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- Actor Warhead : Ammo
- {
- Inventory.Amount 1
- Inventory.MaxAmount 3
- Inventory.Icon "BFS1A0"
- Inventory.PickupMessage "You have picked up a Nuclear Warhead!"
- Inventory.PickupSound "misc/p_pkup"
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 3
- Ammo.DropAmount 0
- +INVENTORY.IGNORESKILL
- +INVENTORY.BIGPOWERUP
- States
- {
- Spawn:
- DEBF A -1
- stop
- }
- }
- Actor SSAENuke : Weapon replaces BFG9000
- {
- Inventory.PickupSound "misc/p_pkup"
- Inventory.PickupMessage "You have picked up a Nuclear Launcher!"
- Weapon.AmmoGive 1
- Weapon.AmmoType "Warhead"
- Weapon.AmmoUse 1
- Weapon.Kickback 0
- Weapon.SlotNumber 8
- Weapon.SlotPriority 0
- Weapon.SelectionOrder 9999
- +WEAPON.BFG
- +WEAPON.CHEATNOTWEAPON
- +WEAPON.NO_AUTO_SWITCH
- +WEAPON.NOAUTOAIM
- +WEAPON.NOAUTOFIRE
- +INVENTORY.BIGPOWERUP
- Tag "Nuke Launcher"
- States
- {
- Ready:
- DBFG A 1 A_WeaponReady
- loop
- Deselect:
- DBFG AAA 0 A_Lower
- DBFG A 1 A_Lower
- loop
- Select:
- DBFG AAA 0
- DBFG A 1 A_Raise
- loop
- Fire:
- DBFG B 2 A_PlaySound("Weapons/Nuke/Charge",4)
- DBFC ABCDE 2 Bright
- DBFC F 2 Bright A_GunFlash
- DBFC GHIJ 2 Bright
- DBFF A 0 Bright A_PlaySound("Weapons/Nuke/Fire",1)
- DBFF A 2 Bright A_FireCustomMissile("NukeBall",0,1,0,0,0,0)
- DBFF B 2 Bright
- DBFG CDA 2 Bright
- goto Ready
- Flash:
- TNT1 A 5 bright A_Light1
- TNT1 A 3 bright A_Light2
- TNT1 A 2 bright A_Light(3)
- TNT1 A 2 bright A_Light(4)
- TNT1 A 2 bright A_Light(3)
- TNT1 A 2 bright A_Light2
- TNT1 A 3 bright A_Light1
- Goto LightDone
- Spawn:
- BFUG A -1
- stop
- }
- }
- Actor NukeBall
- {
- var int user_NukeTimer;
- var int user_TracerCounter0;
- Height 8
- Radius 13
- Damage (Random(user_NukeTimer * 3,user_NukeTimer * 5))
- DamageType PlayerNuke
- Speed 25
- Projectile
- Renderstyle add
- Alpha 0.75
- Obituary "%o saw the light."
- +RIPPER
- +FORCERADIUSDMG
- +NODAMAGETHRUST
- States
- {
- Spawn:
- BFS1 A 0 bright A_SetUserVar("user_NukeTimer",0)
- BFS1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 1)
- BFS1 A 0 bright A_Explode(sqrt(user_NukeTimer * 160), sqrt(user_NukeTimer * 320),0,0,0)
- BFS1 A 4 bright A_ScaleVelocity(0.80)
- BFS1 A 0 bright A_JumpIf(user_NukeTimer == 18, "Death")
- BFS1 B 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 1)
- BFS1 B 0 bright A_Explode(sqrt(user_NukeTimer * 160), sqrt(user_NukeTimer * 320),0,0,0)
- BFS1 B 4 bright A_ScaleVelocity(0.80)
- BFS1 B 0 bright A_JumpIf(user_NukeTimer == 18, "Death")
- Goto Spawn+1
- Death:
- BFE1 A 0 bright A_ChangeVelocity(0,0,0,CVF_REPLACE)
- BFE1 A 0 bright ACS_NamedExecuteAlways("Nuke_Flash",0)
- BFE1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 18)
- BFE1 A 3 bright A_Explode(sqrt(user_NukeTimer * 240), sqrt(user_NukeTimer * 480),0,0,0)
- BFE1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 32)
- BFE1 A 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
- BFS1 B 0 bright A_JumpIf(user_NukeTimer >= 128, 1)
- Goto Death+4
- BFE1 B 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 32)
- BFE1 B 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
- BFS1 B 0 bright A_JumpIf(user_NukeTimer >= 224, 1)
- Goto Death+7
- BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 48)
- BFE1 C 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
- BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 64)
- BFE1 C 2 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
- BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer * 4096)
- BFE1 C 0 bright ACS_NamedExecuteAlways("Nuke_BoomFade",0)
- BFE1 C 2 bright A_Explode(sqrt(user_NukeTimer * 320), 16384, 0, 0, 8192)
- BFE1 C 0 A_SetUserVar("user_TracerCounter0",0)
- BFE1 C 0 A_CustomMissile("NukeTracer1", 0, 0, user_TracerCounter0 * 45,6,0)
- BFE1 C 0 A_SetUserVar("user_TracerCounter0", user_TracerCounter0 + 1)
- BFE1 C 0 A_JumpIf(user_TracerCounter0 >= 8, 1)
- goto Death+18
- BFE1 C 0 A_SetUserVar("user_TracerCounter0",0)
- BFE1 C 0 A_CustomMissile("NukeTracer1", 0, 0, user_TracerCounter0 * 45,6,45)
- BFE1 C 0 A_SetUserVar("user_TracerCounter0", user_TracerCounter0 + 1)
- BFE1 C 0 A_JumpIf(user_TracerCounter0 >= 8, 1)
- goto Death+21
- BFE1 C 0 A_SetUserVar("user_TracerCounter0",0)
- BFE1 C 0 A_CustomMissile("NukeTracer1", 0, 0, user_TracerCounter0 * 45,6,-45)
- BFE1 C 0 A_SetUserVar("user_TracerCounter0", user_TracerCounter0 + 1)
- BFE1 C 0 A_JumpIf(user_TracerCounter0 >= 8, 1)
- goto Death+25
- BFE1 DEF 8 bright
- stop
- }
- }
- Actor NukeTracer : FastProjectile
- {
- Projectile
- Height 4
- Radius 4
- Speed 1024
- Damage (1)
- DamageType PlayerNuke
- +RIPPER
- +FORCERADIUSDMG
- +NODAMAGETHRUST
- States
- {
- Spawn:
- TNT1 A 1
- Loop
- Death:
- TNT1 A 1 A_Explode(20985,16384,0,0,8192)
- stop
- }
- }
- Actor NukeTracer1 : NukeTracer
- {
- var int user_TracerCounter1;
- States
- {
- Death:
- TNT1 A 0 A_SetUserVar("user_TracerCounter1",0)
- TNT1 A 0 A_CustomMissile("NukeTracer2", 0, 0, user_TracerCounter1 * 45,6,0)
- TNT1 A 0 A_SetUserVar("user_TracerCounter1", user_TracerCounter1 + 1)
- TNT1 A 0 A_JumpIf(user_TracerCounter1 >= 8, 1)
- goto Death+1
- TNT1 A 0 A_SetUserVar("user_TracerCounter1",0)
- TNT1 A 0 A_CustomMissile("NukeTracer2", 0, 0, user_TracerCounter1 * 45,6,45)
- TNT1 A 0 A_SetUserVar("user_TracerCounter1", user_TracerCounter1 + 1)
- TNT1 A 0 A_JumpIf(user_TracerCounter1 >= 8, 1)
- goto Death+4
- TNT1 A 0 A_SetUserVar("user_TracerCounter1",0)
- TNT1 A 0 A_CustomMissile("NukeTracer2", 0, 0, user_TracerCounter1 * 45,6,-45)
- TNT1 A 0 A_SetUserVar("user_TracerCounter1", user_TracerCounter1 + 1)
- TNT1 A 0 A_JumpIf(user_TracerCounter1 >= 8, 1)
- goto Death+8
- TNT1 A 0
- goto "Super::Death"
- }
- }
- Actor NukeTracer2 : NukeTracer {}
- ---
- MAP01 - Python
- ]give health 99999
- ]dmflags 2048
- ]give ssaenuke
- Picked up some 12 Gauge shotgun shells
- Ahhhh! My old love!
- Picked up the armor.
- Execution could not continue.
- Could not malloc 640 bytes
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