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RyanCordell

many tears

Sep 16th, 2016
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  1. //==================================================================================
  2. //==================================================================================
  3. //Gluon Gun
  4. //by Major Cooke
  5. //Old sprites from AEoD
  6. //New graphics found by Reilsss
  7. //==================================================================================
  8. //==================================================================================
  9.  
  10. ACTOR AEoDGluonGunItem : CustomInventory 6123
  11. {
  12.     +FLOORCLIP
  13.     +INVENTORY.IGNORESKILL
  14.     Inventory.Amount 1
  15.     Inventory.PickupMessage "You found the Gluon Gun."
  16.     Inventory.PickupSound "misc/w_pkup"
  17.     States
  18.     {
  19.     Spawn:
  20.         RFLG A -1
  21.         Loop
  22.     Pickup:
  23.     TNT1 A 0 A_JumpIfInventory("AEoDGluonGun",1,"Ammo")
  24.     TNT1 A 0 A_JumpIfInventory("Weapon9Count",3,"Nothing")
  25.     TNT1 A 0 A_GiveInventory("Weapon9Count",1)
  26.     TNT1 A 0 A_GiveInventory("GluonGunDrop",1)
  27.     TNT1 A 0 A_GiveInventory("AEoDGluonGun",1)
  28.     TNT1 A 0 ACS_Execute(799,0,2,0,0)
  29.     Stop
  30.     Nothing:
  31.     TNT1 A 0 A_JumpIfInventory("AEoDGluonGun",1,"Ammo")
  32.     TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
  33.     Goto Pickup+2
  34.     TNT1 A 0 ACS_Execute(798,0,9,0,0)
  35.     Fail
  36.     Ammo:
  37.     TNT1 A 0 A_GiveInventory("AEoDGluonGun",1)
  38.     Stop
  39.     }
  40. }
  41.  
  42. Actor AEoDGluonGun : Weapon // 6123
  43.     {
  44.     Weapon.AmmoUse1 3
  45.     Weapon.AmmoUse2 100
  46.     Weapon.AmmoType1 "AECell"
  47.     Weapon.AmmoType2 "AECell"
  48.     Weapon.AmmoGive1 100
  49.     Weapon.UpSound "weapons/plasma/draw"
  50.     Inventory.PickupMessage "You found the Gluon Gun."
  51.     Inventory.PickupSound "misc/w_pkup"
  52.     +INVENTORY.IGNORESKILL
  53.     +FLOORCLIP
  54.     +CHEATNOTWEAPON
  55.     Tag "Gluon gun"
  56.     States
  57.     {
  58.     Spawn:
  59.         RFLG A -1
  60.         Loop
  61.     Select:
  62.         TNT1 A 0 ACS_Execute(799,0,2,0,0)
  63.         TNT1 A 0 //A_GiveInventory("GluonSoundCountdown",6)
  64.         TNT1 A 0 //A_TakeInventory("GluonRunning",10)
  65.         RFLP A 1 A_Raise
  66.         RFLP AA 0 A_Raise
  67.         Loop
  68.     Deselect:
  69.         TNT1 A 0 ACS_Execute(799,0,0,0,0)
  70.         TNT1 A 0 A_TakeInventory("GluonRunning",9999)
  71.         TNT1 A 0 A_TakeInventory("GluonSoundCountdown",9999)
  72.         RFLP A 1 A_Lower
  73.         RFLP AA 0 A_Lower
  74.         Loop
  75.     Ready:
  76.         RFLP A 0
  77.         RFLP A 0 A_TakeInventory("GluonRunning",9999)
  78.         RFLP A 0 A_TakeInventory("GluonSoundCountdown",9999)
  79.         RFLP A 1 A_WeaponReady
  80.         Goto Ready+3
  81.     Fire:
  82.         TNT1 A 0
  83.         TNT1 A 0 A_GiveInventory("GluonSoundCountdown",5) //Just to ensure that it's there.
  84.         RFLP A 0 bright A_PlayWeaponSound("weapons/gluonstart")
  85.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2)
  86.         TNT1 A 0 A_SetPitch(pitch+0.3)
  87.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  88.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  89.         RFLP A 2 bright A_FireCustomMissile("GluonFire5",0,0,8,2)  
  90.         TNT1 A 0 A_SetPitch(pitch-0.3)
  91.         RFLP A 0 bright A_ReFire("Shot2")
  92.         RFLP A 0 bright A_PlayWeaponSound("weapons/gluonoff")
  93.         RFLP BA 3
  94.         Goto Ready
  95.     Hold:
  96.     Shot2:
  97.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst2
  98.         TNT1 A 0 A_SetPitch(pitch+0.3)
  99.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  100.         RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
  101.         RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
  102.         RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
  103.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst3
  104.         TNT1 A 0 A_SetPitch(pitch-0.3)
  105.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  106.         RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
  107.         RFLP A 2 bright
  108.         RFLP A 0 A_ReFire("Shot3")
  109.         Goto Powerdown
  110.     Shot3:
  111.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst4
  112.         TNT1 A 0 A_SetPitch(pitch+0.3)
  113.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  114.         RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
  115.         RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
  116.         RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
  117.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst5
  118.         TNT1 A 0 A_SetPitch(pitch-0.3)
  119.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  120.         RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
  121.         RFLP A 2 bright
  122.         RFLP A 0 A_ReFire("Shot4")
  123.         Goto Powerdown
  124.     Shot4:
  125.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst6
  126.         TNT1 A 0 A_SetPitch(pitch+0.3)
  127.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  128.         RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
  129.         RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
  130.         RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
  131.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst7
  132.         TNT1 A 0 A_SetPitch(pitch-0.3)
  133.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  134.         RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
  135.         RFLP A 2 bright
  136.         RFLP A 0 A_ReFire("Shot5")
  137.         Goto Powerdown
  138.     Shot5:
  139.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst8
  140.         TNT1 A 0 A_SetPitch(pitch+0.3)
  141.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  142.         RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
  143.         RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
  144.         RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
  145.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst9
  146.         TNT1 A 0 A_SetPitch(pitch-0.3)
  147.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  148.         RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
  149.         RFLP A 2 bright
  150.         RFLP A 0 A_ReFire("Shot6")
  151.         Goto Powerdown
  152.     Shot6:
  153.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst10
  154.         TNT1 A 0 A_SetPitch(pitch+0.3)
  155.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  156.         RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
  157.         RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
  158.         RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
  159.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst11
  160.         TNT1 A 0 A_SetPitch(pitch-0.3)
  161.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  162.         RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
  163.         RFLP A 2 bright
  164.         RFLP A 0 A_ReFire("Shot7")
  165.         Goto Powerdown
  166.     Shot7:
  167.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2)    //GluonPrimaryBurst12
  168.         TNT1 A 0 A_SetPitch(pitch+0.3)
  169.         TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
  170.         RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
  171.         RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
  172.         RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
  173.         RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //same
  174.         TNT1 A 0 A_SetPitch(pitch-0.3)
  175.         RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
  176.         RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
  177.         RFLP A 2 bright
  178.         TNT1 A 0 A_TakeInventory("GluonSoundCountdown",1)
  179.         TNT1 A 0 A_JumpIfInventory("GluonSoundCountdown",1,4)
  180.         TNT1 A 0 A_JumpIfInventory("GluonRunning",1,3)
  181.         TNT1 A 0 A_GiveInventory("GluonRunning",1)
  182.         RFLP A 0 bright A_PlaySound("weapons/gluonrun", CHAN_WEAPON, 1, 1)
  183.         RFLP A 0 A_ReFire("Shot2")
  184.         Goto Powerdown
  185.     Powerdown:
  186.         RFLP A 0 A_StopSound(CHAN_WEAPON)
  187.         RFLP A 0 A_PlayWeaponSound("weapons/gluonoff")
  188.         RFLP BA 3
  189.         Goto Ready
  190.     AltFire:
  191.         RFLP A 0 bright A_PlayWeaponSound("weapons/gluoncharge")
  192.         RFLP A 50 bright
  193.         RFLP CCCCCCCCCC 1 bright A_SetPitch(pitch+3)
  194.         RFLP D 0 bright A_Recoil(15)
  195.         RFLP D 0 bright A_PlaySound("weapons/gluonshockfire",CHAN_WEAPON)
  196.         RFLP D 0 bright A_FireCustomMissile("ShockwaveStarter",0,1)
  197.         RFLP DDDDDDDDDD 1 bright A_SetPitch(pitch-3)
  198.         RFLP E 10 bright
  199.         RFLP A 5 bright
  200.         goto Ready
  201.     }
  202. }
  203.  
  204. Actor GluonRunning : Inventory
  205. {
  206. Inventory.MaxAmount 10
  207. Inventory.Amount 1
  208. }
  209.  
  210. Actor GluonSoundCountdown : Inventory
  211. {
  212. Inventory.MaxAmount 5
  213. Inventory.Amount 1
  214. }
  215.  
  216. //=========================================
  217. //The main projectiles fired. Their all parents of GluonPrimaryBurst with the only difference
  218. //being the outer-trail spawn locations. I'm going for a spiral after all...
  219. //Skip past GluonPrimaryBurst12 for the effects.
  220. //=========================================
  221.  
  222. Actor GluonPrimaryBurst //: FastProjectile
  223. {
  224.     var int user_x;
  225.     var int user_y;
  226.     var int user_z;
  227.     var int user_life[2];
  228.     var int user_movement[2];
  229.     Speed 2
  230.     Damage (random(1,6))
  231.     Radius 2
  232.     Height 2
  233.     Scale .75
  234.     RenderStyle None
  235.     Projectile
  236.     +DONTREFLECT
  237.     +EXTREMEDEATH
  238.     +FORCERADIUSDMG
  239.     +NODAMAGETHRUST
  240.     +SEEKERMISSILE
  241.     +SKYEXPLODE
  242.     +EXPLODEONWATER
  243.     +NOTIMEFREEZE
  244.     DamageType "PlasmaDisint"
  245.     States
  246.     {
  247.     Spawn:
  248.         TNT1 A 0
  249.         TNT1 A 0 A_SpawnItemEx("GluonSpiral",0,0,8,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
  250.         TNT1 A 0 A_SpawnItemEx("GluonFakeBurstDelay",0,0,0,0,0,0,0,32)
  251.         //TNT1 A 0 A_SpawnItemEx("GluonSpiralDelay",0,0,8,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
  252.     Movement:
  253.         //TNT1 A 0 A_Jump(128,"Movement2")
  254.         LPUF A 0 A_JumpIf(user_life[0]>=25000,"Death")
  255.     //This must be done multiple times, or else it will jump beyond walls. This could
  256.     //easily cause an engine overload.
  257.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  258.         Goto MoveOut
  259.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  260.         Goto MoveOut
  261.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  262.         Goto MoveOut
  263.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  264.         Goto MoveOut
  265.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  266.         Goto MoveOut
  267.         LPUF A 0 A_JumpIf(user_life[0]>=4000,3)
  268.         LPUF A 0 A_CheckSight(2)
  269.         LPUF A 0 A_SpawnItemEx("GluonTrailV2",velx+frandom(-1.0,1.0),0,velz+frandom(-1.0,1.0),0,0,0,0,32|SXF_ABSOLUTEMOMENTUM)
  270.         LPUF A 0 A_SetUserArray("user_life",0,user_life[0]+1)
  271.         Loop
  272.     MoveOut:
  273.         TNT1 AAAAA 1
  274.         Goto Movement
  275.     Death:
  276.         TNT1 A 0 A_Explode(random(40,60),75,0)
  277.         TNT1 A 0 A_CustomMissile("GluonTrail",0,0,0)
  278.         TNT1 A 1 A_CustomMissile("RipperEffect",0,0,0,6)
  279.         Stop
  280.     }
  281. }
  282.  
  283. Actor GluonFakeBurst //: FastProjectile
  284. {
  285.     var int user_x;
  286.     var int user_y;
  287.     var int user_z;
  288.     var int user_life[2];
  289.     var int user_movement[2];
  290.     Speed 2
  291.     Damage 0
  292.     Radius 2
  293.     Height 2
  294.     Scale .75
  295.     RenderStyle None
  296.     Projectile
  297.     +PAINLESS
  298.     +BLOODLESSIMPACT
  299.     +DONTSPLASH
  300.     +DONTREFLECT
  301.     +EXTREMEDEATH
  302.     +FORCERADIUSDMG
  303.     +NODAMAGETHRUST
  304.     +SEEKERMISSILE
  305.     +SKYEXPLODE
  306.     +EXPLODEONWATER
  307.     +NOTIMEFREEZE
  308.     DamageType "PlasmaDisint"
  309.     States
  310.     {
  311.     Spawn:
  312.         TNT1 A 0
  313.         TNT1 A 0 A_SpawnItemEx("GluonSpiral",0,0,8,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
  314.     Movement:
  315.         LPUF A 0 A_JumpIf(user_life[0]>=20000,"Death")
  316.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  317.         Goto MoveOut
  318.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  319.         Goto MoveOut
  320.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  321.         Goto MoveOut
  322.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  323.         Goto MoveOut
  324.         LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  325.         Goto MoveOut
  326.         LPUF A 0 A_JumpIf(user_life[0]>=4000,3)
  327.         LPUF A 0 A_CheckSight(2)
  328.         LPUF A 0 A_SpawnItemEx("GluonTrailV2",velx+frandom(-1.0,1.0),0,velz+frandom(-1.0,1.0),0,0,0,0,32|SXF_ABSOLUTEMOMENTUM)
  329.         LPUF A 0 A_SetUserArray("user_life",0,user_life[0]+1)
  330.         Loop
  331.     MoveOut:
  332.     Death:
  333.         TNT1 A 1
  334.         Stop
  335.     }
  336. }
  337.  
  338. Actor GluonFakeBurstDelay
  339. {
  340.     +NOINTERACTION
  341.     +NOTIMEFREEZE
  342.     RenderStyle None
  343.     States
  344.     {
  345.     Spawn:
  346.         TNT1 A 0
  347.         TNT1 A 1
  348.         TNT1 A 0 A_GiveInventory("GluonFakeBurstSpawn",1,AAPTR_PLAYER1)
  349.         Stop
  350.     }
  351. }
  352.  
  353. Actor GluonFakeBurstSpawn : CustomInventory
  354. {
  355.     +NOTIMEFREEZE
  356.     +INVENTORY.ALWAYSPICKUP
  357.     States
  358.     {
  359.     Pickup:
  360.         TNT1 A 0 A_FireCustomMissile("GluonFakeBurst",0,0,8,2)
  361.         Stop
  362.     }
  363. }
  364.  
  365. Actor GluonSpiral
  366. {
  367.     var int user_count;
  368.     var int user_life;
  369.     Projectile
  370.     +DONTREFLECT
  371.     +PAINLESS
  372.     +BLOODLESSIMPACT
  373.     +NOTIMEFREEZE
  374.     Damage 0
  375.     Radius 5
  376.     Height 5
  377.     Speed 5
  378.     WeaveIndexZ 16
  379.     States
  380.     {
  381.     Spawn:
  382.         TNT1 A 0
  383.         Goto Jumping
  384.     Jumping:
  385.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",14,"T14",AAPTR_PLAYER1)
  386.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",13,"T13",AAPTR_PLAYER1)
  387.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",12,"T12",AAPTR_PLAYER1)
  388.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",11,"T11",AAPTR_PLAYER1)
  389.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",10,"T10",AAPTR_PLAYER1)
  390.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",9,"T9",AAPTR_PLAYER1)
  391.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",8,"T8",AAPTR_PLAYER1)
  392.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",7,"T7",AAPTR_PLAYER1)
  393.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",6,"T6",AAPTR_PLAYER1)
  394.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",5,"T5",AAPTR_PLAYER1)
  395.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",4,"T4",AAPTR_PLAYER1)
  396.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",3,"T3",AAPTR_PLAYER1)
  397.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",2,"T2",AAPTR_PLAYER1)
  398.         TNT1 A 0 A_JumpIfInventory("GluonTrailToken",1,"T1",AAPTR_PLAYER1)
  399.         Goto TokenUp
  400.     T14:
  401.         TNT1 A 0 A_TakeInventory("GluonTrailToken",1000,0,AAPTR_PLAYER1)
  402.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  403.     T13:
  404.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  405.     T12:
  406.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  407.     T11:
  408.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  409.     T10:
  410.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  411.     T9:
  412.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  413.     T8:
  414.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  415.     T7:
  416.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  417.     T6:
  418.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  419.     T5:
  420.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  421.     T4:
  422.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  423.     T3:
  424.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  425.     T2:
  426.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  427.     T1:
  428.         TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
  429.     TokenUp:
  430.         TNT1 A 0 A_GiveInventory("GluonTrailToken",1,AAPTR_PLAYER1)
  431.     Moving:
  432.         TNT1 A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET|WARPF_INTERPOLATE,1)
  433.         Goto Death
  434.         TNT1 A 0 A_Weave(1,1,1,1)
  435.         TNT1 A 0 A_SpawnItemEx("GluonTrailV3",0,0,0,0,0,0,0,32)
  436.         TNT1 A 0 A_SetUserVar("user_life",user_life+1)
  437.         TNT1 A 0 A_JumpIf(user_life>=350,"Death")
  438.         Loop
  439.     Death:
  440.         TNT1 A 1
  441.         Stop
  442.     }
  443. }
  444.  
  445. Actor GluonTrailToken : Inventory
  446. {   Inventory.MaxAmount 14  }
  447.  
  448. Actor GluonTrailV2
  449. {
  450.     +NOTIMEFREEZE
  451.     +NOINTERACTION
  452.     Scale 0.2 //0.45
  453.     RenderStyle Add
  454.     Translation "0:255=%[0,0,0]:[0.15,0.15,1]"
  455.     Alpha 0.25
  456.     States
  457.     {
  458.     Spawn:
  459.         TNT1 A 0
  460.         PLSE B 0 A_SetScale(frandom(0.2,0.35))
  461.         PLSE B 0 A_Jump(256,1,2,3)
  462.         PLSE B 1 bright
  463.         Stop
  464.         PLSE C 1 bright
  465.         Stop
  466.         PLSE D 1 bright
  467.         Stop
  468.     }
  469. }
  470.  
  471. Actor GluonTrailV3 : GluonTrailV2
  472. {
  473.     Scale 0.2
  474.     Alpha 0.25
  475.     States
  476.     {
  477.     Spawn:
  478.         LPUF A 0
  479.         LPUF A 1
  480.         Stop
  481.     }
  482. }
  483.  
  484.  
  485.  
  486. /*
  487. Actor GluonPrimaryBurst : FastProjectile
  488. {
  489.     Speed 250
  490.     Damage (random(1,6))
  491.     Radius 1
  492.     Height 1
  493.     Scale .75
  494.     RenderStyle Add
  495.     Projectile
  496.     +DONTREFLECT
  497.     +EXTREMEDEATH
  498.     +FORCERADIUSDMG
  499.     +NODAMAGETHRUST
  500.     DamageType "PlasmaDisint"
  501.     MissileType "GluonTrail"
  502.     MissileHeight 8
  503.     //+SKYEXPLODE
  504.     //+EXPLODEONWATER
  505.     States
  506.     {
  507.     Spawn:
  508.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  509.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  510.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  511.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  512.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  513.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  514.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  515.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  516.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  517.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  518.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  519.         LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  520.         Loop
  521.     Death:
  522.         TNT1 A 0 A_Explode(random(40,60),75,0)
  523.         TNT1 A 0 A_CustomMissile("GluonTrail",0,0,0)
  524.         TNT1 A 0 A_CustomMissile("RipperEffect",0,0,0,6)
  525.         Stop
  526.     }
  527. }*/
  528.  
  529. Actor GluonPrimaryBurst2 : GluonPrimaryBurst
  530. {
  531. States
  532. {
  533. Spawn:
  534.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  535.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  536.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  537.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  538.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  539.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  540.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  541.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  542.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  543.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  544.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  545.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  546.     Loop
  547. }
  548. }
  549.  
  550. Actor GluonPrimaryBurst3 : GluonPrimaryBurst
  551. {
  552. States
  553. {
  554. Spawn:
  555.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  556.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  557.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  558.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  559.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  560.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  561.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  562.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  563.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  564.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  565.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  566.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  567.     Loop
  568. }
  569. }
  570.  
  571. Actor GluonPrimaryBurst4 : GluonPrimaryBurst
  572. {
  573. States
  574. {
  575. Spawn:
  576.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  577.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  578.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  579.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  580.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  581.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  582.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  583.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  584.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  585.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  586.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  587.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  588.     Loop
  589. }
  590. }
  591.  
  592. Actor GluonPrimaryBurst5 : GluonPrimaryBurst
  593. {
  594. States
  595. {
  596. Spawn:
  597.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  598.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  599.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  600.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  601.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  602.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  603.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  604.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  605.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  606.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  607.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  608.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  609.     Loop
  610. }
  611. }
  612.  
  613. Actor GluonPrimaryBurst6 : GluonPrimaryBurst
  614. {
  615. States
  616. {
  617. Spawn:
  618.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  619.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  620.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  621.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  622.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  623.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  624.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  625.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  626.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  627.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  628.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  629.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  630.     Loop
  631. }
  632. }
  633.  
  634. Actor GluonPrimaryBurst7 : GluonPrimaryBurst
  635. {
  636. States
  637. {
  638. Spawn:
  639.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  640.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  641.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  642.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  643.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  644.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  645.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  646.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  647.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  648.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  649.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  650.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  651.     Loop
  652. }
  653. }
  654.  
  655. Actor GluonPrimaryBurst8 : GluonPrimaryBurst
  656. {
  657. States
  658. {
  659. Spawn:
  660.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  661.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  662.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  663.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  664.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  665.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  666.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  667.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  668.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  669.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  670.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  671.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  672.     Loop
  673. }
  674. }
  675.  
  676. Actor GluonPrimaryBurst9 : GluonPrimaryBurst
  677. {
  678. States
  679. {
  680. Spawn:
  681.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  682.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  683.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  684.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  685.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  686.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  687.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  688.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  689.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  690.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  691.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  692.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  693.     Loop
  694. }
  695. }
  696.  
  697. Actor GluonPrimaryBurst10 : GluonPrimaryBurst
  698. {
  699. States
  700. {
  701. Spawn:
  702.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  703.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  704.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  705.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  706.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  707.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  708.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  709.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  710.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  711.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  712.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  713.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  714.     Loop
  715. }
  716. }
  717.  
  718. Actor GluonPrimaryBurst11 : GluonPrimaryBurst
  719. {
  720. States
  721. {
  722. Spawn:
  723.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  724.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  725.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  726.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  727.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  728.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  729.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  730.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  731.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  732.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  733.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  734.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  735.     Loop
  736. }
  737. }
  738.  
  739. Actor GluonPrimaryBurst12 : GluonPrimaryBurst
  740. {
  741. States
  742. {
  743. Spawn:
  744.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
  745.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
  746.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
  747.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
  748.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
  749.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
  750.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
  751.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
  752.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
  753.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
  754.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
  755.     LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
  756.     Loop
  757. }
  758. }
  759.  
  760. //The Gluon "flash", which up close, is deadly to those who get in front of the gun.
  761.  
  762. Actor GluonFire
  763. {
  764. Speed 20
  765. Damage 1
  766. Radius 1
  767. Height 1
  768. Projectile
  769. +RIPPER
  770. +DONTREFLECT
  771. +EXTREMEDEATH
  772. DamageType "PlasmaDisint"
  773. States
  774. {
  775. Spawn:
  776.     TNT1 A 1
  777.     Stop
  778. }
  779. }
  780.  
  781. Actor GluonFire2 : GluonFire
  782. {
  783. States
  784. {
  785. Spawn:
  786.     TNT1 A 2
  787.     Stop
  788. }
  789. }
  790.  
  791. Actor GluonFire3 : GluonFire
  792. {
  793. States
  794. {
  795. Spawn:
  796.     TNT1 A 3
  797.     Stop
  798. }
  799. }
  800.  
  801. Actor GluonFire4 : GluonFire
  802. {
  803. Speed 30
  804. }
  805.  
  806. Actor GluonFire5 : GluonFire2
  807. {
  808. Speed 30
  809. }  
  810.  
  811.  
  812. Actor GluonTrail
  813. {
  814. Scale 1.15
  815. Projectile
  816. +NOINTERACTION
  817. RenderStyle Add
  818. Alpha .45
  819. States
  820. {
  821. Spawn:
  822.     LPUF ABCDE 2
  823.     Stop
  824. }
  825. }
  826.  
  827. Actor GluonExplosion : GluonTrail
  828. {
  829. Scale 1.15
  830. Projectile
  831. +NOCLIP
  832. +EXTREMEDEATH
  833. +FORCERADIUSDMG
  834. RenderStyle Add
  835.     DamageType "PlasmaDisint"
  836. Alpha .45
  837. States
  838. {
  839. Spawn:
  840.     LPUF A 0
  841.     LPUF A 0 A_Explode(10,75,0)
  842.     Stop
  843. }
  844. }
  845.  
  846. Actor GluonOutsideTrailSpawner
  847. {
  848. +NOINTERACTION
  849. States
  850. {
  851. Spawn:
  852.     TNT1 A 1
  853.     TNT1 A 0 A_CustomMissile("GluonTrail",0,0)
  854.     Stop
  855. }
  856. }
  857.    
  858.  
  859. Actor GluonTrailSmall : GluonTrail
  860. {
  861. Scale .95
  862. }
  863.  
  864. Actor RipperEffect
  865. {
  866.     Projectile
  867.     +RIPPER
  868.     +EXTREMEDEATH
  869.     +DONTREFLECT
  870.     +PAINLESS
  871.     Speed 1
  872.     Damage 1
  873.     Radius 1
  874.     Height 1
  875.     DamageType "PlasmaDisint"
  876.     States
  877.     {
  878.     Spawn:
  879.         TNT1 A 1
  880.         Stop
  881.     }
  882. }
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