Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Actor Ionspray : Weapon replaces Chainsaw
- {
- Inventory.PickupMessage "You got the Ionspray"
- Obituary "%o Tripped over %k's Ionized Proximity Spray"
- Inventory.PickupSound "misc/w_pkup"
- Weapon.Kickback 1
- Weapon.AmmoType "cell"
- Weapon.AmmoGive 40
- Weapon.AmmoUse 1
- States
- {
- Spawn:
- ISPP A -1
- Loop
- Ready:
- ISPG A 0 A_StopSoundEx("SoundSlot7")
- ISPG A 1 A_WeaponReady
- Loop
- Deselect:
- ISPG A 0 A_StopSoundEx("SoundSlot7")
- ISPG A 1 A_Lower
- Loop
- Select:
- ISPG A 1 A_Raise
- Loop
- Fire:
- ISPG B 0 A_GunFlash
- ISPG B 0 A_PlaySoundEx("Weapons/IonFire", "SoundSlot7", 1)
- ISPG B 0 A_FireCustomMissile("IonBall", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))
- ISPG B 1 A_FireCustomMissile("IonBall", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))
- ISPG B 0 A_FireCustomMissile("IonBall", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))
- ISPG B 1 A_FireCustomMissile("IonBall", Random(-2, 2), 1, Random(-6, 6), Random(-4, 4))
- Hold:
- ISPG B 0 A_GunFlash
- ISPG C 0 A_FireCustomMissile("IonBall", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))
- ISPG C 1 A_FireCustomMissile("IonBall", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))
- ISPG C 0 A_FireCustomMissile("IonBall", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))
- ISPG C 1 A_FireCustomMissile("IonBall", Random(-2, 2), 1, Random(-6, 6), Random(-4, 4))
- ISPG C 0 A_ReFire
- ISPG C 4 A_StopSoundEx("SoundSlot7")
- ISPG B 3 A_PlaySoundEx("Weapons/IonCool", "SoundSlot7", 0)
- ISPG A 20
- Goto Ready
- Flash:
- TNT1 A 2 bright A_Light1
- TNT1 A 2 bright A_Light0
- Stop
- }
- }
- Actor IonBall
- {
- Radius 5
- Height 5
- Speed 2
- Damage 2
- Projectile
- +RANDOMIZE
- -NOGRAVITY
- +HEXENBOUNCE
- RenderStyle Add
- Alpha 0.45
- Scale 0.35
- Decal RailScorchLower
- States
- {
- Spawn:
- IONB A 1 Bright
- Loop
- Death:
- IONB BCDEFGHIJKL 2 Bright
- IONB LLLLLLLLLL 50
- stop
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement