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Feb 19th, 2019
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  1. actor bluerTurSpawner : Weapon
  2. {
  3. Weapon.SelectionOrder 3800
  4. Weapon.AmmoUse 1
  5. Weapon.AmmoGive 1
  6. Weapon.AmmoType "bluerturcount"
  7. +WEAPON.WIMPY_WEAPON
  8. States
  9. {
  10. Ready:
  11. PUNG A 5 A_WeaponReady
  12. loop
  13. Deselect:
  14. PUNG A 1 A_Lower
  15. loop
  16. Select:
  17. PUNG A 1 A_Raise
  18. loop
  19. Fire:
  20. PUNG B 4
  21. PUNG C 4 A_FireCustomMissile ("rturball2", 0, true, 0, 0, 0, 0)
  22. PUNG D 5
  23. PUNG C 4
  24. PUNG B 4
  25. PUNG C 4
  26. PUNG D 5
  27. PUNG C 4
  28. PUNG B 5 A_ReFire
  29. goto Ready
  30.  
  31. }
  32. }
  33.  
  34. ACTOR rturball2
  35. {
  36. Radius 6
  37. Height 8
  38. Speed 10
  39. Damage 0
  40. Projectile
  41. -NOGRAVITY
  42. +RANDOMIZE
  43. -DEHEXPLOSION
  44. -GRENADETRAIL
  45. Gravity 0.45
  46.  
  47. States
  48. {
  49. Spawn:
  50. BAL1 AB 4
  51. loop
  52.  
  53. Death:
  54. TNT1 A 0 A_SpawnItemEx("blueturret3",96,0,0,0,0,0,0,32,0)
  55. stop
  56. }
  57. }
  58.  
  59. //-------------------------------------------------------------------
  60.  
  61.  
  62.  
  63. actor MechReloading : Inventory
  64. {
  65. inventory.amount 0
  66. inventory.maxamount 20
  67. }
  68.  
  69.  
  70. actor blueturret3
  71. {
  72. Height 48
  73. Radius 16
  74. health 100
  75. Mass 999999
  76. speed 0
  77. damagefactor "turdmgb", 0.0
  78. Translation "112:127=192:207"
  79.  
  80. MONSTER
  81. +FLOORCLIP
  82. +NOBLOOD
  83. +NOICEDEATH
  84. -SOLID
  85. +NOCLIP
  86. -FRIENDLY
  87. +NOTARGET
  88. +LOOKALLAROUND
  89. +NEVERRESPAWN
  90. states
  91. {
  92. Spawn:
  93.  
  94. SENT AA 0 A_GiveInventory("MechReloading",12)
  95. SENT A 6 A_Look
  96. Goto Spawn+2
  97. See:
  98. SENT A 0 A_GiveInventory("bluecard",1)
  99. SENT A 2 A_ChangeFlag("FRIENDLY",0)
  100. SENT A 8
  101. SENT A 2 A_JumpIfTargetInLOS("Missile")
  102. SENT A 0 A_TakeInventory("MechReloading",12)
  103. SENT A 2 A_ClearTarget
  104. goto Spawn+2
  105. See2:
  106. SENT A 2 A_ClearTarget
  107. goto See
  108. See3:
  109. SENT AA 1 A_JumpIfInTargetInventory("bluecard",1,"See2")
  110. SENT A 0 A_Jump(16,"MissileGo")
  111. SENT A 0 A_JumpIfCloser(128,"MissileGo")
  112. goto See
  113. MissileCheck:
  114. SENT AA 0 A_JumpIfInTargetInventory("bluecard",1,"See2")
  115. SENT A 0 A_Chase("","",CHF_DONTMOVE)
  116. SENT A 0
  117. goto MissileGo+2
  118. Missile:
  119. SENT A 0
  120. SENT AA 1 A_JumpIfInTargetInventory("bluecard",1,"See2")
  121.  
  122. SENT A 1 A_JumpIfCloser(3072,"MissileGo")
  123. SENT A 0
  124. goto See2
  125. MissileGo:
  126. SENT A 8 A_FaceTarget
  127. SENT A 0 A_CPosRefire
  128. SENT A 2
  129. SENT A 0 A_JumpIfInventory("MechReloading",12,"Pain")
  130. SENT B 0 A_CustomMissile("Rocketturb",36,0)
  131. SENT A 0
  132. SENT A 0 A_FaceTarget
  133. SENT A 2 BRIGHT
  134. SENT A 1 BRIGHT
  135. SENT A 0
  136. SENT A 0
  137. SENT A 0
  138. SENT A 0 A_FaceTarget
  139. SENT A 2 BRIGHT
  140. SENT A 1 BRIGHT A_ChangeFlag("FRIENDLY",0)
  141. SENT A 0 A_CPosRefire
  142. SENT A 0 A_GiveInventory("MechReloading",1)
  143. goto MissileCheck
  144. Pain:
  145. SENT A 0
  146. SENT A 0 A_ClearTarget
  147. SENT A 3 A_TakeInventory("MechReloading",12)
  148. goto See
  149.  
  150. Death:
  151. SENT C 1
  152. SENT C 0 A_PlaySound("weapons/rocklx",CHAN_WEAPON)
  153. SENT C 20 A_SpawnItem("SentryBoom",0,48)
  154. SENT C 10 A_NoBlocking
  155. SENT C -1
  156. stop
  157. }
  158. }
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