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Jan 17th, 2019
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  1.  
  2. Actor STRailgun : DoomWeapon 14167
  3. {
  4. Radius 20
  5. Height 16
  6. Weapon.Selectionorder 100
  7. Weapon.AmmoUse 10
  8. Weapon.AmmoGive 40
  9. Weapon.AmmoType "Cell"
  10. Inventory.Pickupmessage "You got the railgun!"
  11. Obituary "%o was railed by %k."
  12. Decal RailScorch
  13. States
  14. {
  15. Ready:
  16. RLGG A 1 A_WeaponReady
  17. Loop
  18. Deselect:
  19. RLGG A 1 A_Lower
  20. Loop
  21. Select:
  22. RLGG A 1 A_Raise
  23. Loop
  24. Fire:
  25. RLGG E 12 A_FireRailgun
  26. RLGG F 6 A_CheckForReload(4, "Reloaded")
  27. RLGG GHIJK 6
  28. RLGG L 6 A_ResetReloadCounter
  29. Reloaded:
  30. RLGG A 6
  31. RLGG M 0 A_ReFire
  32. Goto Ready
  33. Flash:
  34. TNT1 A 5 bright A_Light1
  35. TNT1 A 5 bright A_Light2
  36. TNT1 A 0 bright A_Light0
  37. Goto LightDone
  38. Spawn:
  39. RAIL A -1
  40. Stop
  41. }
  42. }
  43. Actor BFG2704 : Weapon 14166
  44. {
  45. Height 20
  46. Weapon.SelectionOrder 2800
  47. Weapon.AmmoUse 1
  48. Weapon.AmmoGive 40
  49. Weapon.AmmoType "Cell"
  50. +WEAPON.NOAUTOFIRE
  51. +WEAPON.NOAUTOAIM
  52. Inventory.PickupMessage "You got the BFG 2704!"
  53. Tag "BFG 2704"
  54. States
  55. {
  56. Ready:
  57. BF27 A 1 A_WeaponReady
  58. Loop
  59. Deselect:
  60. TNT1 A 0 A_Light0
  61. BF27 A 1 A_Lower
  62. Loop
  63. Select:
  64. BF27 A 1 A_Raise
  65. Loop
  66. Fire:
  67. BF27 A 15 A_PlayWeaponSound("BFG2704/Charge")
  68. BF27 B 15
  69. BF27 C 4 Bright A_GunFlash
  70. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  71. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  72. BF27 D 1 Bright A_CheckReload
  73. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  74. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  75. BF27 D 1 Bright A_CheckReload
  76. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  77. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  78. BF27 E 1 Bright A_CheckReload
  79. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  80. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  81. BF27 E 1 Bright A_CheckReload
  82. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  83. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  84. BF27 D 1 Bright A_CheckReload
  85. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  86. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  87. BF27 D 1 Bright A_CheckReload
  88. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  89. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  90. BF27 E 1 Bright A_CheckReload
  91. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  92. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  93. BF27 E 1 Bright A_CheckReload
  94. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  95. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  96. BF27 D 1 Bright A_CheckReload
  97. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  98. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  99. BF27 D 1 Bright A_CheckReload
  100. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  101. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  102. BF27 E 1 Bright A_CheckReload
  103. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  104. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  105. BF27 E 1 Bright A_CheckReload
  106. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  107. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  108. BF27 D 1 Bright A_CheckReload
  109. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  110. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  111. BF27 D 1 Bright A_CheckReload
  112. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  113. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  114. BF27 E 1 Bright A_CheckReload
  115. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  116. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  117. BF27 E 1 Bright A_CheckReload
  118. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  119. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  120. BF27 D 1 Bright A_CheckReload
  121. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  122. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  123. BF27 D 1 Bright A_CheckReload
  124. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  125. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  126. BF27 E 1 Bright A_CheckReload
  127. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  128. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  129. BF27 E 1 Bright A_CheckReload
  130. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  131. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  132. BF27 D 1 Bright A_CheckReload
  133. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  134. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  135. BF27 D 1 Bright A_CheckReload
  136. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  137. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  138. BF27 E 1 Bright A_CheckReload
  139. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  140. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  141. BF27 E 1 Bright A_CheckReload
  142. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  143. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  144. BF27 D 1 Bright A_CheckReload
  145. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  146. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  147. BF27 D 1 Bright A_CheckReload
  148. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  149. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  150. BF27 E 1 Bright A_CheckReload
  151. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  152. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  153. BF27 E 1 Bright A_CheckReload
  154. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  155. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  156. BF27 D 1 Bright A_CheckReload
  157. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  158. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  159. BF27 D 1 Bright A_CheckReload
  160. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  161. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  162. BF27 E 1 Bright A_CheckReload
  163. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  164. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  165. BF27 E 1 Bright A_CheckReload
  166. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  167. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  168. BF27 D 1 Bright A_CheckReload
  169. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  170. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  171. BF27 D 1 Bright A_CheckReload
  172. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  173. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  174. BF27 E 1 Bright A_CheckReload
  175. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  176. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  177. BF27 E 1 Bright A_CheckReload
  178. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  179. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  180. BF27 D 1 Bright A_CheckReload
  181. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  182. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  183. BF27 D 1 Bright A_CheckReload
  184. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  185. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  186. BF27 E 1 Bright A_CheckReload
  187. TNT1 A 0 A_FireCustomMissile("2704Ball",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))
  188. TNT1 A 0 A_FireCustomMissile("2704Ball2",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))
  189. BF27 E 1 Bright
  190. BF27 C 2 Bright
  191. BF27 B 10 A_ReFire
  192. Goto Ready
  193. Flash:
  194. TNT1 A 40 A_Light2
  195. TNT1 A 3 A_Light1
  196. Goto LightDone
  197. Spawn:
  198. WBF2 A -1
  199. Stop
  200. }
  201. }
  202.  
  203.  
  204. Actor 2704Ball : PlasmaBall
  205. {
  206. Damage 4
  207. BounceType "Classic"
  208. BounceFactor 1.0
  209. Obituary "%o was burned by %k's BFG."
  210. Seesound "BetaBall/Fire"
  211. Decal GreenPlasmaScorch
  212. States
  213. {
  214. Spawn:
  215. BBGB AB 6 Bright
  216. Loop
  217. Death:
  218. BBGB C 6 Bright
  219. BBGB DE 4 Bright
  220. Stop
  221. }
  222. }
  223.  
  224. Actor 2704Ball2 : 2704Ball
  225. {
  226. Decal RedPlasmaScorch
  227. States
  228. {
  229. Spawn:
  230. BBG2 AB 6 Bright
  231. Loop
  232. Death:
  233. BBG2 CDEF 3 Bright
  234. BBG2 GHI 3 Bright thrustthingz(0,5,0,0)
  235. Stop
  236. }
  237. }
  238. Actor STGrenadeLauncher : Weapon 14168
  239. {
  240. Radius 20
  241. Height 16
  242. Weapon.SelectionOrder 2500
  243. +WEAPON.NOAUTOFIRE
  244. +WEAPON.NOAUTOAIM
  245. Weapon.AmmoUse 1
  246. Weapon.AmmoGive 2
  247. Weapon.AmmoType "RocketAmmo"
  248. Weapon.Kickback 100
  249. Inventory.PickupMessage "You got the grenade launcher!"
  250. Obituary "%o caught %k's grenade."
  251. States
  252. {
  253. Spawn:
  254. GLAU A -1
  255. Stop
  256. Ready:
  257. GRLG A 1 A_WeaponReady
  258. Loop
  259. Deselect:
  260. GRLG A 1 A_Lower
  261. Loop
  262. Select:
  263. GRLG A 1 A_Raise
  264. Loop
  265. Fire:
  266. GRLG B 8 A_GunFlash
  267. GRLG B 12 A_FireCustomMissile("STGrenade", 0, 1, 0, 0, 0, 6.328125)
  268. GRLG B 0 A_ReFire
  269. Goto Ready
  270. Flash:
  271. GRLF A 3 Bright A_Light1
  272. GRLF B 4 Bright
  273. GRLF C 4 Bright A_Light2
  274. GRLF D 4 Bright A_Light2
  275. Goto LightDone
  276. }
  277. }
  278.  
  279. Actor STGrenade
  280. {
  281. Radius 8
  282. Height 8
  283. Speed 25
  284. Damage 20
  285. Gravity 0.25
  286. Projectile
  287. -NoGravity
  288. +DoomBounce
  289. +DehExplosion
  290. +GrenadeTrail
  291. +ExplodeOnDeath
  292. SeeSound "Weapons/GrBnce"
  293. DeathSound "Weapons/GrenLX"
  294. DamageType Fire
  295. States
  296. {
  297. Spawn:
  298. SGRN A 0 Bright
  299. SGRN A 0 Bright A_StopSound
  300. SGRN A 0 Bright A_PlaySound("Weapons/GrenLF")
  301. SGRN A 1 Bright
  302. Goto Spawn+3
  303. Death:
  304. MISL B 0 Bright A_ChangeFlag("NoGravity", 1)
  305. MISL B 8 Bright A_Explode
  306. MISL C 6 Bright
  307. MISL D 4 Bright
  308. stop
  309. }
  310. }
  311.  
  312. ACTOR NeoPlayer : DoomPlayer
  313. {
  314. Player.StartItem "Fist"
  315. Player.WeaponSlot 1, "Fist", "Knife"
  316. Player.WeaponSlot 2, "Axe"
  317. Player.WeaponSlot 3, "model1887"
  318. Player.WeaponSlot 4, "Machinegun"
  319. Player.WeaponSlot 5, "STGrenadeLauncher"
  320. Player.WeaponSlot 6, "STRailgun"
  321. Player.WeaponSlot 7, "BFG2704"
  322. }
  323.  
  324. actor Machinegun : Weapon 15170
  325. {
  326. obituary "%o was gunned down by %k's machinegun."
  327. radius 20
  328. height 16
  329. attacksound "MGun/Fire"
  330. decal "BulletChip"
  331. inventory.pickupmessage "You got the machinegun!"
  332. weapon.selectionorder 700
  333. weapon.kickback 100
  334. weapon.ammotype "Clip"
  335. weapon.ammouse 1
  336. weapon.ammogive 20
  337. states
  338. {
  339. Ready:
  340. RGUN A 1 A_WeaponReady
  341. loop
  342. Deselect:
  343. RGUN A 1 A_Lower
  344. loop
  345. Select:
  346. RGUN A 1 A_Raise
  347. loop
  348. Fire:
  349. RGUN B 0 A_FireBullets (7, 6, 1, 6, "BulletPuff")
  350. RGUN B 0 radius_quake (2, 2, 0, 1, 0)
  351. RGUN BC 1 A_GunFlash
  352. RGUN A 2
  353. RGUN A 0 A_ReFire
  354. RGUN A 5
  355. goto Ready
  356. Flash:
  357. TNT1 A 1 bright A_Light1
  358. TNT1 B 1 bright A_Light2
  359. TNT1 A 0 bright A_Light0
  360. stop
  361. Spawn:
  362. RGUP A -1
  363. stop
  364. }
  365. }
  366.  
  367. actor model1887 : Weapon 14169
  368. {
  369. Weapon.SelectionOrder 1300
  370. Weapon.AmmoUse 1
  371. Weapon.AmmoGive 8
  372. Weapon. slotNumber 3
  373. attacksound "Weapons/MSSFIR"
  374. Weapon.AmmoType "Shell"
  375. Inventory.PickupMessage "You got the model 1887 shotgun!"
  376. States
  377. {
  378. Ready:
  379. MSSG A 1 A_WeaponReady
  380. Loop
  381. Deselect:
  382. MSSG A 1 A_Lower
  383. Loop
  384. Select:
  385. MSSG A 1 A_Raise
  386. Loop
  387. Fire:
  388. MSSG A 3
  389. MSSG A 0 A_FireBullets (6, 4, 7, 5, "BulletPuff")
  390. MSSF AB 2
  391. MSSG BC 7
  392. MSSG D 5
  393. MSSG E 3
  394. MSSG CB 4
  395. MSSG A 3
  396. MSSG A 0 A_ReFire
  397. Goto Ready
  398. Flash:
  399. TNT1 A 3 Bright A_Light1
  400. TNT1 A 3 Bright A_Light2
  401. Goto LightDone
  402. Spawn:
  403. MSSI A -1
  404. Stop
  405. }
  406. }
  407. ACTOR Axe : Weapon
  408. {
  409. +WEAPON.MELEEWEAPON
  410. +WEAPON.NOALERT
  411. Inventory.Icon "AXEPA0"
  412. Inventory.PickupMessage "You claimed yourself a powerful axe!"
  413. Tag "Axe"
  414. Obituary "%k butchered %o with his axe!"
  415. States
  416. {
  417. Spawn:
  418. AXEP A -1
  419. Stop
  420. Select:
  421. AXEG AAAAAAAAAA 0 A_Raise //To get it to raise
  422. TNT1 A 6
  423. AXEG EDCBA 2
  424. Goto Ready
  425. Deselect:
  426. TNT1 A 0 A_TakeInventory("AxeCharge", 0x7FFFFFFF)
  427. AXEG ABCDE 2
  428. TNT1 A 6
  429. AXEG A 0 A_Lower
  430. Wait
  431. Ready:
  432. AXEG A 1 A_WeaponReady
  433. loop
  434. Fire:
  435. AXEG ABCDE 3
  436. TNT1 A 4
  437. AXEG I 2 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
  438. AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "ToughFire")
  439. AXEG J 2 A_CustomPunch(20+random(4, 16), 1, 0, "AxeHitPuff")
  440. AXEG K 2
  441. TNT1 A 4
  442. AXEG EDCBA 2
  443. AXEG A 6
  444. Goto Ready
  445. ToughFire:
  446. AXEG J 2 A_CustomPunch(60+random(4, 16), 1, 0, "AxeHitPuff")
  447. Goto Fire+9
  448. AltFire:
  449. AXEG ABCDE 3
  450. TNT1 A 8
  451. TNT1 A 0 A_GiveInventory("AxeCharge", 9)
  452. AltHold:
  453. AXEG F 2 A_GiveInventory("AxeCharge", 1)
  454. TNT1 A 0 A_Refire
  455. AXEG G 3
  456. AXEG H 3 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
  457. AXEG I 2
  458. AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltFireHitBerserk")
  459. AXEG J 2 A_CustomPunch(56 * CallACS("Axe charge") * 0.1 + random(4, 14), 1, 0, "AxeHitPuff")
  460. Goto AltFireEnd
  461. AltFireHitBerserk:
  462. AXEG J 2 A_CustomPunch(112 * CallACS("Axe charge") * 0.1 + random(4, 20), 1, 0, "AxeHitPuff")
  463. AltFireEnd:
  464. AXEG K 2
  465. TNT1 A 8
  466. AXEG EDCBA 3
  467. Goto Ready
  468. }
  469. }
  470.  
  471. ACTOR AxeHitPuff : BulletPuff
  472. {
  473. +PUFFONACTORS
  474. //+NOEXTREMEDEATH --Uncomment and remove this message to prevent gibs
  475. SeeSound "weapons/axecut"
  476. AttackSound "weapons/axebang"
  477. ActiveSound "silent"
  478. States
  479. {
  480. Spawn:
  481. PUFF ABCD 4
  482. Stop
  483. }
  484. }
  485.  
  486. ACTOR AxeCharge : Inventory
  487. {
  488. Inventory.MaxAmount 30 // [Blue Shadow] A maximum of 3x the damage when fully charged
  489. }
  490. actor Knife : Weapon replaces Fist
  491. {
  492. Game Doom
  493. Weapon.SelectionOrder 3700
  494. Weapon.Kickback 100
  495. +WEAPON.WIMPY_WEAPON
  496. +WEAPON.MELEEWEAPON
  497. +NOEXTREMEDEATH
  498. Obituary "$OB_MPFIST" // "%o was cut up by %k's knife."
  499. States
  500. {
  501. Spawn:
  502. KNFE A -1
  503. loop
  504. Ready:
  505. KNFG A 1 A_WeaponReady
  506. loop
  507. Deselect:
  508. KNFG A 1 A_Lower
  509. loop
  510. Select:
  511. KNFG A 1 A_Raise
  512. loop
  513. Fire:
  514. KNFG B 2
  515. KNFG C 4 A_CustomPunch (5,0,0,"KnifePuff")
  516. KNFG D 2
  517. KNFG E 2
  518. KNFG F 2
  519. KNFG E 2
  520. KNFG D 2
  521. KNFG A 2 A_ReFire
  522. goto Ready
  523. }
  524. }
  525.  
  526. ACTOR KnifePuff
  527. {
  528. +NOBLOCKMAP
  529. +NOGRAVITY
  530. +NOEXTREMEDEATH
  531. +PUFFONACTORS
  532. RenderStyle Translucent
  533. Alpha 0.6
  534. SeeSound "KnifeHitThing"
  535. AttackSound "KnifeHitWall"
  536. ActiveSound "KnifeMiss"
  537. VSpeed 1
  538. States
  539. {
  540. Spawn:
  541. PUFF ABCD 4
  542. Stop
  543. }
  544. }
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