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- //...a health pickup that tells a story? Are you fucking retarded?
- Actor HalluBonusSpawner : RandomSpawner 2014 {
- Dropitem "HALLUbONUS"
- }
- actor HalluBonus {
- Monster
- -SHOOTABLE //duh.
- -SOLID //DUUH!
- +FLOORCLIP
- speed 0
- States {
- Spawn:
- BON1 A 6 A_chase
- TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
- BON1 B 6
- TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
- BON1 C 6
- TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
- BON1 D 6
- TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
- BON1 C 6
- TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
- BON1 B 6
- TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
- Loop
- giveitemandcheck:
- TNT1 A 0 A_log("\cuPicked up a health bonus.")
- TNT1 A 0 A_playsound("misc/i_pkup", 0)
- TNT1 A 0 A_radiusgive ("Healthbonus", 79, RGF_PLAYERS, 1)
- TNT1 A 0 A_radiusgive ("hallutick", 79, RGF_PLAYERS, 1)
- TNT1 A 0 A_facetarget
- TNT1 A 0 A_jumpifintargetinventory("hallutick",10, "hallutrigger")
- stop
- hallutrigger:
- TNT1 A 0 a_jUMP(256, "justvibin", "aschizotaste")
- stop
- justvibin:
- TNT1 A 0 A_dropitem("randomvibin", 1)
- TNT1 A 0 A_takefromtarget("hallutick", 10)
- stop
- justvibin:
- TNT1 A 0 A_dropitem("twitchingdeadbody", 1)
- TNT1 A 0 A_takefromtarget("hallutick", 10)
- stop
- }
- }
- actor randomvibin {
- -SOLID
- -SHOOTABLE
- +FLOORCLIP
- translation "0:255=#[99,99,99]"
- speed 20
- States {
- Spawn:
- TNT1 AAAAAA 1 A_startsound("skull/melee",0,0,1,0,0.7,0.4)
- TNT1 A 0 A_Jump(256, "Zombieman","Shotgunguy","Imp", "Cacodemon", "Pinky", "Mastermind", "Cyberdemon")
- stop
- Zombieman:
- POSS A 0
- goto vibintime
- Shotgunguy:
- SPOS A 0
- goto vibintime
- Imp:
- TROO A 0
- goto vibintime
- Cacodemon:
- HEAD A 0
- goto vibintime
- Pinky:
- SARG A 0
- goto vibintime
- Mastermind:
- SPID A 0
- goto vibintime
- Cyberdemon:
- CYBR A 0
- goto vibintime
- vibintime:
- "####" A 0 A_chase
- "####" A 6 {A_settranslucent(0.1);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" A 6 {A_settranslucent(0.2);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" B 6 {A_settranslucent(0.3);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" B 6 {A_settranslucent(0.4);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" C 6 {A_settranslucent(0.5);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" C 6 {A_settranslucent(0.6);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" D 6 {A_settranslucent(0.7);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" D 6 {A_settranslucent(0.8);a_WANDER;}
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" AABBCCDDAABBCCDD 6 {A_wander;A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1);}
- "####" A 6 {A_settranslucent(0.8);a_WANDER;A_startsound("skull/melee",4,0,1,0,0.7,0.3);}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" A 6 {A_settranslucent(0.7);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" B 6 {A_settranslucent(0.6);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" B 6 {A_settranslucent(0.5);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" C 6 {A_settranslucent(0.4);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" C 6 {A_settranslucent(0.3);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" D 6 {A_settranslucent(0.1);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- "####" D 6 {A_settranslucent(0.0);a_WANDER;}
- "####" A 0 A_facetarget
- "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
- "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
- stop
- jumpscaretrigger: // It's more like a "light flicker depending of where you are looking at", but eh
- "####" A 0 {A_startsound("skull/melee",4,0,1,0,0.5,0.3);A_settranslucent(1.0);}
- "####" A 0 {bMissile = true;bNointeraction = true;bFloorclip = false;}
- "####" A 0 A_setscale(30,30)
- kloopit:
- "####" A 1 NoDelay A_Warp(AAPTR_TARGET, 0, 9, -25, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
- MEDI A random(0,3) A_Settranslation("Pitchblack")
- TNT1 A 1 A_takefromtarget("hallujumpscare", 5)
- "####" A 1 a_jUMPIF(random(0,69) == 69, "done")
- loop
- done:
- TNT1 A 0
- stop
- }
- }
- actor twitchingdeadbody : randomvibin {
- Radius 20
- Height 20
- speed 69
- +THRUACTORS
- +THRUSPECIES
- +MTHRUSPECIES
- States {
- Spawn:
- TNT1 A 0 A_chase
- TNT1 AAAAAAAAAAAAA 1 A_wander
- TNT1 A 0 A_stop
- TNT1 A 0 A_setspeed(0)
- TNT1 A 0 A_Jump(256, "Zombieman","Shotgunguy","Imp", "Cacodemon", "Pinky", "Mastermind", "Cyberdemon")
- stop
- Zombieman:
- POSS A 0
- goto twitchingtime
- Shotgunguy:
- SPOS A 0
- goto twitchingtime
- Imp:
- TROO A 0
- goto twitchingtime
- Cacodemon:
- HEAD A 0
- goto twitchingtime
- Pinky:
- SARG A 0
- goto twitchingtime
- Mastermind:
- SPID A 0
- goto twitchingtime
- Cyberdemon:
- CYBR A 0
- goto twitchingtime
- twitchingtime:
- "####" M random(1,69) A_settranslation("Spoopyghost")
- "####" L random(1,9) BRIGHT {A_settranslation("");A_startsound("vile/pain",4,0,1,0,frandom(0.2,0.7),0.3);}
- "####" L 0 A_jumpif(random(0,3) == 1, "enoughpls")
- "####" L 0 A_jumpif(random(0,9) == 1, "MOAR")
- loop
- enoughpls:
- "####" L 0
- stop
- MOAR:
- "####" L 0 A_dropitem("twitchingdeadbody",1)
- goto twitchingtime
- }
- }
- actor hallutick : inventory {
- inventory.maxamount 10
- }
- actor hallujumpscare : inventory {
- inventory.maxamount 5
- }
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