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ArcheKruz

Untitled

Aug 11th, 2011
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  1. Actor InfernoRocketAmmo : Ammo replaces RocketAmmo
  2. {
  3. Inventory.Amount 5
  4. Inventory.MaxAmount 50
  5. Inventory.Icon "LAUNA0"
  6. Inventory.PickupMessage "Picked up some inferno rockets."
  7. Inventory.PickupSound "misc/i_pkup"
  8. Ammo.BackpackAmount 5
  9. Ammo.BackpackMaxAmount 100
  10. +COUNTITEM
  11. States
  12. {
  13. Spawn:
  14. ROCK A -1
  15. Stop
  16. }
  17. }
  18.  
  19. Actor SSAERocketLauncher : Weapon replaces RocketLauncher
  20. {
  21. Inventory.PickupMessage "Rocket ranger, ready to rocket!"
  22. Inventory.PickupSound "misc/w_pkup"
  23. Weapon.AmmoGive 5
  24. Weapon.AmmoType "InfernoRocketAmmo"
  25. Weapon.AmmoUse 1
  26. Weapon.KickBack 200
  27. Weapon.SelectionOrder 1750
  28. Weapon.SlotNumber 5
  29. Weapon.SlotPriority 0
  30. +WEAPON.EXPLOSIVE
  31. +WEAPON.NOAUTOAIM
  32. Tag "XPML21 Rocket Launcher"
  33. States
  34. {
  35. Ready:
  36. MISG A 1 A_WeaponReady
  37. Loop
  38. Deselect:
  39. MISG A 1 A_Lower
  40. Loop
  41. Select:
  42. TNT1 A 1
  43. TNT1 A 0 A_GiveInventory("357OneChamber",6)
  44. TNT1 A 0 A_GiveInventory("357TwoChambers",12)
  45. TNT1 A 0 A_TakeInventory("SpinMeter",8)
  46. Goto SeLoop
  47. SeLoop:
  48. MISG A 1 A_Raise
  49. Loop
  50. Fire:
  51. MISG B 2 A_GunFlash
  52. MISG B 21 A_FireCustomMissile("InfernoRocket",0,1)
  53. MISG B 0 A_Refire
  54. Goto Ready
  55. Flash:
  56. MISF A 2 Bright A_Light1
  57. MISF B 3 Bright
  58. MISF CD 4 Bright A_Light2
  59. Goto LightDone
  60. Spawn:
  61. LAUN A -1
  62. Stop
  63. }
  64. }
  65.  
  66. Actor InfernoRocket replaces Rocket
  67. {
  68. Health 9
  69. Radius 11
  70. Height 8
  71. Damage (Random(5,35)*5)
  72. Speed 20
  73. Projectile
  74. +ROCKETTRAIL
  75. +SHOOTABLE
  76. +DEHEXPLOSION
  77. +CANBOUNCEWATER
  78. +NOBLOOD
  79. -NOBLOCKMAP
  80. SeeSound "weapons/rocklf"
  81. DeathSound "weapons/rocklx"
  82. Decal "scorch"
  83. Obituary "%k blew %o away."
  84. //SuicideObituary "%k blew %hself away."
  85. States
  86. {
  87. Spawn:
  88. MISL A 1 Bright
  89. Loop
  90. Death:
  91. MISL B 0 A_Explode(25,75,1,1,50)
  92. MISL B 8 A_Explode(75,125,0,1,50)
  93. MISL C 6 Bright
  94. MISL D 4 Bright
  95. Stop
  96. }
  97. }
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