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Immoral Conduct Grenade

a guest May 13th, 2018 79 Never
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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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