ijontichy

DECORATE.dec

Apr 13th, 2014
169
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.80 KB | None | 0 0
  1. actor DakkaBeamColor: Counter {}
  2. actor DakkaShotSprite: Counter {}
  3. actor DakkaBeamChargeLevel: Counter {}
  4.  
  5. actor "DAKKA BEAM": Weapon
  6. {
  7. Weapon.SelectionOrder 1750
  8. Inventory.PickupMessage "COMPULSION TO SHOOT A LOT MORE: ACQUIRED"
  9.  
  10. States
  11. {
  12. Select:
  13. TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
  14. TNT1 A 1 A_Raise
  15. loop
  16.  
  17. Deselect:
  18. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 5, "PurpleDown")
  19. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 4, "BlueDown")
  20. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 3, "GreenDown")
  21. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 2, "YellowDown")
  22. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 1, "RedDown")
  23. goto RedDown
  24.  
  25. RedDown:
  26. MBEM RSTUVW 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  27. XBEM A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  28. goto ActualLower
  29.  
  30. YellowDown:
  31. PBEM RSTUVW 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  32. XBEM A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  33. goto ActualLower
  34.  
  35. GreenDown:
  36. SBEM RSTUVW 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  37. XBEM A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  38. goto ActualLower
  39.  
  40. BlueDown:
  41. IBEM RSTUVW 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  42. XBEM A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  43. goto ActualLower
  44.  
  45. PurpleDown:
  46. WBEM RSTUVW 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  47. XBEM A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  48. goto ActualLower
  49.  
  50. PinkishDown:
  51. DCAN RSTUVW 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  52. XBEM A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)
  53. goto ActualLower
  54.  
  55. ActualLower:
  56. TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
  57. TNT1 A 1 A_Lower
  58. loop
  59.  
  60. Ready:
  61. PBEM A 0 A_GiveInventory("DakkaBeamColor", 1)
  62. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 6, "ResetReady") // doing it this way for easy copypasting
  63. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 5, "PurpleReady")
  64. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 4, "BlueReady")
  65. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 3, "GreenReady")
  66. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 2, "YellowReady")
  67. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 1, "RedReady")
  68. goto RedReady
  69.  
  70. ResetReady:
  71. PBEM A 0 A_TakeInventory("DakkaBeamColor")
  72. goto Ready
  73.  
  74. RedReady:
  75. MBEM UTSR 1 A_WeaponReady
  76. MBEM A 3 A_WeaponReady
  77. MBEM RSTU 1 A_WeaponReady
  78. goto Ready
  79.  
  80. YellowReady:
  81. PBEM UTSR 1 A_WeaponReady
  82. PBEM A 3 A_WeaponReady
  83. PBEM RSTU 1 A_WeaponReady
  84. goto Ready
  85.  
  86. GreenReady:
  87. SBEM UTSR 1 A_WeaponReady
  88. SBEM A 3 A_WeaponReady
  89. SBEM RSTU 1 A_WeaponReady
  90. goto Ready
  91.  
  92. BlueReady:
  93. IBEM UTSR 1 A_WeaponReady
  94. IBEM A 3 A_WeaponReady
  95. IBEM RSTU 1 A_WeaponReady
  96. goto Ready
  97.  
  98. PurpleReady:
  99. WBEM UTSR 1 A_WeaponReady
  100. WBEM A 3 A_WeaponReady
  101. WBEM RSTU 1 A_WeaponReady
  102. goto Ready
  103.  
  104. PinkishReady:
  105. DCAN UTSR 1 A_WeaponReady
  106. DCAN A 3 A_WeaponReady
  107. DCAN RSTU 1 A_WeaponReady
  108. goto Ready
  109.  
  110. Fire:
  111. TNT1 A 0 A_Print("no more dakka")
  112. TNT1 A 0 A_TakeInventory("DakkaBeamChargeLevel")
  113. goto FireCommon
  114.  
  115. Hold:
  116. TNT1 A 0 A_GiveInventory("DakkaBeamColor", 1)
  117. TNT1 A 0 A_GiveInventory("DakkaBeamChargeLevel", 1)
  118. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 6, "ResetHold")
  119. goto FireCommon
  120.  
  121. ResetHold:
  122. TNT1 A 0 A_TakeInventory("DakkaBeamColor")
  123. TNT1 A 0 A_GiveInventory("DakkaBeamColor")
  124. goto FireCommon
  125.  
  126. DoRefire:
  127. TNT1 A 0 A_Refire // semantics
  128. goto Hold
  129.  
  130. FireCommon:
  131. // Handle stuff common to all shots here
  132. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 5, "PurpleShot")
  133. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 4, "BlueShot")
  134. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 3, "GreenShot")
  135. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 2, "YellowShot")
  136. TNT1 A 0 A_JumpIfInventory("DakkaBeamColor", 1, "RedShot")
  137. goto RedShot
  138.  
  139. RedShot:
  140. TNT1 AAAA 0 A_FireCustomMissile("DBeamShot_Red", random(-25,25)/5.0, 0, 12, 0, 0, random(-25,25)/5.0)
  141. MBEM H 0 A_PlaySound("weapons/pistol", ACS_ExecuteWithResult(475, 1))
  142. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 2) == 1, "RedFast")
  143. MBEM B 0 A_WeaponReady(WRF_NOFIRE)
  144. MBEM B 1 bright offset(3, 35)
  145. MBEM C 0 A_WeaponReady(WRF_NOFIRE)
  146. MBEM C 1 bright offset(2, 34)
  147. goto RedShot2
  148.  
  149. RedFast:
  150. MBEM C 0 A_WeaponReady(WRF_NOFIRE)
  151. MBEM C 1 bright offset(2, 34)
  152. goto RedShot2
  153.  
  154. RedShot2:
  155. MBEM H 0 A_WeaponReady(WRF_NOFIRE)
  156. MBEM H 1 bright offset(3, 35)
  157. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 3) == 1, "DoRefire")
  158. MBEM H 0 A_WeaponReady(WRF_NOFIRE)
  159. MBEM H 1 bright offset(3, 35)
  160. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 4) == 1, "DoRefire")
  161. MBEM H 1 bright offset(3, 35)
  162. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 5) == 1, "DoRefire")
  163. MBEM H 0 A_WeaponReady(WRF_NOFIRE)
  164. MBEM H 1 bright offset(2, 34)
  165. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 6) == 1, "DoRefire")
  166. MBEM H 1 bright offset(2, 34)
  167. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 7) == 1, "DoRefire")
  168. MBEM H 0 A_WeaponReady(WRF_NOFIRE)
  169. MBEM H 1 bright offset(1, 33)
  170. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 8) == 1, "DoRefire")
  171. MBEM H 0 A_WeaponReady(WRF_NOFIRE)
  172. MBEM H 1 bright offset(0, 32)
  173. MBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 9) == 1, "DoRefire")
  174. MBEM H 0 A_WeaponReady(WRF_NOFIRE)
  175. MBEM A 1 bright A_WeaponReady(WRF_NOFIRE)
  176. MBEM A 0 A_ClearRefire
  177. goto Ready
  178.  
  179.  
  180. YellowShot:
  181. TNT1 AAAA 0 A_FireCustomMissile("DBeamShot_Yellow", random(-25,25)/5.0, 0, 12, 0, 0, random(-25,25)/5.0)
  182. PBEM H 0 A_PlaySound("weapons/pistol", ACS_ExecuteWithResult(475, 1))
  183. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 2) == 1, "YellowFast")
  184. PBEM B 0 A_WeaponReady(WRF_NOFIRE)
  185. PBEM B 1 bright offset(3, 35)
  186. PBEM C 0 A_WeaponReady(WRF_NOFIRE)
  187. PBEM C 1 bright offset(2, 34)
  188. goto YellowShot2
  189.  
  190. YellowFast:
  191. PBEM C 0 A_WeaponReady(WRF_NOFIRE)
  192. PBEM C 1 bright offset(2, 34)
  193. goto YellowShot2
  194.  
  195. YellowShot2:
  196. PBEM H 0 A_WeaponReady(WRF_NOFIRE)
  197. PBEM H 1 bright offset(3, 35)
  198. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 3) == 1, "DoRefire")
  199. PBEM H 0 A_WeaponReady(WRF_NOFIRE)
  200. PBEM H 1 bright offset(3, 35)
  201. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 4) == 1, "DoRefire")
  202. PBEM H 1 bright offset(3, 35)
  203. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 5) == 1, "DoRefire")
  204. PBEM H 0 A_WeaponReady(WRF_NOFIRE)
  205. PBEM H 1 bright offset(2, 34)
  206. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 6) == 1, "DoRefire")
  207. PBEM H 1 bright offset(2, 34)
  208. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 7) == 1, "DoRefire")
  209. PBEM H 0 A_WeaponReady(WRF_NOFIRE)
  210. PBEM H 1 bright offset(1, 33)
  211. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 8) == 1, "DoRefire")
  212. PBEM H 0 A_WeaponReady(WRF_NOFIRE)
  213. PBEM H 1 bright offset(0, 32)
  214. PBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 9) == 1, "DoRefire")
  215. PBEM H 0 A_WeaponReady(WRF_NOFIRE)
  216. PBEM A 1 bright A_WeaponReady(WRF_NOFIRE)
  217. PBEM A 0 A_ClearRefire
  218. goto Ready
  219.  
  220.  
  221. GreenShot:
  222. TNT1 AAAA 0 A_FireCustomMissile("DBeamShot_Green", random(-25,25)/5.0, 0, 12, 0, 0, random(-25,25)/5.0)
  223. SBEM H 0 A_PlaySound("weapons/pistol", ACS_ExecuteWithResult(475, 1))
  224. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 2) == 1, "GreenFast")
  225. SBEM B 0 A_WeaponReady(WRF_NOFIRE)
  226. SBEM B 1 bright offset(3, 35)
  227. SBEM C 0 A_WeaponReady(WRF_NOFIRE)
  228. SBEM C 1 bright offset(2, 34)
  229. goto GreenShot2
  230.  
  231. GreenFast:
  232. SBEM C 0 A_WeaponReady(WRF_NOFIRE)
  233. SBEM C 1 bright offset(2, 34)
  234. goto GreenShot2
  235.  
  236. GreenShot2:
  237. SBEM H 0 A_WeaponReady(WRF_NOFIRE)
  238. SBEM H 1 bright offset(3, 35)
  239. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 3) == 1, "DoRefire")
  240. SBEM H 0 A_WeaponReady(WRF_NOFIRE)
  241. SBEM H 1 bright offset(3, 35)
  242. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 4) == 1, "DoRefire")
  243. SBEM H 1 bright offset(3, 35)
  244. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 5) == 1, "DoRefire")
  245. SBEM H 0 A_WeaponReady(WRF_NOFIRE)
  246. SBEM H 1 bright offset(2, 34)
  247. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 6) == 1, "DoRefire")
  248. SBEM H 1 bright offset(2, 34)
  249. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 7) == 1, "DoRefire")
  250. SBEM H 0 A_WeaponReady(WRF_NOFIRE)
  251. SBEM H 1 bright offset(1, 33)
  252. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 8) == 1, "DoRefire")
  253. SBEM H 0 A_WeaponReady(WRF_NOFIRE)
  254. SBEM H 1 bright offset(0, 32)
  255. SBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 9) == 1, "DoRefire")
  256. SBEM H 0 A_WeaponReady(WRF_NOFIRE)
  257. SBEM A 1 bright A_WeaponReady(WRF_NOFIRE)
  258. SBEM A 0 A_ClearRefire
  259. goto Ready
  260.  
  261.  
  262. BlueShot:
  263. TNT1 AAAA 0 A_FireCustomMissile("DBeamShot_Blue", random(-25,25)/5.0, 0, 12, 0, 0, random(-25,25)/5.0)
  264. IBEM H 0 A_PlaySound("weapons/pistol", ACS_ExecuteWithResult(475, 1))
  265. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 2) == 1, "BlueFast")
  266. IBEM B 0 A_WeaponReady(WRF_NOFIRE)
  267. IBEM B 1 bright offset(3, 35)
  268. IBEM C 0 A_WeaponReady(WRF_NOFIRE)
  269. IBEM C 1 bright offset(2, 34)
  270. goto BlueShot2
  271.  
  272. BlueFast:
  273. IBEM C 0 A_WeaponReady(WRF_NOFIRE)
  274. IBEM C 1 bright offset(2, 34)
  275. goto BlueShot2
  276.  
  277. BlueShot2:
  278. IBEM H 0 A_WeaponReady(WRF_NOFIRE)
  279. IBEM H 1 bright offset(3, 35)
  280. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 3) == 1, "DoRefire")
  281. IBEM H 0 A_WeaponReady(WRF_NOFIRE)
  282. IBEM H 1 bright offset(3, 35)
  283. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 4) == 1, "DoRefire")
  284. IBEM H 1 bright offset(3, 35)
  285. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 5) == 1, "DoRefire")
  286. IBEM H 0 A_WeaponReady(WRF_NOFIRE)
  287. IBEM H 1 bright offset(2, 34)
  288. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 6) == 1, "DoRefire")
  289. IBEM H 1 bright offset(2, 34)
  290. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 7) == 1, "DoRefire")
  291. IBEM H 0 A_WeaponReady(WRF_NOFIRE)
  292. IBEM H 1 bright offset(1, 33)
  293. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 8) == 1, "DoRefire")
  294. IBEM H 0 A_WeaponReady(WRF_NOFIRE)
  295. IBEM H 1 bright offset(0, 32)
  296. IBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 9) == 1, "DoRefire")
  297. IBEM H 0 A_WeaponReady(WRF_NOFIRE)
  298. IBEM A 1 bright A_WeaponReady(WRF_NOFIRE)
  299. IBEM A 0 A_ClearRefire
  300. goto Ready
  301.  
  302. PurpleShot:
  303. TNT1 AAAA 0 A_FireCustomMissile("DBeamShot_Purple", random(-25,25)/5.0, 0, 12, 0, 0, random(-25,25)/5.0)
  304. WBEM H 0 A_PlaySound("weapons/pistol", ACS_ExecuteWithResult(475, 1))
  305. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 2) == 1, "PurpleFast")
  306. WBEM B 0 A_WeaponReady(WRF_NOFIRE)
  307. WBEM B 1 bright offset(3, 35)
  308. WBEM C 0 A_WeaponReady(WRF_NOFIRE)
  309. WBEM C 1 bright offset(2, 34)
  310. goto PurpleShot2
  311.  
  312. PurpleFast:
  313. WBEM C 0 A_WeaponReady(WRF_NOFIRE)
  314. WBEM C 1 bright offset(2, 34)
  315. goto PurpleShot2
  316.  
  317. PurpleShot2:
  318. WBEM H 0 A_WeaponReady(WRF_NOFIRE)
  319. WBEM H 1 bright offset(3, 35)
  320. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 3) == 1, "DoRefire")
  321. WBEM H 0 A_WeaponReady(WRF_NOFIRE)
  322. WBEM H 1 bright offset(3, 35)
  323. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 4) == 1, "DoRefire")
  324. WBEM H 1 bright offset(3, 35)
  325. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 5) == 1, "DoRefire")
  326. WBEM H 0 A_WeaponReady(WRF_NOFIRE)
  327. WBEM H 1 bright offset(2, 34)
  328. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 6) == 1, "DoRefire")
  329. WBEM H 1 bright offset(2, 34)
  330. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 7) == 1, "DoRefire")
  331. WBEM H 0 A_WeaponReady(WRF_NOFIRE)
  332. WBEM H 1 bright offset(1, 33)
  333. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 8) == 1, "DoRefire")
  334. WBEM H 0 A_WeaponReady(WRF_NOFIRE)
  335. WBEM H 1 bright offset(0, 32)
  336. WBEM H 0 A_JumpIf(ACS_ExecuteWithResult(475, 0, 9) == 1, "DoRefire")
  337. WBEM H 0 A_WeaponReady(WRF_NOFIRE)
  338. WBEM A 1 bright A_WeaponReady(WRF_NOFIRE)
  339. WBEM A 0 A_ClearRefire
  340. goto Ready
  341. }
  342. }
  343.  
  344.  
  345. actor DakkaBeamShot
  346. {
  347. Radius 6
  348. Height 6
  349.  
  350. Projectile
  351. Speed 50
  352. Damage (5)
  353.  
  354. RenderStyle Add
  355. Scale 0.35
  356.  
  357. States
  358. {
  359. Spawn:
  360. XLSS A 0 bright
  361. XLSS A 0 ACS_ExecuteAlways(474, 0, 0, 0, 3)
  362. XLSS A 0 ACS_ExecuteAlways(474, 0, 1, 0, 2)
  363. XLSS A 0 A_GiveInventory("DakkaShotSprite")
  364. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 7, "ResetSprite")
  365. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 6, "Sprite6")
  366. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 5, "Sprite5")
  367. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 4, "Sprite4")
  368. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 3, "Sprite3")
  369. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 2, "Sprite2")
  370. XLSS A 0 A_JumpIfInventory("DakkaShotSprite", 1, "Sprite1")
  371. goto Sprite1
  372.  
  373. ResetSprite:
  374. XLSS A 0 A_TakeInventory("DakkaShotSprite")
  375. goto Spawn
  376.  
  377. Sprite1:
  378. XLSS A 0 bright
  379. goto Spawn2
  380.  
  381. Sprite2:
  382. XLSS B 0 bright
  383. goto Spawn2
  384.  
  385. Sprite3:
  386. XLSS C 0 bright
  387. goto Spawn2
  388.  
  389. Sprite4:
  390. XLSS D 0 bright
  391. goto Spawn2
  392.  
  393. Sprite5:
  394. XLSS E 0 bright
  395. goto Spawn2
  396.  
  397. Sprite6:
  398. XLSS F 0 bright
  399. goto Spawn2
  400.  
  401.  
  402. Spawn2:
  403. "----" A 0 bright ThrustThingZ(0, random(3,6) / 2.0, random(0,1), 1)
  404. "----" A 1 bright ThrustThing((angle*256)/360 + (64 * (random(0,1)*2 - 1)), random(3,6) / 4.0, 1, 0)
  405. goto Spawn
  406.  
  407. Death:
  408. XLSE ABCDEF 2 bright
  409. stop
  410. }
  411. }
  412.  
  413. actor DBeamShot_Red: DakkaBeamShot { Translation "192:207=168:191" }
  414. actor DBeamShot_Yellow: DakkaBeamShot { Translation "192:207=208:223" } // actually orange, because doom yellows are bleh
  415. actor DBeamShot_Green: DakkaBeamShot { Translation "192:207=[166,255,166]:[0,128,0]" }
  416. actor DBeamShot_Blue: DakkaBeamShot { }
  417. actor DBeamShot_Purple: DakkaBeamShot { Translation "192:207=[255,128,255]:[90,0,90]" }
  418. actor DBeamShot_Pinkish:DakkaBeamShot { Translation "192:207=16:47" }
  419.  
  420.  
  421. actor DakkaBeamTrail
  422. {
  423. +NOINTERACTION
  424. +CLIENTSIDEONLY
  425.  
  426. Radius 0
  427. Height 0
  428.  
  429. Scale 0.2
  430. RenderStyle Add
  431. Alpha 0.10
  432.  
  433. States
  434. {
  435. Spawn:
  436. XLSE A 0 bright
  437. XLSE ABCDEF 1 bright A_FadeOut(0.01)
  438. stop
  439. }
  440. }
  441.  
  442. actor DakkaBeamParticle
  443. {
  444. -SOLID
  445. +NOBLOCKMONST
  446. +THRUACTORS
  447. +CLIENTSIDEONLY
  448.  
  449. Radius 2
  450. Height 2
  451.  
  452. Projectile
  453. -NOGRAVITY
  454. Gravity 0.5
  455.  
  456. Scale 0.09
  457. RenderStyle Add
  458.  
  459. States
  460. {
  461. Spawn:
  462. XLSS A 0
  463. XLSS A 0 ThrustThing(random(0, 256), random(4, 8) / 3.0, 1, 0)
  464. XLSS A 0 ThrustThingZ(0, random(-4, 32) / 3.0, 0, 1)
  465. goto Spawn2
  466.  
  467. Spawn2:
  468. XLSS ABCDEF 1 bright A_FadeOut(0.05)
  469. loop
  470.  
  471. Death:
  472. TNT1 A 0
  473. stop
  474. }
  475. }
Advertisement
Add Comment
Please, Sign In to add comment