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Immoral Conduct Grenade

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May 13th, 2018
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  1.  
  2.  
  3. ACTOR Player_Thrown_Grenade // 75T fuse
  4. {
  5. Height 8
  6. Radius 8
  7. Speed 16
  8. Scale 0.6
  9. ReactionTime 38
  10.  
  11. BounceType "Hexen"
  12. BounceFactor 0.6
  13. Renderstyle Translucent
  14. Alpha 1.0
  15.  
  16. PROJECTILE
  17. +THRUACTORS
  18. +NOEXPLODEFLOOR
  19. +MOVEWITHSECTOR
  20. -NOGRAVITY
  21.  
  22. SeeSound "weapons/hgren1"
  23. BounceSound "weapons/hgren3"
  24. DeathSound "boom"
  25.  
  26. STATES
  27. {
  28. Spawn:
  29. HGN1 A 2 A_Countdown
  30. HGN1 A 0 A_JumpIf((z - floorz) > 4, 2)
  31. HGN1 A 0 A_JumpIf(sqrt((velx*velx) + (vely*vely) + (velz*velz)) < 1, "SpawnAtRest")
  32. HGN1 B 2 A_Countdown
  33. HGN1 B 0 A_JumpIf((z - floorz) > 4, 2)
  34. HGN1 B 0 A_JumpIf(sqrt((velx*velx) + (vely*vely) + (velz*velz)) < 1, "SpawnAtRest")
  35. HGN1 C 2 A_Countdown
  36. HGN1 C 0 A_JumpIf((z - floorz) > 4, 2)
  37. HGN1 C 0 A_JumpIf(sqrt((velx*velx) + (vely*vely) + (velz*velz)) < 1, "SpawnAtRest")
  38. HGN1 D 2 A_Countdown
  39. HGN1 D 0 A_JumpIf((z - floorz) > 4, 2)
  40. HGN1 D 0 A_JumpIf(sqrt((velx*velx) + (vely*vely) + (velz*velz)) < 1, "SpawnAtRest")
  41. HGN1 E 2 A_Countdown
  42. HGN1 E 0 A_JumpIf((z - floorz) > 4, 2)
  43. HGN1 E 0 A_JumpIf(sqrt((velx*velx) + (vely*vely) + (velz*velz)) < 1, "SpawnAtRest")
  44. HGN1 F 2 A_Countdown
  45. HGN1 F 0 A_JumpIf((z - floorz) > 4, "Spawn")
  46. HGN1 F 0 A_JumpIf(sqrt((velx*velx) + (vely*vely) + (velz*velz)) < 1, "SpawnAtRest")
  47. Loop
  48.  
  49. SpawnAtRest:
  50. HGN1 D 0 A_Stop
  51. HGN1 D 2 A_Countdown
  52. Loop
  53.  
  54. Death:
  55. BANG A 0 Bright A_ChangeFlag("NOGRAVITY",1)
  56. BANG A 0 Bright A_AlertMonsters
  57. BANG A 0 Bright A_Quake(7,10,0,384)
  58. NULL A 0 Bright A_SpawnItemEx("GrenadeKaboom",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
  59. NULL A 0 A_PlaySound("FAREXPL", 3)
  60. NULL A 2 Bright A_FadeOut(0.064)
  61. NULL B 0 Bright A_FadeOut(0.064)
  62. NULL B 2 Bright A_Explode(150)
  63. NULL C 0 Bright A_FadeOut(0.064)
  64. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(6,26),2,frandom(3,13))
  65. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(29,49),2,frandom(3,13))
  66. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(51,71),2,frandom(3,13))
  67. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(73,93),2,frandom(3,13))
  68. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(96,116),2,frandom(3,13))
  69. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(118,138),2,frandom(3,13))
  70. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(141,161),2,frandom(3,13))
  71. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(163,183),2,frandom(3,13))
  72. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(186,206),2,frandom(3,13))
  73. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(208,228),2,frandom(3,13))
  74. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(231,251),2,frandom(3,13))
  75. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(253,273),2,frandom(3,13))
  76. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(276,296),2,frandom(3,13))
  77. NULL C 0 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(298,318),2,frandom(3,13))
  78. NULL C 0 Bright A_CustomMissile("Grenade_Fragment",8,0,frandom(321,341),2,frandom(3,13))
  79. NULL C 1 Bright A_CustomMissile("Grenade_Fragment2",8,0,frandom(343,363),2,frandom(3,13))
  80. NULL C 1 Bright A_CustomMissile("Explosion_Smoke",0,0,0,2,-85)
  81. NULL DEFGHIJKLMN 2 Bright A_FadeOut(0.064)
  82. Stop
  83. }
  84. }
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