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- Actor STRailgun : DoomWeapon 14167
- {
- Radius 20
- Height 16
- Weapon.Selectionorder 100
- Weapon.AmmoUse 10
- Weapon.AmmoGive 40
- Weapon.AmmoType "Cell"
- Inventory.Pickupmessage "You got the railgun!"
- Obituary "%o was railed by %k."
- Decal RailScorch
- States
- {
- Ready:
- RLGG A 1 A_WeaponReady
- Loop
- Deselect:
- RLGG A 1 A_Lower
- Loop
- Select:
- RLGG A 1 A_Raise
- Loop
- Fire:
- RLGG E 12 A_FireRailgun
- RLGG F 6 A_CheckForReload(4, "Reloaded")
- RLGG GHIJK 6
- RLGG L 6 A_ResetReloadCounter
- Reloaded:
- RLGG A 6
- RLGG M 0 A_ReFire
- Goto Ready
- Flash:
- TNT1 A 5 bright A_Light1
- TNT1 A 5 bright A_Light2
- TNT1 A 0 bright A_Light0
- Goto LightDone
- Spawn:
- RAIL A -1
- Stop
- }
- }
- Actor BFG2704 : Weapon 14166
- {
- Height 20
- Weapon.SelectionOrder 2800
- Weapon.AmmoUse 1
- Weapon.AmmoGive 40
- Weapon.AmmoType "Cell"
- +WEAPON.NOAUTOFIRE
- +WEAPON.NOAUTOAIM
- Inventory.PickupMessage "You got the BFG 2704!"
- Tag "BFG 2704"
- States
- {
- Ready:
- BF27 A 1 A_WeaponReady
- Loop
- Deselect:
- TNT1 A 0 A_Light0
- BF27 A 1 A_Lower
- Loop
- Select:
- BF27 A 1 A_Raise
- Loop
- Fire:
- BF27 A 15 A_PlayWeaponSound("BFG2704/Charge")
- BF27 B 15
- BF27 C 4 Bright A_GunFlash
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 D 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright A_CheckReload
- TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
- TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
- BF27 E 1 Bright
- BF27 C 2 Bright
- BF27 B 10 A_ReFire
- Goto Ready
- Flash:
- TNT1 A 40 A_Light2
- TNT1 A 3 A_Light1
- Goto LightDone
- Spawn:
- WBF2 A -1
- Stop
- }
- }
- Actor 2704Ball : PlasmaBall
- {
- Damage 4
- BounceType "Classic"
- BounceFactor 1.0
- Obituary "%o was burned by %k's BFG."
- Seesound "BetaBall/Fire"
- Decal GreenPlasmaScorch
- States
- {
- Spawn:
- BBGB AB 6 Bright
- Loop
- Death:
- BBGB C 6 Bright
- BBGB DE 4 Bright
- Stop
- }
- }
- Actor 2704Ball2 : 2704Ball
- {
- Decal RedPlasmaScorch
- States
- {
- Spawn:
- BBG2 AB 6 Bright
- Loop
- Death:
- BBG2 CDEF 3 Bright
- BBG2 GHI 3 Bright thrustthingz(0,5,0,0)
- Stop
- }
- }
- Actor STGrenadeLauncher : Weapon 14168
- {
- Radius 20
- Height 16
- Weapon.SelectionOrder 2500
- +WEAPON.NOAUTOFIRE
- +WEAPON.NOAUTOAIM
- Weapon.AmmoUse 1
- Weapon.AmmoGive 2
- Weapon.AmmoType "RocketAmmo"
- Weapon.Kickback 100
- Inventory.PickupMessage "You got the grenade launcher!"
- Obituary "%o caught %k's grenade."
- States
- {
- Spawn:
- GLAU A -1
- Stop
- Ready:
- GRLG A 1 A_WeaponReady
- Loop
- Deselect:
- GRLG A 1 A_Lower
- Loop
- Select:
- GRLG A 1 A_Raise
- Loop
- Fire:
- GRLG B 8 A_GunFlash
- GRLG B 12 A_FireCustomMissile("STGrenade", 0, 1, 0, 0, 0, 6.328125)
- GRLG B 0 A_ReFire
- Goto Ready
- Flash:
- GRLF A 3 Bright A_Light1
- GRLF B 4 Bright
- GRLF C 4 Bright A_Light2
- GRLF D 4 Bright A_Light2
- Goto LightDone
- }
- }
- Actor STGrenade
- {
- Radius 8
- Height 8
- Speed 25
- Damage 20
- Gravity 0.25
- Projectile
- -NoGravity
- +DoomBounce
- +DehExplosion
- +GrenadeTrail
- +ExplodeOnDeath
- SeeSound "Weapons/GrBnce"
- DeathSound "Weapons/GrenLX"
- DamageType Fire
- States
- {
- Spawn:
- SGRN A 0 Bright
- SGRN A 0 Bright A_StopSound
- SGRN A 0 Bright A_PlaySound("Weapons/GrenLF")
- SGRN A 1 Bright
- Goto Spawn+3
- Death:
- MISL B 0 Bright A_ChangeFlag("NoGravity", 1)
- MISL B 8 Bright A_Explode
- MISL C 6 Bright
- MISL D 4 Bright
- stop
- }
- }
- ACTOR NeoPlayer : DoomPlayer
- {
- Player.StartItem "Fist"
- Player.WeaponSlot 1, "Fist", "Knife"
- Player.WeaponSlot 2, "Axe"
- Player.WeaponSlot 3, "model1887"
- Player.WeaponSlot 4, "Machinegun"
- Player.WeaponSlot 5, "STGrenadeLauncher"
- Player.WeaponSlot 6, "STRailgun"
- Player.WeaponSlot 7, "BFG2704"
- }
- actor Machinegun : Weapon 15170
- {
- obituary "%o was gunned down by %k's machinegun."
- radius 20
- height 16
- attacksound "MGun/Fire"
- decal "BulletChip"
- inventory.pickupmessage "You got the machinegun!"
- weapon.selectionorder 700
- weapon.kickback 100
- weapon.ammotype "Clip"
- weapon.ammouse 1
- weapon.ammogive 20
- states
- {
- Ready:
- RGUN A 1 A_WeaponReady
- loop
- Deselect:
- RGUN A 1 A_Lower
- loop
- Select:
- RGUN A 1 A_Raise
- loop
- Fire:
- RGUN B 0 A_FireBullets (7, 6, 1, 6, "BulletPuff")
- RGUN B 0 radius_quake (2, 2, 0, 1, 0)
- RGUN BC 1 A_GunFlash
- RGUN A 2
- RGUN A 0 A_ReFire
- RGUN A 5
- goto Ready
- Flash:
- TNT1 A 1 bright A_Light1
- TNT1 B 1 bright A_Light2
- TNT1 A 0 bright A_Light0
- stop
- Spawn:
- RGUP A -1
- stop
- }
- }
- actor model1887 : Weapon 14169
- {
- Weapon.SelectionOrder 1300
- Weapon.AmmoUse 1
- Weapon.AmmoGive 8
- Weapon. slotNumber 3
- attacksound "Weapons/MSSFIR"
- Weapon.AmmoType "Shell"
- Inventory.PickupMessage "You got the model 1887 shotgun!"
- States
- {
- Ready:
- MSSG A 1 A_WeaponReady
- Loop
- Deselect:
- MSSG A 1 A_Lower
- Loop
- Select:
- MSSG A 1 A_Raise
- Loop
- Fire:
- MSSG A 3
- MSSG A 0 A_FireBullets (6, 4, 7, 5, "BulletPuff")
- MSSF AB 2
- MSSG BC 7
- MSSG D 5
- MSSG E 3
- MSSG CB 4
- MSSG A 3
- MSSG A 0 A_ReFire
- Goto Ready
- Flash:
- TNT1 A 3 Bright A_Light1
- TNT1 A 3 Bright A_Light2
- Goto LightDone
- Spawn:
- MSSI A -1
- Stop
- }
- }
- ACTOR Axe : Weapon
- {
- +WEAPON.MELEEWEAPON
- +WEAPON.NOALERT
- Inventory.Icon "AXEPA0"
- Inventory.PickupMessage "You claimed yourself a powerful axe!"
- Tag "Axe"
- Obituary "%k butchered %o with his axe!"
- States
- {
- Spawn:
- AXEP A -1
- Stop
- Select:
- AXEG AAAAAAAAAA 0 A_Raise //To get it to raise
- TNT1 A 6
- AXEG EDCBA 2
- Goto Ready
- Deselect:
- TNT1 A 0 A_TakeInventory("AxeCharge", 0x7FFFFFFF)
- AXEG ABCDE 2
- TNT1 A 6
- AXEG A 0 A_Lower
- Wait
- Ready:
- AXEG A 1 A_WeaponReady
- loop
- Fire:
- AXEG ABCDE 3
- TNT1 A 4
- AXEG I 2 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
- AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "ToughFire")
- AXEG J 2 A_CustomPunch(20+random(4, 16), 1, 0, "AxeHitPuff")
- AXEG K 2
- TNT1 A 4
- AXEG EDCBA 2
- AXEG A 6
- Goto Ready
- ToughFire:
- AXEG J 2 A_CustomPunch(60+random(4, 16), 1, 0, "AxeHitPuff")
- Goto Fire+9
- AltFire:
- AXEG ABCDE 3
- TNT1 A 8
- TNT1 A 0 A_GiveInventory("AxeCharge", 9)
- AltHold:
- AXEG F 2 A_GiveInventory("AxeCharge", 1)
- TNT1 A 0 A_Refire
- AXEG G 3
- AXEG H 3 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
- AXEG I 2
- AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltFireHitBerserk")
- AXEG J 2 A_CustomPunch(56 * CallACS("Axe charge") * 0.1 + random(4, 14), 1, 0, "AxeHitPuff")
- Goto AltFireEnd
- AltFireHitBerserk:
- AXEG J 2 A_CustomPunch(112 * CallACS("Axe charge") * 0.1 + random(4, 20), 1, 0, "AxeHitPuff")
- AltFireEnd:
- AXEG K 2
- TNT1 A 8
- AXEG EDCBA 3
- Goto Ready
- }
- }
- ACTOR AxeHitPuff : BulletPuff
- {
- +PUFFONACTORS
- //+NOEXTREMEDEATH --Uncomment and remove this message to prevent gibs
- SeeSound "weapons/axecut"
- AttackSound "weapons/axebang"
- ActiveSound "silent"
- States
- {
- Spawn:
- PUFF ABCD 4
- Stop
- }
- }
- ACTOR AxeCharge : Inventory
- {
- Inventory.MaxAmount 30 // [Blue Shadow] A maximum of 3x the damage when fully charged
- }
- actor Knife : Weapon replaces Fist
- {
- Game Doom
- Weapon.SelectionOrder 3700
- Weapon.Kickback 100
- +WEAPON.WIMPY_WEAPON
- +WEAPON.MELEEWEAPON
- +NOEXTREMEDEATH
- Obituary "$OB_MPFIST" // "%o was cut up by %k's knife."
- States
- {
- Spawn:
- KNFE A -1
- loop
- Ready:
- KNFG A 1 A_WeaponReady
- loop
- Deselect:
- KNFG A 1 A_Lower
- loop
- Select:
- KNFG A 1 A_Raise
- loop
- Fire:
- KNFG B 2
- KNFG C 4 A_CustomPunch (5,0,0,"KnifePuff")
- KNFG D 2
- KNFG E 2
- KNFG F 2
- KNFG E 2
- KNFG D 2
- KNFG A 2 A_ReFire
- goto Ready
- }
- }
- ACTOR KnifePuff
- {
- +NOBLOCKMAP
- +NOGRAVITY
- +NOEXTREMEDEATH
- +PUFFONACTORS
- RenderStyle Translucent
- Alpha 0.6
- SeeSound "KnifeHitThing"
- AttackSound "KnifeHitWall"
- ActiveSound "KnifeMiss"
- VSpeed 1
- States
- {
- Spawn:
- PUFF ABCD 4
- Stop
- }
- }
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