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- actor FlameSwordWep : BaseMM8BDMWep 11095
- {
- //$Category MM8BDM-Weapons
- //$Title Flame Sword
- Weapon.AmmoUse 2
- Weapon.AmmoGive 28
- Weapon.SlotNumber 4
- Inventory.Pickupmessage "$PU_FLAMESWORD"
- Obituary "$OB_FLAMESWORD"
- Tag "$TAG_FLAMESWORD"
- weapon.ammotype "FlameSwordAmmo"
- inventory.icon "FSWORDI"
- +WEAPON.NOAUTOAIM
- States
- {
- Spawn:
- WEA4 F 1
- loop
- Ready:
- FHUD A 0 ACS_ExecuteAlways(998,0,81)
- FHUD A 1 A_WeaponReady
- Goto Ready+1
- Deselect:
- TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
- FHUD A 1 A_Lower
- Loop
- Select:
- TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
- FHUD A 1 A_Raise
- Loop
- Fire:
- FHUD A 0 A_JumpIfNoAmmo("NoAmmo")
- FHUD A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
- FHUD A 0 A_TakeInventory("FlameSwordAmmo",2,TIF_NOTAKEINFINITE)
- FHUD A 0
- FHUD A 0 A_CheckFloor("GroundSwing")
- Goto AirSwing
- GroundSwing:
- FHUD C 1 A_FireCustomMissile("FlameSword",50,0,-16,0,0,-10)
- FHUD C 0 A_SpawnItemEx("FSSParkSpawner",32,0,8,0,0,0,0,0,0)
- FHUD D 1 A_FireCustomMissile("FlameSword",25,0,-8,0,0,-5)
- FHUD E 1 A_FireCustomMissile("FlameSword",0,0,0,0,0,0)
- FHUD F 1 A_FireCustomMissile("FlameSword",-25,0,8,0,0,10)
- FHUD G 1 A_FireCustomMissile("FlameSword",-50,0,16,0,0,20)
- Goto Finish
- AirSwing:
- FHUD J 1 A_FireCustomMissile("FlameSword2",-50,0,16,0,0,20)
- FHUD K 1 A_FireCustomMissile("FlameSword2",-25,0,8,0,0,10)
- FHUD L 1 A_FireCustomMissile("FlameSword2",0,0,0,0,0,0)
- FHUD M 1 A_FireCustomMissile("FlameSword2",25,0,-8,0,0,-5)
- FHUD N 1 A_FireCustomMissile("FlameSword2",50,0,-16,0,0,-10)
- Goto Finish
- Finish:
- TNT1 A 14
- FHUD HI 2
- FHUD A 10
- FHUD A 0 A_Refire
- Goto Ready+1
- NoAmmo:
- FHUD A 1 ACS_Execute(979,0)
- Goto Ready+1
- }
- }
- actor FlameSwordAmmo : Ammo
- {
- inventory.amount 1
- inventory.maxamount 28
- +INVENTORY.IGNORESKILL
- }
- actor FlameSword
- {
- PROJECTILE
- +RIPPER
- damage (0)
- height 5
- radius 5
- Speed 26
- scale 2.5
- states
- {
- Spawn:
- TNT1 A 0
- TNT1 AAAAA 1 A_SpawnItemEx("FlameSwordTrail")
- Goto Death
- Death:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
- stop
- }
- }
- actor FlameSword2 : FlameSword
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 AAAAA 1 A_SpawnItemEx("FlameSwordTrail2")
- Goto Death
- }
- }
- actor FlameSwordTrail
- {
- +FORCEXYBILLBOARD
- //seesound "weapon/firestorm"
- PROJECTILE
- //+RIPPER
- height 8
- radius 8
- damage (25)
- damagetype "FlameSword"
- Obituary "$OB_FLAMESWORD"
- scale 2.5
- States
- {
- Spawn:
- FSWD D 0
- FSWD D 0 A_ChangeVelocity(0, -15, 0, CVF_RELATIVE | CVF_REPLACE)
- FSWD DEF 1
- stop
- }
- }
- actor FlameSwordTrail2 : FlameSwordTrail
- {
- States
- {
- Spawn:
- FSWD D 0
- FSWD D 0 A_ChangeVelocity(0, 15, 0, CVF_RELATIVE | CVF_REPLACE)
- FSWD DEF 1
- stop
- }
- }
- actor FSSParkSpawner
- {
- scale 2.5
- PROJECTILE
- +RIPPER
- -SOLID
- -NOGRAVITY
- +NOINTERACTION
- damage (0)
- radius 1
- height 1
- speed 0
- ReactionTime 10
- states
- {
- Spawn:
- TNT1 A 1 A_SpawnItemEx("FlameSwordSpark",Random(0,16),Random(-48, -8),8,random(50,55),random(-15,15),random(0,15),0, 0, 0)
- TNT1 A 0 A_SpawnItemEx("FlameSwordSpark",Random(0,16),0,8,random(45,55),random(-15,15),random(-15,15),0, 0, 0)
- TNT1 A 0 A_SpawnItemEx("FlameSwordSpark",Random(0,16),Random(8, 48),8,random(40,55),random(-15,15),random(0,15),0, 0, 0)
- TNT1 A 0 A_CountDown
- loop
- Death:
- TNT1 A 0
- stop
- }
- }
- actor FlameSwordSpark : FlameSwordTrail
- {
- damagetype "FlameSwordSpark"
- Obituary "$OB_FLAMESWORD"
- +DONTSPLASH
- damage (1)
- height 2
- radius 2
- Scale 2.0
- States
- {
- Spawn:
- FSPK A 0
- FSPK ABCD 1
- stop
- }
- }
- actor FlameSwordProtect : PowerProtection
- {
- Powerup.Duration 5
- damagefactor "FlameSword", 0.28
- }
- actor FlameSwordBit
- {
- damage 0
- +RIPPER
- -NOGRAVITY
- +CLIENTSIDEONLY
- -SOLID
- scale 2.5
- //+NOINTERACTION
- Height 2
- Radius 2
- States
- {
- Spawn:
- FSPK E 2
- TNT1 A 2
- FSPK E 2
- TNT1 A 2
- FSPK E 2
- TNT1 A 2
- FSPK E 2
- TNT1 A 2
- FSPK E 2
- TNT1 A 2
- stop
- }
- }
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