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Ehibika

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Nov 13th, 2019
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  1. Actor Itolos : ClassBaseCSCC
  2. {
  3. Player.DisplayName "Itolos"
  4. Player.SoundClass "Itolos"
  5. -WINDTHRUST
  6. Health 65
  7. Player.MaxHealth 65
  8. Player.JumpZ 10
  9. Player.ForwardMove 1.8, 1.8
  10. Player.SideMove 1.8, 1.8
  11. Player.MaxSkinSizeFactor 0, 0
  12. Player.StartItem "BugTypeWepITLS"
  13. Player.StartItem "BugAttackPP",256
  14. Player.StartItem "HolyAttackPP",256
  15. Player.StartItem "FlyingAttackPP",256
  16. Player.StartItem "SolarBeamItem"
  17. Player.StartItem "LifeAmmo", 64
  18. Player.StartItem "CanUseItems"
  19. player.startitem "YesFlightFlag"
  20. Player.StartItem "SubWeaponCount", 2
  21. //Player.StartItem "SubWeaponEddie", 1
  22. //Type Bug/Holy
  23. //Damagefactor "Normal", 1.2
  24. //Player.StartItem "BugTypeTag"
  25. //Player.StartItem "HolyTypeTag"
  26. States
  27. {
  28. Spawn:
  29. TNT1 A 0
  30. TNT1 A 1 A_GiveInventory("YesFlightFlag",1)
  31. TNT1 A 0
  32. ITLO B 1 A_TakeInventory("IsDead",1)
  33. ITLO A 1 A_ScaleVelocity(0.5)
  34. ITLO AAA 1 A_JumpIfHealthLower(2,"Morph")
  35. ITLO A 0 A_ScaleVelocity(0.5)
  36. ITLO BBB 1 A_JumpIfHealthLower(2,"Morph")
  37. ITLO B 0 A_ScaleVelocity(0.5)
  38. ITLO CCC 1 A_JumpIfHealthLower(2,"Morph")
  39. ITLO C 0 A_ScaleVelocity(0.5)
  40. ITLO BBB 1 A_JumpIfHealthLower(2,"Morph")
  41. ITLO B 0 A_ScaleVelocity(0.5)
  42. GoTo Spawn+4
  43. See:
  44. TNT1 A 0
  45. ITLO BCDE 1 A_JumpIfHealthLower(2,"Morph")
  46. GoTo Spawn+2
  47. Missile:
  48. ITLO F 5 A_JumpIfHealthLower(2,"Morph")
  49. ITLO G 4 A_JumpIfHealthLower(2,"Morph")
  50. GoTo Spawn+2
  51. Pain:
  52. ITLO H 0 A_JumpIfHealthLower(2,"Morph")
  53. ITLO H 0 A_Recoil(1)
  54. ITLO H 0
  55. ITLO H 0 A_ScaleVelocity(0.95)
  56. ITLO H 0 A_Pain
  57. ITLO H 0 A_Jump(256,"PainFix")
  58. goto PainFix
  59. PainFix:
  60. ITLO H 0
  61. goto PainFrames
  62. PainFrames:
  63. ITLO H 0 A_JumpIfHealthLower(2,"Morph")
  64. ITLO H 0 A_Pain
  65. ITLO H 1 A_SpawnItem("PainFX",0,3)
  66. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  67. ITLO H 1 A_SpawnItem("PainFX",0,3)
  68. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  69. ITLO H 1 A_SpawnItem("PainFX",0,3)
  70. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  71. ITLO H 1 A_SpawnItem("PainFX",0,3)
  72. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  73. ITLO H 1 A_SpawnItem("PainFX",0,3)
  74. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  75. ITLO H 1 A_SpawnItem("PainFX",0,3)
  76. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  77. ITLO H 1 A_SpawnItem("PainFX",0,3)
  78. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  79. ITLO H 1 A_SpawnItem("PainFX",0,3)
  80. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  81. ITLO H 1 A_SpawnItem("PainFX",0,3)
  82. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  83. ITLO H 1 A_SpawnItem("PainFX",0,3)
  84. ITLO H 1 A_JumpIfHealthLower(2,"Morph")
  85. ITLO H 0 //SetPlayerProperty(0,0,1)
  86. ITLO H 0 A_Jump(256, "Spawn")
  87. Goto Spawn+2
  88. Death:
  89. ITLO H 0 SetPlayerProperty(0, 0, 4)
  90. ITLO H 0 A_TakeInventory("WeaponCharge",999)
  91. ITLO H 0 A_NoBlocking
  92. ITLO H 0 A_GiveInventory("CutterFlag",999)
  93. ITLO H 0 A_GiveInventory("IsDead",1)
  94. ITLO H 0 A_Stop
  95. ITLO H 0 A_GiveToTarget("KilledMeStock",1)
  96. ITLO H 1 A_GiveToTarget("KilledMe",1)
  97. ITLO H 3 ACS_ExecuteAlways(999,0,0)
  98. ITLO H 0 SetPlayerProperty(0, 0, 4)
  99. ITLO H 0 A_PlayerScream
  100. ITLO H 1 A_SetTranslucent(0.90, 0)
  101. ITLO H 1 A_SetTranslucent(0.80, 0)
  102. ITLO H 1 A_SetTranslucent(0.70, 0)
  103. ITLO H 1 A_SetTranslucent(0.60, 0)
  104. ITLO H 1 A_SetTranslucent(0.50, 0)
  105. ITLO H 1 A_SetTranslucent(0.40, 0)
  106. ITLO H 1 A_SetTranslucent(0.30, 0)
  107. ITLO H 1 A_SetTranslucent(0.20, 0)
  108. ITLO H 1 A_SetTranslucent(0.10, 0)
  109. PLAY Z 1 A_CheckPlayerDone
  110. wait
  111. Morph:
  112. ITLO H 0 A_GiveInventory("PowerTempNoDamage",1)
  113. ITLO H 0 SetPlayerProperty(0,0,0)
  114. ITLO H 0 SetPlayerProperty(0,1,4)
  115. ITLO H 3
  116. SHDJ H 3
  117. ITLO H 3
  118. SHDJ H 3
  119. ITLO H 1
  120. SHDJ H 1
  121. ITLO H 1
  122. SHDJ H 1
  123. ITLO H 1
  124. SHDJ H 1
  125. /*
  126. ITLO H 12
  127. SHDJ H 0
  128. SHDJ H 1
  129. SHDJ H 12
  130. */
  131. SHDJ A 0 SetPlayerProperty(0,0,4)
  132. SHDJ A 0
  133. SHDJ A 0 A_TakeInventory("SolarBeamItem",1)
  134. SHDJ A 0 A_TakeInventory("BugTypeWepITLS",1)
  135. SHDJ A 0 A_GiveInventory("ConfuseRayItem",1)
  136. SHDJ A 0 SetPlayerProperty(0,0,16)
  137. SHDJ A 0 ACS_NamedExecuteAlways("ImurkonoMorph",0)
  138. SHDJ AAAAAA 6
  139. ITLO H 0
  140. goto Spawn
  141. CredWalk:
  142. ITLO BCDE 8
  143. loop
  144. }
  145. }
  146.  
  147. Actor PowerTempNoDamage : Powerprotection
  148. {
  149. Powerup.Duration 70
  150. DamageFactor "NORMAL", 0
  151. }
  152.  
  153. Actor PowerImurkonoSpectre : PowerMorph
  154. {
  155. Powerup.Duration 0x7FFFFFFF
  156. PowerMorph.PlayerClass "Imurkono"
  157. PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_UNDOBYDEATHFORCED)
  158. }
  159.  
  160. Actor Imurkono : PlayerPawn
  161. {
  162. Player.DisplayName "Imurkono"
  163. Player.SoundClass "Imurkono"
  164. +DONTRIP
  165. +CANTSEEK
  166. +NOBLOOD
  167. +NOBLOODDECALS
  168. +FLOATBOB
  169. +CANNOTPUSH
  170. -WINDTHRUST
  171. -SOLID
  172. -TELESTOMP
  173. -PICKUP
  174. Health 5
  175. Player.MaxHealth 50
  176. Player.JumpZ 10
  177. Player.ForwardMove 0.4, 0.4
  178. Player.SideMove 0.38, 0.38
  179. Player.morphweapon "BugTypeWepIMKN"
  180. Player.StartItem "BugAttackPP",256
  181. Player.StartItem "LifeAmmo", 64
  182. //Player.StartItem "IAmGhostType", 1
  183. //Type - Bug/Undead
  184. //Wonder Guard - anything not super effective will do next to no damage
  185. Damagefactor "Normal", 0.05
  186. //Weaknesses
  187. //Holy Attacks
  188. damagefactor "DuoFist3", 1.0
  189. damagefactor "HolyType", 1.0
  190. damagefactor "HolyType2", 1.0
  191. damagefactor "HolyType3", 1.0
  192. damagefactor "GunDelSol", 1.0
  193. damagefactor "EHolyType", 1.0
  194. damagefactor "EHolyType2", 1.0
  195. //Fire Type
  196. damagefactor "FireType", 1.0
  197. damagefactor "FireType2", 1.0
  198. damagefactor "FireTypeB", 1.0
  199. damagefactor "FireSpin", 1.0
  200. damagefactor "FireSpinN", 1.0
  201. damagefactor "FireTrap", 1.0
  202. damagefactor "FirePillar", 1.0
  203. damagefactor "FireStorm", 1.0
  204. damagefactor "AtomicFire1", 1.0
  205. damagefactor "AtomicFire2", 1.0
  206. damagefactor "AtomicFire3", 1.0
  207. damagefactor "PharaohShot1", 1.0
  208. damagefactor "PharaohShot2", 1.0
  209. damagefactor "PharaohShot3", 1.0
  210. damagefactor "PharaohHold", 1.0
  211. damagefactor "FlameBlast", 1.0
  212. damagefactor "ScorchWheel", 1.0
  213. damagefactor "FlameSword", 1.0
  214. damagefactor "FlameSwordSpark", 1.0
  215. damagefactor "WaveBurner", 1.0
  216. damagefactor "OilCanister", 1.0
  217. damagefactor "NapalmVulcan", 1.0
  218. damagefactor "NapalmVulcan2", 1.0
  219. damagefactor "EFireType", 1.0
  220. damagefactor "EFireType2", 1.0
  221. damagefactor "Blaze", 1.0
  222. damagefactor "LooseCannonExpl", 0.125 //Bite Me
  223. // Suck it ~bika
  224. //Rock Attacks
  225. damagefactor "RockType", 1.0
  226. damagefactor "SuperArm", 1.0
  227. damagefactor "DustCrusher", 1.0
  228. damagefactor "DustCrusherBit", 1.0
  229. damagefactor "CrystalEye", 1.0
  230. damagefactor "CrystalEyeBit", 1.0
  231. damagefactor "PowerStone", 1.0
  232. damagefactor "ERockType", 1.0
  233. damagefactor "ERockType2", 1.0
  234. //Flying Attacks
  235. damagefactor "FlyingType", 1.0
  236. damagefactor "GyroAttack", 1.0
  237. damagefactor "TenguBlade", 1.0
  238. damagefactor "Arrow", 1.0
  239. damagefactor "Beat", 1.0
  240. damagefactor "DragoonSpear", 1.0
  241. damagefactor "DragoonImpact", 1.0
  242. damagefactor "EFlyingType", 1.0
  243. damagefactor "EFlyingType2", 1.0
  244. //Break Attacks
  245. damagefactor "HardKnuckle", 1.0
  246. damagefactor "BreakType", 1.0
  247. damagefactor "BreakType2", 1.0
  248. damagefactor "BreakType3", 1.0
  249. damagefactor "BreakType4", 1.0
  250. damagefactor "BreakTypeX", 1.0
  251. damagefactor "EBreakType", 1.0
  252. damagefactor "EBreakType2", 1.0
  253. //Special Cases
  254. //Pharaoh Shot- Fire and Holy combined
  255. damagefactor "PharaohHold", 1.0
  256. damagefactor "PharaohShot1", 1.0
  257. damagefactor "PharaohShot2", 1.0
  258. damagefactor "PharaohShot3", 1.0
  259. //Flame Sword- Fire and Sword combined
  260. damagefactor "FlameSword", 1.0
  261. //Illumina/LightBringer- Sword and Holy
  262. damagefactor "LightBringerC", 1.0
  263. damagefactor "LightBringerC2", 1.0
  264. damagefactor "EHolySword", 1.0
  265. damagefactor "EHolySword2", 1.0
  266. //SolarBeam- Grass and Holy
  267. damagefactor "Solarbeam", 0.5
  268. //Fury Stinger- Bug and Holy
  269. damagefactor "FuryStinger", 0.5
  270. //Will-O-Wisp
  271. damagefactor "WillOWisp", 0.5
  272. //Dark Attacks
  273. damagefactor "DarkType", 0.125
  274. damagefactor "DrkMgnPul", 0.125
  275. damagefactor "RingBoomerang", 0.125
  276. damagefactor "StarCrash", 0.125
  277. damagefactor "EDarkType", 0.125
  278. damagefactor "EDarkType2", 0.125
  279. //Poison Attacks
  280. damagefactor "EPoisonType", 0.0
  281. damagefactor "EPoisonType2", 0.0
  282. //Undead Attacks
  283. damagefactor "EUndeadType", 0.0
  284. damagefactor "EUndeadType2", 0.0
  285. //Fairy Attacks
  286. damagefactor "EFairyType", 0.0
  287. damagefactor "EFairyType2", 0.0
  288. //Fighting Attacks
  289. damagefactor "EFightingType", 0.0
  290. damagefactor "EFightingType2", 0.0
  291. //Grass Attacks
  292. damagefactor "EGrassType", 0.0
  293. damagefactor "EGrassType2", 0.0
  294. //Ground Attacks
  295. damagefactor "EGroundType", 0.0
  296. damagefactor "EGroundTypeX", 0.0
  297. //End of type based DF's
  298. damagefactor "AnnihilationX", 1.0
  299. damageFactor "Falling", 10.0
  300. damagefactor "Buster", 1.0 //for NOW
  301. damagefactor "ScreenNuke", 0.0
  302. damagefactor "AuraType", 1.0
  303. damagefactor "AuraType2", 1.0
  304. damagefactor "AuraType3", 1.0
  305. damagefactor "AuraTypeX", 1.0
  306. damagefactor "ECurseType", 1.0
  307. damagefactor "ECurseType2", 1.0
  308. damagefactor "ECurseTypeC", 1.0
  309. scale 2.5
  310. States
  311. {
  312. Spawn:
  313. //TNT1 A 0
  314. TNT1 A 0 A_GiveInventory("YesFlightFlag",1)
  315. SHDJ A 0 A_GiveInventory("ConfuseRayItem",1)
  316. SHDJ A 1
  317. SHDJ A 105
  318. SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
  319. SHDJ A 1 HealThing(1)
  320. SHDJ A 1
  321. SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
  322. SHDJ A 1 HealThing(1)
  323. SHDJ A 1
  324. SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
  325. SHDJ A 1 HealThing(1)
  326. SHDJ A 1
  327. SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
  328. SHDJ A 1 HealThing(1)
  329. SHDJ A 1 A_GiveInventory("SubWeaponAmmo",1)
  330. GoTo Spawn+5
  331. See:
  332. TNT1 A 0
  333. SHDJ A 5
  334. GoTo Spawn+2
  335. Missile:
  336. SHDJ B 5
  337. SHDJ C 4
  338. GoTo Spawn+2
  339. Pain.ElectricType3:
  340. SHDJ H 0
  341. SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
  342. goto Pain
  343. Pain.ATBSniper:
  344. Pain.ATBSemiAuto:
  345. SHDJ H 0
  346. SHDJ H 0 A_SpawnItemEx("SnipedSafetyController")
  347. goto Pain
  348. Pain.SpreadDrill:
  349. Pain.SpreadDrill2:
  350. Pain.SpreadDrill3:
  351. SHDJ H 0 A_JumpIfInventory("SpreadDrillProtect", 1 ,2)
  352. SHDJ H 0 A_PlaySoundEx("weapon/spreaddrillhit","SoundSlot5")
  353. SHDJ H 0 A_GiveInventory("SpreadDrillProtect", 1)
  354. Goto Pain
  355. Pain.FlameSword:
  356. SHDJ H 0 A_GiveInventory("FlameSwordProtectTM", 1)
  357. SHDJ HH 0 A_SpawnItemEx("ScorchBit",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))
  358. Goto Pain
  359. Pain.MagnetMissile:
  360. Pain.DiveMissile:
  361. Pain.HomingSniper:
  362. Pain.EFlyingType:
  363. SHDJ H 0
  364. SHDJ H 0 A_SpawnItemEx("DontRipSafetyController")
  365. Goto Pain
  366. Pain.SwordTypeA:
  367. SHDJ H 0
  368. SHDJ H 0 A_SpawnItemEx("SwordTypeSafetyController")
  369. Goto Pain+3
  370. Pain.SwordTypeA2:
  371. SHDJ H 0
  372. SHDJ H 0 A_SpawnItemEx("SwordType2SafetyController")
  373. Goto Pain+3
  374. Pain.SwordTypeA3:
  375. SHDJ H 0
  376. SHDJ H 0 A_SpawnItemEx("SwordType3SafetyController")
  377. Goto Pain+3
  378. Pain.AirTypeMH:
  379. SHDJ H 0
  380. SHDJ H 0 A_SpawnItemEx("AirElementSafetyController")
  381. Goto Pain+3
  382. Pain.GyroChargeShot:
  383. SHDJ H 0
  384. SHDJ H 0 A_SpawnItemEx("GyroSafetyController")
  385. Goto Pain+3
  386. Pain.BreakTypeA:
  387. SHDJ H 0
  388. SHDJ H 0 A_SpawnItemEx("BreakTypeSafetyController")
  389. Goto Pain+3
  390. Pain.Blizzard:
  391. Pain.Geyser:
  392. SHDJ H 0
  393. SHDJ H 0 A_SpawnItemEx("GeyserSafetyController")
  394. Goto Pain+3
  395. Pain.BreakType2:
  396. SHDJ H 0 //SetPlayerProperty(0,1,4)
  397. SHDJ H 0
  398. SHDJ H 0 //A_FaceTarget
  399. SHDJ H 0 ThrustThingZ(0,2,1,0)
  400. SHDJ H 0 A_Recoil(16)
  401. SHDJ H 0 A_SpawnItemEx("BreakType2SafetyController")
  402. SHDJ H 0 //SetPlayerProperty(0,0,4)
  403. Goto Pain+3
  404. Pain.ChidoriLP:
  405. SHDJ H 0
  406. SHDJ H 0 A_SpawnItemEx("SenKarasuSafetyController")
  407. Goto Pain
  408. Pain.DarkType:
  409. Pain.HolyType3:
  410. Pain.EIceType:
  411. Pain.EDarkType:
  412. Pain.EDarkType2:
  413. Pain.SteelType3:
  414. Pain.DragonTypeX:
  415. Pain.ElectricTypeX:
  416. Pain.AuraTypeX:
  417. Pain.IceTypeX:
  418. Pain.ESwordType2:
  419. Pain.Shock:
  420. Pain.EHolyType2:
  421. SHDJ H 0 A_GiveInventory("ShortInvulnerabilityFrames",1)
  422. Goto Pain
  423. Pain.EBugType:
  424. Pain.EGhostType:
  425. Pain.EPoisonType:
  426. Pain.EGroundType:
  427. Pain.ESteelType:
  428. Pain.EFireType:
  429. Pain.WaterType2:
  430. Pain.Frost:
  431. SHDJ H 0
  432. SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
  433. Goto Pain
  434. Pain.EWaterType:
  435. SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
  436. Goto Pain
  437. Pain.EHolySword:
  438. SHDJ H 0
  439. SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
  440. Goto Pain
  441. Pain.LightBringerC:
  442. Pain.RagnarokC:
  443. Pain.RagnarokC2:
  444. Pain.Blaze:
  445. SHDJ H 0
  446. SHDJ H 0 A_GiveInventory("MiniProtectionFrames",1)
  447. Goto Pain
  448. Pain.SwordType5:
  449. SHDJ H 0
  450. SHDJ H 0 A_GiveInventory("ShortInvulnerabilityFrames",1)
  451. Goto Pain
  452. Pain:
  453. SHDJ H 0
  454. SHDJ H 0 A_Pain
  455. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  456. SHDJ H 1 //A_Recoil(1)
  457. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  458. SHDJ H 1 //A_Recoil(1)
  459. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  460. SHDJ H 1 //A_Recoil(1)
  461. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  462. SHDJ H 1 //A_Recoil(1)
  463. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  464. SHDJ H 1 //A_Recoil(1)
  465. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  466. SHDJ H 1 //A_Recoil(1)
  467. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  468. SHDJ H 1 //A_Recoil(1)
  469. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  470. SHDJ H 1 //A_Recoil(1)
  471. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  472. SHDJ H 1 //A_Recoil(1)
  473. SHDJ H 1 A_SpawnItem("PainFX",0,3)
  474. SHDJ H 1 //A_Recoil(1)
  475. SHDJ H 0 //SetPlayerProperty(0,0,1)
  476. SHDJ H 0 A_Jump(256, "Spawn")
  477. Goto Spawn+2
  478. Death:
  479. SHDJ H 0 SetPlayerProperty(0, 0, 4)
  480. SHDJ H 0 A_TakeInventory("WeaponCharge",999)
  481. SHDJ H 0 A_NoBlocking
  482. SHDJ H 0 A_GiveInventory("CutterFlag",999)
  483. SHDJ H 0 A_GiveInventory("IsDead",1)
  484. SHDJ H 0 A_Stop
  485. SHDJ H 0 A_GiveToTarget("KilledMeStock",1)
  486. SHDJ H 1 A_GiveToTarget("KilledMe",1)
  487. SHDJ H 3 ACS_ExecuteAlways(999,0,0)
  488. SHDJ H 0 SetPlayerProperty(0, 0, 4)
  489. SHDJ H 0 A_PlayerScream
  490. SHDJ H 1 A_SetTranslucent(0.90, 0)
  491. SHDJ H 1 A_SetTranslucent(0.80, 0)
  492. SHDJ H 1 A_SetTranslucent(0.70, 0)
  493. SHDJ H 1 A_SetTranslucent(0.60, 0)
  494. SHDJ H 1 A_SetTranslucent(0.50, 0)
  495. SHDJ H 1 A_SetTranslucent(0.40, 0)
  496. SHDJ H 1 A_SetTranslucent(0.30, 0)
  497. SHDJ H 1 A_SetTranslucent(0.20, 0)
  498. SHDJ H 1 A_SetTranslucent(0.10, 0)
  499. SHDJ H 0 ACS_Execute(665,0)
  500. PLAY Z 1 A_CheckPlayerDone
  501. wait
  502. }
  503. }
  504.  
  505. actor GhostFireFX
  506. {
  507. +NOINTERACTION
  508. scale 2.0
  509. states
  510. {
  511. Spawn:
  512. WLOW I 0
  513. WLOW IJKLO 1 A_FadeOut(0.12)
  514. stop
  515. }
  516. }
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