mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
262 lines
4.3 KiB
Text
262 lines
4.3 KiB
Text
// 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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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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//
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// PROC A_FireBlasterPL1
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//
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//----------------------------------------------------------------------------
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action void A_FireBlasterPL1()
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{
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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double pitch = BulletSlope();
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int damage = random[FireBlaster](1, 8) * 4;
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double ang = angle;
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if (player.refire)
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{
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ang += Random2[FireBlaster]() * (5.625 / 256);
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}
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LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "BlasterPuff");
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A_PlaySound ("weapons/blastershoot", CHAN_WEAPON);
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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_FireProjectile("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
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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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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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//
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//
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//
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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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if (target is "Ironlich")
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{ // Less damage to Ironlich bosses
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damage = random[BlasterFX]() & 1;
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if (!damage)
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{
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return -1;
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}
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}
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return damage;
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}
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override void Effect ()
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{
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if (random[BlasterFX]() < 64)
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{
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Spawn("BlasterSmoke", (pos.xy, max(pos.z - 8, floorz)), ALLOW_REPLACE);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_SpawnRippers
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//
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//----------------------------------------------------------------------------
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void A_SpawnRippers()
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{
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for(int i = 0; i < 8; i++)
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{
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Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE);
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if (ripper != null)
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{
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ripper.target = target;
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ripper.angle = i*45;
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ripper.VelFromAngle();
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ripper.CheckMissileSpawn (radius);
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}
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}
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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
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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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int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if (target is "Ironlich")
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{ // Less damage to Ironlich bosses
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damage = random[Ripper]() & 1;
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if (!damage)
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{
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return -1;
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}
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}
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return damage;
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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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