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- ACTOR Axe : Weapon replaces Chainsaw
- {
- +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:
- 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 J 2 A_CustomPunch(120+random(4, 16), 122, 0, "AxeHitPuff")
- AXEG K 2
- TNT1 A 4
- AXEG EDCBA 2
- AXEG A 6
- Goto Ready
- AltFire:
- AXEG ABCDE 3
- TNT1 A 8
- AXEG FG 3
- AXEG H 3 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
- AXEG I 2
- AXEG J 2 A_CustomPunch(156+random(4, 14), 155, 0, "AxeHitPuff")
- AXEG K 2
- TNT1 A 8
- AXEG EDCBA 3
- Goto Ready
- }
- }
- ACTOR AxeHitPuff : BulletPuff
- {
- +PUFFONACTORS
- SeeSound "weapons/axecut"
- AttackSound "weapons/axebang"
- ActiveSound "silent"
- Damage 120
- States
- {
- Spawn:
- PUFF ABCD 4
- Stop
- }
- }
- ACTOR RivetGun : Weapon replaces Pistol
- {
- Inventory.PickupSound "misc/w_pkup"
- Inventory.PickupMessage "You got the Rivet Gun!"
- Weapon.AmmoType1 "Rivets"
- Weapon.AmmoType2 "Rivets"
- Weapon.AmmoGive 8
- Weapon.AmmoUse1 1
- Weapon.AmmoUse2 8
- Scale 0.7
- +ALT_AMMO_OPTIONAL
- States
- {
- Spawn:
- RVPU A -1
- Loop
- Ready:
- RTGN A 1 A_WeaponReady
- Loop
- Deselect:
- RTGN A 1 A_Lower
- Loop
- Select:
- RTGN A 1 A_Raise
- Loop
- Fire:
- TNT1 A 0 A_Jump(80,"PainlessBolt")
- TNT1 A 0 A_PlaySound("RIVTFIR")
- TNT1 A 0 A_GunFlash
- RTGN A 1 Bright A_FireCustomMissile("RivetProj", random(-2.2,3.6), 1, 7, 4, 0, random(-1, 1))
- RTGN BCDE 1
- RTGN A 3
- RTGN A 1 A_ReFire
- Goto Ready
- PainlessBolt:
- TNT1 A 0 A_PlaySound("RIVTFIR")
- TNT1 A 0 A_GunFlash
- RTGN A 1 Bright A_FireCustomMissile("RivetProjPainless", random(-2.2,3.6), 1, 7, 4, 0, random(-1, 1))
- RTGN BCDE 1
- RTGN A 3
- RTGN A 1 A_ReFire
- Goto Ready
- AltFire:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("Rivets",8,2)
- RTGN A 3 A_WeaponReady(WRF_NOSECONDARY)
- Goto Ready
- TNT1 A 0 A_PlaySound("RIVTFIR")
- TNT1 A 0 A_GunFlash
- RTGN A 1 Bright A_FireCustomMissile("RivetSpreadShot",0, 1, 7, 4)
- RTGN BCDE 1
- RTGN A 12
- RTGN A 1 A_ReFire
- Goto Ready
- Flash:
- TNT1 A 1 Bright A_Light1
- TNT1 A 1 Bright A_Light0
- Stop
- }
- }
- ACTOR Rivets : Ammo 32257
- {
- Inventory.Amount 12
- Inventory.MaxAmount 225
- Ammo.BackpackAmount 20
- Ammo.Backpackmaxamount 450
- Inventory.Icon RVTIA0
- Inventory.PickupSound "RVTAMMG1"
- Inventory.PickupMessage "Rivet Pile"
- Scale 0.6
- States
- {
- Spawn:
- RVTP A -1
- Loop
- }
- }
- ACTOR RivetRack : Rivets 32258
- {
- Inventory.Amount 25
- Inventory.PickupSound "RVTAMMG2"
- Inventory.PickupMessage "Rivet Bolt Rack"
- Scale 0.7
- States
- {
- Spawn:
- RVTR A -1
- Loop
- }
- }
- ACTOR RivetProj : FastProjectile
- {
- Speed 40
- Radius 7
- Height 8
- PROJECTILE
- +THRUACTORS
- +NODAMAGETHRUST
- +RIPPER
- Scale 0.15
- DeathSound "RivetImpact"
- MissileType "RivetFlyRing"
- MissileHeight 8
- States
- {
- Spawn:
- BBLT A 1 Bright
- TNT1 A 0 A_Explode(12,12)
- BBLT A 1 Bright
- TNT1 A 0 A_SpawnItem("RivetProjDMG",0,0,0)
- Loop
- Death:
- TNT1 A 0
- TNT1 A 0 //A_SetScale(0.3)
- TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
- TNT1 A 0 A_SetTranslucent(0.8)
- RIVP A 2 BRIGHT
- RIVP BCDE 1 BRIGHT
- Stop
- }
- }
- ACTOR RivetProjDMG //Spawns as the bolts travel to damage enemies.
- { //Main damage dealer for bosses, as the rivets do not have +FORCERADIUSDMG.
- Speed 2
- Radius 6
- Height 7
- Damage (7*random(2,5)) //Adjust damage to be slightly higher if using non-vanilla enemies. (7*random(3,6)) for example.
- PROJECTILE
- +BLOODSPLATTER
- +NODAMAGETHRUST
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- Death:
- TNT1 A 0
- Stop
- }
- }
- ACTOR RivetProjPainless : FastProjectile //+PAINLESS on this version to prevent stunlocking of enemies.
- {
- Speed 40
- Radius 7
- Height 8
- PROJECTILE
- +THRUACTORS
- +PAINLESS
- +NODAMAGETHRUST
- +RIPPER
- Scale 0.15
- DeathSound "RivetImpact"
- MissileType "RivetFlyRing"
- MissileHeight 8
- States
- {
- Spawn:
- BBLT A 1 Bright
- TNT1 A 0 A_Explode(12,12) //Better for controlling damage than a projectile with +RIPPER.
- BBLT A 1 Bright
- TNT1 A 0 A_SpawnItem("RivetProjDMGPainless",0,0,0)
- Loop
- Death:
- TNT1 A 0
- TNT1 A 0 //A_SetScale(0.3)
- TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
- TNT1 A 0 A_SetTranslucent(0.8)
- RIVP A 2 BRIGHT
- RIVP BCDE 1 BRIGHT
- Stop
- }
- }
- ACTOR RivetProjDMGPainless : RivetProjDMG //Spawns as bolts travel to damage enemies. This version randomly spawns to prevent stunlocking.
- { //Main damage dealer for bosses, as the rivets do not have +FORCERADIUSDMG.
- +PAINLESS
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- Death:
- TNT1 A 0
- Stop
- }
- }
- //ALT FIRE
- ACTOR RivetSpreadShot : FastProjectile
- {
- Speed 40
- Radius 15
- Height 8
- Damage 0
- PROJECTILE
- Scale 0.15
- DeathSound "RIVTCLXP"
- MissileType "RivetFlyRingB"
- MissileHeight 8
- ReactionTime 6
- +BLOODSPLATTER
- +NODAMAGETHRUST
- +RIPPER
- States
- {
- Spawn:
- BBLT A 1 Bright
- TNT1 A 0 A_Countdown
- Loop
- Death:
- TNT1 A 0
- TNT1 A 0 A_Explode(35,60)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 0, CMF_AIMDIRECTION)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -50, CMF_AIMDIRECTION)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 50, CMF_AIMDIRECTION)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -90, CMF_AIMDIRECTION)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 90, CMF_AIMDIRECTION)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -130, CMF_AIMDIRECTION)
- TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 130, CMF_AIMDIRECTION)
- TNT1 A 0 //A_SetScale(0.8)
- TNT1 A 0 A_SetTranslucent(0.8)
- CLSD ABCDEFGHI 1 Bright
- Stop
- }
- }
- ACTOR RivetSpreadProj
- {
- Speed 40
- Radius 3
- Height 3
- Mass 10
- DeathSound "RIVTCLXP"
- MissileType "RivetFlyRingB"
- MissileHeight 8
- Scale 0.15
- PROJECTILE
- +THRUACTORS
- +BLOODSPLATTER
- +NODAMAGETHRUST
- +RIPPER
- BounceType Hexen
- BounceCount 4
- WallBounceFactor 1.2
- SeeSound "RIVTPBNC"
- States
- {
- Spawn:
- BBLT A 1 Bright
- TNT1 A 0 A_Explode(6,12)
- TNT1 A 0 A_Jump(200,3)
- TNT1 A 0 A_SpawnItem("RivetProjSpreadDMG",0,0,0)
- TNT1 A 0 A_Jump(255,2)
- TNT1 A 0 A_SpawnItem("RivetProjSpreadPainlessDMG",0,0,0)
- TNT1 A 0
- Loop
- Death:
- TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
- TNT1 A 0
- TNT1 A 0 //A_SetScale(0.4)
- TNT1 A 0 A_SetTranslucent(0.8)
- CLSD ABCDEFGHI 1 Bright
- Stop
- }
- }
- ACTOR RivetProjSpreadDMG
- {
- Speed 2
- Radius 6
- Height 7
- Damage (5*random(1,3))
- PROJECTILE
- +BLOODSPLATTER
- +NODAMAGETHRUST
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- Death:
- TNT1 A 0
- Stop
- }
- }
- ACTOR RivetProjSpreadPainlessDMG : RivetProjSpreadDMG
- {
- +PAINLESS
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- Death:
- TNT1 A 0
- Stop
- }
- }
- ACTOR RivetFlyRing //Rivet projectile flight effect.
- {
- +NOINTERACTION
- +NOCLIP
- +BRIGHT
- Radius 1
- Height 1
- Renderstyle Add
- Alpha 0.06
- Scale 0.2
- States
- {
- Spawn:
- RIVF AAA 1
- RIVF A 1 //A_SetScale(0.15)
- RIVF A 1 //A_SetScale(0.10)
- Stop
- }
- }
- ACTOR RivetFlyRingB //Rivet projectile flight effect. Alt fire.
- {
- +NOINTERACTION
- +NOCLIP
- +BRIGHT
- Radius 1
- Height 1
- Renderstyle Add
- Alpha 0.1
- Scale 0.2
- States
- {
- Spawn:
- CLSD AAA 1
- Stop
- }
- }
- ACTOR RivetBoltReboundFX
- {
- Radius 1
- Height 1
- Speed 15
- PROJECTILE
- -NOGRAVITY
- +THRUACTORS
- Gravity 0.6
- Scale 0.15
- BounceType Doom
- BounceFactor 0.4
- BounceCount 3
- SeeSound "RivetRebound"
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_Jump(255,"Var1","Var2")
- Loop
- Var1: //Horizontal
- RBLT ABCDEFGH 1
- Loop
- Var2: //Vertical
- VRLT ABCDEFGH 1
- Loop
- Death:
- BBLT A 80
- BBLT A 1 A_FadeOut(0.02)
- Goto Death+1
- }
- }
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