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RyanCordell

Copypasta'd code

Sep 16th, 2016
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  1. //Shamelessly ripped off from Cooke's Gluon Gun code. Thanks! :P
  2.  
  3. ACTOR GSA_Singularity
  4. {
  5.     Decal           "Singularity"
  6.     Radius          3
  7.     Height          4
  8.     Speed           2
  9.     var int         user_life[2];
  10.     Damage          (8+(random(1,4)*random(2,3)))
  11.     DamageType      "Disintegrate"
  12.     Renderstyle     ADD
  13.     PROJECTILE
  14.     +PAINLESS
  15.     +DONTSPLASH
  16.     +FORCERADIUSDMG
  17.     +NODAMAGETHRUST
  18.     States
  19.     {
  20.         Spawn:
  21.             TNT1 A 0
  22.             TNT1 A 0 A_SpawnItemEx("GSA_SpirallingSingularity",10,5,2,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
  23.         Movement:
  24.             LPUF A 0 A_JumpIf(user_life[0]>=25000,"Death")
  25.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  26.             Goto MoveOut
  27.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  28.             Goto MoveOut
  29.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  30.             Goto MoveOut
  31.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  32.             Goto MoveOut
  33.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  34.             Goto MoveOut
  35.             LPUF A 0 A_JumpIf(user_life[0]>=4000,3)
  36.             LPUF A 0 A_CheckSight(2)
  37.             LPUF A 0 A_SpawnItemEx("GSA_BeamCollapse",velx+frandom(-1.0,1.0),0,velz+frandom(-1.0,1.0),0,0,0,0,32|SXF_ABSOLUTEMOMENTUM)
  38.             LPUF A 0 A_SetUserArray("user_life",0,user_life[0]+1)
  39.             Loop
  40.         MoveOut:
  41.             TNT1 AAAAA 1
  42.             Goto Movement
  43.         Death:
  44.             SING B 0 A_Explode(16,64,false)
  45.             SING B 0 A_SetScale(scalex+frandom(-2.1,0.5))
  46.             SING BABCBCBB random(1,3) A_SpawnItemEx("GSA_CollapseFX",5+frandom[cfx](-5.0,5.0),5+frandom[cfx](-5.0,5.0),frandom[cfx](-5.0,5.0), frandom[cfx](-5.0,5.0),frandom[cfx](-5.0,5.0),frandom[cfx](-5.0,5.0))
  47.             Stop
  48.    }
  49. }
  50.  
  51. const int whs = -1;
  52. const int wvs = -1;
  53. const int whd = 1;
  54. const int wvd = 1;
  55.  
  56. ACTOR GSA_SpirallingSingularity
  57. {
  58.     Decal           "BulletChip"
  59.     var int         user_count;
  60.     var int         user_life;
  61.     Radius          3
  62.     Height          3
  63.     Speed           5
  64.     WeaveIndexZ     16
  65.     Renderstyle     ADD
  66.     Scale           0.7
  67.     DamageType      "Disintegrate"
  68.     PROJECTILE
  69.     +BLOODLESSIMPACT
  70.     States
  71.     {
  72.         Spawn:
  73.             TNT1 A 0
  74.             Goto Jumping
  75.         Jumping:
  76.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",14,"wat14",AAPTR_PLAYER1)
  77.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",13,"wat13",AAPTR_PLAYER1)
  78.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",12,"wat12",AAPTR_PLAYER1)
  79.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",11,"wat11",AAPTR_PLAYER1)
  80.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",10,"wat10",AAPTR_PLAYER1)
  81.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",9,"wat9",AAPTR_PLAYER1)
  82.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",8,"wat8",AAPTR_PLAYER1)
  83.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",7,"wat7",AAPTR_PLAYER1)
  84.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",6,"wat6",AAPTR_PLAYER1)
  85.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",5,"wat5",AAPTR_PLAYER1)
  86.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",4,"wat4",AAPTR_PLAYER1)
  87.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",3,"wat3",AAPTR_PLAYER1)
  88.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",2,"wat2",AAPTR_PLAYER1)
  89.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",1,"wat1",AAPTR_PLAYER1)
  90.             Goto Increase
  91.         wat14:
  92.             TNT1 A 0 A_TakeInventory("GSA_SpiralToken",999,0,AAPTR_PLAYER1)
  93.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  94.         wat13:
  95.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  96.         wat12:
  97.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  98.         wat11:
  99.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  100.         wat10:
  101.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  102.         wat9:
  103.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  104.         wat8:
  105.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  106.         wat7:
  107.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  108.         wat6:
  109.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  110.         wat5:
  111.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  112.         wat4:
  113.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  114.         wat3:
  115.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  116.         wat2:
  117.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  118.         wat1:
  119.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  120.         Increase:
  121.             TNT1 A 0 A_GiveInventory("GSA_SpiralToken",1,AAPTR_PLAYER1)
  122.         Logic:
  123.             TNT1 A 0 A_Warp(AAPTR_DEFAULT,velx/2,vely/2,velz/2,0,WARPF_ABSOLUTEOFFSET|WARPF_INTERPOLATE,1)
  124.             Goto Death
  125.             TNT1 A 0 A_Weave(1,1,0.75,1)
  126.             TNT1 A 0 A_SpawnItemEx("GSA_SpiralCollapse",0,0,0,0,0,0,0,32)
  127.             TNT1 A 0 A_SetUserVar("user_life",user_life+1)
  128.             TNT1 A 0 A_JumpIf(user_life>=350,"Death")
  129.             loop
  130.         Death:
  131.             TNT1 A 1
  132.             Stop
  133.     }
  134. }
  135.  
  136. actor GSA_SpiralToken : Inventory
  137. {
  138.     Inventory.MaxAmount 14
  139.     -INVBAR
  140. }
  141.  
  142. ACTOR GSA_SpiralCollapse // The puff
  143. {
  144.     Scale           0.05
  145.     Renderstyle     ADD
  146.     +NOGRAVITY
  147.     +DONTSPLASH
  148.     +NOINTERACTION
  149.     States
  150.     {
  151.         Spawn:
  152.             TNT1 A 0
  153.             TNT1 A 3
  154.             SING ABCB 1
  155.             Stop
  156.     }
  157. }
  158.  
  159. ACTOR GSA_BeamCollapse : GSA_SpiralCollapse //The projectile core
  160. {
  161.     Scale           0.1
  162.     States
  163.     {
  164.         Spawn:
  165.             TNT1 A 0
  166.             TNT1 A 3
  167.             BAL2 ABCB random(1,3)
  168.             Stop
  169.     }
  170. }
  171.  
  172. ACTOR GSA_CollapseFX
  173. {
  174.     Renderstyle     ADD
  175.     Scale           0.3
  176.     +DONTSPLASH
  177.     +NOINTERACTION
  178.     States
  179.     {
  180.         Spawn:
  181.             SNPT AB 2 BRIGHT
  182.             SNPT ABAABB 2 A_FadeOut
  183.             Stop
  184.     }
  185. }
  186.  
  187. ACTOR GSA_EndDestabilizerEffect
  188. {
  189.     Radius          1
  190.     Height          1
  191.     Speed           1
  192.     Damage          1
  193.     DamageType      "Disintegrate"
  194.     Renderstyle     NONE
  195.     PROJECTILE
  196.     +RIPPER
  197.     +PAINLESS
  198.     +DONTREFLECT
  199.     //+EXTREMEDEATH
  200.     States
  201.     {
  202.         Spawn:
  203.             TNT1 A 1
  204.             Stop
  205.     }
  206. }
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