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Jul 25th, 2017
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  1. Actor Co2CanOnce : Inventory
  2. {
  3.     Inventory.MaxAmount 1
  4.     -INVBAR
  5. }
  6.  
  7. Actor FakeExtinguisher : CustomInventory
  8. {
  9.   //$Category WDI Weapons
  10.   //$Title "Fire_Extinguisher"
  11.     Radius 16
  12.     Height 8
  13.     Scale 0.6
  14.     Inventory.PickupMessage ""
  15.     Inventory.RespawnTics 21000 //10 Minutes
  16.     States
  17.     {
  18.     Spawn:
  19.         FEXT A -1
  20.         Stop
  21.     Pickup:
  22.         FEXT A 0
  23.         FEXT A 0 A_JumpIfInventory("Slot1Filled",1,"NotPickup")
  24.         FEXT A 0 A_PlaySound("pickups/weapon")
  25.         FEXT A 0 A_GiveInventory("FireExtinguisher",1)
  26.         FEXT A 0 A_GiveInventory("Slot1Filled",1)
  27.         FEXT A 0 //ACS_Execute(670,0,14)
  28.         FEXT A 0 A_JumpIfInventory("Co2CanOnce",1,"ForgetIt")
  29.         SPRY B 0 A_GiveInventory("Co2Ammo",random(50,750))
  30.         SPRY B 0 A_GiveInventory("Co2CanOnce",1)   
  31.         Stop
  32.     NotPickup:
  33.         FEXT A 0
  34.         FEXT A 1 //ACS_Execute(670,0,14)
  35.         Fail
  36.        
  37.         ForgetIt:
  38.         FEXT A -1
  39.         Stop
  40.        
  41. }}
  42.  
  43. Actor DroppedExtinguisher
  44. {
  45.     PROJECTILE
  46.     -NOGRAVITY
  47.     Damage 0
  48.     Radius 16
  49.     Height 8
  50.     Speed 9
  51.     Scale 0.6
  52.     DeathSound "weapons/fireextinguisher/drop"
  53.     States
  54.     {
  55.     Spawn:
  56.         FEXT A -1
  57.         Stop
  58.     Death:
  59.         FEXT A 35
  60.         FEXT A 1 A_SpawnItem("FakeExtinguisher",0,0,0,0)
  61.         Stop
  62. }}
  63.  
  64. Actor FireExtinguisher : Weapon
  65. {
  66.     Radius 8
  67.     Height 32
  68.     Scale 0.2
  69.     Inventory.PickupMessage "Found a Fire Extinguisher. Now how do I work this damn thing?"
  70.     inventory.Pickupsound "misc/i_pkup"
  71.     Weapon.SelectionOrder 2200
  72.     Weapon.AmmoType1 "co2ammo"
  73.     Weapon.AmmoUse 1
  74.     Weapon.preferredSkin "ExtinguisherSkin"
  75.    
  76.     +WEAPON.MELEEWEAPON
  77.     +WEAPON.NOAUTOFIRE
  78.     +INVENTORY.UNDROPPABLE
  79.     States
  80.     {
  81.     Spawn:
  82.         FEXT A 0
  83.         goto Death
  84.     Pickup:
  85.    
  86.     Select:
  87.         EXTG A 1 A_Raise
  88.         loop
  89.        
  90.     Deselect:
  91.         EXTG A 0 A_StopSoundEx("Weapon")
  92.         EXTG AA 1 A_Lower
  93.         Goto Deselect+1
  94.    
  95.     Ready:
  96.         EXTG A 0 A_StopSoundEx("weapon")
  97.     Realredy:
  98.         EXTG A 0 A_JumpIfInventory("IsDropping",1,"DropWeapon")
  99.         EXTG A 1 A_WeaponReady
  100.         Loop   
  101.            
  102.     DropWeapon:
  103.         TNT1 A 0
  104.         TNT1 A 1 A_TakeInventory("IsDropping",1)
  105.         TNT1 A 0 A_TakeInventory("Slot1Filled",1)
  106.         TNT1 A 0 A_FireCustomMissile("DroppedExtinguisher",0,0,0,-10)
  107.         TNT1 A 1 A_TakeInventory("FireExtinguisher",1)
  108.         Stop
  109.        
  110.     Fire:
  111.         EXTG A 0 A_JumpIfNoAmmo ("EmptyFire")
  112.         EXTG A 1 A_PlaySoundEx("weapons/fireextinguisher/fire", "Weapon",0)
  113.         EXTG ABC 2
  114.         TNT1 A 0 A_JumpIf(waterlevel <= 2, 1)
  115.         TNT1 A 0 A_SpawnItemEx ("WaterBreath", 18,-6, 32, 6, 2, 0, 0, 0, 0)
  116.         EXTG C 1 A_FireCustomMissile("HalonParticle", -11+random(-4,4), 1, -6, 10, 0) //A_SpawnItemEx("HalonParticle",cos(pitch)*16,0,42-(sin(pitch)*1),cos(pitch)*5,0,-sin(pitch)*5,0,)
  117.         EXTG D 1
  118.         EXTG C 1 A_FireCustomMissile("DummyHalonParticle", -11+random(-4,4), 1,-6, 10, 0)
  119.         EXTG E 0 A_Refire
  120.         EXTG CB 1
  121.         Goto Ready
  122.        
  123.     Hold:
  124.         EXTG A 0 A_JumpIfNoAmmo ("EmptyFire")
  125.         EXTG C 0 A_PlaySoundEx("weapons/fireextinguisher/Loop","Weapon",1)
  126.         EXTG D 1  A_FireCustomMissile("HalonParticle", -11+random(-4,4), 1, -6, 10, 0)
  127.         EXTG C 1
  128.         EXTG E 1 A_FireCustomMissile("DummyHalonParticle", -11+random(-4,4), 1,-6, 10, 0)
  129.         EXTG C 0 A_Refire
  130.         EXTG CB 1
  131.         Goto Ready
  132.            
  133.     EmptyFire:
  134.         EXTG B 1 A_PlaySound("weapons/fireextinguisher/empty")
  135.         EXTG F 1 A_WeaponReady(WRF_NOFIRE)
  136.         EXTG B 1 A_WeaponReady(WRF_NOFIRE)
  137.         Goto Ready
  138.                
  139.     Altfire:
  140.         FEXX C 2 Offset(0, 33)
  141.         FEXT C 2
  142.         FEXX D 1 A_CustomPunch(10, 1, 1, "ShovelPuff", 64)
  143.         FEXT D 1 A_Recoil(-0.2*cos(pitch))
  144.         FEXX E 1 A_CustomPunch(15, 1, 1, "ShovelPuff", 64)
  145.         FEXT E 1 A_Recoil(-0.2*cos(pitch))
  146.         FEXX F 1 A_CustomPunch(20, 1, 1, "ShovelPuff", 64)
  147.         FEXT F 1 A_Recoil(-0.2*cos(pitch))
  148.         FEXT GH 1
  149.         TNT1 A 22
  150.         TNT1 A 0 A_Refire
  151.         FEXT B 1 Offset(0, 112)
  152.         FEXT B 1 Offset(0, 96)
  153.         FEXT B 1 Offset(0, 80)
  154.         FEXT B 1 Offset(0, 64)
  155.         FEXT B 1 Offset(0, 48)
  156.         FEXT B 1 Offset(0, 33)
  157.         Goto Ready
  158.        
  159.     Death:
  160.        TNT1 A 0 A_SpawnItem("DroppedExtinguisher",0,0,0,0)
  161.        TNT1 A 0 A_FadeOut(1.0)
  162.        goto death + 1
  163. }}
  164.  
  165. Actor type : Ammo
  166. {
  167.   Inventory.PickupMessage "Found a Co2 Cilinder."
  168.   Inventory.Amount 750
  169.   Inventory.MaxAmount 750
  170.   Inventory.RespawnTics 42000 //20 minutes
  171.   Ammo.BackpackAmount 0
  172.   Ammo.BackpackMaxAmount 490
  173.   States
  174.   {
  175.   Spawn:
  176.     TNT1 A -1
  177.     Stop
  178. }}
  179.  
  180. Actor HalonParticle
  181. {
  182.   Height 1
  183.   Radius 1
  184.   Speed 5
  185.   +Missile
  186.   +NoGravity
  187.   +NoBlockMap
  188.   +CANNOTPUSH
  189.   +BLOODLESSIMPACT
  190.   +NODAMAGETHRUST
  191.   +RANDOMIZE
  192.   +DONTSPLASH
  193.   +NOEXPLODEFLOOR
  194.   //DeathSound "weapons/fireextinguisher/wall"
  195.   Decal FireExtinguisherSpray
  196.   RenderStyle Add
  197.   Damage 2
  198.   DamageType Ice
  199.   Obituary "%o was freezed to death.haha"
  200.   Scale 0.5
  201.   Alpha 0.65
  202.   States
  203.   {
  204.   Spawn:
  205.     TNT1 A 7
  206.     STEM A 3 A_SetTranslucent(0.6, 1)
  207.     STEM B 3 A_SetTranslucent(0.55, 1)
  208.     STEM C 2 A_SetTranslucent(0.5, 1)
  209.     STEM D 2 A_SetTranslucent(0.45, 1)
  210.     STEM E 2 A_SetTranslucent(0.4, 1)
  211.     STEM F 2 A_SetTranslucent(0.35, 1)
  212.     STEM G 2 A_SetTranslucent(0.3, 1)
  213.     STEM H 2 A_SetTranslucent(0.25, 1)
  214.     STEM I 2 A_SetTranslucent(0.2, 1)
  215.     STEM J 2 A_SetTranslucent(0.15, 1)
  216.     STEM K 2 A_SetTranslucent(0.1, 1)
  217.     STEM L 2 A_SetTranslucent(0.05, 1)
  218.     Stop
  219.  
  220.     Death:
  221.     tnt1 a 0 a_playsound("weapons/fireextinguisher/wall",CHAN_BODY,0.5,0,ATTN_STATIC)  
  222.     stop
  223.    
  224. }}
  225.  
  226. Actor DummyHalonParticle
  227. {
  228.   Height 1
  229.   Radius 1
  230.   Speed 5
  231.   +Missile
  232.   +NoGravity
  233.   +NoBlockMap
  234.   +CANNOTPUSH
  235.   +BLOODLESSIMPACT
  236.   +NODAMAGETHRUST
  237.   +RANDOMIZE
  238.   +DONTSPLASH
  239.   +NOEXPLODEFLOOR
  240.   Damage 1
  241.   DamageType Ice
  242.   Decal FireExtinguisherSpray
  243.   Obituary "%o was sprayed to death.haha"
  244.   RenderStyle Add
  245.   Scale 0.5
  246.   Alpha 0.65
  247.   States
  248.   {
  249.   Spawn:
  250.     TNT1 A 7
  251.     STEM A 3 A_SetTranslucent(0.6, 1)
  252.     STEM B 3 A_SetTranslucent(0.55, 1)
  253.     STEM C 2 A_SetTranslucent(0.5, 1)
  254.     STEM D 2 A_SetTranslucent(0.45, 1)
  255.     STEM E 2 A_SetTranslucent(0.4, 1)
  256.     STEM F 2 A_SetTranslucent(0.35, 1)
  257.     STEM G 2 A_SetTranslucent(0.3, 1)
  258.     STEM H 2 A_SetTranslucent(0.25, 1)
  259.     STEM I 2 A_SetTranslucent(0.2, 1)
  260.     STEM J 2 A_SetTranslucent(0.15, 1)
  261.     STEM K 2 A_SetTranslucent(0.1, 1)
  262.     STEM L 2 A_SetTranslucent(0.05, 1)
  263.     Stop
  264.    
  265.     Death:
  266.     tnt1 a 0 a_playsound("weapons/fireextinguisher/wall",CHAN_BODY,0.5,ATTN_STATIC)
  267.     stop
  268.  }}
  269.  
  270. Actor MollyFireSpawn
  271. {
  272.   Radius 3
  273.   Height 4
  274.   Speed 9
  275.   Projectile
  276.   Damage 0
  277.   Scale 0.8
  278.   Alpha 1.0
  279.   Gravity 0.9
  280.   Renderstyle Add
  281.   DamageType "Burn"
  282.   -NOGRAVITY
  283.   -BLOODSPLATTER
  284.   +RIPPER
  285.   +FLOORHUGGER
  286.   +DONTSPLASH
  287.   +NOBLOOD
  288.   +NODAMAGETHRUST
  289.   States
  290.   {
  291.   Spawn:
  292.     TNT1 A 6
  293.     Goto Death
  294.  
  295.   Death:
  296.     TNT1 A 0 A_Stop
  297.     TNT1 A 1 A_SpawnItemEx("MollyFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  298.     Stop
  299. }}
  300.  
  301. Actor MollyFireSpawn2 : MollyFireSpawn
  302. {
  303.   Speed 25
  304.   Gravity 0.8
  305.   -FLOORHUGGER
  306.   States
  307.   {
  308.   Spawn:
  309.     CFFX CDEFGHI 2 Bright
  310.     Goto Death
  311.  
  312.   Death:
  313.     TNT1 A 0 A_Stop
  314.     TNT1 A 1 A_SpawnItemEx("MollyFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  315.     Stop
  316. }}
  317.  
  318. Actor MollyFireSpawn3 : MollyFireSpawn
  319. {
  320.   States
  321.   {
  322.   Spawn:
  323.     TNT1 A 3
  324.     Goto Death
  325.  
  326.   Death:
  327.     TNT1 A 0 A_Stop
  328.     TNT1 A 1 A_SpawnItemEx("MollyFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  329.     Stop
  330. }}
  331.  
  332. Actor MollyFire
  333. {
  334. Health 15
  335. DamageFactor "ice", 0.5
  336. DamageFactor  "none",0.0
  337.   Radius 3
  338.   Height 4
  339.   Speed 8
  340.   Projectile
  341.   Damage 0
  342.   Scale 0.8
  343.   Alpha 0.0
  344.   Gravity 1.5
  345.   ReactionTime 60 // About 1 minute
  346.   Renderstyle Add
  347.   ActiveSound "molly/burn"
  348.   DamageType "Burn"
  349.   +SHOOTABLE
  350.   +BLOODLESSIMPACT
  351.   -NOGRAVITY
  352.   +DONTSPLASH
  353.   +SLIDESONWALLS
  354.   -BLOODSPLATTER
  355.   +FLOORHUGGER
  356.   +RIPPER
  357.   +NOBLOOD
  358.   +NODAMAGETHRUST
  359.   -NOBLOCKMAP
  360.   States
  361.   {
  362.   Spawn:
  363.     TNT1 A 0
  364.     TNT1 A 0 A_JumpIf(waterlevel >= 2, "InWater")
  365.     TNT1 A 0 A_PlaySound("molly/burn", CHAN_VOICE, 1.0, 1)
  366.     CFFX CDEFGHICDE 3 Bright A_FadeIn(0.1)
  367.     Goto Ignited
  368.  
  369.   Ignited:
  370.     TNT1 A 0 A_JumpIf(waterlevel >= 2, "InWater")
  371.     TNT1 A 0 A_PlaySound("molly/burn", CHAN_VOICE, 1.0, 1)
  372.     CFFX CDEFGHICDEF 3 Bright A_Explode(2, 64, 1)
  373.     TNT1 A 0 A_CountDown
  374.     Loop
  375.    
  376.   Death:
  377.     TNT1 A 0 A_StopSound(CHAN_AUTO)
  378.     CFFX CDEFGHICDEF 3 Bright A_FadeOut(0.1)
  379.     Wait
  380.  
  381.   InWater:
  382.     TNT1 A 1
  383.     Stop
  384. }}
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