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- Actor InfernoRocketAmmo : Ammo replaces RocketAmmo
- {
- Inventory.Amount 5
- Inventory.MaxAmount 50
- Inventory.Icon "LAUNA0"
- Inventory.PickupMessage "Picked up some inferno rockets."
- Inventory.PickupSound "misc/i_pkup"
- Ammo.BackpackAmount 5
- Ammo.BackpackMaxAmount 100
- +COUNTITEM
- States
- {
- Spawn:
- ROCK A -1
- Stop
- }
- }
- Actor SSAERocketLauncher : Weapon replaces RocketLauncher
- {
- Inventory.PickupMessage "Rocket ranger, ready to rocket!"
- Inventory.PickupSound "misc/w_pkup"
- Weapon.AmmoGive 5
- Weapon.AmmoType "InfernoRocketAmmo"
- Weapon.AmmoUse 1
- Weapon.KickBack 200
- Weapon.SelectionOrder 1750
- Weapon.SlotNumber 5
- Weapon.SlotPriority 0
- +WEAPON.EXPLOSIVE
- +WEAPON.NOAUTOAIM
- Tag "XPML21 Rocket Launcher"
- States
- {
- Ready:
- MISG A 1 A_WeaponReady
- Loop
- Deselect:
- MISG A 1 A_Lower
- Loop
- Select:
- TNT1 A 1
- TNT1 A 0 A_GiveInventory("357OneChamber",6)
- TNT1 A 0 A_GiveInventory("357TwoChambers",12)
- TNT1 A 0 A_TakeInventory("SpinMeter",8)
- Goto SeLoop
- SeLoop:
- MISG A 1 A_Raise
- Loop
- Fire:
- MISG B 2 A_GunFlash
- MISG B 21 A_FireCustomMissile("InfernoRocket",0,1)
- MISG B 0 A_Refire
- Goto Ready
- Flash:
- MISF A 2 Bright A_Light1
- MISF B 3 Bright
- MISF CD 4 Bright A_Light2
- Goto LightDone
- Spawn:
- LAUN A -1
- Stop
- }
- }
- Actor InfernoRocket replaces Rocket
- {
- Health 9
- Radius 11
- Height 8
- Damage (Random(5,35)*5)
- Speed 20
- Projectile
- +ROCKETTRAIL
- +SHOOTABLE
- +DEHEXPLOSION
- +CANBOUNCEWATER
- +NOBLOOD
- -NOBLOCKMAP
- SeeSound "weapons/rocklf"
- DeathSound "weapons/rocklx"
- Decal "scorch"
- Obituary "%k blew %o away."
- //SuicideObituary "%k blew %hself away."
- States
- {
- Spawn:
- MISL A 1 Bright
- Loop
- Death:
- MISL B 0 A_Explode(25,75,1,1,50)
- MISL B 8 A_Explode(75,125,0,1,50)
- MISL C 6 Bright
- MISL D 4 Bright
- Stop
- }
- }
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