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Benji23245

Untitled

Apr 25th, 2018
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  1. //Chaos Spear Action => have each chaos spear cost energy (only when not in CB_lv2/3)
  2. Have Tails CPU always be replaced by Gamma CPU
  3. Make laser aiming timer infinite
  4. Disable all Gamma sounds
  5. Disable Gamma "5,4,3,2,1 sec left" textures
  6. Make Gamma laser invisible
  7. Make Gamma x1 / x2 etc all invisible
  8. Make Gamma red / yellow squares invisible
  9. Disable Gamma's timebonuses (sounds, effects and textures)
  10. if (Character is Sonic)
  11. {
  12. if (GameState == 4)
  13. {
  14. load normal shadow model
  15. go_back_to_gameplay = 0
  16. falling anim speed = normal
  17. CS_launch_was_played = false
  18. CS_charging_was_played = false
  19. CS_empty_was_played = false
  20. is_in_CS_state = false
  21. X_was_released = false
  22. Gamma position = 50000
  23. Allow all Sonic actions
  24. Remove controls on Gamma
  25. Remove Sonic invincible - flashing
  26. Put back Sonic's flashing visible
  27. has_homing_attacked = false
  28. }
  29. if (GameState == 15)
  30. {
  31. Make Gamma always invincible - flashing
  32. Gamma speed = 0
  33. Gamma action is falling
  34. Gamma animation is falling
  35. if (action == 14)
  36. {
  37. has_homing_attacked = true
  38. }
  39. if (action == 8 || is_on_ground || all the on ground animations || action = 6 ? )
  40. {
  41. has_homing_attacked = false
  42. }
  43. if ((animation == falling / jumping / trickflipping) && (action != spindashing / rolling / lightattacking / homingattacking) && !is_in_CS_state && !has_homing_attacked && !LIGHTATTACK_CHARGED)
  44. {
  45. if (X is held)
  46. {
  47. falling anim speed = 0
  48. action = falling
  49. animation = falling
  50. is_in_CS_state = true
  51. }
  52. }
  53. if (is_in_CS_state)
  54. {
  55. Gamma position is into Sonic
  56. Gamma rotation is Sonic's
  57. Disable all Sonic actions
  58. Freeze Sonic's position
  59. Sonic's speed = 0
  60. Remove gravity(for both characters)
  61. Allow controls on Gamma
  62. Make Sonic invincible - flashing
  63. if (Sonic's not flashing)
  64. {
  65. Make Sonic's flashing go-away
  66. }
  67. if (!CS_charging_was_played)
  68. {
  69. PlayVoice(chaos spear charging sound)
  70. CS_charging_was_played = true
  71. }
  72. if (!(X is held))
  73. {
  74. X_was_released = true
  75. }
  76. if (X_was_released)
  77. {
  78. //DO ALLLLLLLL THE SYSTEM I ORIGINALLY DID FOR MULTIPLE TARGET AND NUMBER OF TARGETS HE SHOOTS AT LIMITATION
  79. if (!CS_empty_was_played)
  80. {
  81. PlayVoice(empty sound)
  82. CS_empty_was_played = true
  83. }
  84. if (Gamma shoot address = 4 /*or 5?*/ && !CS_launch_was_played)
  85. {
  86. playsound(CS_launch)
  87. CS_launch_was_played = true
  88. }
  89. else go_back_to_gameplay = 30
  90. if (CS_launch_was_played)
  91. {
  92. ++go_back_to_gameplay
  93. do the model animation
  94. }
  95. if (go_back_to_gameplay == 30)
  96. {
  97. load normal shadow model
  98. go_back_to_gameplay = 0
  99. falling anim speed = normal
  100. CS_charging_was_played = false
  101. CS_launch_was_played = false
  102. CS_empty_was_played = false
  103. is_in_CS_state = false
  104. X_was_released = false
  105. action = 8
  106. //Do the flip animations after firing ?
  107. }
  108. }
  109. }
  110. else
  111. {
  112. Gamma Y position = 50000
  113. Reset Gravity
  114. Remove Sonic invincible - flashing
  115. Put back Sonic's flashing visible
  116. Remove Controls on Gamma
  117. Allow all Sonic's actions
  118. }
  119. }
  120. }
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