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("RLStep",1,"See2")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep1")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep1")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep1")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep1")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep1")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep1")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep1")
- PREN A 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PREN B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- See2:
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"HydroStep2")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"MediumStep2")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"MetalStep2")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"TechStep2")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"BloodStep2")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"HeavyStep2")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"HeavyStep2")
- PREN C 6 A_SpawnItem("RLPlayerStep", 0, 0, 0, 0)
- PREN D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- BloodStep1:
- PREN A 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PREN B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- BloodStep2:
- PREN C 6 A_SpawnItem("RLPlayerBloodStep", 0, 0, 0, 0)
- PREN D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HydroStep1:
- PREN A 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PREN B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HydroStep2:
- PREN C 8 A_SpawnItem("RLPlayerHydroStep", 0, 0, 0, 0)
- PREN D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- HeavyStep1:
- PREN A 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PREN B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- HeavyStep2:
- PREN C 8 A_SpawnItem("RLPlayerHeavyStep", 0, 0, 0, 0)
- PREN D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- TechStep1:
- PREN A 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PREN B 8
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- TechStep2:
- PREN C 8 A_SpawnItem("RLPlayerTechStep", 0, 0, 0, 0)
- PREN D 8
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MetalStep1:
- PREN A 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PREN B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MetalStep2:
- PREN C 6 A_SpawnItem("RLPlayerMetalStep", 0, 0, 0, 0)
- PREN D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- MediumStep1:
- PREN A 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PREN B 6
- TNT1 A 0 A_GiveInventory("RLStep",1)
- Goto Spawn
- MediumStep2:
- PREN C 6 A_SpawnItem("RLPlayerMediumStep", 0, 0, 0, 0)
- PREN D 6
- TNT1 A 0 A_TakeInventory("RLStep",1)
- Goto Spawn
- Missile:
- TNT1 A 0 A_JumpIfInventory("RLFistSelected",1,"Punch")
- PREN E 6
- PREN E 6
- Goto Spawn
- Melee:
- PREN F 5 Bright
- Goto Missile
- Punch:
- PREN Z 6
- PREN Z 6
- Goto Spawn
- Pain.Lightning:
- TNT1 A 0
- Goto Pain.Plasma
- Pain.Plasma:
- TNT1 A 0 A_TakeInventory("RLSlimeDamageToken",1)
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"PlasmaAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"PlasmaAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Fire:
- TNT1 A 0 A_TakeInventory("RLSlimeDamageToken",1)
- TNT1 A 0 A_JumpIfInventory("RLBallisticShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"FireAbsorb")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"FireAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Bullet:
- TNT1 A 0 A_TakeInventory("RLSlimeDamageToken",1)
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"BulletAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Melee:
- TNT1 A 0 A_TakeInventory("RLSlimeDamageToken",1)
- TNT1 A 0 A_JumpIfInventory("RLEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLPlasmaShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLRechargeableEnergyShieldArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"MeleeAdapt")
- TNT1 A 0 A_JumpIfInventory("RLSurvivalMediArmorToken",1,"SurvivalRegen")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"SurvivalRegen")
- Goto Pain
- Pain.Slime:
- TNT1 A 0 A_GiveInventory("RLSlimeDamageToken",1)
- Goto PainNoForcedDamage
- PlasmaAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessPlasmaType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessFireType",1)
- Goto Pain
- FireAbsorb:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessCounter",1)
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessFireType",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessPlasmaType",1)
- Goto Pain
- MeleeAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishMelee")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishMelee
- AdaptFinishMelee:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- BulletAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishBullet")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishBullet
- AdaptFinishBullet:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- FireAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemPlasma",1,"AdaptFinishFire")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishFire
- AdaptFinishFire:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- PlasmaAdapt:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemPlasma",1)
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemMelee",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemBullet",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemFire",1,"AdaptFinishPlasma")
- TNT1 A 0 A_JumpIfInventory("PowerRLReactiveShieldSystemActiveToken",1,"Pain")
- Goto AdaptFinishPlasma
- AdaptFinishPlasma:
- TNT1 A 0 A_GiveInventory("PowerRLReactiveShieldSystemActiveToken",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemMelee",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemBullet",1)
- TNT1 A 0 A_TakeInventory("PowerRLReactiveShieldSystemFire",1)
- TNT1 A 0 A_PlaySound("misc/reactiveshieldsystem",CHAN_BODY)
- Goto Pain
- AngelicBlast:
- TNT1 A 0 A_SpawnItemEx ("RLAngelicBlast", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_RadiusGive("Health",512, RGF_PLAYERS, 5)
- Goto PainNoForcedDamage
- Pain:
- TNT1 A 0 A_JumpIfInventory("RLCerberusArmorToken",1,"LowArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"ArmorDamage")
- TNT1 A 0 A_JumpIfInventory("RLLavaSetBonusActive",1,"LavaInvulnerability")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftSetBonusActive",1,"PhaseshiftPhasing")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicBlast")
- PainNoForcedDamage:
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- PainNoCheck:
- PREN G 4
- TNT1 A 0 A_JumpIfInventory("RLSlimeDamageToken",1,2)
- PREN G 4 A_Pain
- Goto Spawn
- TNT1 A 0 A_PlaySound("renegade/slimepain",CHAN_VOICE)
- PREN G 4 A_TakeInventory("RLSlimeDamageToken",1)
- Goto Spawn
- Death.MindRape:
- TNT1 A 0 A_GiveInventory("RLDeathZombieCheck",1)
- Death:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- DeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathZombieCheck",1,"ZombieTime")
- PREN H 5
- PREN I 5 A_PlayerScream
- PREN J 5 A_NoBlocking
- PREN K 5
- PREN L 5
- PREN M 5
- PREN N -1
- Stop
- XDeath:
- TNT1 A 0 A_GiveInventory("RLDeathPowerCheck",1)
- TNT1 A 0 A_GiveInventory("RLXDeathArmorCheck",1)
- TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RL100RegenArmorWorn",1,"ArmorCheck")
- TNT1 A 0 A_JumpIfInventory("RLIndestructibleArmorWorn",1,"IndestructibleArmorCheck")
- XDeathNoCheck:
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- PREN O 5
- PREN P 5 A_XScream
- PREN Q 5 A_NoBlocking
- PREN RSTUV 5
- PREN V -1
- Stop
- //ARMOR CONTROL SECTION
- ArmorCheck:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,1)
- Goto ArmorCheck+2
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"DeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,1)
- Goto ArmorCheck+4
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"XDeathNoCheck")
- Goto ArmorCheck+5
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"PainNoCheck")
- //Armor is ded. Not big surprise.
- TNT1 A 0 A_TakeInventory("RLGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCerberusArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCybernanoRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireproofRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFireshieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanofiberSkinRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTowerShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPowerRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPlasmaShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOnyxArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberneticArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLLavaArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMaleksArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLMedicalPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNecroArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLShieldedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAngelicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBallisticVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModBulletProofVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModDuelistArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModEnergyShieldedVestArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModGothicArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModMedicalArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModPhaseshiftArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeGreenArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeBlueArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLAblativeRedArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRechargeableEnergyShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOverchargeSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLEnergyDischargeHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLPrototypeAssaultShieldArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLJetpackArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBerserkPowersuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLGeosGoldenGauntletArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoulshatterArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLDemonicCarapaceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNanoAblativeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLWildWeaselPeacekeeperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLXaserPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLBlazingPhoenixDeviceSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKateMatterstormHarnessArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLZeroDiamondAssaultforceArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLKyleTeslaboltArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTerminusEst13BattlesuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLRoystensCommandArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLSoloOperativeSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTorgueBlastplateArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLFrontlineEngineerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTacticalAssemblerSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLNuclearPowerArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLTheBeeArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLReactiveShieldSystemArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLChronotrooperArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModCyberwarriorArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModRepulsionWaveSuitArmorToken",1)
- TNT1 A 0 A_TakeInventory("RLOModSurvivalMediArmorToken",1)
- TNT1 A 0 A_TakeInventory("RL100ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL150ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL200ArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RL100RegenArmorWorn",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLCerberusSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLTacticalSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalSetBonusProtection",1)
- TNT1 A 0 A_TakeInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLGothicSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLPhaseshiftSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSentrySentinelSetBonusActive",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusArmor",1)
- TNT1 A 0 A_TakeInventory("RLSensibleStrategistSetBonusActive",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,2)
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,2)
- Goto PainNoCheck
- TNT1 A 0 A_TakeInventory("RLDeathArmorCheck",1)
- Goto DeathNoCheck
- TNT1 A 0 A_TakeInventory("RLXDeathArmorCheck",1)
- Goto XDeathNoCheck
- IndestructibleArmorCheck:
- //Check to see what you're wearing and throw an armor bonus at it.
- TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"IndestructibleArmorRestore")
- //Now to check to see which bloody indestructible armor you've worn has somehow popped.
- TNT1 A 0 A_JumpIfInventory("RLAngelicArmorToken",1,"AngelicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkerArmorToken",1,"BerserkerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorToken",1,"CyberneticArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaArmorToken",1,"LavaArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMaleksArmorToken",1,"MaleksArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLMedicalPowerArmorToken",1,"MedicalPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLShieldedArmorToken",1,"ShieldedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOnyxArmorToken",1,"OnyxArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoGreenArmorToken",1,"CybernanoGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoBlueArmorToken",1,"CybernanoBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLCybernanoRedArmorToken",1,"CybernanoRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberGreenArmorToken",1,"NanofiberGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberBlueArmorToken",1,"NanofiberBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberRedArmorToken",1,"NanofiberRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinGreenArmorToken",1,"NanofiberSkinGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinBlueArmorToken",1,"NanofiberSkinBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNanofiberSkinRedArmorToken",1,"NanofiberSkinRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGreenArmorToken",1,"OModGreenArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBlueArmorToken",1,"OModBlueArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRedArmorToken",1,"OModRedArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBallisticVestArmorToken",1,"OModBallisticVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModBulletProofVestArmorToken",1,"OModBulletProofVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModDuelistArmorToken",1,"OModDuelistArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModEnergyShieldedVestArmorToken",1,"OModEnergyShieldedVestArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModGothicArmorToken",1,"OModGothicArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModMedicalArmorToken",1,"OModMedicalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModPhaseshiftArmorToken",1,"OModPhaseshiftArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOverchargeSystemArmorToken",1,"OverchargeSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnergyDischargeHarnessArmorToken",1,"EnergyDischargeHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLPrototypeAssaultShieldArmorToken",1,"PrototypeAssaultShieldArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLJetpackArmorToken",1,"JetpackArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLBerserkPowersuitArmorToken",1,"BerserkPowersuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLGeosGoldenGauntletArmorToken",1,"GeosGoldenGauntletArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoulshatterArmorToken",1,"SoulshatterArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicCarapaceArmorToken",1,"DemonicCarapaceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLXaserPowerArmorToken",1,"XaserPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKateMatterstormHarnessArmorToken",1,"KateMatterstormHarnessArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLZeroDiamondAssaultforceArmorToken",1,"ZeroDiamondAssaultforceArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLKyleTeslaboltArmorToken",1,"KyleTeslaboltArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRyanCordellPsychicAmplifierSuitArmorToken",1,"RyanCordellPsychicAmplifierSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTerminusEst13BattlesuitArmorToken",1,"TerminusEst13BattlesuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCommandArmorToken",1,"RoystensCommandArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeSuitArmorToken",1,"SoloOperativeSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastplateArmorToken",1,"TorgueBlastplateArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearArmorToken",1,"NuclearArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerArmorToken",1,"NuclearPowerArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLReactiveShieldSystemArmorToken",1,"ReactiveShieldSystemArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLChronotrooperArmorToken",1,"ChronotrooperArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModCyberwarriorArmorToken",1,"OModCyberwarriorArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModRepulsionWaveSuitArmorToken",1,"OModRepulsionWaveSuitArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLOModSurvivalMediArmorToken",1,"OModSurvivalMediArmorRestore")
- TNT1 A 0 A_Print("Hey look, something broke,\ntell Yholl what you did.")
- // Kyle is a poop nose
- Goto PainNoCheck
- IndestructibleArmorRestore:
- TNT1 A 0 A_GiveInventory("RLIndestructibleArmorRestorer",99999)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- AngelicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLAngelicArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkerArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorBulkToken",1,"CyberneticArmorRestoreBulk")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorPowerToken",1,"CyberneticArmorRestorePower")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorAgilityToken",1,"CyberneticArmorRestoreAgility")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorTechnicalToken",1,"CyberneticArmorRestoreTechnical")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorSniperToken",1,"CyberneticArmorRestoreSniper")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorFirestormToken",1,"CyberneticArmorRestoreFirestorm")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorRestoreNano")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorOnyxToken",1,"CyberneticArmorRestoreOnyx")
- TNT1 A 0 A_GiveInventory("RLCyberneticArmor",1)
- CyberneticArmorRestoreContinue:
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CyberneticArmorRestoreBulk:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeBulk",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestorePower:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadePower",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreAgility:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeAgility",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreTechnical:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeTechnical",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreSniper:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeSniper",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreFirestorm:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeFirestorm",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreNano:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeNano",1)
- Goto CyberneticArmorRestoreContinue
- CyberneticArmorRestoreOnyx:
- TNT1 A 0 A_GiveInventory("RLCyberneticArmorRenegadeOnyx",1)
- Goto CyberneticArmorRestoreContinue
- LavaArmorRestore:
- TNT1 A 0 A_GiveInventory("RLLavaArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MaleksArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMaleksArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- MedicalPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLMedicalPowerArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ShieldedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLShieldedArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OnyxArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOnyxArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoGreenArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoBlueArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- CybernanoRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLCybernanoRedArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberGreenArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberBlueArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberRedArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinGreenArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinBlueArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NanofiberSkinRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNanofiberSkinRedArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGreenArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGreenArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBlueArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBlueArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRedArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRedArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBallisticVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBallisticVestArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModBulletProofVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModBulletProofVestArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModDuelistArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModDuelistArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModEnergyShieldedVestArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModEnergyShieldedVestArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModGothicArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModGothicArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModMedicalArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModMedicalArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModPhaseshiftArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModPhaseshiftArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OverchargeSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOverchargeSystemArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- EnergyDischargeHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLEnergyDischargeHarnessArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- PrototypeAssaultShieldArmorRestore:
- TNT1 A 0 A_GiveInventory("RLPrototypeAssaultShieldArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- JetpackArmorRestore:
- TNT1 A 0 A_GiveInventory("RLJetpackArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- BerserkPowersuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLBerserkPowersuitArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- GeosGoldenGauntletArmorRestore:
- TNT1 A 0 A_GiveInventory("RLGeosGoldenGauntletArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoulshatterArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoulshatterArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- DemonicCarapaceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLDemonicCarapaceArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- XaserPowerArmorRestore:
- TNT1 A 0 A_GiveInventory("RLXaserPowerArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KateMatterstormHarnessArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKateMatterstormHarnessArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ZeroDiamondAssaultforceArmorRestore:
- TNT1 A 0 A_GiveInventory("RLZeroDiamondAssaultforceArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- KyleTeslaboltArmorRestore:
- TNT1 A 0 A_GiveInventory("RLKyleTeslaboltArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RyanCordellPsychicAmplifierSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRyanCordellPsychicAmplifierSuitArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TerminusEst13BattlesuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTerminusEst13BattlesuitArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RoystensCommandArmorRestore:
- TNT1 A 0 A_GiveInventory("RLRoystensCommandArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- SoloOperativeSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLSoloOperativeSuitArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TorgueBlastplateArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTorgueBlastplateArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearArmorRestore:
- TNT1 A 0 A_GiveInventory("RLNuclearArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- NuclearPowerArmorRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,4)
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TNT1 A 0 A_GiveInventory("RLNuclearPowerArmorCompleteRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- TheBeeArmorRestore:
- TNT1 A 0 A_GiveInventory("RLTheBeeArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ReactiveShieldSystemArmorRestore:
- TNT1 A 0 A_GiveInventory("RLReactiveShieldSystemArmor",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- ChronotrooperArmorRestore:
- TNT1 A 0 A_GiveInventory("RLChronotrooperArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModCyberwarriorArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModCyberwarriorArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModRepulsionWaveSuitArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModRepulsionWaveSuitArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- OModSurvivalMediArmorRestore:
- TNT1 A 0 A_GiveInventory("RLOModSurvivalMediArmorRenegade",1)
- TNT1 A 0 A_JumpIfInventory("RLDeathArmorCheck",1,"DeathNoCheck")
- TNT1 A 0 A_JumpIfInventory("RLXDeathArmorCheck",1,"XDeathNoCheck")
- Goto PainNoCheck
- RegenStart:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfInventory("RLNanoAblativeArmorToken",1,"NanoRegen5")
- TNT1 A 0 A_JumpIfInventory("RLNecroArmorToken",1,"NecroDrain")
- TNT1 A 0 A_JumpIfInventory("RLPowerGreenArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerBlueArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLPowerRedArmorToken",1,"Regen5")
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"Regen2")
- Goto Spawn
- NanoRegen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer200",1)
- Goto Spawn
- Regen5:
- TNT1 AAAAA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- Regen2:
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- Goto Spawn
- NecroDrain:
- TNT1 A 0 A_JumpIfHealthLower(2, "ArmorRegenFinish")
- TNT1 AA 0 A_GiveInventory("RLArmorRestorer100",1)
- TNT1 A 0 A_SpawnItemEx ("RLNecroArmorDamage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- MedicArmorRegen:
- TNT1 A 0 A_GiveInventory("RLPlayerArmorRegeneration",1)
- TNT1 A 0 A_JumpIfHealthLower(25, 1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_JumpIfInventory("BasicArmor",21,1)
- Goto ArmorRegenFinish
- TNT1 A 0 A_TakeInventory("BasicArmor",1)
- TNT1 A 0 HealThing(1, 0)
- PMAR A 11
- Goto Spawn
- ArmorRegenFinish:
- TNT1 A 0 A_TakeInventory("RLPlayerArmorRegeneration",1)
- Goto Spawn
- ArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,8))
- Goto PainNoForcedDamage
- LowArmorDamage:
- TNT1 A 0 A_TakeInventory("BasicArmor",Random(1,2))
- Goto PainNoForcedDamage
- //BOOTS CONTROL SECTION
- BootsRestore:
- //Check to see what boots you're wearing and recreate it's powerup.
- TNT1 A 0 A_JumpIfInventory("RLSteelBootsToken",1,"SteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLProtectiveBootsToken",1,"ProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPlasteelBootsToken",1,"PlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravSteelBootsToken",1,"AntigravSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravProtectiveBootsToken",1,"AntigravProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAntigravPlasteelBootsToken",1,"AntigravPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalSteelBootsToken",1,"EnviromentalSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalProtectiveBootsToken",1,"EnviromentalProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviromentalPlasteelBootsToken",1,"EnviromentalPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofSteelBootsToken",1,"FireproofSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofProtectiveBootsToken",1,"FireproofProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFireproofPlasteelBootsToken",1,"FireproofPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingSteelBootsToken",1,"GrapplingSteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingProtectiveBootsToken",1,"GrapplingProtectiveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGrapplingPlasteelBootsToken",1,"GrapplingPlasteelBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLCerberusBootsToken",1,"CerberusBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalBootsToken",1,"TacticalBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLavaBootsToken",1,"LavaBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAcidProofBootsToken",1,"AcidProofBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLGothicBootsToken",1,"GothicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLPhaseshiftBootsToken",1,"PhaseshiftBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLEnviroBootsToken",1,"EnviroBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNyarlaptotepsBootsToken",1,"NyarlaptotepsBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLShockwaveBootsToken",1,"ShockwaveBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLLeonidasBootsToken",1,"LeonidasBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLDemonicBootsToken",1,"DemonicBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLRoystensCombatBootsToken",1,"RoystensCombatBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLSoloOperativeBootsToken",1,"SoloOperativeBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTorgueBlastBootsToken",1,"TorgueBlastBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLFrontlineEngineerBootsToken",1,"FrontlineEngineerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalAssemblerBootsToken",1,"TacticalAssemblerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLNuclearPowerBootsToken",1,"NuclearPowerBootsRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicBootsToken",1,"AngelicBootsRestore")
- Goto OtherPowersRestore
- SteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- Goto OtherPowersRestore
- ProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- PlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- AntigravSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLProtectiveBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- AntigravPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPlasteelBootsProtection",1)
- TNT1 A 0 A_GiveInventory("PowerRLAntigravBootsJump",1)
- Goto OtherPowersRestore
- EnviromentalSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalSteelBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- EnviromentalPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLEnviromentalPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofSteelBootsProtection",1)
- Goto OtherPowersRestore
- FireproofProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- FireproofPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFireproofPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingSteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingSteelBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingProtectiveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingProtectiveBootsProtection",1)
- Goto OtherPowersRestore
- GrapplingPlasteelBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGrapplingPlasteelBootsProtection",1)
- Goto OtherPowersRestore
- CerberusBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- TacticalBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalBootsSpeed",1)
- Goto OtherPowersRestore
- LavaBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AcidProofBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- GothicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLGothicBootsProtection",1)
- Goto OtherPowersRestore
- PhaseshiftBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftBootsProtection",1)
- Goto OtherPowersRestore
- EnviroBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- NyarlaptotepsBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLNyarlaptotepsBootsProtection",1)
- Goto OtherPowersRestore
- ShockwaveBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLShockwaveBootsProtection",1)
- Goto OtherPowersRestore
- LeonidasBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLLeonidasBootsProtection",1)
- Goto OtherPowersRestore
- DemonicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLDemonicBootsProtection",1)
- Goto OtherPowersRestore
- RoystensCombatBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLRoystensCombatBootsProtection",1)
- Goto OtherPowersRestore
- SoloOperativeBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLSoloOperativeBootsProtection",1)
- Goto OtherPowersRestore
- TorgueBlastBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTorgueBlastBootsProtection",1)
- Goto OtherPowersRestore
- FrontlineEngineerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLFrontlineEngineerBootsProtection",1)
- Goto OtherPowersRestore
- TacticalAssemblerBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalAssemblerBootsProtection",1)
- Goto OtherPowersRestore
- NuclearPowerBootsRestore:
- TNT1 A 0 A_JumpIfInventory("RLEnclaveSetBonusActive",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLNuclearPowerBootsProtection",1)
- Goto OtherPowersRestore
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- AngelicBootsRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAbsoluteBootsProtection",1)
- Goto OtherPowersRestore
- OtherPowersRestore:
- TNT1 A 0 A_JumpIfInventory("RLTacticalArmorToken",1,"TacticalArmorRestore")
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLInquisitorsSetBonusActive",1,"InquisitorsSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLAngelicAttireSetBonusActive",1,"AngelicAttireSetBonusRestore")
- TNT1 A 0 A_JumpIfInventory("RLCyberneticArmorNanoToken",1,"CyberneticArmorNanoRestore")
- TNT1 A 0 A_JumpIfInventory("RLTheBeeArmorToken",1,"TheBeeRestore")
- Goto Spawn
- TacticalArmorRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalArmorProtection",1)
- TNT1 A 0 A_JumpIfInventory("RLTacticalSetBonusActive",1,"TacticalSetBonusRestore")
- Goto Spawn
- TacticalSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTacticalSetBonusProtection",1)
- Goto Spawn
- InquisitorsSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLInquisitorsSetBonusProtection",1)
- Goto Spawn
- AngelicAttireSetBonusRestore:
- TNT1 A 0 A_GiveInventory("PowerRLAngelicAttireSetBonusProtection",1)
- Goto Spawn
- CyberneticArmorNanoRestore:
- TNT1 A 0 A_GiveInventory("PowerRLCyberneticArmorRegen",1)
- Goto Spawn
- TheBeeRestore:
- TNT1 A 0 A_GiveInventory("PowerRLTheBeeDamageAmp",1)
- Goto Spawn
- LavaInvulnerability:
- TNT1 A 0 A_Jump(244, 5)
- TNT1 A 0 A_JumpIfInventory("PowerInvulnerable",1,4)
- TNT1 A 0 A_JumpIfInventory("PowerRLLavaArmorCooldown",1,3)
- TNT1 A 0 A_GiveInventory("PowerRLLavaSetBonusInvulnerable",1)
- TNT1 A 0 A_GiveInventory("PowerRLLavaArmorCooldown",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- PhaseshiftPhasing:
- TNT1 A 0 A_JumpIfInventory("PowerRLPhaseshiftSetBonusPhasing",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLPhaseshiftSetBonusPhasing",1)
- TNT1 A 0
- Goto PainNoForcedDamage
- SurvivalRegen:
- TNT1 A 0 A_JumpIfInventory("PowerRLSurvivalMediArmorRegen",1,2)
- TNT1 A 0 A_GiveInventory("PowerRLSurvivalMediArmorRegen",1)
- TNT1 A 0
- Goto Pain
- ZombieTime:
- TNT1 A 0 A_TakeInventory("RLDeathZombieCheck",1)
- TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A 0 A_NoBlocking
- TNT1 A 0 A_SpawnItemEx ("RLRenegadeMindSlave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- TNT1 A -1
- Stop
- Teleport:
- TNT1 A 0 A_SpawnItemEx ("TeleportFog", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- }
- }
- //-------------------------------------------------------------------
- // IMPORTING GUNS ILLEGALLY
- //Import Decorate Files
- #include "DEC_FIST"
- #include "DEC_CSAW"
- #include "DEC_PIST"
- #include "DEC_SHOT"
- #include "DEC_CSHO"
- #include "DEC_DBLS"
- #include "DEC_CHAI"
- #include "DEC_ROCK"
- #include "DEC_PLAS"
- #include "DEC_BFG9"
- #include "DEC_BLAS"
- #include "DEC_CPIS"
- #include "DEC_DEAG"
- #include "DEC_ASHO"
- #include "DEC_PLSH"
- #include "DEC_SUPS"
- #include "DEC_LASR"
- #include "DEC_TRIS"
- #include "DEC_MINI"
- #include "DEC_MISS"
- #include "DEC_NUKP"
- #include "DEC_NUKR"
- #include "DEC_NUKB"
- #include "DEC_NAPA"
- #include "DEC_TRAN"
- #include "DEC_RUZI"
- #include "DEC_UACR"
- #include "DEC_JACK"
- #include "DEC_RAIL"
- #include "DEC_MYST"
- #include "DEC_B10K"
- #include "DEC_UNKH"
- #include "DEC_FRAG"
- #include "DEC_QUAD"
- #include "DEC_LITW"
- #include "DEC_GCBP"
- #include "DEC_AFJP"
- #include "DEC_TRIG"
- #include "DEC_TANT"
- #include "DEC_REVL"
- #include "DEC_NULL"
- #include "DEC_PBCN"
- #include "DEC_PRDC"
- #include "DEC_STBE"
- #include "DEC_HELR"
- #include "DEC_SUSS"
- #include "DEC_JOTD"
- #include "DEC_HURR"
- #include "DEC_CKNS"
- #include "DEC_BABL"
- #include "DEC_RDAX"
- #include "DEC_SILP"
- #include "DEC_SHRP"
- #include "DEC_SPED"
- #include "DEC_ELEP"
- #include "DEC_GATL"
- #include "DEC_MICR"
- #include "DEC_TSHO"
- #include "DEC_HSHO"
- #include "DEC_HDBL"
- // HIGH POWER
- #include "DEC_HPPI"
- #include "DEC_HPCH"
- #include "DEC_HPPL"
- #include "DEC_HPB9"
- #include "DEC_HPBL"
- #include "DEC_HPCP"
- #include "DEC_HPDE"
- #include "DEC_HPTR"
- #include "DEC_HPMI"
- #include "DEC_HPLA"
- #include "DEC_HPPP"
- #include "DEC_HPNP"
- #include "DEC_HPNB"
- #include "DEC_HPUA"
- #include "DEC_HPUZ"
- // PLASMATIC SHRAPNEL
- #include "DEC_PSSH"
- #include "DEC_PSCS"
- #include "DEC_PSDB"
- #include "DEC_PSSU"
- #include "DEC_PSAS"
- #include "DEC_PPSH"
- #include "DEC_DSAW"
- #include "DEC_TACR"
- #include "DEC_SPIS"
- #include "DEC_CSPI"
- #include "DEC_STHC"
- #include "DEC_SUZI"
- #include "DEC_SBLA"
- #include "DEC_SNPP"
- #include "DEC_PPIS"
- #include "DEC_CPPI"
- #include "DEC_PPHC"
- #include "DEC_PUZI"
- #include "DEC_OBLA"
- #include "DEC_SCPP"
- #include "DEC_VBFG"
- #include "DEC_NVBF"
- #include "DEC_FOCD"
- #include "DEC_HYPB"
- #include "DEC_BSCH"
- #include "DEC_AUTS"
- #include "DEC_AUDS"
- #include "DEC_MMIS"
- #include "DEC_PLA2"
- #include "DEC_GREN"
- // ASSAULT RIFLE
- #include "DEC_ARCH"
- #include "DEC_ARPL"
- #include "DEC_ARMI"
- #include "DEC_ARLA"
- #include "DEC_ARNP"
- #include "DEC_ARUZ"
- #include "DEC_ARUA"
- // BURST CANNON
- #include "DEC_BCCH"
- #include "DEC_BCPL"
- #include "DEC_BCMI"
- #include "DEC_BCLA"
- #include "DEC_BCNP"
- #include "DEC_BCUZ"
- #include "DEC_BCUA"
- // NANO SHRAPNEL
- #include "DEC_NSHO"
- #include "DEC_NCSH"
- #include "DEC_NDBL"
- #include "DEC_NSUP"
- #include "DEC_NASH"
- #include "DEC_NPSH"
- #include "DEC_RIPP"
- #include "DEC_BFGX"
- #include "DEC_NBFX"
- #include "DEC_MOTH"
- #include "DEC_AUTO"
- #include "DEC_PLRF"
- // NANOMANUFACTURE AMMO
- #include "DEC_NPIS"
- #include "DEC_NCHA"
- #include "DEC_NROC"
- #include "DEC_NPLA"
- #include "DEC_NBLA"
- #include "DEC_NCPI"
- #include "DEC_NDEA"
- #include "DEC_NTRI"
- #include "DEC_NMIN"
- #include "DEC_NMIS"
- #include "DEC_NLAS"
- #include "DEC_NUAC"
- #include "DEC_NUZI"
- #include "DEC_NNAP"
- // DEMOLITION AMMO
- #include "DEC_DPIS"
- #include "DEC_DCHA"
- #include "DEC_DCPI"
- #include "DEC_DDEA"
- #include "DEC_DMIN"
- #include "DEC_DUAC"
- #include "DEC_DUZI"
- #include "DEC_ARMO"
- #include "DEC_BOOT"
- #include "DEC_MODS"
- //-------------------------------------------------------------------
- // MISC ITEMS
- Actor RLSlimeDamageToken : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLStep : Inventory
- {
- inventory.maxamount 1
- }
- Actor RLMarineAnimationState : Inventory
- {
- inventory.maxamount 1
- }
- ACTOR RLPlayerStep
- {
- Radius 6
- Height 6
- +CORPSE
- +NOCLIP
- -DONTSPLASH
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/xpstep")
- Stop
- }
- }
- ACTOR RLPlayerBloodStep : RLPlayerStep
- {
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/bloodstep", CHAN_BODY, 0.55)
- Stop
- }
- }
- ACTOR RLPlayerHydroStep : RLPlayerStep
- {
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/hydrostep", CHAN_BODY, 0.35)
- Stop
- }
- }
- ACTOR RLPlayerHeavyStep : RLPlayerStep
- {
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/heavystep", CHAN_BODY, 0.35)
- Stop
- }
- }
- ACTOR RLPlayerTechStep : RLPlayerStep
- {
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/techstep", CHAN_BODY, 0.15)
- Stop
- }
- }
- ACTOR RLPlayerMetalStep : RLPlayerStep
- {
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/metalstep", CHAN_BODY, 0.75)
- Stop
- }
- }
- ACTOR RLPlayerMediumStep : RLPlayerStep
- {
- States
- {
- Spawn:
- TNT1 A 8
- Stop
- Crash:
- TNT1 A 1 A_PlaySound("steps/mediumstep", CHAN_BODY, 0.65)
- Stop
- }
- }
- ACTOR RLNecroArmorDamage : Rocket
- {
- Radius 1
- Height 1
- -RANDOMIZE
- -DEHEXPLOSION
- -ROCKETTRAIL
- +NODAMAGETHRUST
- +FORCERADIUSDMG
- DamageType "Mysterious"
- Speed 0
- Damage 0
- SeeSound ""
- DeathSound ""
- Obituary "%o was drained by %p necroarmor."
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_RearrangePointers (AAPTR_NULL, AAPTR_NULL, AAPTR_NULL)
- TNT1 A 0 A_Explode (1, 15, XF_HURTSOURCE, 0, 15)
- TNT1 A 8
- Stop
- }
- }
- ACTOR RLArmorRemovalDamage : RLNecroArmorDamage
- {
- Obituary "%o was killed by %p own stupidity."
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_RearrangePointers (AAPTR_NULL, AAPTR_NULL, AAPTR_NULL)
- TNT1 A 0 A_Explode (25, 15, XF_HURTSOURCE, 0, 15)
- TNT1 A 8
- Stop
- }
- }
- ACTOR RLAngelicBlast : RLNecroArmorDamage
- {
- Obituary "%o was blasted away by a holy aura."
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_Explode (100, 512, "None", 0, 512)
- TNT1 A 8
- Stop
- }
- }
- ACTOR RLExplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel
- {
- +PUSHABLE
- +DONTDRAIN
- PushFactor 0.12
- DamageType "Fire"
- States
- {
- Death:
- BEXP A 5 Bright
- BEXP B 5 Bright A_Scream
- BEXP C 5 Bright
- BEXP D 5 Bright A_SpawnItemEx ("RLExplosiveBarrelExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS)
- BEXP E 10 Bright
- TNT1 A 1050 Bright A_BarrelDestroy
- TNT1 A 5 A_Respawn
- Wait
- }
- }
- ACTOR RLExplosiveBarrelExplosion : Rocket
- {
- Radius 1
- Height 1
- +THRUGHOST
- -RANDOMIZE
- -DEHEXPLOSION
- -ROCKETTRAIL
- DamageType "Fire"
- Speed 0
- Damage 0
- SeeSound ""
- DeathSound ""
- Obituary "$OB_BARREL" // "%o went boom."
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_Explode
- TNT1 A 8
- Stop
- }
- }
- ACTOR RLStimpack : CustomInventory replaces Stimpack
- {
- Inventory.PickupMessage "Picked up a stimpack."
- Inventory.PickupSound "misc/health_pkup"
- States
- {
- Spawn:
- STIM A -1
- Stop
- Pickup:
- TNT1 A 0 A_JumpIfHealthLower (100, 1)
- Fail
- TNT1 A 0 A_JumpIfInventory ("RLSurvivalMediArmorToken", 1, "Survival")
- TNT1 A 0 A_JumpIfInventory ("RLOModSurvivalMediArmorToken", 1, "Survival")
- TNT1 A 0 A_JumpIfInventory ("RLMedicalArmorToken", 1, "Enhanced")
- TNT1 A 0 A_JumpIfInventory ("RLMedicalPowerArmorToken", 1, "Enhanced")
- TNT1 A 0 A_JumpIfInventory ("RLOModMedicalArmorToken", 1, "Enhanced")
- TNT1 A 0 HealThing(10, 0)
- Stop
- Enhanced:
- TNT1 A 0 HealThing(15, 0)
- Stop
- Survival:
- TNT1 A 0 HealThing(10, 0)
- TNT1 A 0 A_JumpIfInventory ("PowerRLSurvivalMediArmorRegen", 1, 2)
- TNT1 A 0 A_GiveInventory ("PowerRLSurvivalMediArmorRegen", 1)
- Stop
- TNT1 A 0
- Stop
- }
- }
- ACTOR RLMedikit : CustomInventory replaces Medikit
- {
- Inventory.PickupMessage "Picked up a medikit."
- Inventory.PickupSound "misc/health_pkup"
- States
- {
- Spawn:
- MEDI A -1
- Stop
- Pickup:
- TNT1 A 0 A_JumpIfHealthLower (100, 1)
- Fail
- TNT1 A 0 A_JumpIfInventory ("RLSurvivalMediArmorToken", 1, "Survival")
- TNT1 A 0 A_JumpIfInventory ("RLOModSurvivalMediArmorToken", 1, "Survival")
- TNT1 A 0 A_JumpIfInventory ("RLMedicalArmorToken", 1, "Enhanced")
- TNT1 A 0 A_JumpIfInventory ("RLMedicalPowerArmorToken", 1, "Enhanced")
- TNT1 A 0 A_JumpIfInventory ("RLOModMedicalArmorToken", 1, "Enhanced")
- TNT1 A 0 HealThing(25, 0)
- Stop
- Enhanced:
- TNT1 A 0 HealThing(38, 0)
- Stop
- Survival:
- TNT1 A 0 HealThing(25, 0)
- TNT1 A 0 A_JumpIfInventory ("PowerRLSurvivalMediArmorRegen", 1, 2)
- TNT1 A 0 A_GiveInventory ("PowerRLSurvivalMediArmorRegen", 1)
- Stop
- TNT1 A 0
- Stop
- }
- }
- actor PowerRLSurvivalMediArmorRegen : PowerRegeneration
- {
- Powerup.Strength 1
- inventory.icon ""
- Powerup.Duration -9
- +INVENTORY.PERSISTENTPOWER
- }
- ACTOR RLBerserk : Berserk replaces Berserk
- {
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Berserk!"
- Inventory.PickupSound "misc/p_pkup"
- States
- {
- Pickup:
- TNT1 A 0 A_JumpIfInventory ("RLBerserkPowersuitArmorToken", 1, "Powersuit")
- TNT1 A 0 A_GiveInventory("PowerStrength")
- TNT1 A 0 A_JumpIfInventory ("RLAmmoChainPerk", 1, 2)
- TNT1 A 0 A_GiveInventory("PowerBerserkResistance")
- Goto Pickup+5
- TNT1 A 0 A_GiveInventory("PowerBerserkResistanceMarine")
- TNT1 A 0 HealThing(100, 0)
- TNT1 A 0 A_SelectWeapon("RLFistRedux")
- Stop
- Powersuit:
- TNT1 A 0 A_GiveInventory("RLBerserkPowersuitBerserkCounter", 1)
- Stop
- }
- }
- actor PowerBerserkResistance : PowerProtection
- {
- damagefactor "normal", 0.4
- inventory.icon "PSTRA0"
- Powerup.Duration -30
- }
- actor PowerBerserkResistanceMarine : PowerProtection
- {
- damagefactor "normal", 0.4
- inventory.icon "PSTRA0"
- Powerup.Duration -45
- }
- ACTOR RLMegasphere : Megasphere replaces Megasphere
- {
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "MegaSphere!"
- Inventory.PickupSound "misc/p_pkup"
- States
- {
- Spawn:
- MEGA ABCD 6 Bright
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
- TNT1 A 0 A_JumpIfInventory ("RLIndestructibleArmorWorn", 1, "NoRepair")
- TNT1 A 0 A_JumpIfInventory ("BasicArmor", 1, 2)
- Stop
- NoRepair:
- TNT1 A 0 A_JumpIfInventory ("RLDemonicSetBonusActive", 1, "DemonicCharge")
- Stop
- TNT1 A 0 A_JumpIfInventory ("RL100ArmorWorn", 1, "100Armor")
- TNT1 A 0 A_JumpIfInventory ("RL150ArmorWorn", 1, "150Armor")
- TNT1 A 0 A_JumpIfInventory ("RL200ArmorWorn", 1, "200Armor")
- TNT1 A 0 A_JumpIfInventory ("RL100RegenArmorWorn", 1, "100Armor")
- Stop
- 100Armor:
- TNT1 A 0 A_GiveInventory("RLArmorBonus100Megasphere", 1)
- TNT1 A 0 A_JumpIfInventory ("RLDemonicSetBonusActive", 1, "DemonicCharge")
- Stop
- 150Armor:
- TNT1 A 0 A_GiveInventory("RLArmorBonus150Megasphere", 1)
- TNT1 A 0 A_JumpIfInventory ("RLDemonicSetBonusActive", 1, "DemonicCharge")
- Stop
- 200Armor:
- TNT1 A 0 A_GiveInventory("RLArmorBonus200Megasphere", 1)
- TNT1 A 0 A_JumpIfInventory ("RLDemonicSetBonusActive", 1, "DemonicCharge")
- Stop
- DemonicCharge:
- TNT1 A 0 A_GiveInventory ("RLDemonicCarapaceSupercharge", 1)
- TNT1 A 0 A_Print("Demonic Carapace supercharged!")
- TNT1 A 0
- Stop
- }
- }
- ACTOR RLSoulsphere : Megasphere replaces Soulsphere
- {
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Supercharge!"
- Inventory.PickupSound "misc/p_pkup"
- States
- {
- Spawn:
- SOUL ABCDCB 8 Bright
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("RLSoulsphereHealth", 1)
- TNT1 A 0 A_JumpIfInventory ("RLDemonicSetBonusActive", 1, "DemonicCharge")
- Stop
- DemonicCharge:
- TNT1 A 0 A_GiveInventory ("RLDemonicCarapaceSupercharge", 1)
- TNT1 A 0 A_Print("Demonic Carapace supercharged!")
- TNT1 A 0
- Stop
- }
- }
- ACTOR RLSoulsphereHealth : Health
- {
- Inventory.Amount 100
- Inventory.MaxAmount 200
- +INVENTORY.ALWAYSPICKUP
- }
- actor RLTrackingMap : CustomInventory
- {
- +COUNTITEM
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Inventory.PickupSound "misc/trackingmappickup"
- Inventory.PickupMessage "Tracking Map!"
- states
- {
- Spawn:
- MMAP ABCDCB 6 Bright
- Loop
- Pickup:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory ("RLChainsawSelected", 1, "ChainsawAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLPistolSelected", 1, "PistolAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLShotgunSelected", 1, "ShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLCombatShotgunSelected", 1, "CombatShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLDoubleShotgunSelected", 1, "DoubleShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLChaingunSelected", 1, "ChaingunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLRocketLauncherSelected", 1, "RocketLauncherAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleSelected", 1, "PlasmaRifleAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLBFG9000Selected", 1, "BFG9000Assemblies")
- // EXOTIC SELECTION
- TNT1 A 0 A_JumpIfInventory ("RLBlasterSelected", 1, "CombatPistolAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLCombatPistolSelected", 1, "CombatPistolAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLDesertEagleSelected", 1, "DesertEagleAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLSuperShotgunSelected", 1, "SuperShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLAssaultShotgunSelected", 1, "AssaultShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaShotgunSelected", 1, "PlasmaShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLTristarBlasterSelected", 1, "TristarBlasterAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLMinigunSelected", 1, "MinigunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLMissileLauncherSelected", 1, "MissileLauncherAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLNapalmLauncherSelected", 1, "NapalmLauncherAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLLaserRifleSelected", 1, "LaserRifleAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLNuclearPlasmaPistolSelected", 1, "NuclearPlasmaPistolAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLNuclearPlasmaRifleSelected", 1, "NuclearPlasmaRifleAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLNuclearBFG9000Selected", 1, "NuclearBFG9000Assemblies")
- TNT1 A 0 A_JumpIfInventory ("RLUziSelected", 1, "UziAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLBattleRifleSelected", 1, "BattleRifleAssemblies")
- // UNIQUE SELECTION
- TNT1 A 0 A_JumpIfInventory ("RLJackhammerSelected", 1, "JackhammerAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLRailgunSelected", 1, "RailgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLMysteriousMagnumSelected", 1, "MysteriousMagnumAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLBFG10KSelected", 1, "BFG10KAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLUnknownHeraldSelected", 1, "UnknownHeraldAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLFragShotgunSelected", 1, "FragShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLQuadShotgunSelected", 1, "QuadShotgunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLLightweaverSelected", 1, "LightweaverAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLTrigunSelected", 1, "TrigunAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLGrammatonClericBerettaSelected", 1, "GrammatonClericBerettaAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLAntiFreakJackalSelected", 1, "AntiFreakJackalAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLTantrumCannonSelected", 1, "TantrumCannonAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLRevenantsLauncherSelected", 1, "RevenantsLauncherAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLNullPointerSelected", 1, "NullPointerAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLParticleBeamCannonSelected", 1, "ParticleBeamCannonAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRedirectionCannonSelected", 1, "PlasmaRedirectionCannonAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLSteelBeastSelected", 1, "SteelBeastAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLHellsReignSelected", 1, "HellsReignAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLSussGunSelected", 1, "SussGunAssemblies")
- // LEGENDARY SELECTION
- TNT1 A 0 A_JumpIfInventory ("RLJudgeOfTheDeadSelected", 1, "JudgeOfTheDeadAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLHurricaneCannonSelected", 1, "HurricaneCannonAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLNeuralStunnerSelected", 1, "NeuralStunnerAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLBaronBlasterSelected", 1, "BaronBlasterAssemblies")
- TNT1 A 0 A_JumpIfInventory ("RLRealityDistortionArraySelected", 1, "RealityDistortionArrayAssemblies")
- Goto RandomAssemblies
- // Specific assembly information hyaar
- ChainsawAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPIERCING BLADE\n\ccAny bladed melee weapon + \ckAP")
- TNT1 A 0 A_GiveInventory ("RLPiercingBladeAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvDOUBLE CHAINSAW\n\ccChainsaw + \ckPPB")
- TNT1 A 0 A_GiveInventory ("RLDoubleChainsawAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvRIPPER\n\ccChainsaw + \ckTPPB")
- TNT1 A 0 A_GiveInventory ("RLRipperAssemblyLearntToken", 1)
- Goto MapGiver
- PistolAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvREVOLVER\n\ccPistol + \ckAT")
- TNT1 A 0 A_GiveInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvSILENCED PISTOL\n\ccPistol + \ckTT")
- TNT1 A 0 A_GiveInventory ("RLSilencedPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvSHREDDER PISTOL\n\ccPistol + \ckPT")
- TNT1 A 0 A_GiveInventory ("RLShredderPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- ShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvELEPHANT GUN\n\ccShotgun + \ckPP")
- TNT1 A 0 A_GiveInventory ("RLElephantGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHEAVY SHOTGUN\n\ccShotgun or Double Shotgun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvAUTOSHOTGUN\n\ccShotgun or Double Shotgun + \ckBBF")
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- CombatShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvTACTICAL SHOTGUN\n\ccCombat Shotgun + \ckPT")
- TNT1 A 0 A_GiveInventory ("RLTacticalShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- DoubleShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHEAVY SHOTGUN\n\ccShotgun or Double Shotgun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvAUTOSHOTGUN\n\ccShotgun or Double Shotgun + \ckBBF")
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvFOCUSED DOUBLE SHOTGUN\n\ccDouble Shotgun + \ckPAT")
- TNT1 A 0 A_GiveInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- ChaingunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvGATLING GUN\n\ccChaingun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLGatlingGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBULLETSTORM CHAINGUN\n\ccChaingun + \ckBBB")
- TNT1 A 0 A_GiveInventory ("RLBulletstormChaingunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- RocketLauncherAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvMICRO LAUNCHER\n\ccRocket Launcher + \ckTT")
- TNT1 A 0 A_GiveInventory ("RLMicroLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvTACTICAL ROCKET LAUNCHER\n\ccRocket Launcher + \ckBBB")
- TNT1 A 0 A_GiveInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvGRENADE LAUNCHER\n\ccRocket Launcher + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLGrenadeLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvMOTHER-IN-LAW\n\ccRocket Launcher + \ckPPNF")
- TNT1 A 0 A_GiveInventory ("RLMotherInLawAssemblyLearntToken", 1)
- Goto MapGiver
- PlasmaRifleAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvHYPERBLASTER\n\ccPlasma Rifle + \ckATT")
- TNT1 A 0 A_GiveInventory ("RLHyperblasterAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA RIFLE MK.II\n\ccPlasma Rifle + \ckBBT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvPLASMA REFRACTOR\n\ccPlasma Rifle + \ckPPPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRefractorAssemblyLearntToken", 1)
- Goto MapGiver
- BFG9000Assemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvVBFG9000\n\ccAny BFG9000 + \ckPPP")
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvBIGGEST FUCKING GUN\n\ccAny BFG9000 + \ckBBFF")
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto MapGiver
- BlasterAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- CombatPistolAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- DesertEagleAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvMINI-MISSILE PISTOL\n\ccHandcannon + \ckAAT")
- TNT1 A 0 A_GiveInventory ("RLMiniMissilePistolAssemblyLearntToken", 1)
- Goto MapGiver
- SuperShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- AssaultShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- PlasmaShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TristarBlasterAssemblies:
- TNT1 A 0 A_Jump(256,1,3)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- MinigunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvAUTOCANNON\n\ccMinigun + \ckPPFF")
- TNT1 A 0 A_GiveInventory ("RLAutocannonAssemblyLearntToken", 1)
- Goto MapGiver
- MissileLauncherAssemblies:
- TNT1 A 0 A_Jump(256,1)
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- NapalmLauncherAssemblies:
- TNT1 A 0 A_Jump(256,1)
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- LaserRifleAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- NuclearPlasmaPistolAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- NuclearPlasmaRifleAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- NuclearBFG9000Assemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvVBFG9000\n\ccAny BFG9000 + \ckPPP")
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvBIGGEST FUCKING GUN\n\ccAny BFG9000 + \ckBBFF")
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto MapGiver
- UziAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- BattleRifleAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9)
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- // UNIQUE MOD EFFECTS
- JackhammerAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccChance when reloading for it to not consume ammo")
- TNT1 A 0 A_GiveInventory ("RLJackhammerNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccAccelerated burst-fire rate")
- TNT1 A 0 A_GiveInventory ("RLJackhammerFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFirst shot is close to 100% accurate, each further shot diminishes it")
- TNT1 A 0 A_GiveInventory ("RLJackhammerSniperLearntToken", 1)
- Goto MapGiver
- RailgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccReduced ammo consumption")
- TNT1 A 0 A_GiveInventory ("RLRailgunNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccRailgun shots explode after impact")
- TNT1 A 0 A_GiveInventory ("RLRailgunFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccIncreased knockback on enemies")
- TNT1 A 0 A_GiveInventory ("RLRailgunSniperLearntToken", 1)
- Goto MapGiver
- MysteriousMagnumAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccSwitches fire mode after each shot")
- TNT1 A 0 A_GiveInventory ("RLMysteriousMagnumNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\cc100% chance of fire mode change")
- TNT1 A 0 A_GiveInventory ("RLMysteriousMagnumFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccIncreases damage greatly, but disables fire modes")
- TNT1 A 0 A_GiveInventory ("RLMysteriousMagnumSniperLearntToken", 1)
- Goto MapGiver
- BFG10KAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccNo self harm damage")
- TNT1 A 0 A_GiveInventory ("RLBFG10KNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccFully automatic fire")
- TNT1 A 0 A_GiveInventory ("RLBFG10KFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccAlmost perfect accuracy")
- TNT1 A 0 A_GiveInventory ("RLBFG10KSniperLearntToken", 1)
- Goto MapGiver
- UnknownHeraldAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccShots split 12 times instead of 6")
- TNT1 A 0 A_GiveInventory ("RLUnknownHeraldNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccFires two shots at once")
- TNT1 A 0 A_GiveInventory ("RLUnknownHeraldFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccSplitshots do not spread apart")
- TNT1 A 0 A_GiveInventory ("RLUnknownHeraldSniperLearntToken", 1)
- Goto MapGiver
- FragShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccIncreased chance of not using ammo the lower your health is")
- TNT1 A 0 A_GiveInventory ("RLFragShotgunNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccReduces ammo consumption, fully automatic fire, decreased damage")
- TNT1 A 0 A_GiveInventory ("RLFragShotgunFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccIncreases number of pellets by 3 and increases damage by 1")
- TNT1 A 0 A_GiveInventory ("RLFragShotgunSniperLearntToken", 1)
- Goto MapGiver
- QuadShotgunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccFires one barrel after another at high speed, reduced damage, infinite ammo")
- TNT1 A 0 A_GiveInventory ("RLQuadShotgunNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccDoes extra damage at pointblank, and gibs enemies at that range")
- TNT1 A 0 A_GiveInventory ("RLQuadShotgunFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccMassively reduces spread")
- TNT1 A 0 A_GiveInventory ("RLQuadShotgunSniperLearntToken", 1)
- Goto MapGiver
- LightweaverAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccGives you Cell ammo whenever it recharges")
- TNT1 A 0 A_GiveInventory ("RLLightweaverNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccWhen recharging, lightly damages enemies in front of you")
- TNT1 A 0 A_GiveInventory ("RLLightweaverFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccAltfire fires a powerful bolt of accelerating energy")
- TNT1 A 0 A_GiveInventory ("RLLightweaverSniperLearntToken", 1)
- Goto MapGiver
- TrigunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccShot penetrates multiple enemies")
- TNT1 A 0 A_GiveInventory ("RLTrigunNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccShots do 500% more damage")
- TNT1 A 0 A_GiveInventory ("RLTrigunFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFires 5 pellets with every shot")
- TNT1 A 0 A_GiveInventory ("RLTrigunSniperLearntToken", 1)
- Goto MapGiver
- GrammatonClericBerettaAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccChance of reloading costing no ammo")
- TNT1 A 0 A_GiveInventory ("RLGrammatonClericBerettaNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccFires one stacking extra bullet each shot until reloading")
- TNT1 A 0 A_GiveInventory ("RLGrammatonClericBerettaFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccDischarges multiple bullets in a single shot based on the current mode")
- TNT1 A 0 A_GiveInventory ("RLGrammatonClericBerettaSniperLearntToken", 1)
- Goto MapGiver
- AntiFreakJackalAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccBecomes an awesome cosmic gun that has as much ammo as you need for the plot")
- TNT1 A 0 A_GiveInventory ("RLAntiFreakJackalNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccExplosive shots become plasma explosions")
- TNT1 A 0 A_GiveInventory ("RLAntiFreakJackalFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccThis weapon is 100% accurate at all times")
- TNT1 A 0 A_GiveInventory ("RLAntiFreakJackalSniperLearntToken", 1)
- Goto MapGiver
- TantrumCannonAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccFires two smaller shots to each side of the main shot")
- TNT1 A 0 A_GiveInventory ("RLTantrumCannonNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccShots explode twice as fast")
- TNT1 A 0 A_GiveInventory ("RLTantrumCannonFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccShots bounce twice as much, and explode with great force against walls")
- TNT1 A 0 A_GiveInventory ("RLTantrumCannonSniperLearntToken", 1)
- Goto MapGiver
- RevenantsLauncherAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccBecomes Nightmare Revenant cannons")
- TNT1 A 0 A_GiveInventory ("RLRevenantsLauncherNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccBecomes a Heavy Revenant cannon")
- TNT1 A 0 A_GiveInventory ("RLRevenantsLauncherFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccCarries 8 missiles and fires fast")
- TNT1 A 0 A_GiveInventory ("RLRevenantsLauncherSniperLearntToken", 1)
- Goto MapGiver
- NullPointerAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccNull field lasts much longer")
- TNT1 A 0 A_GiveInventory ("RLNullPointerNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccMultiple mini null fields envelop enemies in front of you")
- TNT1 A 0 A_GiveInventory ("RLNullPointerFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccNull field travels forwards slowly from your weapon")
- TNT1 A 0 A_GiveInventory ("RLNullPointerSniperLearntToken", 1)
- Goto MapGiver
- ParticleBeamCannonAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccWeapon automatically recharges, cannot be reloaded")
- TNT1 A 0 A_GiveInventory ("RLParticleBeamCannonNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccRapidfire")
- TNT1 A 0 A_GiveInventory ("RLParticleBeamCannonFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFire triple-strength shot")
- TNT1 A 0 A_GiveInventory ("RLParticleBeamCannonSniperLearntToken", 1)
- Goto MapGiver
- PlasmaRedirectionCannonAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccWeapon recharges energy shields while idle")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRedirectionCannonNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccShots explode into smaller shots")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRedirectionCannonFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccShots bounce three times instead of once")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRedirectionCannonSniperLearntToken", 1)
- Goto MapGiver
- SteelBeastAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccDisrupts cybernetic enemies")
- TNT1 A 0 A_GiveInventory ("RLSteelBeastNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccFires a huge amount of low damage pellets")
- TNT1 A 0 A_GiveInventory ("RLSteelBeastFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFires a single explosive slug")
- TNT1 A 0 A_GiveInventory ("RLSteelBeastSniperLearntToken", 1)
- Goto MapGiver
- HellsReignAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccWeapon slowly regenerates your health when idle")
- TNT1 A 0 A_GiveInventory ("RLHellsReignNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccFires red shots that explode on impact with enemies")
- TNT1 A 0 A_GiveInventory ("RLHellsReignFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccShots are unaffected by gravity")
- TNT1 A 0 A_GiveInventory ("RLHellsReignSniperLearntToken", 1)
- Goto MapGiver
- SussGunAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccShots rip through enemies")
- TNT1 A 0 A_GiveInventory ("RLSussGunNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccShots bounce slightly toward enemies off walls")
- TNT1 A 0 A_GiveInventory ("RLSussGunFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccConverts attack to a hitscan minigun")
- TNT1 A 0 A_GiveInventory ("RLSussGunSniperLearntToken", 1)
- Goto MapGiver
- JudgeOfTheDeadAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccCan fire three times before needing to reload")
- TNT1 A 0 A_GiveInventory ("RLJudgeOfTheDeadNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccFires drunk missiles with increased AOE size and damage")
- TNT1 A 0 A_GiveInventory ("RLJudgeOfTheDeadFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFires hitscan explosive shots")
- TNT1 A 0 A_GiveInventory ("RLJudgeOfTheDeadSniperLearntToken", 1)
- Goto MapGiver
- HurricaneCannonAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccHas a chance of gaining ammo instead of using ammo when firing")
- TNT1 A 0 A_GiveInventory ("RLHurricaneCannonNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccIncreased rate of fire and spread")
- TNT1 A 0 A_GiveInventory ("RLHurricaneCannonFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFires regular rockets")
- TNT1 A 0 A_GiveInventory ("RLHurricaneCannonSniperLearntToken", 1)
- Goto MapGiver
- NeuralStunnerAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccShots draw enemies into them as they travel")
- TNT1 A 0 A_GiveInventory ("RLNeuralStunnerNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccDouble damage and increased stun time")
- TNT1 A 0 A_GiveInventory ("RLNeuralStunnerFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccFires instantaneous beams")
- TNT1 A 0 A_GiveInventory ("RLNeuralStunnerSniperLearntToken", 1)
- Goto MapGiver
- BaronBlasterAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccShots spray constant smaller blasts while travelling")
- TNT1 A 0 A_GiveInventory ("RLBaronBlasterNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccShots explode into smaller shots, which explode into even smaller shots")
- TNT1 A 0 A_GiveInventory ("RLBaronBlasterFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccShots home in on enemies very aggressively")
- TNT1 A 0 A_GiveInventory ("RLBaronBlasterSniperLearntToken", 1)
- Goto MapGiver
- RealityDistortionArrayAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5)
- TNT1 A 0 A_Print("\cjNANO MOD\n\ccTurns enemies into anything")
- TNT1 A 0 A_GiveInventory ("RLRealityDistortionArrayNanoLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ciFIRESTORM MOD\n\ccTurns enemies into explosions")
- TNT1 A 0 A_GiveInventory ("RLRealityDistortionArrayFirestormLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\ctSNIPER MOD\n\ccTurns enemies into ammo")
- TNT1 A 0 A_GiveInventory ("RLRealityDistortionArraySniperLearntToken", 1)
- Goto MapGiver
- MapGiver:
- TNT1 A 0 A_GiveInventory ("Allmap")
- TNT1 A 0 A_GiveInventory ("RLDoomScanner")
- Stop
- RandomAssemblies:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31,33,35,37,39,41,43,45,47,49,51,53,55,57,59,61,63,65,67)
- // BASIC ASSEMBLIES
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvCHAINSWORD\n\ccCombat Knife + \ckPB\n\cgERROR 404 WEAPON NOT FOUND\c-")
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPIERCING BLADE\n\ccAny bladed melee weapon + \ckAP\n\nThis assembly isn't actually in Beta 7, sorry.")
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvREVOLVER\n\ccPistol + \ckAT")
- TNT1 A 0 A_GiveInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvSILENCED PISTOL\n\ccPistol + \ckTT")
- TNT1 A 0 A_GiveInventory ("RLSilencedPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvSHREDDER PISTOL\n\ccPistol + \ckPT")
- TNT1 A 0 A_GiveInventory ("RLShredderPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvELEPHANT GUN\n\ccShotgun + \ckPP")
- TNT1 A 0 A_GiveInventory ("RLElephantGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvGATLING GUN\n\ccChaingun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLGatlingGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvMICRO LAUNCHER\n\ccRocket Launcher + \ckTT")
- TNT1 A 0 A_GiveInventory ("RLMicroLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvTACTICAL SHOTGUN\n\ccCombat Shotgun + \ckPT")
- TNT1 A 0 A_GiveInventory ("RLTacticalShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHEAVY SHOTGUN\n\ccShotgun or Double Shotgun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- // ADVANCED ASSEMBLIES
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvDOUBLE CHAINSAW\n\ccChainsaw + \ckPPB")
- TNT1 A 0 A_GiveInventory ("RLDoubleChainsawAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvTACTICAL ROCKET LAUNCHER\n\ccRocket Launcher + \ckBBB")
- TNT1 A 0 A_GiveInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvVBFG9000\n\ccAny BFG9000 + \ckPPP")
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvHYPERBLASTER\n\ccPlasma Rifle + \ckATT")
- TNT1 A 0 A_GiveInventory ("RLHyperblasterAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvFOCUSED DOUBLE SHOTGUN\n\ccDouble Shotgun + \ckPAT")
- TNT1 A 0 A_GiveInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA RIFLE MK.II\n\ccPlasma Rifle + \ckBBT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBULLETSTORM CHAINGUN\n\ccChaingun + \ckBBB")
- TNT1 A 0 A_GiveInventory ("RLBulletstormChaingunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvMINI-MISSILE PISTOL\n\ccHandcannon + \ckAAT")
- TNT1 A 0 A_GiveInventory ("RLMiniMissilePistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvAUTOSHOTGUN\n\ccShotgun or Double Shotgun + \ckBBF")
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvGRENADE LAUNCHER\n\ccRocket Launcher + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLGrenadeLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- // MASTER ASSEMBLIES
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvBIGGEST FUCKING GUN\n\ccAny BFG9000 + \ckBBFF")
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvRIPPER\n\ccChainsaw + \ckTPPB")
- TNT1 A 0 A_GiveInventory ("RLRipperAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvPLASMA REFRACTOR\n\ccPlasma Rifle + \ckPPPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRefractorAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvAUTOCANNON\n\ccMinigun + \ckPPFF")
- TNT1 A 0 A_GiveInventory ("RLAutocannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvMOTHER-IN-LAW\n\ccRocket Launcher + \ckPPNF")
- TNT1 A 0 A_GiveInventory ("RLMotherInLawAssemblyLearntToken", 1)
- Goto MapGiver
- }
- }
- actor RLDoomScanner : PowerupGiver
- {
- powerup.type "Scanner"
- powerup.duration -0x7FFFFFFF
- Inventory.MaxAmount 0
- +INVENTORY.AUTOACTIVATE
- states
- {
- Spawn:
- TNT1 A 1
- stop
- }
- }
- actor RLAllmap : CustomInventory
- {
- +COUNTITEM
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Inventory.PickupSound "misc/computerpickup"
- Inventory.PickupMessage "Everything becomes clear."
- states
- {
- Spawn:
- PMAP ABCDCB 6 Bright
- Loop
- Pickup:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31,33,35,37,39,41,43,45,47,49,51,53,55,57,59,61,63,65,67)
- // BASIC ASSEMBLIES
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvCHAINSWORD\n\ccCombat Knife + \ckPB\n\cgERROR 404 WEAPON NOT FOUND\c-")
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPIERCING BLADE\n\ccAny bladed melee weapon + \ckAP\n\nThis assembly isn't actually in Beta 7, sorry.")
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvREVOLVER\n\ccPistol + \ckAT")
- TNT1 A 0 A_GiveInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvSILENCED PISTOL\n\ccPistol + \ckTT")
- TNT1 A 0 A_GiveInventory ("RLSilencedPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvSHREDDER PISTOL\n\ccPistol + \ckPT")
- TNT1 A 0 A_GiveInventory ("RLShredderPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvELEPHANT GUN\n\ccShotgun + \ckPP")
- TNT1 A 0 A_GiveInventory ("RLElephantGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvGATLING GUN\n\ccChaingun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLGatlingGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvMICRO LAUNCHER\n\ccRocket Launcher + \ckTT")
- TNT1 A 0 A_GiveInventory ("RLMicroLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHIGH POWER WEAPON\n\ccAny non-shotgun with more than 5 ammo in the clip + \ckPB")
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvTACTICAL SHOTGUN\n\ccCombat Shotgun + \ckPT")
- TNT1 A 0 A_GiveInventory ("RLTacticalShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvPLASMATIC SHRAPNEL\n\ccAny shotgun + \ckPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= BASIC =\n\cvHEAVY SHOTGUN\n\ccShotgun or Double Shotgun + \ckBB")
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- // ADVANCED ASSEMBLIES
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvDOUBLE CHAINSAW\n\ccChainsaw + \ckPPB")
- TNT1 A 0 A_GiveInventory ("RLDoubleChainsawAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvTACTICAL ROCKET LAUNCHER\n\ccRocket Launcher + \ckBBB")
- TNT1 A 0 A_GiveInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvSTORM PISTOL\n\ccAny Pistol + \ckTBB")
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvASSAULT RIFLE\n\ccAny rapid fire weapon + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA PISTOL\n\ccAny Pistol + \ckPPT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBURST CANNON\n\ccAny rapid fire weapon + \ckPBB")
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvVBFG9000\n\ccAny BFG9000 + \ckPPP")
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvNANO-SHRAPNEL\n\ccAny shotgun + \ckPPN")
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvHYPERBLASTER\n\ccPlasma Rifle + \ckATT")
- TNT1 A 0 A_GiveInventory ("RLHyperblasterAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvFOCUSED DOUBLE SHOTGUN\n\ccDouble Shotgun + \ckPAT")
- TNT1 A 0 A_GiveInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvPLASMA RIFLE MK.II\n\ccPlasma Rifle + \ckBBT")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvBULLETSTORM CHAINGUN\n\ccChaingun + \ckBBB")
- TNT1 A 0 A_GiveInventory ("RLBulletstormChaingunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvMINI-MISSILE PISTOL\n\ccHandcannon + \ckAAT")
- TNT1 A 0 A_GiveInventory ("RLMiniMissilePistolAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvAUTOSHOTGUN\n\ccShotgun or Double Shotgun + \ckBBF")
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= ADVANCED =\n\cvGRENADE LAUNCHER\n\ccRocket Launcher + \ckAAA")
- TNT1 A 0 A_GiveInventory ("RLGrenadeLauncherAssemblyLearntToken", 1)
- Goto MapGiver
- // MASTER ASSEMBLIES
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvNANOMANUFACTURE AMMO\n\ccAny ranged non-shotgun, non-BFG + \ckBBBN")
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvDEMOLITION AMMO\n\ccAny 10mm-based weapon + \ckPTTF")
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvBIGGEST FUCKING GUN\n\ccAny BFG9000 + \ckBBFF")
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvRIPPER\n\ccChainsaw + \ckTPPB")
- TNT1 A 0 A_GiveInventory ("RLRipperAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvPLASMA REFRACTOR\n\ccPlasma Rifle + \ckPPPS")
- TNT1 A 0 A_GiveInventory ("RLPlasmaRefractorAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvAUTOCANNON\n\ccMinigun + \ckPPFF")
- TNT1 A 0 A_GiveInventory ("RLAutocannonAssemblyLearntToken", 1)
- Goto MapGiver
- TNT1 A 0 A_Print("\cv= MASTER =\n\cvMOTHER-IN-LAW\n\ccRocket Launcher + \ckPPNF")
- TNT1 A 0 A_GiveInventory ("RLMotherInLawAssemblyLearntToken", 1)
- Goto MapGiver
- MapGiver:
- TNT1 A 0 A_GiveInventory ("Allmap")
- TNT1 A 0 A_JumpIfInventory ("RLScavengerPerk", 1, 1)
- stop
- TNT1 A 0 A_GiveInventory ("RLDoomScanner")
- stop
- }
- }
- actor RLScoutMap : CustomInventory
- {
- -COUNTITEM
- -INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Inventory.PickupSound ""
- Inventory.PickupMessage ""
- states
- {
- Spawn:
- TNT1 A 1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory ("Allmap")
- stop
- }
- }
- actor RLBlueprintComputer : CustomInventory
- {
- -COUNTITEM
- +INVENTORY.FANCYPICKUPSOUND
- Inventory.MaxAmount 0
- Inventory.PickupSound "misc/computerpickup"
- Inventory.PickupMessage "You download blueprints to your PDA."
- states
- {
- Spawn:
- BLUP AAAUUUAAAUUUAAAUUUAAABCDEFGHIJKLMNOPQRST 4 Bright
- Loop
- Pickup:
- TNT1 A 0 A_JumpIfInventory("DRLA_ModsAntiLogFloodCheck",1,"AllTheFail")
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect1
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "AssembliesKnown1")
- Goto AssemblyDetect1
- AssemblyDetect1:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31,33,35,37,39,41,43,45,47,49,51,53,55,57,59,61,63,65,67)
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ChainswordAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PiercingBladeAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"SpeedloaderPistolAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"SilencedPistolAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ShredderPistolAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ElephantGunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"GatlingGunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MicroLauncherAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HighPowerWeaponAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"TacticalShotgunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaticShrapnelAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HeavyShotgunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"DoubleChainsawAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"TacticalRocketLauncherAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"StormPistolAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AssaultRifleAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaPistolAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BurstCannonAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"VBFG9000Assembly1")
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"NanoShrapnelAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HyperblasterAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"FocusedDoubleShotgunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaRifleMkIIAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BulletstormChaingunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MiniMissilePistolAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AutoShotgunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"GrenadeLauncherAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"NanomanufactureAmmoAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"DemolitionAmmoAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BiggestFuckingGunAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"RipperAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaRefractorAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AutocannonAssembly1")
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MotherInLawAssembly1")
- TNT1 A 0
- Goto AssemblyDetect1+1
- AssemblySelect1:
- // BASIC ASSEMBLIES
- ChainswordAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto SecondPickup
- PiercingBladeAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPiercingBladeAssemblyLearntToken", 1)
- Goto SecondPickup
- SpeedloaderPistolAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1)
- Goto SecondPickup
- SilencedPistolAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLSilencedPistolAssemblyLearntToken", 1)
- Goto SecondPickup
- ShredderPistolAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLShredderPistolAssemblyLearntToken", 1)
- Goto SecondPickup
- ElephantGunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLElephantGunAssemblyLearntToken", 1)
- Goto SecondPickup
- GatlingGunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLGatlingGunAssemblyLearntToken", 1)
- Goto SecondPickup
- MicroLauncherAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLMicroLauncherAssemblyLearntToken", 1)
- Goto SecondPickup
- HighPowerWeaponAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto SecondPickup
- TacticalShotgunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLTacticalShotgunAssemblyLearntToken", 1)
- Goto SecondPickup
- PlasmaticShrapnelAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto SecondPickup
- HeavyShotgunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto SecondPickup
- // ADVANCED ASSEMBLIES
- DoubleChainsawAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLDoubleChainsawAssemblyLearntToken", 1)
- Goto SecondPickup
- TacticalRocketLauncherAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1)
- Goto SecondPickup
- StormPistolAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto SecondPickup
- AssaultRifleAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto SecondPickup
- PlasmaPistolAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto SecondPickup
- BurstCannonAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto SecondPickup
- VBFG9000Assembly1:
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto SecondPickup
- NanoShrapnelAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto SecondPickup
- HyperblasterAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHyperblasterAssemblyLearntToken", 1)
- Goto SecondPickup
- FocusedDoubleShotgunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1)
- Goto SecondPickup
- PlasmaRifleMkIIAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1)
- Goto SecondPickup
- BulletstormChaingunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBulletstormChaingunAssemblyLearntToken", 1)
- Goto SecondPickup
- MiniMissilePistolAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLMiniMissilePistolAssemblyLearntToken", 1)
- Goto SecondPickup
- AutoShotgunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto SecondPickup
- GrenadeLauncherAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLGrenadeLauncherAssemblyLearntToken", 1)
- Goto SecondPickup
- // MASTER ASSEMBLIES
- NanomanufactureAmmoAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto SecondPickup
- DemolitionAmmoAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto SecondPickup
- BiggestFuckingGunAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto SecondPickup
- RipperAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLRipperAssemblyLearntToken", 1)
- Goto SecondPickup
- PlasmaRefractorAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaRefractorAssemblyLearntToken", 1)
- Goto SecondPickup
- AutocannonAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAutocannonAssemblyLearntToken", 1)
- Goto SecondPickup
- MotherInLawAssembly1:
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "AssembliesKnown2")
- TNT1 A 0 A_GiveInventory ("RLMotherInLawAssemblyLearntToken", 1)
- Goto SecondPickup
- SecondPickup:
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect2
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "AssembliesKnown2")
- Goto AssemblyDetect2
- AssemblyDetect2:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31,33,35,37,39,41,43,45,47,49,51,53,55,57,59,61,63,65,67)
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ChainswordAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PiercingBladeAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"SpeedloaderPistolAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"SilencedPistolAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ShredderPistolAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ElephantGunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"GatlingGunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MicroLauncherAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HighPowerWeaponAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"TacticalShotgunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaticShrapnelAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HeavyShotgunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"DoubleChainsawAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"TacticalRocketLauncherAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"StormPistolAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AssaultRifleAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaPistolAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BurstCannonAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"VBFG9000Assembly2")
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"NanoShrapnelAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HyperblasterAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"FocusedDoubleShotgunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaRifleMkIIAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BulletstormChaingunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MiniMissilePistolAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AutoShotgunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"GrenadeLauncherAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"NanomanufactureAmmoAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"DemolitionAmmoAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BiggestFuckingGunAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"RipperAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaRefractorAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AutocannonAssembly2")
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MotherInLawAssembly2")
- TNT1 A 0
- Goto AssemblyDetect2+1
- AssemblySelect2:
- // BASIC ASSEMBLIES
- ChainswordAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto ThirdPickup
- PiercingBladeAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPiercingBladeAssemblyLearntToken", 1)
- Goto ThirdPickup
- SpeedloaderPistolAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1)
- Goto ThirdPickup
- SilencedPistolAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLSilencedPistolAssemblyLearntToken", 1)
- Goto ThirdPickup
- ShredderPistolAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLShredderPistolAssemblyLearntToken", 1)
- Goto ThirdPickup
- ElephantGunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLElephantGunAssemblyLearntToken", 1)
- Goto ThirdPickup
- GatlingGunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLGatlingGunAssemblyLearntToken", 1)
- Goto ThirdPickup
- MicroLauncherAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLMicroLauncherAssemblyLearntToken", 1)
- Goto ThirdPickup
- HighPowerWeaponAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto ThirdPickup
- TacticalShotgunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLTacticalShotgunAssemblyLearntToken", 1)
- Goto ThirdPickup
- PlasmaticShrapnelAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto ThirdPickup
- HeavyShotgunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto ThirdPickup
- // ADVANCED ASSEMBLIES
- DoubleChainsawAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLDoubleChainsawAssemblyLearntToken", 1)
- Goto ThirdPickup
- TacticalRocketLauncherAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1)
- Goto ThirdPickup
- StormPistolAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto ThirdPickup
- AssaultRifleAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto ThirdPickup
- PlasmaPistolAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto ThirdPickup
- BurstCannonAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto ThirdPickup
- VBFG9000Assembly2:
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto ThirdPickup
- NanoShrapnelAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto ThirdPickup
- HyperblasterAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHyperblasterAssemblyLearntToken", 1)
- Goto ThirdPickup
- FocusedDoubleShotgunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1)
- Goto ThirdPickup
- PlasmaRifleMkIIAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1)
- Goto ThirdPickup
- BulletstormChaingunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBulletstormChaingunAssemblyLearntToken", 1)
- Goto ThirdPickup
- MiniMissilePistolAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLMiniMissilePistolAssemblyLearntToken", 1)
- Goto ThirdPickup
- AutoShotgunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto ThirdPickup
- GrenadeLauncherAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLGrenadeLauncherAssemblyLearntToken", 1)
- Goto ThirdPickup
- // MASTER ASSEMBLIES
- NanomanufactureAmmoAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto ThirdPickup
- DemolitionAmmoAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto ThirdPickup
- BiggestFuckingGunAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto ThirdPickup
- RipperAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLRipperAssemblyLearntToken", 1)
- Goto ThirdPickup
- PlasmaRefractorAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaRefractorAssemblyLearntToken", 1)
- Goto ThirdPickup
- AutocannonAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAutocannonAssemblyLearntToken", 1)
- Goto ThirdPickup
- MotherInLawAssembly2:
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "AssembliesKnown2")
- TNT1 A 0 A_GiveInventory ("RLMotherInLawAssemblyLearntToken", 1)
- Goto ThirdPickup
- ThirdPickup:
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 1)
- Goto AssemblyDetect3
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "AssembliesKnown3")
- Goto AssemblyDetect3
- AssemblyDetect3:
- TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31,33,35,37,39,41,43,45,47,49,51,53,55,57,59,61,63,65,67)
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ChainswordAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PiercingBladeAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"SpeedloaderPistolAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"SilencedPistolAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ShredderPistolAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"ElephantGunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"GatlingGunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MicroLauncherAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HighPowerWeaponAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"TacticalShotgunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaticShrapnelAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HeavyShotgunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"DoubleChainsawAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"TacticalRocketLauncherAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"StormPistolAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AssaultRifleAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaPistolAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BurstCannonAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"VBFG9000Assembly3")
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"NanoShrapnelAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"HyperblasterAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"FocusedDoubleShotgunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaRifleMkIIAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BulletstormChaingunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MiniMissilePistolAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AutoShotgunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"GrenadeLauncherAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"NanomanufactureAmmoAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"DemolitionAmmoAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"BiggestFuckingGunAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"RipperAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"PlasmaRefractorAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"AutocannonAssembly3")
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_Jump(256,"MotherInLawAssembly3")
- TNT1 A 0
- Goto AssemblyDetect3+1
- AssemblySelect3:
- // BASIC ASSEMBLIES
- ChainswordAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLChainswordAssemblyLearntToken", 1)
- Goto FinalCheck
- PiercingBladeAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPiercingBladeAssemblyLearntToken", 1)
- Goto FinalCheck
- SpeedloaderPistolAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1)
- Goto FinalCheck
- SilencedPistolAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLSilencedPistolAssemblyLearntToken", 1)
- Goto FinalCheck
- ShredderPistolAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLShredderPistolAssemblyLearntToken", 1)
- Goto FinalCheck
- ElephantGunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLElephantGunAssemblyLearntToken", 1)
- Goto FinalCheck
- GatlingGunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLGatlingGunAssemblyLearntToken", 1)
- Goto FinalCheck
- MicroLauncherAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLMicroLauncherAssemblyLearntToken", 1)
- Goto FinalCheck
- HighPowerWeaponAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHighPowerWeaponAssemblyLearntToken", 1)
- Goto FinalCheck
- TacticalShotgunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLTacticalShotgunAssemblyLearntToken", 1)
- Goto FinalCheck
- PlasmaticShrapnelAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1)
- Goto FinalCheck
- HeavyShotgunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHeavyShotgunAssemblyLearntToken", 1)
- Goto FinalCheck
- // ADVANCED ASSEMBLIES
- DoubleChainsawAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLDoubleChainsawAssemblyLearntToken", 1)
- Goto FinalCheck
- TacticalRocketLauncherAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1)
- Goto FinalCheck
- StormPistolAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLStormPistolAssemblyLearntToken", 1)
- Goto FinalCheck
- AssaultRifleAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAssaultRifleAssemblyLearntToken", 1)
- Goto FinalCheck
- PlasmaPistolAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaPistolAssemblyLearntToken", 1)
- Goto FinalCheck
- BurstCannonAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBurstCannonAssemblyLearntToken", 1)
- Goto FinalCheck
- VBFG9000Assembly3:
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLVBFG9000AssemblyLearntToken", 1)
- Goto FinalCheck
- NanoShrapnelAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLNanoShrapnelAssemblyLearntToken", 1)
- Goto FinalCheck
- HyperblasterAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLHyperblasterAssemblyLearntToken", 1)
- Goto FinalCheck
- FocusedDoubleShotgunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1)
- Goto FinalCheck
- PlasmaRifleMkIIAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1)
- Goto FinalCheck
- BulletstormChaingunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBulletstormChaingunAssemblyLearntToken", 1)
- Goto FinalCheck
- MiniMissilePistolAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLMiniMissilePistolAssemblyLearntToken", 1)
- Goto FinalCheck
- AutoShotgunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAutoShotgunAssemblyLearntToken", 1)
- Goto FinalCheck
- GrenadeLauncherAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLGrenadeLauncherAssemblyLearntToken", 1)
- Goto FinalCheck
- // MASTER ASSEMBLIES
- NanomanufactureAmmoAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1)
- Goto FinalCheck
- DemolitionAmmoAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLDemolitionAmmoAssemblyLearntToken", 1)
- Goto FinalCheck
- BiggestFuckingGunAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1)
- Goto FinalCheck
- RipperAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLRipperAssemblyLearntToken", 1)
- Goto FinalCheck
- PlasmaRefractorAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLPlasmaRefractorAssemblyLearntToken", 1)
- Goto FinalCheck
- AutocannonAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 2)
- TNT1 A 0 A_GiveInventory ("RLAutocannonAssemblyLearntToken", 1)
- Goto FinalCheck
- MotherInLawAssembly3:
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "FinalCheck")
- TNT1 A 0 A_GiveInventory ("RLMotherInLawAssemblyLearntToken", 1)
- Goto FinalCheck
- FinalCheck:
- TNT1 A 0 A_JumpIfInventory ("RLChainswordAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLPiercingBladeAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLSpeedloaderPistolAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLSilencedPistolAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLShredderPistolAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLElephantGunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLGatlingGunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLMicroLauncherAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLHighPowerWeaponAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLTacticalShotgunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaticShrapnelAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLHeavyShotgunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLDoubleChainsawAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLTacticalRocketLauncherAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLStormPistolAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLAssaultRifleAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaPistolAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLBurstCannonAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLVBFG9000AssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLNanoShrapnelAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLHyperblasterAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLFocusedDoubleShotgunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRifleMkIIAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLBulletstormChaingunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLMiniMissilePistolAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLAutoShotgunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLGrenadeLauncherAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLNanomanufactureAmmoAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLDemolitionAmmoAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLBiggestFuckingGunAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLRipperAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLPlasmaRefractorAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLAutocannonAssemblyLearntToken", 1, 1)
- Goto AssembliesKnown4
- TNT1 A 0 A_JumpIfInventory ("RLMotherInLawAssemblyLearntToken", 1, "AssembliesKnown5")
- Goto AssembliesKnown4
- //-------------------------------------------------------------------------------------
- AssembliesKnown1:
- TNT1 A 0 A_GiveInventory("DRLA_ModsAntiLogFloodCheck")
- TNT1 A 0 A_Print("\cgYou already know every assembly.", 5)
- Goto AllTheFail
- AssembliesKnown2:
- TNT1 A 0 A_Print("\cvYou learnt one new assembly.\n\cvYou now know every assembly.", 5)
- Stop
- AssembliesKnown3:
- TNT1 A 0 A_Print("\cvYou learnt two new assemblies.\n\cvYou now know every assembly.", 5)
- Stop
- AssembliesKnown4:
- TNT1 A 0 A_Print("\cvYou learnt three new assemblies.\n\cvYou download the information to your PDA.", 5)
- Stop
- AssembliesKnown5:
- TNT1 A 0 A_Print("\cvYou learnt three new assemblies.\n\cvYou now know every assembly.", 5)
- Stop
- AllTheFail:
- TNT1 A 0
- Fail
- }
- }
- actor RLInfrared : CustomInventory replaces Infrared
- {
- +COUNTITEM
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Inventory.PickupSound "misc/p_pkup"
- Inventory.PickupMessage "Light Amplification Visor"
- states
- {
- Spawn:
- PVIS A 6 Bright
- PVIS B 6
- Loop
- Pickup:
- TNT1 A 0 A_JumpIfInventory ("RLAmmochainPerk", 1, 2)
- TNT1 A 1 A_GiveInventory ("PowerLightAmp")
- stop
- TNT1 A 0 A_GiveInventory ("RLInfraredMarine")
- stop
- }
- }
- ACTOR RLInfraredMarine : Infrared
- {
- Powerup.Duration -180
- }
- actor RLInvulnerabilitySphere : CustomInventory replaces InvulnerabilitySphere
- {
- +COUNTITEM
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Inventory.PickupSound "misc/p_pkup"
- Inventory.PickupMessage "Invulnerability!"
- states
- {
- Spawn:
- PINV ABCD 6 Bright
- Loop
- Pickup:
- TNT1 A 1 A_TakeInventory ("PowerRLLavaSetBonusInvulnerable")
- TNT1 A 0 A_JumpIfInventory ("RLAmmochainPerk", 1, 2)
- TNT1 A 1 A_GiveInventory ("RLInvulnerabilitySphereNormal")
- stop
- TNT1 A 0 A_GiveInventory ("RLInvulnerabilitySphereMarine")
- stop
- }
- }
- ACTOR RLInvulnerabilitySphereNormal : InvulnerabilitySphere
- {
- }
- ACTOR RLInvulnerabilitySphereMarine : InvulnerabilitySphere
- {
- Powerup.Duration -45
- }
- actor RLRadSuit : CustomInventory replaces RadSuit
- {
- +COUNTITEM
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Inventory.PickupSound "misc/p_pkup"
- Inventory.PickupMessage "Radiation Shielding Suit"
- states
- {
- Spawn:
- SUIT A -1 Bright
- Loop
- Pickup:
- TNT1 A 0 A_JumpIfInventory ("RLAmmochainPerk", 1, 2)
- TNT1 A 1 A_GiveInventory ("RLRadSuitPower")
- stop
- TNT1 A 0 A_GiveInventory ("RLRadSuitMarine")
- stop
- }
- }
- ACTOR RLRadSuitPower : RadSuit
- {
- }
- ACTOR RLRadSuitMarine : RadSuit
- {
- Powerup.Duration -90
- }
- ACTOR RLBackpack : Backpack
- {
- Inventory.PickupSound "misc/backpackpickup"
- }
- ACTOR RLClip : Clip
- {
- }
- ACTOR RLClipBox : ClipBox
- {
- }
- ACTOR RLShell : Shell
- {
- }
- ACTOR RLShellBox : ShellBox
- {
- }
- ACTOR RLRocketAmmo : RocketAmmo
- {
- }
- ACTOR RLRocketBox : RocketBox
- {
- }
- ACTOR RLCell : Cell
- {
- }
- ACTOR RLCellPack : CellPack
- {
- }
- //-------------------------------------------------------------------
- // DEAD BODIES
- actor RLDeadMarineSpawner : RandomSpawner replaces DeadMarine
- {
- DropItem "RLDeadBody1" 255 2
- DropItem "RLDeadBody2" 255 2
- DropItem "RLDeadBody3" 255 2
- DropItem "RLDeadBody4" 255 2
- DropItem "RLDeadBody5" 255 2
- DropItem "RLDeadBody6" 255 2
- DropItem "RLDeadBody7" 255 2
- DropItem "RLDeadBody8" 255 2
- DropItem "RLDeadBody9" 255 1
- DropItem "RLDeadBody10" 255 1
- DropItem "RLDeadBody11" 255 1
- DropItem "RLDeadBody12" 255 1
- DropItem "RLDeadBody13" 255 1
- }
- ACTOR RLDeadBody1 : DeadMarine
- {
- States
- {
- Spawn:
- FSZK N -1
- Stop
- }
- }
- ACTOR RLDeadBody2 : DeadMarine
- {
- States
- {
- Spawn:
- FSZW N -1
- Stop
- }
- }
- ACTOR RLDeadBody3 : DeadMarine
- {
- States
- {
- Spawn:
- FSZC N -1
- Stop
- }
- }
- ACTOR RLDeadBody4 : DeadMarine
- {
- States
- {
- Spawn:
- FSZS N -1
- Stop
- }
- }
- ACTOR RLDeadBody5 : DeadMarine
- {
- States
- {
- Spawn:
- SCZA N -1
- Stop
- }
- }
- ACTOR RLDeadBody6 : DeadMarine
- {
- States
- {
- Spawn:
- SCZC N -1
- Stop
- }
- }
- ACTOR RLDeadBody7 : DeadMarine
- {
- States
- {
- Spawn:
- SCZH N -1
- Stop
- }
- }
- ACTOR RLDeadBody8 : DeadMarine
- {
- States
- {
- Spawn:
- SCFE N -1
- Stop
- }
- }
- ACTOR RLDeadBody9 : DeadMarine
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx ("RLRandomAmmoSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 110)
- TNT1 A 0 A_SpawnItemEx ("RLRandomAmmoSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 70)
- TNT1 A 0 A_SpawnItemEx ("RLRandomAmmoSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 70)
- PLAY N -1
- Stop
- }
- }
- ACTOR RLDeadBody10 : DeadMarine
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx ("RLMarineGunSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 170)
- PMAR N -1
- Stop
- }
- }
- ACTOR RLDeadBody11 : DeadMarine
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx ("RLScoutGunSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 130)
- PSCO N -1
- Stop
- }
- }
- ACTOR RLDeadBody12 : DeadMarine
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx ("RLTechnicianGunSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 200)
- PTEC L -1
- Stop
- }
- }
- ACTOR RLDeadBody13 : DeadMarine
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx ("RLRenegadeGunSpawner", Random(-24,24), Random(-24,24), 0, 0, 0, 0, 0, "None", 170)
- PREN N -1
- Stop
- }
- }
- actor RLScoutGunSpawner : RandomSpawner
- {
- DropItem "RLPistolPickup" 255 7
- DropItem "RLCombatPistolPickup" 255 6
- DropItem "RLBlasterPickup" 255 5
- DropItem "RLDesertEaglePickup" 255 4
- DropItem "RLUziPickup" 255 3
- DropItem "RLNuclearPlasmaPistolPickup" 255 1
- }
- actor RLMarineGunSpawner : RandomSpawner
- {
- DropItem "RLChaingunPickup" 255 12
- DropItem "RLBattleRiflePickup" 255 8
- DropItem "RLPlasmaRiflePickup" 255 4
- DropItem "RLMinigunPickup" 255 1
- }
- actor RLTechnicianGunSpawner : RandomSpawner
- {
- DropItem "RLSilencedPistolPickup" 255 15
- DropItem "RLShredderPistolPickup" 255 9
- DropItem "RLElephantGunPickup" 255 14
- DropItem "RLGatlingGunPickup" 255 16
- DropItem "RLMicroLauncherPickup" 255 17
- DropItem "RLTacticalShotgunPickup" 255 15
- DropItem "RLHeavyShotgunPickup" 255 10
- DropItem "RLHeavyDoubleShotgunPickup" 255 10
- DropItem "RLHighPowerPistolPickup" 255 20
- DropItem "RLHighPowerChaingunPickup" 255 24
- DropItem "RLHighPowerPlasmaRiflePickup" 255 18
- DropItem "RLHighPowerBFG9000Pickup" 255 12
- DropItem "RLHighPowerBlasterPickup" 255 15
- DropItem "RLHighPowerCombatPistolPickup" 255 17
- DropItem "RLHighPowerDesertEaglePickup" 255 13
- DropItem "RLHighPowerMinigunPickup" 255 10
- DropItem "RLHighPowerLaserRiflePickup" 255 10
- DropItem "RLHighPowerTristarBlasterPickup" 255 9
- DropItem "RLHighPowerNuclearPlasmaRiflePickup" 255 1
- DropItem "RLHighPowerNuclearBFG9000Pickup" 255 4
- DropItem "RLHighPowerUziPickup" 255 11
- DropItem "RLHighPowerBattleRiflePickup" 255 11
- DropItem "RLPlasmaticShrapnelShotgunPickup" 255 7
- DropItem "RLPlasmaticShrapnelCombatShotgunPickup" 255 7
- DropItem "RLPlasmaticShrapnelDoubleShotgunPickup" 255 6
- DropItem "RLPlasmaticShrapnelSuperShotgunPickup" 255 6
- DropItem "RLPlasmaticShrapnelAssaultShotgunPickup" 255 6
- DropItem "RLPlasmaticShrapnelPlasmaShotgunPickup" 255 6
- DropItem "RLDoubleChainsawPickup" 255 9
- DropItem "RLTacticalRocketLauncherPickup" 255 8
- DropItem "RLStormPistolPickup" 255 8
- DropItem "RLStormCombatPistolPickup" 255 7
- DropItem "RLStormDesertEaglePickup" 255 5
- DropItem "RLStormUziPickup" 255 5
- DropItem "RLStormBlasterPickup" 255 6
- DropItem "RLStormNuclearPlasmaPistolPickup" 255 4
- DropItem "RLPlasmaPistolPickup" 255 8
- DropItem "RLPlasmaCombatPistolPickup" 255 7
- DropItem "RLPlasmaDesertEaglePickup" 255 5
- DropItem "RLPlasmaUziPickup" 255 5
- DropItem "RLOverchargedBlasterPickup" 255 6
- DropItem "RLSuperchargedNuclearPlasmaPistolPickup" 255 4
- DropItem "RLVBFG9000Pickup" 255 4
- DropItem "RLNuclearVBFG9000Pickup" 255 3
- DropItem "RLFocusedDoubleShotgunPickup" 255 5
- DropItem "RLHyperblasterPickup" 255 5
- DropItem "RLBulletstormChaingunPickup" 255 5
- DropItem "RLAutoshotgunPickup" 255 3
- DropItem "RLAutoDoubleShotgunPickup" 255 2
- DropItem "RLPlasmaRifleMkIIPickup" 255 6
- DropItem "RLMiniMissilePistolPickup" 255 5
- DropItem "RLGrenadeLauncherPickup" 255 5
- DropItem "RLAssaultRifleChaingunPickup" 255 7
- DropItem "RLAssaultRiflePlasmaRiflePickup" 255 6
- DropItem "RLAssaultRifleMinigunPickup" 255 5
- DropItem "RLAssaultRifleLaserRiflePickup" 255 5
- DropItem "RLAssaultRifleNuclearPlasmaRiflePickup" 255 1
- DropItem "RLAssaultRifleUziPickup" 255 5
- DropItem "RLAssaultRifleBattleRiflePickup" 255 8
- DropItem "RLBurstCannonChaingunPickup" 255 7
- DropItem "RLBurstCannonPlasmaRiflePickup" 255 6
- DropItem "RLBurstCannonMinigunPickup" 255 5
- DropItem "RLBurstCannonLaserRiflePickup" 255 5
- DropItem "RLBurstCannonNuclearPlasmaRiflePickup" 255 1
- DropItem "RLBurstCannonUziPickup" 255 5
- DropItem "RLBurstCannonBattleRiflePickup" 255 5
- DropItem "RLNanoShrapnelShotgunPickup" 255 3
- DropItem "RLNanoShrapnelCombatShotgunPickup" 255 3
- DropItem "RLNanoShrapnelDoubleShotgunPickup" 255 2
- DropItem "RLNanoShrapnelSuperShotgunPickup" 255 2
- DropItem "RLNanoShrapnelAssaultShotgunPickup" 255 3
- DropItem "RLNanoShrapnelPlasmaShotgunPickup" 255 3
- DropItem "RLRipperPickup" 255 1
- DropItem "RLBiggestFuckingGunPickup" 255 1
- DropItem "RLNuclearBiggestFuckingGunPickup" 255 1
- DropItem "RLAutocannonPickup" 255 1
- DropItem "RLPlasmaRefractorPickup" 255 1
- DropItem "RLMotherInLawPickup" 255 1
- DropItem "RLNanoManufactureAmmoPistolPickup" 255 1
- DropItem "RLNanoManufactureAmmoChaingunPickup" 255 1
- DropItem "RLNanoManufactureAmmoRocketLauncherPickup" 255 1
- DropItem "RLNanoManufactureAmmoPlasmaRiflePickup" 255 1
- DropItem "RLNanoManufactureAmmoBlasterPickup" 255 1
- DropItem "RLNanoManufactureAmmoCombatPistolPickup" 255 1
- DropItem "RLNanoManufactureAmmoDesertEaglePickup" 255 1
- DropItem "RLNanoManufactureAmmoMinigunPickup" 255 1
- DropItem "RLNanoManufactureAmmoMissileLauncherPickup" 255 1
- DropItem "RLNanoManufactureAmmoNapalmLauncherPickup" 255 1
- DropItem "RLNanoManufactureAmmoLaserRiflePickup" 255 1
- DropItem "RLNanoManufactureAmmoTristarBlasterPickup" 255 1
- DropItem "RLNanoManufactureAmmoUziPickup" 255 1
- DropItem "RLNanoManufactureAmmoBattleRiflePickup" 255 1
- DropItem "RLDemolitionAmmoPistolPickup" 255 1
- DropItem "RLDemolitionAmmoChaingunPickup" 255 1
- DropItem "RLDemolitionAmmoCombatPistolPickup" 255 1
- DropItem "RLDemolitionAmmoDesertEaglePickup" 255 1
- DropItem "RLDemolitionAmmoMinigunPickup" 255 1
- DropItem "RLDemolitionAmmoUziPickup" 255 1
- DropItem "RLDemolitionAmmoBattleRiflePickup" 255 1
- }
- actor RLRenegadeGunSpawner : RandomSpawner
- {
- DropItem "RLShotgunPickup" 255 6
- DropItem "RLDoubleShotgunPickup" 255 5
- DropItem "RLHeavyShotgunPickup" 255 4
- DropItem "RLHeavyDoubleShotgunPickup" 255 3
- DropItem "RLSuperShotgunPickup" 255 2
- DropItem "RLFocusedDoubleShotgunPickup" 255 1
- }
- actor RLRandomAmmoSpawner : RandomSpawner
- {
- DropItem "RLClipBox" 255 4
- DropItem "RLShellBox" 255 3
- DropItem "RLRocketBox" 255 1
- DropItem "RLCellPack" 255 2
- DropItem "RLClip" 255 8
- DropItem "Shell" 255 6
- DropItem "RocketAmmo" 255 2
- DropItem "Cell" 255 4
- }
- //-------------------------------------------------------------------
- // HUD PAGE CHANGER
- ACTOR RLHudPageChanger : CustomInventory
- {
- Radius 20
- Height 16
- -COUNTITEM
- +INVENTORY.UNTOSSABLE
- +INVENTORY.UNDROPPABLE
- +INVENTORY.KEEPDEPLETED
- Tag "HUD Page Changer"
- Inventory.InterHubAmount 1
- Inventory.MaxAmount 1
- Inventory.Icon "TNT1A0"
- Inventory.Pickupmessage "stop doing things."
- Inventory.PickupSound "misc/armor_pkup"
- Inventory.UseSound "misc/armor_pkup"
- States
- {
- Spawn:
- TNT1 A -1
- Loop
- Use:
- TNT1 A 0
- TNT1 A 0 A_PlaySound("hud/nextpage", 5)
- TNT1 A 0 A_JumpIfInventory("RLHUDPage",4,"Reset")
- TNT1 A 0 A_GiveInventory("RLHUDPage", 1)
- Fail
- Reset:
- TNT1 A 0 A_TakeInventory("RLHUDPage", 5)
- Fail
- }
- }
- //-------------------------------------------------------------------
- // RANDOM SPAWNERS
- actor RLBackpackSpawner : RandomSpawner replaces Backpack
- {
- DropItem "RLBackpack" 255 2
- DropItem "RLSupplyCrate" 255 1
- }
- actor RLAllMapSpawner : RandomSpawner replaces Allmap
- {
- DropItem "RLAllmap" 255 3
- DropItem "RLTrackingMap" 255 1
- DropItem "RLBlueprintComputer" 255 1
- }
- actor RLClipBoxSpawner : RandomSpawner replaces ClipBox
- {
- DropItem "RLClipBox" 255 6
- DropItem "RLModPackSpawner" 255 1
- }
- actor RLShellBoxSpawner : RandomSpawner replaces ShellBox
- {
- DropItem "RLShellBox" 255 6
- DropItem "RLModPackSpawner" 255 1
- }
- actor RLRocketBoxSpawner : RandomSpawner replaces RocketBox
- {
- DropItem "RLRocketBox" 255 6
- DropItem "RLModPackSpawner" 255 1
- }
- actor RLCellPackSpawner : RandomSpawner replaces CellPack
- {
- DropItem "RLCellPack" 255 6
- DropItem "RLModPackSpawner" 255 1
- }
- actor RLClipSpawner : RandomSpawner replaces Clip
- {
- DropItem "RLClip" 255 18
- DropItem "RLPistolPickup" 255 7
- DropItem "RLExoticPistolSpawner" 255 1
- }
- actor RLExoticPistolSpawner : RandomSpawner
- {
- DropItem "RLBattleRiflePickup" 255 3
- DropItem "RLBlasterPickup" 255 2
- DropItem "RLUziPickup" 255 3
- DropItem "RLDesertEaglePickup" 255 4
- DropItem "RLCombatPistolPickup" 255 5
- }
- actor RLAllPistolSpawner : RandomSpawner
- {
- DropItem "RLPistolPickup" 255 20
- DropItem "RLSilencedPistolPickup" 255 8
- DropItem "RLCombatPistolPickup" 255 8
- DropItem "RLDesertEaglePickup" 255 6
- DropItem "RLBlasterPickup" 255 7
- DropItem "RLUziPickup" 255 5
- DropItem "RLPlasmaPistolPickup" 255 5
- DropItem "RLPlasmaCombatPistolPickup" 255 4
- DropItem "RLShredderPistolPickup" 255 3
- DropItem "RLNuclearPlasmaPistolPickup" 255 2
- }
- actor RLChainsawSpawner : RandomSpawner replaces Chainsaw
- {
- DropItem "RLChainsawPickup" 255 14
- DropItem "RLExoticChainsawSpawner" 255 1
- }
- actor RLExoticChainsawSpawner : RandomSpawner
- {
- DropItem "RLExoticWeaponSpawner" 255 1
- DropItem "RLAssembledWeaponSpawner" 255 1
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLShotgunSpawner : RandomSpawner 2001
- {
- DropItem "RLShotgunPickup" 255 14
- DropItem "RLCombatShotgunPickup" 255 4
- DropItem "RLExoticShotgunSpawner" 255 1
- }
- actor RLExoticShotgunSpawner : RandomSpawner
- {
- DropItem "RLAssaultShotgunPickup" 255 5
- DropItem "RLPlasmaShotgunPickup" 255 4
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLShotgunSpawner2 : RandomSpawner replaces Shotgun
- {
- DropItem "RLShotgunPickup" 255 5
- DropItem "RLCombatShotgunPickup" 255 1
- }
- actor RLDoubleShotgunSpawner : RandomSpawner replaces SuperShotgun
- {
- DropItem "RLDoubleShotgunPickup" 255 14
- DropItem "RLExoticDoubleShotgunSpawner" 255 1
- }
- actor RLExoticDoubleShotgunSpawner : RandomSpawner
- {
- DropItem "RLSuperShotgunPickup" 255 9
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLChaingunSpawner : RandomSpawner 2002
- {
- DropItem "RLChaingunPickup" 255 16
- DropItem "RLExoticChaingunSpawner" 255 1
- }
- actor RLExoticChaingunSpawner : RandomSpawner
- {
- DropItem "RLBattleRiflePickup" 255 5
- DropItem "RLMinigunPickup" 255 4
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLChaingunSpawner2 : RandomSpawner replaces Chaingun
- {
- DropItem "RLChaingunPickup" 255 1
- }
- actor RLRocketLauncherSpawner : RandomSpawner replaces RocketLauncher
- {
- DropItem "RLRocketLauncherPickup" 255 14
- DropItem "RLExoticRocketLauncherSpawner" 255 1
- }
- actor RLExoticRocketLauncherSpawner : RandomSpawner
- {
- DropItem "RLNapalmLauncherPickup" 255 4
- DropItem "RLMissileLauncherPickup" 255 5
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLPlasmaRifleSpawner : RandomSpawner replaces PlasmaRifle
- {
- DropItem "RLPlasmaRiflePickup" 255 7
- DropItem "RLExoticPlasmaRifleSpawner" 255 1
- }
- actor RLExoticPlasmaRifleSpawner : RandomSpawner
- {
- DropItem "RLNuclearPlasmaRiflePickup" 255 2
- DropItem "RLLaserRiflePickup" 255 4
- DropItem "RLTristarBlasterPickup" 255 4
- DropItem "RLCombatTranslocatorPickup" 255 3
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLBFG9000Spawner : RandomSpawner replaces BFG9000
- {
- DropItem "RLBFG9000Pickup" 255 6
- DropItem "RLExoticBFG9000Spawner" 255 1
- }
- actor RLExoticBFG9000Spawner : RandomSpawner
- {
- DropItem "RLNuclearBFG9000Pickup" 255 4
- DropItem "RLUniqueWeaponSpawner" 255 1
- }
- actor RLUniqueWeaponSpawner : RandomSpawner
- {
- DropItem "RLMysteriousMagnumPickup" 255 2
- DropItem "RLRailgunPickup" 255 2
- DropItem "RLJackhammerPickup" 255 2
- DropItem "RLBFG10KPickup" 255 2
- DropItem "RLUnknownHeraldPickup" 255 2
- DropItem "RLFragShotgunPickup" 255 2
- DropItem "RLQuadShotgunPickup" 255 2
- DropItem "RLLightweaverPickup" 255 2
- DropItem "RLTrigunPickup" 255 2
- DropItem "RLGrammatonClericBerettaPickup" 255 2
- DropItem "RLAntiFreakJackalPickup" 255 2
- DropItem "RLTantrumCannonPickup" 255 2
- DropItem "RLRevenantsLauncherPickup" 255 2
- DropItem "RLNullPointerPickup" 255 2
- DropItem "RLParticleBeamCannonPickup" 255 2
- DropItem "RLPlasmaRedirectionCannonPickup" 255 2
- DropItem "RLSteelBeastPickup" 255 2
- DropItem "RLHellsReignPickup" 255 2
- DropItem "RLSussGunPickup" 255 2
- // DropItem "RLMjolnirPickup" 255 2
- // DropItem "RLSubtleKnifePickup" 255 2
- // DropItem "RLButchersCleaverPickup" 255 2
- DropItem "RLLegendaryWeaponSpawner" 255 1
- }
- actor RLLegendaryWeaponSpawner : RandomSpawner
- {
- DropItem "RLJudgeOfTheDeadPickup" 255 1
- DropItem "RLHurricaneCannonPickup" 255 1
- DropItem "RLNeuralStunnerPickup" 255 1
- DropItem "RLBaronBlasterPickup" 255 1
- // DropItem "RLRealityDistortionArrayPickup" 255 1
- }
- actor RLExoticWeaponSpawner : RandomSpawner
- {
- DropItem "RLBlasterPickup" 255 1
- DropItem "RLCombatPistolPickup" 255 1
- DropItem "RLDesertEaglePickup" 255 1
- DropItem "RLSuperShotgunPickup" 255 1
- DropItem "RLAssaultShotgunPickup" 255 1
- DropItem "RLPlasmaShotgunPickup" 255 1
- DropItem "RLMinigunPickup" 255 1
- DropItem "RLMissileLauncherPickup" 255 1
- DropItem "RLNapalmLauncherPickup" 255 1
- DropItem "RLTristarBlasterPickup" 255 1
- DropItem "RLLaserRiflePickup" 255 1
- DropItem "RLNuclearPlasmaPistolPickup" 255 1
- DropItem "RLNuclearPlasmaRiflePickup" 255 1
- DropItem "RLNuclearBFG9000Pickup" 255 1
- DropItem "RLCombatTranslocatorPickup" 255 1
- }
- actor RLAssembledWeaponSpawner : RandomSpawner
- {
- DropItem "RLSilencedPistolPickup" 255 1
- DropItem "RLShredderPistolPickup" 255 1
- DropItem "RLSpeedloaderPistolPickup" 255 1
- DropItem "RLElephantGunPickup" 255 1
- DropItem "RLGatlingGunPickup" 255 1
- DropItem "RLMicroLauncherPickup" 255 1
- DropItem "RLTacticalShotgunPickup" 255 1
- DropItem "RLHeavyShotgunPickup" 255 1
- DropItem "RLHeavyDoubleShotgunPickup" 255 1
- DropItem "RLHighPowerPistolPickup" 255 1
- DropItem "RLHighPowerChaingunPickup" 255 1
- DropItem "RLHighPowerPlasmaRiflePickup" 255 1
- DropItem "RLHighPowerBFG9000Pickup" 255 1
- DropItem "RLHighPowerBlasterPickup" 255 1
- DropItem "RLHighPowerCombatPistolPickup" 255 1
- DropItem "RLHighPowerDesertEaglePickup" 255 1
- DropItem "RLHighPowerMinigunPickup" 255 1
- DropItem "RLHighPowerLaserRiflePickup" 255 1
- DropItem "RLHighPowerTristarBlasterPickup" 255 1
- DropItem "RLHighPowerNuclearPlasmaPistolPickup" 255 1
- DropItem "RLHighPowerNuclearPlasmaRiflePickup" 255 1
- DropItem "RLHighPowerNuclearBFG9000Pickup" 255 1
- DropItem "RLHighPowerUziPickup" 255 1
- DropItem "RLHighPowerBattleRiflePickup" 255 1
- DropItem "RLPlasmaticShrapnelShotgunPickup" 255 1
- DropItem "RLPlasmaticShrapnelCombatShotgunPickup" 255 1
- DropItem "RLPlasmaticShrapnelDoubleShotgunPickup" 255 1
- DropItem "RLPlasmaticShrapnelSuperShotgunPickup" 255 1
- DropItem "RLPlasmaticShrapnelAssaultShotgunPickup" 255 1
- DropItem "RLPlasmaticShrapnelPlasmaShotgunPickup" 255 1
- DropItem "RLDoubleChainsawPickup" 255 1
- DropItem "RLTacticalRocketLauncherPickup" 255 1
- DropItem "RLStormPistolPickup" 255 1
- DropItem "RLStormCombatPistolPickup" 255 1
- DropItem "RLStormDesertEaglePickup" 255 1
- DropItem "RLStormUziPickup" 255 1
- DropItem "RLStormBlasterPickup" 255 1
- DropItem "RLStormNuclearPlasmaPistolPickup" 255 1
- DropItem "RLPlasmaPistolPickup" 255 1
- DropItem "RLPlasmaCombatPistolPickup" 255 1
- DropItem "RLPlasmaDesertEaglePickup" 255 1
- DropItem "RLPlasmaUziPickup" 255 1
- DropItem "RLOverchargedBlasterPickup" 255 1
- DropItem "RLSuperchargedNuclearPlasmaPistolPickup" 255 1
- DropItem "RLVBFG9000Pickup" 255 1
- DropItem "RLNuclearVBFG9000Pickup" 255 1
- DropItem "RLFocusedDoubleShotgunPickup" 255 1
- DropItem "RLHyperblasterPickup" 255 1
- DropItem "RLBulletstormChaingunPickup" 255 1
- DropItem "RLAutoshotgunPickup" 255 1
- DropItem "RLAutoDoubleShotgunPickup" 255 1
- DropItem "RLPlasmaRifleMkIIPickup" 255 1
- DropItem "RLMiniMissilePistolPickup" 255 1
- DropItem "RLGrenadeLauncherPickup" 255 1
- DropItem "RLAssaultRifleChaingunPickup" 255 1
- DropItem "RLAssaultRiflePlasmaRiflePickup" 255 1
- DropItem "RLAssaultRifleMinigunPickup" 255 1
- DropItem "RLAssaultRifleLaserRiflePickup" 255 1
- DropItem "RLAssaultRifleNuclearPlasmaRiflePickup" 255 1
- DropItem "RLAssaultRifleUziPickup" 255 1
- DropItem "RLAssaultRifleBattleRiflePickup" 255 1
- DropItem "RLBurstCannonChaingunPickup" 255 1
- DropItem "RLBurstCannonPlasmaRiflePickup" 255 1
- DropItem "RLBurstCannonMinigunPickup" 255 1
- DropItem "RLBurstCannonLaserRiflePickup" 255 1
- DropItem "RLBurstCannonNuclearPlasmaRiflePickup" 255 1
- DropItem "RLBurstCannonUziPickup" 255 1
- DropItem "RLBurstCannonBattleRiflePickup" 255 1
- DropItem "RLNanoShrapnelShotgunPickup" 255 1
- DropItem "RLNanoShrapnelCombatShotgunPickup" 255 1
- DropItem "RLNanoShrapnelDoubleShotgunPickup" 255 1
- DropItem "RLNanoShrapnelSuperShotgunPickup" 255 1
- DropItem "RLNanoShrapnelAssaultShotgunPickup" 255 1
- DropItem "RLNanoShrapnelPlasmaShotgunPickup" 255 1
- DropItem "RLRipperPickup" 255 1
- DropItem "RLBiggestFuckingGunPickup" 255 1
- DropItem "RLNuclearBiggestFuckingGunPickup" 255 1
- DropItem "RLAutocannonPickup" 255 1
- DropItem "RLPlasmaRefractorPickup" 255 1
- DropItem "RLMotherInLawPickup" 255 1
- DropItem "RLNanoManufactureAmmoPistolPickup" 255 1
- DropItem "RLNanoManufactureAmmoChaingunPickup" 255 1
- DropItem "RLNanoManufactureAmmoRocketLauncherPickup" 255 1
- DropItem "RLNanoManufactureAmmoPlasmaRiflePickup" 255 1
- DropItem "RLNanoManufactureAmmoBlasterPickup" 255 1
- DropItem "RLNanoManufactureAmmoCombatPistolPickup" 255 1
- DropItem "RLNanoManufactureAmmoDesertEaglePickup" 255 1
- DropItem "RLNanoManufactureAmmoMinigunPickup" 255 1
- DropItem "RLNanoManufactureAmmoMissileLauncherPickup" 255 1
- DropItem "RLNanoManufactureAmmoNapalmLauncherPickup" 255 1
- DropItem "RLNanoManufactureAmmoLaserRiflePickup" 255 1
- DropItem "RLNanoManufactureAmmoTristarBlasterPickup" 255 1
- DropItem "RLNanoManufactureAmmoUziPickup" 255 1
- DropItem "RLNanoManufactureAmmoBattleRiflePickup" 255 1
- DropItem "RLDemolitionAmmoPistolPickup" 255 1
- DropItem "RLDemolitionAmmoChaingunPickup" 255 1
- DropItem "RLDemolitionAmmoCombatPistolPickup" 255 1
- DropItem "RLDemolitionAmmoDesertEaglePickup" 255 1
- DropItem "RLDemolitionAmmoMinigunPickup" 255 1
- DropItem "RLDemolitionAmmoUziPickup" 255 1
- DropItem "RLDemolitionAmmoBattleRiflePickup" 255 1
- }
- actor RLModPackSpawner : RandomSpawner
- {
- DropItem "RLBulkModItem" 255 25
- DropItem "RLPowerModItem" 255 25
- DropItem "RLAgilityModItem" 255 25
- DropItem "RLTechnicalModItem" 255 25
- DropItem "RLNanoModItem" 255 1
- DropItem "RLSniperModItem" 255 3
- DropItem "RLFirestormModItem" 255 2
- DropItem "RLOnyxModItem" 255 1
- DropItem "RLArmorModItem" 255 3
- }
- //-------------------------------------------------------------------
- // SUPPLY CRATE
- ACTOR RLSupplyCrate replaces Blursphere
- {
- Health 10
- Radius 16
- Height 8
- Mass 0x7fffffff
- -SOLID
- +SHOOTABLE
- +NEVERRESPAWN
- +DONTGIB
- +NOBLOOD
- States
- {
- Spawn:
- TNT1 A 0
- SUPP A -1
- Loop
- Death:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateSmoke", 0, 0, 8)
- Item1:
- TNT1 A 0 A_Jump(210,"Item1Guns")
- TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13)
- TNT1 A 0 A_CustomMissile("DroppedRLMedikit",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateArmorSpawner")
- Goto Item2
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateBootsSpawner")
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLBackpack",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLRocketBox",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLClipBox",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLShellBox",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLCellPack",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLBulkMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLPowerMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLAgilityMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLTechnicalMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLArmorModItem",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- Item1Guns:
- TNT1 A 0 A_Jump(6,"Item1ExoticMods")
- TNT1 A 0 A_Jump(1,"PistolShower", "EyeScream")
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateWeaponSpawner")
- Goto Item2
- Item1ExoticMods:
- TNT1 A 0 A_Jump(128,"Item1UniqueGuns")
- TNT1 A 0 A_Jump(256,1,2,3,4)
- TNT1 A 0 A_CustomMissile("DroppedRLSniperMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLFirestormMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLNanoMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- TNT1 A 0 A_CustomMissile("DroppedRLOnyxMod",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto Item2
- Item1UniqueGuns:
- TNT1 A 0 A_Jump(10,"SuperCrate")
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateUniqueWeaponSpawner")
- Goto Item2
- Item2:
- TNT1 A 0 A_Jump(210,"Item2Guns")
- TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13)
- TNT1 A 0 A_CustomMissile("DroppedRLMedikit",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto SetBonusChecking
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateArmorSpawner")
- Goto SetBonusChecking
- TNT1 A 0 A_SpawnItemEx("RLSupplyCrateBootsSpawner")
- Goto SetBonusChecking
- TNT1 A 0 A_CustomMissile("DroppedRLBackpack",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto SetBonusChecking
- TNT1 A 0 A_CustomMissile("DroppedRLRocketBox",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto SetBonusChecking
- TNT1 A 0 A_CustomMissile("DroppedRLClipBox",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Goto SetBonusChecking
- TNT1 A 0 A_CustomMissile("DroppedRLShellBox",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- }
- ACTOR DroppedRLTrollPistol
- {
- PROJECTILE
- -NOGRAVITY
- Damage 0
- Radius 16
- Height 8
- Speed 9
- DeathSound "weapons/gundrop"
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_ScaleVelocity(frandom(1, 2.5))
- PISG X 1
- Goto Spawn+1
- Death:
- TNT1 A 0
- PISG X 1 A_SpawnItem("RLPistolPickup",0,0,0,0)
- Stop
- }
- }
- ACTOR RLSupplyCrateSmoke
- {
- Projectile
- Radius 8
- Height 8
- VSpeed 3
- Scale 1.3
- Damage 0
- RENDERSTYLE ADD
- Alpha 0.25
- +NOCLIP
- +NOINTERACTION
- States
- {
- Spawn:
- CRES AAABBBCCCDDDEEE 1 A_SetScale (ScaleX+0.1)
- Stop
- }
- }
- ACTOR DroppedRLSmallSupplyCrate
- {
- PROJECTILE
- -NOGRAVITY
- Damage 0
- Radius 9
- Height 5
- Speed 9
- Scale 0.7
- DeathSound "weapons/gundrop"
- States
- {
- Spawn:
- SUPP A 1
- Loop
- Death:
- TNT1 A 0
- SUPP A 1 A_SpawnItem("RLSmallSupplyCrate",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLSmallerSupplyCrate
- {
- PROJECTILE
- -NOGRAVITY
- Damage 0
- Radius 8
- Height 8
- Speed 9
- Scale 0.55
- DeathSound "weapons/gundrop"
- States
- {
- Spawn:
- SUPP A 1
- Loop
- Death:
- TNT1 A 0
- SUPP A 1 A_SpawnItem("RLSmallerSupplyCrate",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLEvenSmallerSupplyCrate
- {
- PROJECTILE
- -NOGRAVITY
- Damage 0
- Radius 8
- Height 8
- Speed 9
- Scale 0.35
- DeathSound "weapons/gundrop"
- States
- {
- Spawn:
- SUPP A 1
- Loop
- Death:
- TNT1 A 0
- SUPP A 1 A_SpawnItem("RLEvenSmallerSupplyCrate",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLOhGodTinySupplyCrate
- {
- PROJECTILE
- -NOGRAVITY
- Damage 0
- Radius 8
- Height 8
- Speed 9
- Scale 0.2
- DeathSound "weapons/gundrop"
- States
- {
- Spawn:
- SUPP A 1
- Loop
- Death:
- TNT1 A 0
- SUPP A 1 A_SpawnItem("RLOhGodTinySupplyCrate",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLMedikit
- {
- PROJECTILE
- -NOGRAVITY
- Damage 0
- Radius 16
- Height 8
- Speed 9
- DeathSound "weapons/gundrop"
- States
- {
- Spawn:
- MEDI A 1
- Loop
- Death:
- TNT1 A 0
- MEDI A 1 A_SpawnItem("Medikit",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLBackpack : DroppedRLMedikit
- {
- States
- {
- Spawn:
- BPAK A 1
- Loop
- Death:
- TNT1 A 0
- BPAK A 1 A_SpawnItem("RLBackpack",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLRocketBox : DroppedRLMedikit
- {
- States
- {
- Spawn:
- BROK A 1
- Loop
- Death:
- TNT1 A 0
- BROK A 1 A_SpawnItem("RLRocketBox",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLClipBox : DroppedRLMedikit
- {
- States
- {
- Spawn:
- AMMO A 1
- Loop
- Death:
- TNT1 A 0
- AMMO A 1 A_SpawnItem("RLClipBox",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLShellBox : DroppedRLMedikit
- {
- States
- {
- Spawn:
- SBOX A 1
- Loop
- Death:
- TNT1 A 0
- SBOX A 1 A_SpawnItem("RLShellBox",0,0,0,0)
- Stop
- }
- }
- ACTOR DroppedRLCellPack : DroppedRLMedikit
- {
- States
- {
- Spawn:
- CELP A 1
- Loop
- Death:
- TNT1 A 0
- CELP A 1 A_SpawnItem("RLCellPack",0,0,0,0)
- Stop
- }
- }
- ACTOR RLChainsawCrateItem
- {
- Radius 4
- Height 4
- Mass 50000
- +NOGRAVITY
- -SHOOTABLE
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLChainsaw",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPistolCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPistol",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCombatShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCombatShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLDoubleShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLDoubleShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLChaingunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLChaingun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRocketLauncherCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRocketLauncher",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPlasmaRifleCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPistol",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBFG9000CrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBFG9000",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBlasterCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBlaster",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCombatPistolCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCombatPistol",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLDesertEagleCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLDesertEagle",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSuperShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSuperShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAssaultShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAssaultShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPlasmaShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPlasmaShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLMinigunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLMinigun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLMissileLauncherCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLMissileLauncher",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNapalmLauncherCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNapalmLauncher",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTristarBlasterCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTristarBlaster",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLLaserRifleCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLLaserRifle",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNuclearPlasmaPistolCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNuclearPlasmaPistol",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNuclearPlasmaRifleCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNuclearPlasmaRifle",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNuclearBFG9000CrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNuclearBFG9000",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLUziCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLUzi",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBattleRifleCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBattleRifle",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLMysteriousMagnumCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLMysteriousMagnum",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRailgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRailgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLJackhammerCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLJackhammer",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBFG10KCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBFG10K",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNullPointerCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNullPointer",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLUnknownHeraldCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLUnknownHerald",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFragShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFragShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLQuadShotgunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLQuadShotgun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLLightweaverCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLLightweaver",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTantrumCannonCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTantrumCannon",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRevenantsLauncherCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRevenantsLauncher",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTrigunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTrigun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAntiFreakJackalCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAntiFreakJackal",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGrammatonClericBerettaCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGrammatonClericBeretta",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLParticleBeamCannonCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLParticleBeamCannon",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPlasmaRedirectionCannonCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPlasmaRedirectionCannon",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSteelBeastCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSteelBeast",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLHellsReignCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLHellsReign",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSussGunCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSussGun",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSubtleKnifeCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- // TNT1 A 0 A_CustomMissile("DroppedRLSubtleKnife",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLMjolnirCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- // TNT1 A 0 A_CustomMissile("DroppedRLMjolnir",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLButchersCleaverCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- // TNT1 A 0 A_CustomMissile("DroppedRLButchersCleaver",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBallisticShieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBallisticShieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBallisticVestArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBallisticVestArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBulletProofVestArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBulletProofVestArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLDuelistArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLDuelistArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnergyShieldedVestArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnergyShieldedVestArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnergyShieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnergyShieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGothicArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGothicArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLMedicalArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLMedicalArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPhaseshiftArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPhaseshiftArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPlasmaShieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPlasmaShieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLOnyxArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLOnyxArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBallisticGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBallisticGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBallisticBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBallisticBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBallisticRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBallisticRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCerberusArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCerberusArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCybernanoGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCybernanoGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCybernanoBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCybernanoBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCybernanoRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCybernanoRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireproofGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireproofGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireproofBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireproofBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireproofRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireproofRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireshieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireshieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanofiberGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanofiberGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanofiberBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanofiberBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanofiberRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanofiberRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanofiberSkinGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanofiberSkinGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanofiberSkinBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanofiberSkinBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanofiberSkinRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanofiberSkinRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTowerShieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTowerShieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPowerGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPowerGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPowerBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPowerBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPowerRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPowerRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTacticalArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTacticalArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLProtectiveBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLProtectiveBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPlasteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPlasteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCerberusBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCerberusBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTacticalBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTacticalBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAcidProofBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAcidProofBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGothicBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGothicBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPhaseshiftBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPhaseshiftBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLLavaBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLLavaBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnviroBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnviroBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNyarlaptotepsBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNyarlaptotepsBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAntigravSteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAntigravSteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAntigravProtectiveBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAntigravProtectiveBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAntigravPlasteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAntigravPlasteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnviromentalSteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnviromentalSteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnviromentalProtectiveBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnviromentalProtectiveBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnviromentalPlasteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnviromentalPlasteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireproofSteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireproofSteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireproofProtectiveBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireproofProtectiveBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFireproofPlasteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFireproofPlasteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGrapplingSteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGrapplingSteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGrapplingProtectiveBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGrapplingProtectiveBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGrapplingPlasteelBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGrapplingPlasteelBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAblativeGreenArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAblativeGreenArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAblativeBlueArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAblativeBlueArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAblativeRedArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAblativeRedArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRechargeableEnergyShieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRechargeableEnergyShieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLOverchargeSystemArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLOverchargeSystemArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLCyberwarriorArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLCyberwarriorArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRepulsionWaveSuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRepulsionWaveSuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSurvivalMediArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSurvivalMediArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLEnergyDischargeHarnessArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLEnergyDischargeHarnessArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLPrototypeAssaultShieldArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLPrototypeAssaultShieldArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLJetpackArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLJetpackArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBerserkPowersuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBerserkPowersuitArmor1",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLGeosGoldenGauntletArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLGeosGoldenGauntletArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSoulshatterArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSoulshatterArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLDemonicCarapaceArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLDemonicCarapaceArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLNanoAblativeArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLNanoAblativeArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLWildWeaselPeacekeeperArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLWildWeaselPeacekeeperArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLXaserPowerArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLXaserPowerArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLBlazingPhoenixDeviceSuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLBlazingPhoenixDeviceSuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLKateMatterstormHarnessArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLKateMatterstormHarnessArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLZeroDiamondAssaultforceArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLZeroDiamondAssaultforceArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLKyleTeslaboltArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLKyleTeslaboltArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRyanCordellPsychicAmplifierSuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRyanCordellPsychicAmplifierSuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTerminusEst13BattlesuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTerminusEst13BattlesuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRoystensCommandArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRoystensCommandArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSoloOperativeSuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSoloOperativeSuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTorgueBlastplateArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTorgueBlastplateArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFrontlineEngineerSuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFrontlineEngineerSuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTacticalAssemblerSuitArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTacticalAssemblerSuitArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLShockwaveBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLShockwaveBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLLeonidasBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLLeonidasBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLDemonicBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLDemonicBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLRoystensCombatBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLRoystensCombatBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLSoloOperativeBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLSoloOperativeBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTorgueBlastBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTorgueBlastBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLFrontlineEngineerBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLFrontlineEngineerBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTacticalAssemblerBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTacticalAssemblerBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAngelicBootsCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAngelicBoots",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLAngelicArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLAngelicArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLTheBeeArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLTheBeeArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLReactiveShieldSystemArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLReactiveShieldSystemArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- ACTOR RLChronotrooperArmorCrateItem : RLChainsawCrateItem
- {
- States
- {
- Spawn:
- TNT1 A 5
- TNT1 A 0 A_CustomMissile("DroppedRLChronotrooperArmor",15,0,random(0, 359), CMF_AIMDIRECTION, 60)
- Stop
- }
- }
- //-------------------------------------------------------------------
- // OTHER STUFF
- ACTOR RLTestTeleport 16507
- {
- Health 5000
- Radius 64
- Height 64
- Mass 0x7fffffff
- Speed 0
- Monster
- +NOBLOCKMAP
- +NOGRAVITY
- +NOTELEPORT
- +LOOKALLAROUND
- +INVULNERABLE
- RenderStyle Add
- Alpha 0.99
- Scale 3.2
- States
- {
- Spawn:
- TFOG BCDC 4 Bright A_Look
- Loop
- See:
- TNT1 A 0 A_Chase
- TFOG BBBBCCCCDDDDCCCC 1 Bright A_Jump(16,"MonsterSpawn")
- Loop
- MonsterSpawn:
- TNT1 A 0 A_SpawnItemEx("TeleportFog")
- TFOG A 4 Bright A_SpawnItemEx("RLTestTeleportMonsterSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_SETMASTER)
- Goto See
- }
- }
- actor RLTestTeleportMonsterSpawner : RandomSpawner
- {
- DropItem "DoomImp", 255, 50
- DropItem "Demon", 255, 35
- DropItem "Spectre", 255, 35
- DropItem "LostSoul", 255, 9
- DropItem "Cacodemon", 255, 30
- DropItem "HellKnight", 128, 26
- DropItem "Revenant", 255, 12
- DropItem "Fatso", 255, 15
- DropItem "PainElemental", 255, 3
- DropItem "BaronOfHell", 64, 15
- DropItem "Arachnotron", 255, 12
- DropItem "Archvile", 255, 2
- DropItem "Cyberdemon", 255, 1
- DropItem "SpiderMastermind", 255, 1
- }
- ACTOR RLYuuka-sama 16510
- {
- Radius 24
- Height 96
- Mass 0x7fffffff
- PainChance 256
- Monster
- +SOLID
- -COUNTKILL
- +NODAMAGE
- +NOINFIGHTING
- +NOTELEFRAG
- +NOTELEOTHER
- +DONTBLAST
- +DONTRIP
- Obituary "%o died and made Yholl happy."
- Tag "Yholl"
- States
- {
- Spawn:
- TNT1 A 0 NoDelay A_LookEx (LOF_DONTCHASEGOAL, 0, 0, 0, 360, "Watch")
- Watch:
- YUUK A 15 Bright A_JumpIfInTargetLOS ("Wave", 10, JLOSF_DEADNOJUMP, 0, 0)
- TNT1 A 0 A_ClearTarget
- TNT1 A 0 A_LookEx (LOF_DONTCHASEGOAL, 0, 0, 0, 360, "Watch")
- Loop
- Wave:
- YUUK BC 7 Bright
- Goto Watch
- Pain:
- TNT1 A 0 A_JumpIfInventory ("PowerRLAgitationCheck", 1, "PainEnd")
- TNT1 A 0 A_GiveInventory ("PowerRLAgitationCheck", 1)
- TNT1 A 0 A_SpawnItemEx ("RLAgitatingRevenant", -160, 160, 0, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION | SXF_SETMASTER | SXF_TELEFRAG)
- TNT1 A 0 A_SpawnItemEx ("TeleportFog", -160, 160, 0, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION | SXF_NOCHECKPOSITION)
- TNT1 A 0 A_SpawnItemEx ("RLAgitatingRevenant", 96, 160, 0, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION | SXF_SETMASTER | SXF_TELEFRAG)
- TNT1 A 0 A_SpawnItemEx ("TeleportFog", 96, 160, 0, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION | SXF_NOCHECKPOSITION)
- TNT1 A 0 A_ClearTarget
- PainEnd:
- YUUK BCBCBC 7 Bright
- Goto Spawn
- Pain.Massacre:
- TNT1 A 0
- Goto Spawn
- }
- }
- ACTOR RLSoloSpaghetti 16552
- {
- Radius 30
- Height 56
- Mass 0x7fffffff
- PainChance 256
- Monster
- +SOLID
- -COUNTKILL
- +NODAMAGE
- +QUICKTORETALIATE
- +NOTELEFRAG
- +NOTELEOTHER
- +DONTBLAST
- +DONTRIP
- Obituary "%o decided to attack the Hellsmith himself."
- Tag "Solo Spaghetti"
- States
- {
- Spawn:
- SSPA A 10
- TNT1 A 0 A_CheckRange (700, "Spawn")
- TNT1 A 0 A_CheckSightOrRange (700, "Spawn")
- TNT1 A 0 A_Jump (45, "ForgeBegin")
- Loop
- ForgeBegin:
- TNT1 A 0 A_SetAngle (0)
- TNT1 A 0 A_Jump (60, "ForgeUnique")
- Goto Forge
- Forge:
- SSPA A 5
- SSPA GEFEFEFEFEFG 2
- TNT1 A 0 A_PlaySound ("solospaghetti/hammerswing", CHAN_WEAPON, 1, 0, 1.4)
- SSPA H 6
- TNT1 A 0 A_PlaySound ("solospaghetti/hammerslam", CHAN_WEAPON, 1, 0, 0.6)
- TNT1 A 0 A_Quake(2, 6, 0, 512, "")
- SSPA I 15 A_SpawnItemEx("RLSoloSpaghettiArmorForgingSpawner", 65, 15, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- ForgeUnique:
- SSPA A 35
- TNT1 A 0 A_PlaySound ("solospaghetti/zap", 7, 0.6, 0, 1.4)
- SSPA BCD 1 Bright
- SSPA A 1
- SSPA BCD 1 Bright
- SSPA GEFG 2
- TNT1 A 0 A_PlaySound ("solospaghetti/hammerswing", CHAN_WEAPON, 1, 0, 1.4)
- SSPA H 6
- TNT1 A 0 A_PlaySound ("solospaghetti/hammerslam", CHAN_WEAPON, 1, 0, 0.6)
- TNT1 A 0 A_Quake(4, 9, 0, 756, "")
- SSPA I 15 A_SpawnItemEx("RLSoloSpaghettiUniqueArmorForgingSpawner", 65, 15, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- Goto Spawn
- Pain:
- TNT1 A 0 A_JumpIfInventory ("PowerRLAgitationCheck", 1, "Spawn")
- TNT1 A 0 A_GiveInventory ("PowerRLAgitationCheck", 1)
- SSPA GEFEF 2
- SSPA E 2 Bright A_CustomMissile("RLSoloSpaghettiBlast", 50, -5, 0)
- SSPA FG 2
- TNT1 A 0 A_ClearTarget
- Pain.Massacre:
- TNT1 A 0
- Goto Spawn
- }
- }
- actor RLSoloSpaghettiArmorForgingSpawner : RandomSpawner
- {
- DropItem "RLGreenArmorCrateItem" 255 1
- DropItem "RLBlueArmorCrateItem" 255 1
- DropItem "RLRedArmorCrateItem" 255 1
- DropItem "RLBallisticShieldArmorCrateItem" 255 1
- DropItem "RLBallisticVestArmorCrateItem" 255 1
- DropItem "RLBulletProofVestArmorCrateItem" 255 1
- DropItem "RLDuelistArmorCrateItem" 255 1
- DropItem "RLEnergyShieldedVestArmorCrateItem" 255 1
- DropItem "RLEnergyShieldArmorCrateItem" 255 1
- DropItem "RLGothicArmorCrateItem" 255 1
- DropItem "RLMedicalArmorCrateItem" 255 1
- DropItem "RLPhaseshiftArmorCrateItem" 255 1
- DropItem "RLPlasmaShieldArmorCrateItem" 255 1
- DropItem "RLOnyxArmorCrateItem" 255 1
- DropItem "RLBallisticGreenArmorCrateItem" 255 1
- DropItem "RLBallisticBlueArmorCrateItem" 255 1
- DropItem "RLBallisticRedArmorCrateItem" 255 1
- DropItem "RLCerberusArmorCrateItem" 255 1
- DropItem "RLCybernanoGreenArmorCrateItem" 255 1
- DropItem "RLCybernanoBlueArmorCrateItem" 255 1
- DropItem "RLCybernanoRedArmorCrateItem" 255 1
- DropItem "RLFireproofGreenArmorCrateItem" 255 1
- DropItem "RLFireproofBlueArmorCrateItem" 255 1
- DropItem "RLFireproofRedArmorCrateItem" 255 1
- DropItem "RLFireshieldArmorCrateItem" 255 1
- DropItem "RLNanofiberGreenArmorCrateItem" 255 1
- DropItem "RLNanofiberBlueArmorCrateItem" 255 1
- DropItem "RLNanofiberRedArmorCrateItem" 255 1
- DropItem "RLNanofiberSkinGreenArmorCrateItem" 255 1
- DropItem "RLNanofiberSkinBlueArmorCrateItem" 255 1
- DropItem "RLNanofiberSkinRedArmorCrateItem" 255 1
- DropItem "RLTowerShieldArmorCrateItem" 255 1
- DropItem "RLPowerGreenArmorCrateItem" 255 1
- DropItem "RLPowerBlueArmorCrateItem" 255 1
- DropItem "RLPowerRedArmorCrateItem" 255 1
- DropItem "RLTacticalArmorCrateItem" 255 1
- DropItem "RLAblativeGreenArmorCrateItem" 255 1
- DropItem "RLAblativeBlueArmorCrateItem" 255 1
- DropItem "RLAblativeRedArmorCrateItem" 255 1
- DropItem "RLRechargeableEnergyShieldArmorCrateItem" 255 1
- DropItem "RLOverchargeSystemArmorCrateItem" 255 1
- DropItem "RLCyberwarriorArmorCrateItem" 255 1
- DropItem "RLRepulsionWaveSuitArmorCrateItem" 255 1
- DropItem "RLSurvivalMediArmorCrateItem" 255 1
- DropItem "RLSteelBootsCrateItem" 255 1
- DropItem "RLProtectiveBootsCrateItem" 255 1
- DropItem "RLPlasteelBootsCrateItem" 255 1
- DropItem "RLCerberusBootsCrateItem" 255 1
- DropItem "RLTacticalBootsCrateItem" 255 1
- DropItem "RLAcidProofBootsCrateItem" 255 1
- DropItem "RLGothicBootsCrateItem" 255 1
- DropItem "RLPhaseshiftBootsCrateItem" 255 1
- DropItem "RLAntigravSteelBootsCrateItem" 255 1
- DropItem "RLAntigravProtectiveBootsCrateItem" 255 1
- DropItem "RLAntigravPlasteelBootsCrateItem" 255 1
- DropItem "RLEnviromentalSteelBootsCrateItem" 255 1
- DropItem "RLEnviromentalProtectiveBootsCrateItem" 255 1
- DropItem "RLEnviromentalPlasteelBootsCrateItem" 255 1
- DropItem "RLFireproofSteelBootsCrateItem" 255 1
- DropItem "RLFireproofProtectiveBootsCrateItem" 255 1
- DropItem "RLFireproofPlasteelBootsCrateItem" 255 1
- DropItem "RLGrapplingSteelBootsCrateItem" 255 1
- DropItem "RLGrapplingProtectiveBootsCrateItem" 255 1
- DropItem "RLGrapplingPlasteelBootsCrateItem" 255 1
- DropItem "RLShockwaveBootsCrateItem" 255 1
- }
- actor RLSoloSpaghettiUniqueArmorForgingSpawner : RandomSpawner
- {
- DropItem "RLCyberneticArmorCrateItem" 255 1
- DropItem "RLLavaArmorCrateItem" 255 1
- DropItem "RLMaleksArmorCrateItem" 255 1
- DropItem "RLMedicalPowerArmorCrateItem" 255 1
- DropItem "RLNecroArmorCrateItem" 255 2
- DropItem "RLShieldedArmorCrateItem" 255 1
- DropItem "RLEnergyDischargeHarnessArmorCrateItem" 255 1
- DropItem "RLPrototypeAssaultShieldArmorCrateItem" 255 1
- DropItem "RLJetpackArmorCrateItem" 255 1
- DropItem "RLBerserkPowersuitArmorCrateItem" 255 1
- DropItem "RLGeosGoldenGauntletArmorCrateItem" 255 1
- DropItem "RLSoulshatterArmorCrateItem" 255 1
- DropItem "RLDemonicCarapaceArmorCrateItem" 255 1
- DropItem "RLNanoAblativeArmorCrateItem" 255 1
- DropItem "RLWildWeaselPeacekeeperArmorCrateItem" 255 1
- DropItem "RLXaserPowerArmorCrateItem" 255 1
- DropItem "RLBlazingPhoenixDeviceSuitArmorCrateItem" 255 1
- DropItem "RLKateMatterstormHarnessArmorCrateItem" 255 1
- DropItem "RLZeroDiamondAssaultforceArmorCrateItem" 255 1
- DropItem "RLKyleTeslaboltArmorCrateItem" 255 1
- DropItem "RLRyanCordellPsychicAmplifierSuitArmorCrateItem" 255 1
- DropItem "RLTerminusEst13BattlesuitArmorCrateItem" 255 1
- DropItem "RLRoystensCommandArmorCrateItem" 255 1
- DropItem "RLSoloOperativeSuitArmorCrateItem" 255 1
- DropItem "RLTorgueBlastplateArmorCrateItem" 255 1
- DropItem "RLFrontlineEngineerSuitArmorCrateItem" 255 1
- DropItem "RLTacticalAssemblerSuitArmorCrateItem" 255 1
- DropItem "RLLavaBootsCrateItem" 255 1
- DropItem "RLEnviroBootsCrateItem" 255 1
- DropItem "RLNyarlaptotepsBootsCrateItem" 255 1
- DropItem "RLLeonidasBootsCrateItem" 255 1
- DropItem "RLDemonicBootsCrateItem" 255 1
- DropItem "RLRoystensCombatBootsCrateItem" 255 1
- DropItem "RLSoloOperativeBootsCrateItem" 255 1
- DropItem "RLTorgueBlastBootsCrateItem" 255 1
- DropItem "RLFrontlineEngineerBootsCrateItem" 255 1
- DropItem "RLTacticalAssemblerBootsCrateItem" 255 1
- DropItem "RLAngelicArmorCrateItem" 255 1
- DropItem "RLAngelicBootsCrateItem" 255 1
- DropItem "RLTheBeeArmorCrateItem" 255 1
- DropItem "RLReactiveShieldSystemArmorCrateItem" 255 1
- DropItem "RLChronotrooperArmorCrateItem" 255 1
- }
- ACTOR RLSoloSpaghettiBlast : Rocket
- {
- +THRUACTORS
- -DEHEXPLOSION
- -ROCKETTRAIL
- +SEEKERMISSILE
- +NOCLIP
- Radius 5
- Height 5
- Speed 15
- Damage 0
- RenderStyle Add
- Alpha 0.95
- Damagetype "Plasma"
- SeeSound "weapons/tantrumcannon"
- DeathSound "weapons/tantrumcannonexplode"
- States
- {
- Spawn:
- QTCB A 2 Bright
- TNT1 A 1
- QTCB B 2 Bright
- TNT1 A 1
- QTCB C 2 Bright
- TNT1 A 1
- QTCB B 2 Bright
- TNT1 A 1
- QTCB A 2 Bright
- TNT1 A 1
- QTCB B 2 Bright
- TNT1 A 1
- QTCB C 2 Bright
- TNT1 A 1
- QTCB B 2 Bright
- TNT1 A 1
- Goto SpawnLoop
- SpawnLoop:
- QTCB A 2 Bright A_SeekerMissile (90, 90, SMF_PRECISE)
- TNT1 A 1 A_JumpIfTracerCloser (32000, 1)
- Goto Death
- QTCB B 2 Bright A_SeekerMissile (90, 90, SMF_PRECISE)
- TNT1 A 1 A_JumpIfTracerCloser (32000, 1)
- Goto Death
- QTCB C 2 Bright A_SeekerMissile (90, 90, SMF_PRECISE)
- TNT1 A 1 A_JumpIfTracerCloser (32000, 1)
- Goto Death
- QTCB B 2 Bright A_SeekerMissile (90, 90, SMF_PRECISE)
- TNT1 A 0 A_CustomMissile ("RLTantrumCannonBlast", 0, 0, 0, CMF_TRACKOWNER)
- Goto SpawnLoop
- Death:
- QTCB D 3 Bright A_Explode (256,128)
- QTCB E 3 Bright
- QTCB F 3 Bright
- QTCB F 1 Bright A_FadeTo (0, 0.1, 1)
- Goto Death+3
- }
- }
- ACTOR RLSgtShivers 16551
- {
- Radius 16
- Height 48
- Mass 0x7fffffff
- PainChance 256
- Monster
- +SOLID
- -COUNTKILL
- +NODAMAGE
- +QUICKTORETALIATE
- +NOTELEFRAG
- +NOTELEOTHER
- +DONTBLAST
- +DONTRIP
- Obituary "%o was gunned down by Sgt. Shivers for being an asshole."
- Tag "Sgt. Shivers"
- States
- {
- Spawn:
- SHVR A 10
- TNT1 A 0 A_CheckRange (700, "Spawn")
- TNT1 A 0 A_CheckSightOrRange (700, "Spawn")
- TNT1 A 0 A_Jump (20, "Shooty")
- Loop
- Shooty:
- SHVR ABCD 4
- ShootyLoop:
- TNT1 A 0 A_JumpIfInventory ("RLSgtShiversUziShotCounter", 32, "ShootyStop")
- TNT1 A 0 A_GiveInventory ("RLSgtShiversUziShotCounter", 1)
- TNT1 A 0 A_PlaySound("weapons/uzi", CHAN_WEAPON)
- SHVR E 2 Bright
- SHVR D 2
- SHVR D 0 A_Jump(40, "ShootyStop")
- Goto ShootyLoop
- ShootyStop:
- TNT1 A 0 A_TakeInventory ("RLSgtShiversUziShotCounter", 32)
- SHVR DDDDCBA 4
- Goto Spawn
- Retaliation:
- TNT1 A 0 A_JumpIfInventory ("RLSgtShiversUziShotCounter", 32, "RetaliationEnd")
- TNT1 A 0 A_GiveInventory ("RLSgtShiversUziShotCounter", 1)
- TNT1 A 0 A_PlaySound("weapons/uzi", CHAN_WEAPON)
- SHVR G 2 Bright A_CustomBulletAttack (12, 2, 1, random(1,3) * 4, "RLBulletPuff", 0, CBAF_NORANDOM)
- SHVR F 2 A_FaceTarget
- SHVR F 0 A_MonsterRefire(200, "RetaliationEnd")
- Goto Retaliation
- RetaliationEnd:
- TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
- TNT1 A 0 A_ClearTarget
- TNT1 A 0 A_TakeInventory ("RLSgtShiversUziShotCounter", 32)
- SHVR F 16
- Goto Spawn
- Pain:
- TNT1 A 0 A_TakeInventory ("RLSgtShiversUziShotCounter", 32)
- TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
- SHVR B 2
- SHVR B 4 A_PlaySound("sgtshivers/angry", CHAN_VOICE)
- SHVR A 15
- Goto Retaliation
- Pain.Massacre:
- TNT1 A 0
- Goto Spawn
- }
- }
- Actor RLSgtShiversUziShotCounter : Inventory
- {
- inventory.maxamount 32
- }
- ACTOR RLAgitatingRevenant : Revenant
- {
- MeleeSound ""
- PainSound "misc/aaaaaa"
- Health 5000
- Speed 20
- PainChance 30
- +DONTHARMCLASS
- +DONTHARMSPECIES
- +NOINFIGHTING
- +THRUSPECIES
- +LOOKALLAROUND
- Obituary "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
- HitObituary "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
- Tag "Agitating Revenant"
- States
- {
- Spawn:
- TNT1 A 0 A_Look
- AGIT A 1 A_Wander
- TNT1 A 0 A_Look
- AGIT B 1 A_Wander
- TNT1 A 0 A_Look
- AGIT C 1 A_Wander
- TNT1 A 0 A_Look
- AGIT D 1 A_Wander
- TNT1 A 0 A_Look
- AGIT E 1 A_Wander
- TNT1 A 0 A_Look
- AGIT F 1 A_Wander
- TNT1 A 0 A_Jump(90, "Dance")
- Loop
- Dance:
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- AGIT MMMNNN 1 A_Look
- TNT1 A 0 A_Jump(15, "Spawn")
- AGIT MMMNNN 1 A_Look
- TNT1 A 0 A_Jump(15, "Spawn")
- Loop
- See:
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- AGIT ABCDEF 1 A_Chase ("Melee", "")
- AGIT ABCDEF 1 A_Chase ("Melee", "")
- Loop
- Melee:
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- TNT1 A 0 A_PlaySound("skeleton/swing", CHAN_BODY)
- TNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)
- AGIT G 1 A_FaceTarget
- TNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)
- AGIT H 1 A_FaceTarget
- TNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)
- AGIT I 1 A_CustomMeleeAttack (1 * random(1, 5), "skeleton/melee", "", "Mysterious")
- Goto See
- Missile:
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- AGIT J 8 Bright A_FaceTarget
- TNT1 AAAAAAAAAA 0 A_CustomMissile("RLAgitatingRevenantMissile", 52, 14, frandom(25,-25), CMF_OFFSETPITCH, frandom(10,-10))
- TNT1 AAAAAAAAAA 0 A_CustomMissile("RLAgitatingRevenantMissile", 52, -14, frandom(25,-25), CMF_OFFSETPITCH, frandom(10,-10))
- AGIT J 2 Bright A_FaceTarget
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- AGIT K 20
- Goto See
- Pain:
- AGIT LLLLL 1 A_SetAngle(15 + angle)
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
- AGIT LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SetAngle(15 + angle)
- TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
- Goto Missile
- Death:
- TNT1 A 0 A_PlaySound("misc/aaaaaa", CHAN_VOICE, 1, 0, 0.2)
- TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
- AGIT MNMN 3 A_FadeTo (0, 0.02, 1)
- Loop
- Raise:
- Stop
- }
- }
- ACTOR RLAgitatingRevenantMissile : RevenantTracer
- {
- +ROCKETTRAIL
- +MTHRUSPECIES
- Speed 40
- Decal "RevenantScorch"
- DamageType "Fire"
- States
- {
- Spawn:
- FATB AB 2 Bright A_SeekerMissile (1, 1,SMF_LOOK,128)
- Loop
- }
- }
- ACTOR PowerRLAgitationCheck : Powerup
- {
- Powerup.Duration 15
- }
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