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| 1 | actor thingy replaces healthbonus | |
| 2 | {
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| 3 | var int user_xAdd; | |
| 4 | var int user_yAdd; | |
| 5 | var int user_Pos; | |
| 6 | States | |
| 7 | {
| |
| 8 | Spawn: | |
| 9 | BON1 A 0 NoDelay | |
| 10 | {
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| 11 | A_SetUserVar ("user_xAdd",x);
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| 12 | A_SetUserVar ("user_yAdd",y);
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| 13 | ||
| 14 | if (user_xAdd < 0) | |
| 15 | {
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| 16 | A_SetUserVar ("user_xAdd",-user_xAdd); // Makes x positive.
| |
| 17 | } | |
| 18 | ||
| 19 | if (user_yAdd < 0) | |
| 20 | {
| |
| 21 | A_SetUserVar ("user_yAdd",-user_yAdd); // Makes y positive.
| |
| 22 | } | |
| 23 | ||
| 24 | A_SetUserVar ("user_Pos",((user_xAdd+1024) * (user_yAdd+1024) / 997));
| |
| 25 | } | |
| 26 | // Use modulus (%) to divide, and use the remainder to decide outcome. | |
| 27 | BON1 A 0 A_Jumpif (user_Pos % 4 == 0, "Zero") | |
| 28 | BON1 A 0 A_Jumpif (user_Pos % 4 == 1, "One") | |
| 29 | BON1 A 0 A_Jumpif (user_Pos % 4 == 2, "Two") | |
| 30 | BON1 A 0 A_Jumpif (user_Pos % 4 == 3, "Three") | |
| 31 | fallback: | |
| 32 | ROCK ABCDCB 6 | |
| 33 | stop | |
| 34 | Zero: | |
| 35 | BON1 ABCDCB 6 | |
| 36 | Loop | |
| 37 | One: | |
| 38 | BON2 ABCDCB 6 | |
| 39 | Loop | |
| 40 | Two: | |
| 41 | SHEL A 6 | |
| 42 | Loop | |
| 43 | Three: | |
| 44 | STIM A 6 | |
| 45 | Loop | |
| 46 | } | |
| 47 | } |