frozenLake

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Aug 23rd, 2014
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  1. FREESLOT
  2. MT_ColorShoe
  3. S_SHOE_SPAWN
  4. S_SHOE_STN
  5. SPR_FOT1
  6.  
  7. Thing MT_ColorShoe
  8. MAPTHINGNUM = 4200
  9. SPAWNSTATE = S_SHOE_SPAWN
  10. SPAWNHEALTH = 1000
  11. SEESTATE = S_SHOE_STND
  12. SEESOUND = 0
  13. REACTIONTIME = 8
  14. ATTACKSOUND = 0
  15. PAINSTATE = 0
  16. PAINCHANCE = FRACUNIT*1
  17. PAINSOUND = sfx_brakrx
  18. MELEESTATE = 0
  19. MISSILESTATE = 0
  20. DEATHSTATE = S_NULL
  21. DEATHSOUND = 0
  22. XDEATHSTATE = 0
  23. SPEED = FRACUNIT*10
  24. RADIUS = FRACUNIT*5
  25. HEIGHT = FRACUNIT*8
  26. MASS = 100
  27. DAMAGE = 50*FRACUNIT
  28. ACTIVESOUND = 0
  29. RAISESTATE = 0
  30. FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP
  31.  
  32. FRAME S_SHOE_SPAWN
  33. SPRITENAME = FOT1
  34. SPRITEFRAME = A
  35. DURATION = 1
  36. NEXT = S_SHOE_STND
  37. ACTION NONE
  38. VAR1 = 0
  39. VAR2 = 0
  40.  
  41. FRAME S_SHOE_STND
  42. SPRITENAME = FOT1
  43. SPRITEFRAME = A
  44. DURATION = 1
  45. NEXT = S_SHOE_STND
  46. ACTION A_CapeChase
  47. VAR1 = 0
  48. VAR2 = 0
  49.  
  50.  
  51. ------
  52.  
  53.  
  54. freeslot(
  55. "S_SHOE_STND",
  56. "MT_COLORSHOE")
  57.  
  58. addHook("ThinkFrame", do
  59. for player in players.iterate
  60. if player.mo
  61. and not (player.pflags & PF_NIGHTSMODE)
  62. if player.health and not player.mo.shoe
  63. player.mo.shoe = P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_COLORSHOE)
  64. player.mo.shoe.target = player.mo
  65. end
  66. end
  67. end
  68. end)
  69.  
  70. addHook("ThinkFrame", do
  71. for player in players.iterate
  72. if player.mo
  73. and not (player.pflags & PF_NIGHTSMODE)
  74. if player.health and player.mo.shoe
  75. P_InstaThrust(player.mo.shoe, R_PointToAngle(player.mo.x, player.mo.y), 10000, player.mo.shoe)
  76. player.mo.shoe.frame = player.mo.frame
  77. end
  78. end
  79. end
  80. end)
  81.  
  82. //addHook("ThinkFrame", do
  83. // for player in players.iterate
  84. // if player.mo
  85. // and not (player.pflags & PF_NIGHTSMODE)
  86. // if player.health and player.mo.shoe
  87. // P_InstaThrust(mo, R_PointToAngle(player.mo.x, player.mo.y), 100, player.mo.shoe)
  88. // player.mo.shoe.frame = player.mo.frame
  89. //end)
  90.  
  91. //addHook("ThinkFrame", do
  92. // for player in players.iterate
  93. //
  94. // if player.health and player.mo.shoe
  95. // //this adjusts the hat when in any spin state
  96. // if (player.pflags & PF_JUMPED)
  97. // or (player.pflags & PF_MACESPIN)
  98. // or (player.mo.tracer and player.mo.tracer.type == MT_TUBEWAYPOINT)
  99. // or (player.pflags & PF_STARTDASH)
  100. // or (player.pflags & PF_SPINNING)
  101. // then
  102. // P_SetMobjStateNF(player.mo.hat, S_SHOE_STND)
  103. // else
  104. // P_SetMobjStateNF(player.mo.hat, S_SHOE_STND)
  105. // end
  106. // end
  107. // end
  108. //end)
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