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- actor SuperMissileAmmo_Dropped : CustomInventory
- {
- Speed 5
- Height 1
- Radius 1
- Inventory.PickupMessage "Picked up a Super Missile."
- Inventory.PickupSound "item/get"
- Scale 1.1
- +NOGRAVITY
- +IGNORESKILL
- MONSTER
- +BLOODLESSIMPACT
- +PAINLESS
- -SOLID
- -SHOOTABLE
- -ISMONSTER
- +NOCLIP
- States
- {
- Spawn:
- TNT1 A 0 A_JumpIfInventory("Health100",70,"RemoveCheck")
- TNT1 A 0 A_GiveInventory("Health100",1)
- SPKU AAAAAAAAAA 1 BRIGHT A_Look
- SPKU BBBB 1 BRIGHT A_Look
- TNT1 A 0 A_Stop
- loop
- RemoveCheck:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("Health100",100)
- TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(594,16,0,0) == 1,"Spawn")
- TNT1 A 0
- stop
- Pickup:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("SuperMissileAmmo",0,"PickupFail")
- TNT1 A 0 A_JumpIfInventory("SuperMissileAcquired",1,1)
- goto PickupFail
- TNT1 A 0
- TNT1 A 0 A_GiveInventory("SuperMissileAmmo",1)
- TNT1 A 1
- stop
- PickupFail:
- TNT1 A 0
- fail
- See:
- TNT1 A 0 A_JumpIfInTargetInventory("PowerBeamChargeLevel",10,"CheckDist")
- SeeCont:
- TNT1 A 0 A_JumpIfInventory("Health100",70,"RemoveCheck")
- TNT1 A 0 A_GiveInventory("Health100",1)
- SPKU AAAAAAAAAA 1 BRIGHT A_Stop
- SPKU BBBB 1 BRIGHT A_Stop
- TNT1 A 0 A_JumpIfTargetInLos("See",140)
- Goto Spawn
- CheckDist:
- TNT1 A 0 A_JumpIfCloser(1024,"DrawIn")
- SPKU A 1 A_Stop
- Goto See
- DrawIn:
- TNT1 A 0 A_JumpIfInTargetInventory("PowerBeamChargeLevel",10,1)
- Goto See
- TNT1 A 0 A_FaceTarget
- SPKU A 1 BRIGHT A_SkullAttack(5)
- TNT1 A 0 A_JumpIfCloser(16,"Pickup")
- Goto See
- }
- }
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