mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
761 lines
11 KiB
Text
761 lines
11 KiB
Text
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class HereticWeapon : Weapon
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{
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Default
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{
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Weapon.Kickback 150;
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}
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}
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// The mace itself ----------------------------------------------------------
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class Mace : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1400;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive1 50;
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Weapon.YAdjust 15;
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Weapon.AmmoType "MaceAmmo";
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Weapon.SisterWeapon "MacePowered";
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Inventory.PickupMessage "$TXT_WPNMACE";
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Tag "$TAG_MACE";
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}
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action native void A_FireMacePL1();
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States
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{
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Spawn:
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WMCE A -1;
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Stop;
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Ready:
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MACE A 1 A_WeaponReady;
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Loop;
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Deselect:
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MACE A 1 A_Lower;
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Loop;
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Select:
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MACE A 1 A_Raise;
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Loop;
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Fire:
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MACE B 4;
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Hold:
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MACE CDEF 3 A_FireMacePL1;
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MACE C 4 A_ReFire;
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MACE DEFB 4;
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Goto Ready;
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}
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}
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class MacePowered : Mace
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5;
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Weapon.AmmoGive 0;
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Weapon.SisterWeapon "Mace";
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Tag "$TAG_MACEP";
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}
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action native void A_FireMacePL2();
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States
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{
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Fire:
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Hold:
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MACE B 4;
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MACE D 4 A_FireMacePL2;
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MACE B 4;
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MACE A 8 A_ReFire;
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Goto Ready;
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}
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}
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// Mace FX1 -----------------------------------------------------------------
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class MaceFX1 : Actor
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{
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Default
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{
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Radius 8;
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Height 6;
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Speed 20;
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Damage 2;
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Projectile;
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+THRUGHOST
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BounceType "HereticCompat";
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SeeSound "weapons/maceshoot";
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Obituary "$OB_MPMACE";
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}
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native void A_MacePL1Check();
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native void A_MaceBallImpact();
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States
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{
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Spawn:
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FX02 AB 4 A_MacePL1Check;
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Loop;
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Death:
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FX02 F 4 BRIGHT A_MaceBallImpact;
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FX02 GHIJ 4 BRIGHT;
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Stop;
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}
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}
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// Mace FX2 -----------------------------------------------------------------
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class MaceFX2 : MaceFX1
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{
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Default
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{
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Speed 10;
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Damage 6;
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Gravity 0.125;
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-NOGRAVITY
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SeeSound "";
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}
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native void A_MaceBallImpact2();
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States
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{
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Spawn:
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FX02 CD 4;
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Loop;
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Death:
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FX02 F 4 A_MaceBallImpact2;
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goto Super::Death+1;
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}
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}
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// Mace FX3 -----------------------------------------------------------------
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class MaceFX3 : MaceFX1
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{
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Default
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{
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Speed 7;
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Damage 4;
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-NOGRAVITY;
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Gravity 0.125;
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}
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States
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{
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Spawn:
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FX02 AB 4;
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Loop;
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}
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}
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// Mace FX4 -----------------------------------------------------------------
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class MaceFX4 : Actor native
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{
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Default
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{
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Radius 8;
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Height 6;
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Speed 7;
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Damage 18;
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Gravity 0.125;
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Projectile;
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-NOGRAVITY
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+TELESTOMP
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+THRUGHOST
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-NOTELEPORT
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BounceType "HereticCompat";
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SeeSound "";
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Obituary "$OB_MPPMACE";
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}
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native void A_DeathBallImpact();
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States
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{
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Spawn:
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FX02 E 99;
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Loop;
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Death:
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FX02 C 4 A_DeathBallImpact;
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FX02 GHIJ 4 BRIGHT;
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Stop;
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}
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}
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// Mace spawn spot ----------------------------------------------------------
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class MaceSpawner : SpecialSpot
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{
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Default
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{
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+NOSECTOR
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+NOBLOCKMAP
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}
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States
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{
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Spawn:
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TNT1 A 1;
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TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0);
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Stop;
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}
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}
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// Blaster ------------------------------------------------------------------
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class Blaster : HereticWeapon
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{
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Default
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 500;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 30;
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Weapon.YAdjust 15;
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Weapon.AmmoType "BlasterAmmo";
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Weapon.SisterWeapon "BlasterPowered";
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Inventory.PickupMessage "$TXT_WPNBLASTER";
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Tag "$TAG_BLASTER";
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Obituary "$OB_MPBLASTER";
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}
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action native void A_FireBlasterPL1();
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States
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{
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Spawn:
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WBLS A -1;
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Stop;
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Ready:
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BLSR A 1 A_WeaponReady;
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Loop;
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Deselect:
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BLSR A 1 A_Lower;
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Loop;
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Select:
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BLSR A 1 A_Raise;
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Loop;
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Fire:
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BLSR BC 3;
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Hold:
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BLSR D 2 A_FireBlasterPL1;
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BLSR CB 2;
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BLSR A 0 A_ReFire;
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Goto Ready;
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}
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}
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class BlasterPowered : Blaster
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5;
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Weapon.AmmoGive 0;
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Weapon.SisterWeapon "Blaster";
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Tag "$TAG_BLASTERP";
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}
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States
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{
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Fire:
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BLSR BC 0;
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Hold:
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BLSR D 3 A_FireCustomMissile("BlasterFX1");
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BLSR CB 4;
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BLSR A 0 A_ReFire;
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Goto Ready;
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}
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}
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// Blaster FX 1 -------------------------------------------------------------
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class BlasterFX1 : FastProjectile native
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 184;
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Damage 2;
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SeeSound "weapons/blastershoot";
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DeathSound "weapons/blasterhit";
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+SPAWNSOUNDSOURCE
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Obituary "$OB_MPPBLASTER";
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}
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native void A_SpawnRippers();
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States
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{
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Spawn:
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ACLO E 200;
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Loop;
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Death:
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FX18 A 3 BRIGHT A_SpawnRippers;
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FX18 B 3 BRIGHT;
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FX18 CDEFG 4 BRIGHT;
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Stop;
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}
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}
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// Blaster smoke ------------------------------------------------------------
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class BlasterSmoke : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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FX18 HIJKL 4;
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Stop;
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}
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}
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// Ripper -------------------------------------------------------------------
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class Ripper : Actor native
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{
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Default
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{
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Radius 8;
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Height 6;
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Speed 14;
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Damage 1;
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Projectile;
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+RIPPER
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DeathSound "weapons/blasterpowhit";
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Obituary "$OB_MPPBLASTER";
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}
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States
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{
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Spawn:
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FX18 M 4;
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FX18 N 5;
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Loop;
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Death:
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FX18 OPQRS 4 BRIGHT;
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Stop;
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}
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}
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// Blaster Puff -------------------------------------------------------------
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class BlasterPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Add";
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SeeSound "weapons/blasterhit";
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}
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States
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{
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Crash:
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FX17 ABCDE 4 BRIGHT;
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Stop;
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Spawn:
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FX17 FG 3 BRIGHT;
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FX17 HIJKL 4 BRIGHT;
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Stop;
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}
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}
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// Skull (Horn) Rod ---------------------------------------------------------
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class SkullRod : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 200;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 50;
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Weapon.YAdjust 15;
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Weapon.AmmoType1 "SkullRodAmmo";
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Weapon.SisterWeapon "SkullRodPowered";
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Inventory.PickupMessage "$TXT_WPNSKULLROD";
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Tag "$TAG_SKULLROD";
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}
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action native void A_FireSkullRodPL1();
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States
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{
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Spawn:
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WSKL A -1;
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Stop;
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Ready:
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HROD A 1 A_WeaponReady;
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Loop;
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Deselect:
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HROD A 1 A_Lower;
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Loop;
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Select:
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HROD A 1 A_Raise;
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Loop;
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Fire:
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HROD AB 4 A_FireSkullRodPL1;
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HROD B 0 A_ReFire;
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Goto Ready;
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}
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}
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class SkullRodPowered : SkullRod
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse1 5;
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Weapon.AmmoGive1 0;
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Weapon.SisterWeapon "SkullRod";
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Tag "$TAG_SKULLRODP";
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}
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action native void A_FireSkullRodPL2();
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States
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{
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Fire:
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HROD C 2;
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HROD D 3;
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HROD E 2;
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HROD F 3;
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HROD G 4 A_FireSkullRodPL2;
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HROD F 2;
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HROD E 3;
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HROD D 2;
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HROD C 2 A_ReFire;
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Goto Ready;
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}
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}
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// Horn Rod FX 1 ------------------------------------------------------------
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class HornRodFX1 : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 22;
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Damage 3;
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Projectile;
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+WINDTHRUST
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-NOBLOCKMAP
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RenderStyle "Add";
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SeeSound "weapons/hornrodshoot";
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DeathSound "weapons/hornrodhit";
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Obituary "$OB_MPSKULLROD";
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}
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States
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{
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Spawn:
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FX00 AB 6 BRIGHT;
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Loop;
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Death:
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FX00 HI 5 BRIGHT;
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FX00 JK 4 BRIGHT;
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FX00 LM 3 BRIGHT;
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Stop;
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}
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}
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// Horn Rod FX 2 ------------------------------------------------------------
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class HornRodFX2 : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 22;
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Damage 10;
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Health 140;
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Projectile;
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RenderStyle "Add";
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SeeSound "weapons/hornrodpowshoot";
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DeathSound "weapons/hornrodpowhit";
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Obituary "$OB_MPPSKULLROD";
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}
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native void A_AddPlayerRain();
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native void A_HideInCeiling();
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native void A_SkullRodStorm();
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States
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{
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Spawn:
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FX00 C 3 BRIGHT;
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FX00 D 3 BRIGHT A_SeekerMissile(10, 30);
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FX00 E 3 BRIGHT;
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FX00 F 3 BRIGHT A_SeekerMissile(10, 30);
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Loop;
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Death:
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FX00 H 5 BRIGHT A_AddPlayerRain;
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FX00 I 5 BRIGHT;
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FX00 J 4 BRIGHT;
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FX00 KLM 3 BRIGHT;
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FX00 G 1 A_HideInCeiling;
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FX00 G 1 A_SkullRodStorm;
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Wait;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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Sorcerer2 s2 = Sorcerer2(target);
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if (s2 != null && random[HornRodFX2]() < 96)
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{ // D'Sparil teleports away
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s2.DSparilTeleport ();
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return -1;
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}
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return damage;
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}
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}
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// Rain pillar 1 ------------------------------------------------------------
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class RainPillar : Actor native
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{
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Default
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{
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Radius 5;
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Height 12;
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Speed 12;
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Damage 5;
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Mass 5;
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Projectile;
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle "Add";
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Obituary "$OB_MPPSKULLROD";
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}
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native void A_RainImpact();
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States
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{
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Spawn:
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FX22 A -1 BRIGHT;
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Stop;
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Death:
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FX22 B 4 BRIGHT A_RainImpact;
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FX22 CDEF 4 BRIGHT;
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Stop;
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NotFloor:
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FX22 GHI 4 BRIGHT;
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Stop;
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}
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}
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// Rain tracker "inventory" item --------------------------------------------
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class RainTracker : Inventory native
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{
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Default
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{
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+INVENTORY.UNDROPPABLE
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}
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}
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// Phoenix Rod --------------------------------------------------------------
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class PhoenixRod : Weapon native
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{
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Default
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{
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+WEAPON.NOAUTOFIRE
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Weapon.SelectionOrder 2600;
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Weapon.Kickback 150;
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Weapon.YAdjust 15;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 2;
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Weapon.AmmoType "PhoenixRodAmmo";
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Weapon.Sisterweapon "PhoenixRodPowered";
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Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
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Tag "$TAG_PHOENIXROD";
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}
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action native void A_FirePhoenixPL1();
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States
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{
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Spawn:
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WPHX A -1;
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Stop;
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Ready:
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PHNX A 1 A_WeaponReady;
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Loop;
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Deselect:
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PHNX A 1 A_Lower;
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Loop;
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Select:
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PHNX A 1 A_Raise;
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Loop;
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Fire:
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PHNX B 5;
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PHNX C 7 A_FirePhoenixPL1;
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PHNX DB 4;
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PHNX B 0 A_ReFire;
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Goto Ready;
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}
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}
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class PhoenixRodPowered : PhoenixRod native
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{
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Default
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{
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod";
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Weapon.AmmoGive 0;
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Tag "$TAG_PHOENIXRODP";
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}
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action native void A_InitPhoenixPL2();
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action native void A_FirePhoenixPL2();
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action native void A_ShutdownPhoenixPL2();
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States
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{
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Fire:
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PHNX B 3 A_InitPhoenixPL2;
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Hold:
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PHNX C 1 A_FirePhoenixPL2;
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PHNX B 4 A_ReFire;
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Powerdown:
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PHNX B 4 A_ShutdownPhoenixPL2;
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Goto Ready;
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}
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}
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// Phoenix FX 1 -------------------------------------------------------------
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class PhoenixFX1 : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 20;
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Damage 20;
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DamageType "Fire";
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|
Projectile;
|
|
+THRUGHOST
|
|
+SPECIALFIREDAMAGE
|
|
SeeSound "weapons/phoenixshoot";
|
|
DeathSound "weapons/phoenixhit";
|
|
Obituary "$OB_MPPHOENIXROD";
|
|
}
|
|
|
|
native void A_PhoenixPuff();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
FX04 A 4 BRIGHT A_PhoenixPuff;
|
|
Loop;
|
|
Death:
|
|
FX08 A 6 BRIGHT A_Explode;
|
|
FX08 BC 5 BRIGHT;
|
|
FX08 DEFGH 4 BRIGHT;
|
|
Stop;
|
|
}
|
|
|
|
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
|
{
|
|
Sorcerer2 s2 = Sorcerer2(target);
|
|
if (s2 != null && random[HornRodFX2]() < 96)
|
|
{ // D'Sparil teleports away
|
|
s2.DSparilTeleport ();
|
|
return -1;
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
}
|
|
|
|
// Phoenix puff -------------------------------------------------------------
|
|
|
|
class PhoenixPuff : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+NOTELEPORT
|
|
+CANNOTPUSH
|
|
RenderStyle "Translucent";
|
|
Alpha 0.4;
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
FX04 BCDEF 4;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Phoenix FX 2 -------------------------------------------------------------
|
|
|
|
class PhoenixFX2 : Actor native
|
|
{
|
|
Default
|
|
{
|
|
Radius 6;
|
|
Height 8;
|
|
Speed 10;
|
|
Damage 2;
|
|
DamageType "Fire";
|
|
Projectile;
|
|
RenderStyle "Add";
|
|
Obituary "$OB_MPPPHOENIXROD";
|
|
}
|
|
|
|
native void A_FlameEnd();
|
|
native void A_FloatPuff();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
FX09 ABABA 2 BRIGHT;
|
|
FX09 B 2 BRIGHT A_FlameEnd;
|
|
FX09 CDEF 2 BRIGHT;
|
|
Stop;
|
|
Death:
|
|
FX09 G 3 BRIGHT;
|
|
FX09 H 3 BRIGHT A_FloatPuff;
|
|
FX09 I 4 BRIGHT;
|
|
FX09 JK 5 BRIGHT;
|
|
Stop;
|
|
}
|
|
}
|
|
|