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RyanCordell

yholl stuff

Jan 18th, 2017
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  1. ACTOR GSA_Singularity
  2. {
  3.     Decal           "Singularity"
  4.     Radius          3
  5.     Height          4
  6.     Speed           2
  7.     var int         user_life[2];
  8.     Damage          (8+(random(1,4)*random(2,3)))
  9.     DamageType      "Disintegrate"
  10.     Renderstyle     ADD
  11.     PROJECTILE
  12.     +PAINLESS
  13.     +DONTSPLASH
  14.     +FORCERADIUSDMG
  15.     +NODAMAGETHRUST
  16.     States
  17.     {
  18.         Spawn:
  19.             TNT1 A 0
  20.             TNT1 A 0 A_SpawnItemEx("GSA_SpirallingSingularity",10,5,2,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
  21.         Movement:
  22.             LPUF A 0 A_JumpIf(user_life[0]>=25000,"Death")
  23.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  24.             Goto MoveOut
  25.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  26.             Goto MoveOut
  27.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  28.             Goto MoveOut
  29.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  30.             Goto MoveOut
  31.             LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
  32.             Goto MoveOut
  33.             LPUF A 0 A_JumpIf(user_life[0]>=4000,3)
  34.             LPUF A 0 A_CheckSight(2)
  35.             LPUF A 0 A_SpawnItemEx("GSA_BeamCollapse",velx+frandom(-1.0,1.0),0,velz+frandom(-1.0,1.0),0,0,0,0,32|SXF_ABSOLUTEMOMENTUM)
  36.             LPUF A 0 A_SetUserArray("user_life",0,user_life[0]+1)
  37.             Loop
  38.         MoveOut:
  39.             TNT1 AAAAA 1
  40.             Goto Movement
  41.         Death:
  42.             SING B 0 A_Explode(16,64,false)
  43.             SING BABCBCBB 1 A_SpawnItemEx("GSA_CollapseFX",5+frandom[cfx](-5.0,5.0),5+frandom[cfx](-5.0,5.0),frandom[cfx](-5.0,5.0), frandom[cfx](-5.0,5.0),frandom[cfx](-5.0,5.0),frandom[cfx](-5.0,5.0))
  44.             Stop
  45.    }
  46. }
  47.  
  48. const int whs = -1;
  49. const int wvs = -1;
  50. const int whd = 0.75;
  51. const int wvd = 1;
  52.  
  53. ACTOR GSA_SpirallingSingularity
  54. {
  55.     Decal           "BulletChip"
  56.     var int         user_count;
  57.     var int         user_life;
  58.     Radius          3
  59.     Height          3
  60.     Speed           5
  61.     WeaveIndexZ     16
  62.     Renderstyle     ADD
  63.     Scale           0.7
  64.     DamageType      "Disintegrate"
  65.     PROJECTILE
  66.     +BLOODLESSIMPACT
  67.     States
  68.     {
  69.         Spawn:
  70.             TNT1 A 0
  71.             Goto Jumping
  72.         Jumping:
  73.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",14,"wat14",AAPTR_PLAYER1)
  74.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",13,"wat13",AAPTR_PLAYER1)
  75.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",12,"wat12",AAPTR_PLAYER1)
  76.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",11,"wat11",AAPTR_PLAYER1)
  77.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",10,"wat10",AAPTR_PLAYER1)
  78.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",9,"wat9",AAPTR_PLAYER1)
  79.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",8,"wat8",AAPTR_PLAYER1)
  80.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",7,"wat7",AAPTR_PLAYER1)
  81.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",6,"wat6",AAPTR_PLAYER1)
  82.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",5,"wat5",AAPTR_PLAYER1)
  83.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",4,"wat4",AAPTR_PLAYER1)
  84.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",3,"wat3",AAPTR_PLAYER1)
  85.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",2,"wat2",AAPTR_PLAYER1)
  86.             TNT1 A 0 A_JumpIfInventory("GSA_SpiralToken",1,"wat1",AAPTR_PLAYER1)
  87.             Goto Increase
  88.         wat14:
  89.             TNT1 A 0 A_TakeInventory("GSA_SpiralToken",999,0,AAPTR_PLAYER1)
  90.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  91.         wat13:
  92.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  93.         wat12:
  94.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  95.         wat11:
  96.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  97.         wat10:
  98.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  99.         wat9:
  100.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  101.         wat8:
  102.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  103.         wat7:
  104.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  105.         wat6:
  106.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  107.         wat5:
  108.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  109.         wat4:
  110.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  111.         wat3:
  112.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  113.         wat2:
  114.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  115.         wat1:
  116.             TNT1 AAAAA 0 A_Weave(whs,wvs,whd,wvd)
  117.         Increase:
  118.             TNT1 A 0 A_GiveInventory("GSA_SpiralToken",1,AAPTR_PLAYER1)
  119.         Logic:
  120.             TNT1 A 0 A_Warp(AAPTR_DEFAULT,velx/2,vely/2,velz/2,0,WARPF_ABSOLUTEOFFSET|WARPF_INTERPOLATE,1)
  121.             Goto Death
  122.             TNT1 A 0 A_Weave(1,1,0.75,1)
  123.             TNT1 A 0 A_SpawnItemEx("GSA_SpiralCollapse",0,0,0,0,0,0,0,32)
  124.             TNT1 A 0 A_SetUserVar("user_life",user_life+1)
  125.             TNT1 A 0 A_JumpIf(user_life>=350,"Death")
  126.             loop
  127.         Death:
  128.             TNT1 A 1
  129.             Stop
  130.     }
  131. }
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