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Dec 15th, 2019
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  1. zabl_state = 0
  2. zabl_holdtime = 30 // time that character stalls in air before dash
  3.  
  4. addHook("JumpSpecial", function(player)
  5. if not (player.pflags & PF_THOKKED)
  6. if(zabl_state = 0)
  7. player.mo.momx = 0
  8. player.mo.momz = 0
  9. player.mo.momy = 0
  10. if(zabl_holdtime = 0)
  11. zabl_state = 1
  12. end
  13. if(zabl_holdtime > 0)
  14. zabl_holdtime = $-1
  15. end
  16. end
  17. if(zabl_state = 1)
  18. if not(player.cmd.buttons & BT_USE)
  19. if not (player.pflags & PF_THOKKED)
  20. A_ZThrust(player.mo, 15)
  21. player.pflags = $1 + PF_THOKKED
  22. end
  23. end
  24. if (player.cmd.buttons & BT_USE)
  25. if not (player.pflags & PF_THOKKED)
  26. A_Thrust(player.mo, 5)
  27. player.pflags = $1 + PF_THOKKED
  28. end
  29. end
  30. end
  31. end
  32. end)
  33.  
  34. addHook("JumpSpinSpecial", function(player)
  35. if not (player.pflags & PF_THOKKED)
  36. A_ZThrust(player.mo, 15)
  37. player.pflags = $1 + PF_THOKKED
  38. end
  39. end)
  40. //addHook("JumpSpinSpecial", function(player)
  41. // if not (player.pflags & PF_THOKKED)
  42. // A_Thrust(player.mo, 5)
  43. // player.pflags = $1 + PF_THOKKED
  44. // end
  45. //end)
  46.  
  47. // FOR ME TO KNOW HOW TO CALL A FUNCTION
  48. //local function examplefunc()
  49. // -- stuff
  50. //end
  51. //
  52. //addHook("ThinkFrame", examplefunc)
  53.  
  54. // Ability designed by Zwataketa. Thank you Monster Iestyn, amperbee, and HellHawkX for helping with programming the ability.
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