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