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@wallabra
Created July 4, 2016 15:31
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DECORATE for the new upcoming GusEmpathy v1.2
//////////////////////////////////
// Standard Empathic Classes //
/////////////////@V@//////////////
// (for any case) |
//================A
actor PlayerIsEmpathic : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
}
actor EmpathyPlayerPawn : PlayerPawn
{
}
////////////////////////////////////////////////////
////////////////// BARON OF HELL ///////////////////
////////////////////////////////////////////////////
// (and his little brother, Hell Knight) //
////////////////////////////////////////////////////
actor BaronPlayer : EmpathyPlayerPawn
{
Speed 0.4861
Health 1000
Radius 24
Height 64
Mass 1000
PainChance 255
player.jumpz 9
player.viewheight 48
player.maxhealth 1000
player.soundclass "BaronPlayerSnd"
player.morphweapon "BaronArm"
Player.ColorRange 0, 0
Player.DisplayName "Baron of Hell"
Player.StartItem "BaronArm"
Player.StartItem "PlayerIsBaron"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun" //when picking up them
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
BOSS AB 7
BOSS A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
BOSS AABBCCDD 3
Loop
Missile:
BOSS EF 8
BOSS G 8
Goto Spawn
Melee:
BOSS EF 8
BOSS G 8
Goto Spawn
Pain:
BOSS H 4
BOSS H 4 A_Pain
Goto Spawn
Death:
BOSS I 8 A_PlayerSkinCheck("AltSkinDeath")
BOSS J 8 A_PlayerScream
BOSS K 8
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1
Stop
XDeath:
goto death
AltSkinDeath:
BOSS I 8
BOSS J 8 A_PlayerScream
BOSS K 8
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1
Stop
}
}
actor HellKnightPlayer : BaronPlayer
{
Speed 0.7291
Health 500
Mass 500
Player.DisplayName "Hell Knight"
Player.MorphWeapon "HKArm"
Player.StartItem "HKArm"
Player.StartItem "PlayerIsHK"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun" //when picking up them
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
BOS2 AB 7
BOS2 A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
BOS2 AABBCCDD 3
Loop
Missile:
BOS2 EF 8
BOS2 G 8
Goto Spawn
Melee:
BOS2 EF 8
BOS2 G 8
Goto Spawn
Pain:
BOS2 H 4
BOS2 H 4 A_Pain
Goto Spawn
Death:
BOS2 I 8 A_PlayerSkinCheck("AltSkinDeath")
BOS2 J 8 A_PlayerScream
BOS2 K 8
BOS2 L 8 A_NoBlocking
BOS2 MN 8
BOS2 O -1
Stop
XDeath:
goto death
AltSkinDeath:
BOS2 I 8
BOS2 J 8 A_PlayerScream
BOS2 K 8
BOS2 L 8 A_NoBlocking
BOS2 MN 8
BOS2 O -1
Stop
}
}
actor BaronArm : EmpathicWeapon
{
radius 20
height 20
obituary "%o ate some %k's green Baron plasma"
hitobituary "%k ripped %o open!"
inventory.pickupmessage "Feel the power of a Baron of Hell"
attacksound "baron/melee"
weapon.selectionorder 5000
weapon.kickback 500
weapon.ammotype "MonsterMana"
weapon.ammouse1 40
weapon.ammouse2 0
weapon.ammogive 500
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
BARW A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
BARW A 1 A_Raise
LOOP
Ready:
BARW A 7 A_WeaponReady
BARW A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
BARW A 0 A_JumpIfNoAmmo ("AltFire")
BARW B 5
BARW C 5 A_GunFlash
BARW D 5 A_FireCustomMisSile ("BaronBall")
BARW E 5
TNT1 A 5 A_ReFire
BARW J 5
Goto Ready
Flash:
TNT1 A 5
TNT1 A 5 bright A_Light1
TNT1 A 0 A_Light0
stop
AltFire:
BARW FG 5
BARW H 5 A_CustomPunch (10)
BARW I 5
TNT1 A 5 A_ReFire
BARW J 5
goto ready
}
}
actor HKArm : BaronArm
{
Inventory.PickupMessage "Power! Power!"
States
{
DeEmpathicEmpathicSelect:
HLKW A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
HLKW A 1 A_Raise
LOOP
Ready:
HLKW A 7 A_WeaponReady
HLKW A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
HLKW A 0 A_JumpIfNoAmmo ("AltFire")
HLKW B 5
HLKW C 5 A_GunFlash
HLKW D 5 A_FireCustomMisSile ("BaronBall")
HLKW E 5
TNT1 A 5 A_ReFire
HLKW J 5
Goto Ready
Flash:
TNT1 A 5
TNT1 A 5 bright A_Light1
TNT1 A 0 A_Light0
stop
AltFire:
HLKW FG 5
HLKW H 5 A_CustomPunch (10)
HLKW I 5
TNT1 A 5 A_ReFire
HLKW J 5
goto ready
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/////////////// PINK DEMON /////////////////////////
////////////////////////////////////////////////////
actor DemonPlayer : EmpathyPlayerPawn
{
Speed 0.9114583
Health 150
Radius 30
Height 56
Mass 400
PainChance 255
player.jumpz 10
player.maxhealth 150
player.soundclass "DemonPlayerSnd"
player.morphweapon "DemonJaws"
Player.ColorRange 0, 0
Player.DisplayName "\"pinky\" Demon"
Player.StartItem "DemonJaws"
Player.StartItem "PlayerIsDemon"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun" //when picking up them
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
SARG AB 7
SARG A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
SARG AABBCCDD 2
Loop
Melee:
Missile:
SARG EF 8
SARG G 8
Goto Spawn
Pain:
SARG H 2
SARG H 2 A_Pain
Goto Spawn
Death:
SARG I 8 A_PlayerSkinCheck("AltSkinDeath")
SARG J 8 A_PlayerScream
SARG K 4
SARG L 4 A_NoBlocking
SARG M 4
SARG N -1
Stop
XDeath:
goto death
AltSkinDeath:
SARG I 8
SARG J 8 A_PlayerScream
SARG K 4
SARG L 4 A_NoBlocking
SARG M 4
SARG N -1
Stop
}
}
actor DemonJaws : EmpathicWeapon
{
radius 20
height 20
obituary "%o was tasteful enough for %k"
inventory.pickupmessage "Demon!!"
attacksound ""
weapon.selectionorder 3000
weapon.kickback 300
weapon.ammotype1 "MonsterMana"
weapon.ammotype2 "MonsterMana"
weapon.ammouse1 0
weapon.ammouse2 35
weapon.ammogive 0
+WEAPON.DONTBOB
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
DEMH A -1 //the deEmpathicSelect state is an infinite static loop to avoid horns to disappear after death
LOOP //a little crappy, but produces a quite good effect (no need to say the danger of allowing weapon switch)
EmpathicEmpathicSelect:
DEMH A 1
goto ready
Ready:
DEMH A 7 A_WeaponReady
DEMH A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
DEMH A 16 A_PlaySoundEx ("demon/melee", "Weapon")
DEMH A 8 A_CustomPunch (5)
DEMH A 8
DEMH A 8 A_ReFire
Goto Ready
AltFire:
DEMH A 0 A_JumpIfNoAmmo ("fire")
DEMH A 8 A_PlaySoundEx ("demon/melee", "Weapon")
DEMH A 0 A_GiveInventory ("DemonRage",1)
DEMH A 8 A_CustomPunch (5)
DEMH A 4
DEMH A 4 A_ReFire
goto ready
}
}
actor DemonRage : PowerupGiver
{
inventory.pickupmessage ""
powerup.color red 0.75
inventory.maxamount 0
powerup.type "Drain"
powerup.duration 10
+AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A 1
loop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
//////////////// SPECTRE DEMON /////////////////////
////////////////////////////////////////////////////
actor SpectrePlayer : EmpathyPlayerPawn
{
Speed 0.9114583
Health 150
Radius 30
Height 56
Mass 400
PainChance 255
player.jumpz 10
player.maxhealth 150
player.soundclass "SpectrePlayerSnd"
player.morphweapon "SpectreJaws"
Player.ColorRange 0, 0
Player.DisplayName "Spectre Demon"
Player.StartItem "SpectreJaws"
Player.StartItem "PlayerIsDemon"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun" //when picking up them
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
SARG AB 7
SARG A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
SARG AABBCCDD 2
Loop
Melee:
Missile:
SARG EF 8
SARG G 8
Goto Spawn
Pain:
SARG H 2
SARG H 2 A_Pain
Goto Spawn
Death:
SARG I 8 A_PlayerSkinCheck("AltSkinDeath")
SARG J 8 A_PlayerScream
SARG K 4
SARG L 4 A_NoBlocking
SARG M 4
SARG N -1
Stop
XDeath:
goto death
AltSkinDeath:
SARG I 8
SARG J 8 A_PlayerScream
SARG K 4
SARG L 4 A_NoBlocking
SARG M 4
SARG N -1
Stop
}
}
actor SpectreJaws : EmpathicWeapon
{
radius 20
height 20
obituary "%o didn't saw %k in time cos' he where partially invisible"
inventory.pickupmessage "Spectre!!"
attacksound ""
weapon.selectionorder 3000
weapon.kickback 400
weapon.ammotype1 "MonsterMana"
weapon.ammotype2 "MonsterMana"
weapon.ammouse1 0
weapon.ammouse2 500
weapon.ammogive 0
+WEAPON.NOALERT
+WEAPON.DONTBOB
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
DEMH A -1 //the deEmpathicSelect state is an infinite static loop to avoid horns to disappear after death
LOOP //a little crappy, but produces a quite good effect (no need to say the danger of allowing weapon switch)
EmpathicEmpathicSelect:
DEMH A 1
goto ready
Ready:
DEMH A 7 A_WeaponReady
DEMH A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
DEMH A 16 A_PlaySoundEx ("demon/melee", "Weapon")
DEMH A 8 A_CustomPunch (5)
DEMH A 8
DEMH A 8 A_ReFire
Goto Ready
AltFire:
DEMH A 0 A_JumpIfNoAmmo ("fire")
DEMH A 0 A_PlaySoundEx ("demon/sight", "Weapon")
DEMH A 0 A_GiveInventory ("SpectreShadowmeld",1)
DEMH A 0 A_TakeInventory ("MonsterMana",500)
DEMH A 24
goto ready
}
}
actor SpectreShadowmeld : PowerupGiver
{
inventory.pickupmessage ""
powerup.color blue 0.25
inventory.maxamount 0
powerup.type "Invisibility"
powerup.duration 2100
+AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A 1
loop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/////////////////// DOOM IMP ///////////////////////
////////////////////////////////////////////////////
actor ImpPlayer : EmpathyPlayerPawn
{
Speed 0.4861
Health 60
Radius 20
Height 56
Mass 100
PainChance 255
player.maxhealth 60
player.soundclass "ImpPlayer"
player.morphweapon "ImpArm"
Player.ColorRange 0, 0
Player.DisplayName "Imp"
Player.StartItem "ImpArm"
Player.StartItem "PlayerIsImp"
Player.StartItem "MonsterMana", 1000
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
Player.StartItem "PlayerIsEmpathic"
States
{
Spawn:
TROO AB 7
TROO A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
TROO AABBCCDD 3
Loop
Missile:
TROO EF 8
TROO G 6
Goto Spawn
Melee:
TROO EF 8
TROO G 6
Goto Spawn
Pain:
TROO H 4
TROO H 4 A_Pain
Goto Spawn
Death:
TROO I 8 A_PlayerSkinCheck("AltSkinDeath")
TROO J 8 A_PlayerScream
TROO K 6
TROO L 6 A_NoBlocking
TROO M -1
Stop
XDeath:
TROO N 5 A_PlayerSkinCheck("AltSkinXDeath")
TROO O 5 A_XScream
TROO P 5
TROO Q 5 A_NoBlocking
TROO RST 5
TROO U -1
Stop
AltSkinDeath:
TROO I 8
TROO J 8 A_PlayerScream
TROO K 6
TROO L 6 A_NoBlocking
TROO M -1
Stop
AltSkinXDeath:
TROO N 5 A_PlayerScream
TROO O 5 A_NoBlocking
TROO P 5
TROO Q 5 A_SkullPop
TROO RST 5
TROO U -1
Stop
}
}
actor ImpArm : EmpathicWeapon
{
radius 20
height 20
obituary "%o ate some %k's IMP fire"
inventory.pickupmessage "IMP-MAN"
attacksound "imp/melee"
weapon.selectionorder 2500
weapon.kickback 200
weapon.ammotype "MonsterMana"
weapon.ammouse1 5
weapon.ammouse2 0
weapon.ammogive 500
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
IMPW A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
IMPW A 1 A_Raise
LOOP
Ready:
IMPW A 7 A_WeaponReady
IMPW A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
IMPW A 0 A_JumpIfNoAmmo ("AltFire")
IMPW F 5
IMPW G 5 A_GunFlash
IMPW H 5 A_FireCustomMisSile ("DoomImpBall")
IMPW I 5
TNT1 A 5 A_ReFire
IMPW J 5
Goto Ready
Flash:
TNT1 A 5
TNT1 A 5 bright A_Light1
TNT1 A 0 A_Light0
stop
AltFire:
IMPW BC 5
IMPW D 5 A_CustomPunch (3)
IMPW E 5
TNT1 A 5 A_ReFire
IMPW J 5
goto ready
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/////////////////// MANCUBUS ///////////////////////
////////////////////////////////////////////////////
actor FastoPlayer : EmpathyPlayerPawn
{
Speed 0.3645833
Health 600
Radius 48
Height 64
Mass 1000
PainChance 255
player.jumpz 6
player.viewheight 48
player.maxhealth 600
player.soundclass "FatsoPlayerSnd"
player.morphweapon "MancubusArms"
Player.ColorRange 0, 0
Player.DisplayName "Mancubus"
Player.StartItem "MancubusArms"
Player.StartItem "PlayerIsFatso"
Player.StartItem "MonsterMana", 1000
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun" //when picking up them
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
Player.StartItem "PlayerIsEmpathic"
States
{
Spawn:
FATT A 14
FATT A 0 A_GiveInventory ("MonsterMana",1)
FATT B 14
FATT B 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
FATT AABBCCDDEEFF 4
Loop
//Melee:
Missile:
FATT G 20
FATT H 10 bright
FATT IG 5
FATT H 10 bright
FATT IG 5
FATT H 10 bright
FATT IG 5
Goto Spawn
Pain:
FATT J 3
FATT J 3 A_Pain
Goto Spawn
Death:
FATT K 6 A_PlayerSkinCheck("AltSkinDeath")
FATT L 6 A_PlayerScream
FATT M 6 A_NoBlocking
FATT NOPQRS 6
FATT T -1
Stop
XDeath:
goto death
AltSkinDeath:
FATT K 6
FATT L 6 A_PlayerScream
FATT M 6 A_NoBlocking
FATT NOPQRS 6
FATT T -1
Stop
}
}
actor MancubusArms : EmpathicWeapon
{
radius 20
height 20
obituary "%k's mancubus arms burnt down %o's ass"
inventory.pickupmessage "Now you can feel the power a MANCUBUS!!"
weapon.selectionorder 2700
weapon.kickback 250
weapon.ammotype "MonsterMana"
weapon.ammouse 5
weapon.ammogive 80
+AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Ready:
MANS A 7 A_WeaponReady
MANS A 0 A_GiveInventory ("MonsterMana",1)
LOOP
DeEmpathicEmpathicSelect:
MANS A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
MANS A 1 A_Raise
LOOP
Fire:
MANS A 0 A_JumpIfInventory("MonsterMana",30,2) //A_JumpIfNoAmmo ("Ready")
MANS A 0 A_Jump (256,"ready")
MANS A 0 ACS_ExecuteAlways(999,0)
MANS A 0 A_PlaySoundEx ("fatso/raiseguns","Weapon")
MANS BCDE 5
MANS F 0 A_GunFlash
MANS F 5
MANS F 0 A_FireCustomMissile ("FatShot",(-4+random(-2,2)))
MANS F 0 A_FireCustomMissile ("FatShot",(4+random(-2,2)))
MANS G 5
MANS DE 5
MANS F 5
MANS F 0 A_FireCustomMissile ("FatShot",(-4+random(-2,2)))
MANS F 0 A_FireCustomMissile ("FatShot",(4+random(-2,2)))
MANS G 5
MANS DE 5
MANS F 5
MANS F 0 A_FireCustomMissile ("FatShot",(-4+random(-2,2)))
MANS F 0 A_FireCustomMissile ("FatShot",(4+random(-2,2)))
MANS G 5
MANS E 0 ACS_ExecuteAlways(998,0)
MANS EDCB 5
goto Ready
Flash:
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 10 A_Light0
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 10 A_Light0
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 10 A_Light0
stop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
////////////////// CACODEMON ///////////////////////
////////////////////////////////////////////////////
actor CacodemonPlayer : EmpathyPlayerPawn
{
Speed 0.4861
Health 400
Radius 31
Height 56
Mass 400
PainChance 255
player.maxhealth 400
player.soundclass "CacodemonPlayerSnd"
player.morphweapon "CacodemonMouth"
Player.ColorRange 0, 0
Player.DisplayName "Cacodemon"
Player.StartItem "CacodemonMouth"
Player.StartItem "PlayerIsCacodemon"
Player.StartItem "MonsterMana", 1000
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
Player.StartItem "PlayerIsEmpathic"
States
{
Spawn:
HEAD A 14
HEAD A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
HEAD A 5
Loop
//Melee:
Missile:
HEAD BCD 5
Goto Spawn
Pain:
HEAD E 3
HEAD E 3 A_Pain
HEAD F 6
Goto Spawn
Death:
HEAD G 8 A_PlayerSkinCheck("AltSkinDeath")
HEAD H 8 A_PlayerScream
HEAD IJ 8
HEAD K 8 A_NoBlocking
HEAD L -1 A_SetFloorClip
Stop
XDeath:
GOTO DEATH
Stop
AltSkinDeath:
HEAD G 8
HEAD H 8 A_PlayerScream
HEAD IJ 8
HEAD K 8 A_NoBlocking
HEAD L -1 A_SetFloorClip
Stop
}
}
actor CacodemonMouth : EmpathicWeapon
{
radius 20
height 20
obituary "%k smited %o too strongly"
inventory.pickupmessage "CaCo??DEMON!!"
attacksound "caco/melee"
weapon.selectionorder 5000
weapon.kickback 200
weapon.ammotype "MonsterMana"
weapon.ammouse1 10
weapon.ammouse2 0
weapon.ammogive 500
+WEAPON.DONTBOB
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
CAMO A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
CAMO A 1
goto ready
Ready:
CAMO A 0 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying
CAMO A 7 A_WeaponReady
CAMO A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
CAMO A 0 A_JumpIfNoAmmo ("AltFire")
CAMO B 5
CAMO C 5 A_GunFlash
CAMO D 5 A_FireCustomMisSile ("CacodemonBall")
CAMO C 5
CAMO B 5 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying
CAMO A 5 A_ReFire
Goto Ready
Flash:
TNT1 A 5
TNT1 A 5 bright A_Light1
TNT1 A 0 A_Light0
stop
AltFire:
CAMO BC 5
CAMO D 5 A_CustomPunch (8)
CAMO C 5 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying
CAMO B 5 A_ReFire
goto ready
}
}
actor CacoPainFlyPow : PowerupGiver
{
inventory.pickupmessage ""
//powerup.color red 0.75
inventory.maxamount 0
powerup.type "Flight"
powerup.duration 10500
+AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A 1
loop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/////////////// PAIN ELEMENTAL /////////////////////
////////////////////////////////////////////////////
actor PainElementalPlayer : EmpathyPlayerPawn
{
Speed 0.4861
Health 400
Radius 31
Height 56
Mass 400
PainChance 255
player.attackzoffset -16
player.maxhealth 400
player.soundclass "PainPlayerSnd"
player.morphweapon "PainMouth"
Player.ColorRange 0, 0
Player.DisplayName "Pain elemental"
Player.StartItem "PainMouth"
Player.StartItem "PlayerIsPainElemental"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
PAIN A 14
PAIN A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
PAIN AABBCC 3
Loop
Melee:
Missile:
PAIN DEF 5
Goto Spawn
Pain:
PAIN G 6
PAIN G 6 A_Pain
Goto Spawn
Death:
PAIN H 8 bright A_PlayerSkinCheck("AltSkinDeath")
PAIN I 8 bright A_Scream
PAIN JK 8 bright
PAIN L 4 bright
PAIN L 0 bright A_SpawnItemEx ("PlayerSoul", 16, 16, 8, 0.5, 0.5, 0.2, 0, 96, 0)
PAIN L 0 bright A_SpawnItemEx ("PlayerSoul", 16, 16, 8, 0.5, 0.5, 0.2, 85, 96, 0)
PAIN L 0 bright A_SpawnItemEx ("PlayerSoul", 16, 16, 8, 0.5, 0.5, 0.2, 170, 96, 0)
PAIN L 4 bright
PAIN M 8 bright
EMPT A -1 //an "empty" image is used cause TNT1 doesn't work(shows PAIN A), and if left in a simple stop the program crashes
stop
XDeath:
GOTO DEATH
Stop
AltSkinDeath:
PAIN H 8 bright
PAIN I 8 bright A_Scream
PAIN JK 8 bright
PAIN L 8 bright A_PainDie
PAIN M 8 bright
EMPT A -1
Stop
}
}
actor PainMouth : EmpathicWeapon
{
radius 20
height 20
obituary "%o was burnt down by one of %k's jobless souls"
inventory.pickupmessage "PAIN ELEMENTAL"
attacksound "skull/sight"
weapon.selectionorder 5000
weapon.kickback 400
weapon.ammotype "MonsterMana"
weapon.ammouse1 100
weapon.ammouse2 0
weapon.ammogive 500
+WEAPON.DONTBOB
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
PAMO A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
PAMO A 1
goto ready
Ready:
PAMO A 0 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying
PAMO A 7 A_WeaponReady
PAMO A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
PAMO A 0 A_JumpIfNoAmmo ("Ready")
PAMO B 5
PAMO C 5 A_GunFlash
PAMO D 5
PAMO D 0 A_FireCustomMisSile ("PlayerSoulMissile")//A_PainAttack ("PlayerSoul")
PAMO C 5
PAMO B 5 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying
PAMO A 5 A_ReFire
Goto Ready
Flash:
TNT1 A 5
TNT1 A 5 bright A_Light1
TNT1 A 0 A_Light0
stop
}
}
actor PlayerSoul : LostSoul
{
+FRIENDLY
+PUSHABLE
}
actor PlayerSoulMissile //The soul-shooting is done with a missile soul-faking cause A_PainAttack didn't work properly,
{ //and using A_FireCustomMissile to shoot directly a lost soul blowed up the soul instantly most times.
radius 16
height 48
speed 14
damage 3
renderstyle SoulTrans
seesound "skull/melee"
PROJECTILE
+RANDOMIZE
+DONTREFLECT
+SKYEXPLODE
states
{
Spawn:
SKUL CD 4 BRIGHT
loop
Death:
TNT1 A 0 A_SpawnItemEx ("PlayerSoul", 0, 0, 0, 0, 0, 0, 0, 40, 0)
stop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////////// ARACHNOTRON //////////////////////
////////////////////////////////////////////////////
actor ArachnotronPlayer : EmpathyPlayerPawn
{
Speed 0.506365740
Health 500
Radius 63
Height 64
Mass 600
PainChance 255
player.attackzoffset -8
player.jumpz 5
player.maxhealth 500
player.soundclass "ArachnotronPlayerSnd"
player.morphweapon "ArachnotronRifle"
Player.ColorRange 0, 0
Player.DisplayName "Arachnotron"
Player.StartItem "ArachnotronRifle"
Player.StartItem "PlayerIsArachnotron"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
BSPI AB 7
BSPI A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
BSPI A 3 A_PlaySoundEx("baby/walk","body")
BSPI ABBCC 3
BSPI D 3 A_PlaySoundEx("baby/walk","body")
BSPI DEEFF 3
Loop
Missile://Melee:
BSPI A 20
Goto Spawn
Melee://Missile:
BSPI G 4 bright
BSPI H 5 bright
BSPI A 5
Goto Spawn
Pain:
BSPI I 3
BSPI I 3 A_Pain
Goto Spawn
Death:
BSPI J 10 A_PlayerSkinCheck("AltSkinDeath")
BSPI J 10 A_PlayerScream
BSPI K 7 A_NoBlocking
BSPI LMNO 7
BSPI P -1
Stop
XDeath:
goto death
Stop
AltSkinDeath:
BSPI J 10
BSPI J 10 A_PlayerScream
BSPI K 7 A_NoBlocking
BSPI LMNO 7
BSPI P -1
Stop
}
}
actor ArachnotronRifle : EmpathicWeapon
{
radius 20
height 16
obituary "%o couldn't evade a %k's plasma burst"
inventory.pickupmessage "ARACHNOTRON!!"
weapon.selectionorder 200
weapon.kickback 150
weapon.ammotype1 "MonsterMana"
weapon.ammouse1 6
weapon.ammogive 50
+WEAPON.AMMO_OPTIONAL
+DONTBOB
states
{
Ready:
ARCN A 7 A_WeaponReady
ARCN A 0 A_GiveInventory ("MonsterMana",1)
loop
DeEmpathicEmpathicSelect:
//ARCN A 1
//stop
//goto ready
ARCN A 1 A_Lower
loop
EmpathicEmpathicSelect:
ARCN A 1 A_Raise
loop
Fire:
ARCN A 10 //A_JumpIfNoAmmo ("Ready")
ARCN B 10 bright ACS_ExecuteAlways(999,0)
ARCN B 0 A_ReFire
ARCN A 1 ACS_ExecuteAlways(998,0)
//goto Hold
Hold:
ARCN B 0 A_JumpIfNoAmmo (5)
ARCN B 0 A_GunFlash
ARCN C 4 A_FireCustomMissile ("ArachnotronPlasma")
ARCN D 4
ARCN B 1 A_ReFire
ARCN B 5
ARCN B 0 ACS_ExecuteAlways(998,0)
goto Ready
Flash:
TNT1 A 6 bright A_Light1
TNT1 A 2 bright A_Light0
stop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/////////////////// REVENANT ///////////////////////
////////////////////////////////////////////////////
actor RevenantPlayer : EmpathyPlayerPawn
{
Speed 0.9114583
Health 300
Radius 20
Height 56
Mass 500
PainChance 255
player.attackzoffset 8
player.maxhealth 300
player.soundclass "RevenantPlayerSnd"
player.morphweapon "RevenantCanons"
Player.ColorRange 0, 0
Player.DisplayName "Revenant"
Player.StartItem "RevenantCanons"
Player.StartItem "PlayerIsRevenant"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
States
{
Spawn:
SKEL AB 7
SKEL A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
SKEL AABBCCDDEEFF 2
Loop
Melee://Missile:
SKEL J 10 bright
SKEL K 20
Goto Spawn
Missile://Melee:
SKEL GHI 6
Goto Spawn
Pain:
SKEL L 5
SKEL L 5 A_Pain
Goto Spawn
Death:
SKEL L 7 A_PlayerSkinCheck("AltSkinDeath")
SKEL M 7
SKEL N 7 A_PlayerScream
SKEL O 7 A_NoBlocking
SKEL P 7
SKEL Q -1
Stop
XDeath:
goto death
Stop
AltSkinDeath:
SKEL L 7
SKEL M 7
SKEL N 7 A_PlayerScream
SKEL O 7 A_NoBlocking
SKEL P 7
SKEL Q -1
Stop
}
}
actor RevenantCanons : EmpathicWeapon
{
radius 20
height 20
obituary "%o couldn't evade a %k's tracer"
inventory.pickupmessage "Feel the power of a Revenant"
attacksound "skeleton/melee"
weapon.selectionorder 5000
weapon.kickback 500
weapon.ammotype "MonsterMana"
weapon.ammouse1 40
weapon.ammouse2 0
weapon.ammogive 500
+WEAPON.DONTBOB
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
REVC A -1
LOOP
EmpathicEmpathicSelect:
REVC A 1 A_Raise
LOOP
Ready:
REVC A 7 A_WeaponReady
REVC A 0 A_GiveInventory ("MonsterMana",1)
LOOP
Fire:
REVC A 0 A_JumpIfNoAmmo ("AltFire")
REVC B 10 A_GunFlash
REVC C 10 A_FireCustomMissile ("RevenantTracer")
REVC DE 5
REVC A 5 A_ReFire
Goto Ready
Flash:
TNT1 A 25 bright A_Light1
TNT1 A 0 A_Light0
stop
AltFire:
REVC F 6 A_PlaySoundEx("skeleton/swing","Weapon")
REVC G 6
REVC H 6 A_CustomPunch (8)
REVC IJ 5
REVC A 0 A_ReFire
goto ready
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/////////////// SPIDER MASTERMIND //////////////////
////////////////////////////////////////////////////
actor SpiderMastermindPlayer : EmpathyPlayerPawn
{
Speed 0.546875
Health 3000
Radius 127
Height 100
Mass 1000
PainChance 255
player.attackzoffset 20
player.viewheight 75
player.jumpz 2
player.maxhealth 3000
player.soundclass "SpiderPlayerSnd"
player.morphweapon "SpiderChaingun"
Player.ColorRange 0, 0
Player.DisplayName "Spider Mastermind"
Player.StartItem "SpiderChaingun"
Player.StartItem "PlayerIsSpiderMastermind"
Player.StartItem "MonsterMana", 1000
Player.StartItem "PlayerIsEmpathic"
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
+NORADIUSDMG
States
{
Spawn:
SPID AB 7
SPID A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
SPID A 3 A_PlaySoundEx("spider/walk","body")
SPID ABB 3
SPID C 3 A_PlaySoundEx("spider/walk","body")
SPID CDD 3
SPID E 3 A_PlaySoundEx("spider/walk","body")
SPID EFF 3
Loop
Missile:
SPID GH 4
Goto Spawn
Pain:
SPID I 3
SPID I 3 A_Pain
Goto Spawn
Death:
SPID J 0 A_PlayerSkinCheck("AltSkinDeath")
SPID J 20 A_PlayerScream
SPID K 10 A_NoBlocking
SPID LMNOPQR 10
SPID S 30
SPID S -1
Stop
XDeath:
goto death
Stop
AltSkinDeath:
SPID J 20 A_PlayerScream
SPID K 10 A_NoBlocking
SPID LMNOPQR 10
SPID S 30
SPID S -1
Stop
}
}
actor SpiderChaingun : EmpathicWeapon
{
radius 20
height 16
obituary "%k filled %o with lead"
inventory.pickupmessage "MAKE THEM EAT LEAD!"
decal "BulletChip"
attacksound "spider/attack"
weapon.selectionorder 200
weapon.kickback 100
weapon.ammotype1 "MonsterMana"
weapon.ammouse1 2
weapon.ammogive 50
+WEAPON.AMMO_OPTIONAL
+DONTBOB
states
{
Ready:
SPCH A 7 A_WeaponReady
SPCH A 0 A_GiveInventory ("MonsterMana",1)
loop
DeEmpathicEmpathicSelect:
SPCH A 1 A_Lower
loop
EmpathicEmpathicSelect:
SPCH A 1 A_Raise
loop
Fire:
SPCH A 0 ACS_ExecuteAlways(999,0)
SPCH ABAB 5
SPCH B 0 A_JumpIfNoAmmo (6)
SPCH B 0 A_GunFlash
SPCH C 4 A_FireBullets (1, 0, 3, 5, "BulletPuff")
SPCH D 4 A_FireBullets (3, 0, 3, 5, "BulletPuff")
SPCH A 5 A_ReFire
SPCH BAB 5
SPCH A 1 ACS_ExecuteAlways(998,0)
goto Ready
//goto Hold
Hold:
SPCH B 0 A_JumpIfNoAmmo (6)
SPCH B 0 A_GunFlash
SPCH C 4 A_FireBullets (5.6, 0, 3, 5, "BulletPuff")
SPCH D 4 A_FireBullets (5.6, 0, 3, 5, "BulletPuff")
SPCH A 4 A_ReFire
SPCH BAB 5
ARCN B 0 ACS_ExecuteAlways(998,0)
goto Ready
Flash:
TNT1 A 8 bright A_Light1
TNT1 A 0 bright A_Light0
stop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
////////////////// CYBERDEMON //////////////////////
////////////////////////////////////////////////////
actor CyberdemonPlayer : EmpathyPlayerPawn
{
Speed 0.729166
Health 4000
Radius 40
Height 110
Mass 1000
PainChance 255
maxstepheight 32
player.attackzoffset 24
player.viewheight 95
player.jumpz 5
player.maxhealth 4000
player.soundclass "CyberdemonPlayerSnd"
player.morphweapon "CyberdemonCanon"
Player.ColorRange 0, 0
Player.DisplayName "Cyberdemon"
Player.StartItem "CyberdemonCanon"
Player.StartItem "PlayerIsCyberdemon"
Player.StartItem "MonsterMana", 1000
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
Player.StartItem "PlayerIsEmpathic"
+NORADIUSDMG
States
{
Spawn:
CYBR AB 7
CYBR A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
CYBR A 3 A_PlaySoundEx("cyber/hoof","body")
CYBR ABBCC 3
CYBR D 3 A_PlaySoundEx("spider/walk","body")
CYBR D 3
Loop
Missile:
CYBR E 6
CYBR F 12
CYBR E 12
CYBR F 12
CYBR E 12
CYBR F 12
CYBR E 6
Goto Spawn
Pain:
CYBR G 10 A_Pain
Goto Spawn
Death:
CYBR H 10 A_PlayerSkinCheck("AltSkinDeath")
CYBR I 10 A_PlayerScream
CYBR JKL 10
CYBR M 10 A_NoBlocking
CYBR NO 10
CYBR P 30
CYBR P -1
Stop
XDeath:
goto death
Stop
AltSkinDeath:
CYBR H 10
CYBR I 10 A_PlayerScream
CYBR JKL 10
CYBR M 10 A_NoBlocking
CYBR NO 10
CYBR P 30
CYBR P -1
Stop
}
}
actor CyberdemonCanon : EmpathicWeapon
{
radius 20
height 16
obituary "%o rode a %k's missile"
inventory.pickupmessage "CYBERDEMON!! ARGHHH!!"
weapon.selectionorder 200
weapon.kickback 400
weapon.ammotype1 "MonsterMana"
weapon.ammouse1 50
weapon.ammogive 50
+WEAPON.AMMO_OPTIONAL
//+DONTBOB
states
{
Ready:
CYBL A 7 A_WeaponReady
CYBL A 0 A_GiveInventory ("MonsterMana",1)
loop
DeEmpathicEmpathicSelect:
//CYBL A 1
//stop
//goto ready
CYBL A 1 A_Lower
loop
EmpathicEmpathicSelect:
CYBL A 1 A_Raise
loop
Fire:
CYBL A 6 A_JumpIfNoAmmo ("NoAmmo")
CYBL A 0 ACS_ExecuteAlways(999,0)
CYBL B 0 Radius_Quake(7, 52, 0, 192, 0)
CYBL B 6 bright A_FireCustomMissile ("Rocket")
CYBL C 4 bright
CYBL D 2
CYBL A 12 A_JumpIfNoAmmo ("NoAmmo")
CYBL B 0 Radius_Quake(7, 52, 0, 192, 0)
CYBL B 6 bright A_FireCustomMissile ("Rocket")
CYBL C 4 bright
CYBL D 2
CYBL A 12 A_JumpIfNoAmmo ("NoAmmo")
CYBL B 0 Radius_Quake(7, 52, 0, 192, 0)
CYBL B 6 bright A_FireCustomMissile ("Rocket")
CYBL C 4 bright
CYBL D 2
CYBL A 6
CYBL A 0 A_ReFire
CYBL A 0 ACS_ExecuteAlways(998,0)
goto Ready
Hold:
CYBL A 6 A_JumpIfNoAmmo ("NoAmmo")
CYBL B 6 bright A_FireCustomMissile ("Rocket")
CYBL C 6 bright
CYBL A 6
CYBL A 0 A_ReFire
CYBL A 0 ACS_ExecuteAlways(998,0)
goto Ready
Flash:
TNT1 A 6 bright A_Light1
TNT1 A 2 bright A_Light0
stop
NoAmmo:
CYBL A 5 ACS_ExecuteAlways(998,0)
goto ready
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
////////////////// -VILE ///////////////////////
////////////////////////////////////////////////////
actor VilePlayer : EmpathyPlayerPawn
{
Speed 1.3671875
Health 700
Radius 20
Height 56
Mass 500
PainChance 255
player.maxhealth 700
player.attackzoffset -16
player.jumpz 8
player.soundclass "ArchVilePlayerSnd"
player.morphweapon "VilePower"
Player.ColorRange 0, 0
Player.DisplayName "Arch-Vile"
Player.StartItem "VilePower"
Player.StartItem "PlayerIsvile"
Player.StartItem "MonsterMana", 1000
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch
Player.StartItem "Chaingun"
Player.StartItem "Chainsaw"
Player.StartItem "Fist"
Player.StartItem "Pistol"
Player.StartItem "PlasmaRifle"
Player.StartItem "RocketLauncher"
Player.StartItem "Shotgun"
Player.StartItem "SuperShotgun"
Player.StartItem "PlayerIsEmpathic"
States
{
Spawn:
VLEB A 0
Goto SpawnLoop
SpawnLoop:
VILE AB 7
VILE A 0 A_GiveInventory ("MonsterMana",1)
Loop
See:
VILE AABBCCDDEEFF 2
Loop
Missile://Melee:
VILE "[\]" 10
Goto Spawn
Melee://Missile:
VILE G 10
VILE HIJKLMNO 8
VILE P 20
Goto Spawn
Pain:
VILE Q 5
VILE Q 5 A_Pain
Goto Spawn
Death:
VILE Q 7 A_PlayerSkinCheck("AltSkinDeath")
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVW 7
VILE XY 5
VILE Z -1
Stop
XDeath:
goto death
Stop
AltSkinDeath:
VILE Q 7
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVW 7
VILE XY 5
VILE Z -1
Stop
}
}
actor VilePower : EmpathicWeapon
{
radius 20
height 20
obituary "%o was burn up by %k"
inventory.pickupmessage "Vileness infects you"
//attacksound "vile/stop"
weapon.selectionorder 2500
weapon.kickback 2000
weapon.ammotype1 "MonsterMana"
weapon.ammotype2 "MonsterMana"
weapon.ammouse1 50
weapon.ammouse2 400
weapon.ammogive 500
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
States
{
DeEmpathicEmpathicSelect:
AVIH A 1 A_Lower
LOOP
EmpathicEmpathicSelect:
AVIH A 1 A_Raise
LOOP
Ready:
AVIH A 7 A_WeaponReady
AVIH A 0 A_GiveInventory ("MonsterMana",1)
LOOP
NoAmmoFire:
AVIH A 10
Goto Ready
Fire:
TNT1 A 0 BRIGHT A_JumpIfNoAmmo("NoAmmoFire")
TNT1 A 0 BRIGHT ACS_ExecuteAlways(999,0)
TNT1 A 0 BRIGHT A_PlaySoundEx ("vile/start","Weapon")//A_VileStart
TNT1 AAAAAAAAAA 1 BRIGHT //A_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,bool UseNoAmmo [, float range]]])
TNT1 A 0 BRIGHT A_GunFlash
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireA",0,0)//all this repeatedly crap emulates the flames
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0)
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireA",0,0)
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0)
//VILE IJKLMN 8 BRIGHT A_FaceTarget
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0) //A_FIRECRACKLE
TNT1 A 0 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireCrackleSound",0,0)
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0)
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0)
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0)
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0)
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0)
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0)
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0)
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0)
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0)
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0)
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0)
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0)
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0)
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0) //A_FIRECRACKLE
AVIH F 0 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireCrackleSound",0,0)
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireF",0,0)
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0)
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireF",0,0)
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0)
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireF",0,0)
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireG",0,0)
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireH",0,0)
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireG",0,0)
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireH",0,0)
AVIH I 0 BRIGHT A_PlaySoundEx ("vile/stop","Weapon")
AVIH I 0 BRIGHT A_FireBullets (0, 0, 1, 20, "vileFireExplosion",1,0)//This is the actual attack
AVIH II 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireG",0,0)
AVIH II 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireH",0,0)
AVIH II 1 BRIGHT
AVIH II 1 BRIGHT
//VILE P 20 BRIGHT
AVIH J 20 BRIGHT ACS_ExecuteAlways(998,0)
Goto Ready
Flash:
TNT1 A 16 A_Light1
TNT1 A 48 A_Light2
TNT1 A 0 A_Light0
stop
AltFire:
AVIH A 0 A_JumpIfNoAmmo ("NoAmmoFire")
AVIH A 0 ACS_ExecuteAlways(999,0)
AVIH KL 10
AVIH L 0 A_FireCustomMisSile ("VileResurrector")
AVIH M 10
AVIH A 10 ACS_ExecuteAlways(998,0)
AVIH A 10 A_ReFire
goto ready
}
}
ACTOR vileFireExplosion
{
//Radius 1
//Height 1
//Speed 1024
//Damage 0
//Projectile
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
+NOBLOOD
+FORCERADIUSDMG
States
{
Spawn:
TNT1 A 1 BRIGHT
Melee: //A_Explode [(int explosiondamage, int explosionradius [, bool donthurtshooter])]
TNT1 A 1 BRIGHT A_Explode (80, 64)//, bool donthurtshooter])]
STOP
}
}
ACTOR vileFireCrackleSound
{
//Radius 1
//Height 1
//Speed 1024
//Damage 0
//Projectile
RenderStyle NONE
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
TNT1 A 1 BRIGHT
Melee:
TNT1 A 1 BRIGHT A_PlaySoundEx ("vile/firecrkl","Body")
STOP
}
}
ACTOR vileFireA
{
//Radius 1
//Height 1
//Speed 1024
//Damage 0
//Projectile
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE A 1 BRIGHT
Melee:
FIRE A 1 BRIGHT
STOP
}
}
ACTOR vileFireB
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE B 1 BRIGHT
Melee:
FIRE B 1 BRIGHT
STOP
}
}
ACTOR vileFireC
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE C 1 BRIGHT
Melee:
FIRE C 1 BRIGHT
STOP
}
}
ACTOR vileFireD
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE D 1 BRIGHT
Melee:
FIRE D 1 BRIGHT
STOP
}
}
ACTOR vileFireE
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE E 1 BRIGHT
Melee:
FIRE E 1 BRIGHT
STOP
}
}
ACTOR vileFireF
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE F 1 BRIGHT
Melee:
FIRE F 1 BRIGHT
STOP
}
}
ACTOR vileFireG
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE G 1 BRIGHT
Melee:
FIRE G 1 BRIGHT
STOP
}
}
ACTOR vileFireH
{
RenderStyle Add
Alpha 1
mass 1
+NOBLOCKMAP
+NOGRAVITY
-ALLOWPARTICLES
+PUFFONACTORS
+ALWAYSPUFF
States
{
Spawn:
FIRE H 1 BRIGHT
Melee:
FIRE H 1 BRIGHT
STOP
}
}
ACTOR VileResurrector //based on Cutmanmike's reincarnator. Thanks Cutman!!!
{
+FRIENDLY
+NOCLIP
+FLOORHUGGER
Radius 50
Height 5
PROJECTILE
RENDERSTYLE NONE
Speed 6
States
{
Spawn:
FIRE AAAAA 6 A_VileChase
Stop
Death:
FIRE A 1
Stop
Heal:
FIRE A 1
Stop
}
}
////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////////// MISCELLANEOUS ////////////////////
////////////////////////////////////////////////////
actor MonsterMana : ammo
{
inventory.amount 50
inventory.maxamount 1000
inventory.icon "MANAB0"
RENDERSTYLE TRANSLUCENT
ALPHA 0.5
states
{
Spawn:
MANA ABC 5
loop
}
}
ACTOR EmpathicBerserk : CustomInventory REPLACES Berserk
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "You ate an empathic Berserk pack!! ultra-strength!!"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
PSTR A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("EmpathicStrength")
TNT1 A 0 A_GiveInventory("Medikit",4000)//("Soulsphere")
Stop
}
}
actor PowerEmpathicUltraDamage : PowerDamage
{
damagefactor "normal", 5
inventory.icon "PSTRA0"
}
actor EmpathicStrength : PowerupGiver
{
inventory.pickupmessage ""
powerup.color red 0.25
inventory.maxamount 0
powerup.type "EmpathicUltraDamage"
powerup.duration 2100000 //are 16 hours enough??
+AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A 1
loop
}
}
actor PlayerMonsterClassDefiner : inventory //this will be used to identify wich class the player is,
{ // this shouldn't be used directly, but inherited with the desired name
inventory.amount 1
inventory.maxamount 1
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
+INVENTORY.ALWAYSPICKUP
+INVENTORY.IGNORESKILL
}
//This inventory items are done to let the health bonus to check the player class
actor PlayerIsBaron : PlayerMonsterClassDefiner {}
actor PlayerIsDemon : PlayerMonsterClassDefiner {}
actor PlayerIsImp : PlayerMonsterClassDefiner {}
actor PlayerIsFatso : PlayerMonsterClassDefiner {}
actor PlayerIsCacodemon : PlayerMonsterClassDefiner {}
actor PlayerIsPainElemental : PlayerMonsterClassDefiner {}
actor PlayerIsArachnotron : PlayerMonsterClassDefiner {}
actor PlayerIsRevenant : PlayerMonsterClassDefiner {}
actor PlayerIsSpiderMastermind : PlayerMonsterClassDefiner {}
actor PlayerIsCyberdemon : PlayerMonsterClassDefiner {}
actor PlayerIsvile : PlayerMonsterClassDefiner {}
actor PlayerIsHK : PlayerMonsterClassDefiner {}
actor BaronHealthBonus : HealthBonus { Inventory.MaxAmount 2000 }
actor HKHealthBonus : HealthBonus { Inventory.MaxAmount 1000 }
actor DemonHealthBonus : HealthBonus { Inventory.MaxAmount 300 }
actor ImpHealthBonus : HealthBonus { Inventory.MaxAmount 120 }
actor FatsoHealthBonus : HealthBonus { Inventory.MaxAmount 1200 }
actor CacodemonHealthBonus : HealthBonus { Inventory.MaxAmount 800 }
actor PainElementalHealthBonus : HealthBonus { Inventory.MaxAmount 800 }
actor ArachnotronHealthBonus : HealthBonus { Inventory.MaxAmount 1000 }
actor RevenantHealthBonus : HealthBonus { Inventory.MaxAmount 600 }
actor SpiderMastermindHealthBonus : HealthBonus { Inventory.MaxAmount 6000 }
actor CyberdemonHealthBonus : HealthBonus { Inventory.MaxAmount 8000 }
actor vileHealthBonus : HealthBonus { Inventory.MaxAmount 1400 }
ACTOR EmpathicHealthBonus : CustomInventory REPLACES HealthBonus
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "You drank an empathic life potion!!"
States
{
Spawn:
BON1 ABCDCB 6
Loop
Pickup:
TNT1 A 0 A_GiveInventory("MonsterMana", 50)
TNT1 A 0 A_JumpIfInventory ("PlayerIsBaron", 1, 21)
TNT1 A 0 //this blank (and the another ones) is done to make easier counting the frames to jump
TNT1 A 0 A_JumpIfInventory ("PlayerIsDemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsImp", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsFatso", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsCacodemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsPainElemental", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsArachnotron", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsRevenant", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsSpiderMastermind", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsCyberdemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsvile", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsHK", 1, 23)
TNT1 A 0 A_GiveInventory("BaronHealthBonus", 1)
TNT1 A 0 A_Jump (256,20)
TNT1 A 0 A_GiveInventory("DemonHealthBonus", 1)
TNT1 A 0 A_Jump (256,18)
TNT1 A 0 A_GiveInventory("ImpHealthBonus", 1)
TNT1 A 0 A_Jump (256,16)
TNT1 A 0 A_GiveInventory("FatsoHealthBonus", 1)
TNT1 A 0 A_Jump (256,14)
TNT1 A 0 A_GiveInventory("CacodemonHealthBonus", 1)
TNT1 A 0 A_Jump (256,12)
TNT1 A 0 A_GiveInventory("PainElementalHealthBonus", 1)
TNT1 A 0 A_Jump (256,10)
TNT1 A 0 A_GiveInventory("ArachnotronHealthBonus", 1)
TNT1 A 0 A_Jump (256,8)
TNT1 A 0 A_GiveInventory("RevenantHealthBonus", 1)
TNT1 A 0 A_Jump (256,6)
TNT1 A 0 A_GiveInventory("SpiderMastermindHealthBonus", 1)
TNT1 A 0 A_Jump (256,4)
TNT1 A 0 A_GiveInventory("CyberdemonHealthBonus", 1)
TNT1 A 0 A_Jump (256,2)
TNT1 A 0 A_GiveInventory("vileHealthBonus", 1)
TNT1 A 0 A_Jump (256,2)
TNT1 A 0 A_GiveInventory("HKHealthBonus", 1)
TNT1 A 0 //jump here :) lolz
Stop
}
}
actor BaronSoulsphere : Soulsphere { Inventory.Amount 1000 Inventory.MaxAmount 2000 }
actor DemonSoulsphere : Soulsphere { Inventory.Amount 150 Inventory.MaxAmount 300 }
actor ImpSoulsphere : Soulsphere { Inventory.Amount 60 Inventory.MaxAmount 120 }
actor FatsoSoulsphere : Soulsphere { Inventory.Amount 600 Inventory.MaxAmount 1200 }
actor CacodemonSoulsphere : Soulsphere { Inventory.Amount 400 Inventory.MaxAmount 800 }
actor PainElementalSoulsphere : Soulsphere { Inventory.Amount 400 Inventory.MaxAmount 800 }
actor ArachnotronSoulsphere : Soulsphere { Inventory.Amount 500 Inventory.MaxAmount 1000 }
actor RevenantSoulsphere : Soulsphere { Inventory.Amount 300 Inventory.MaxAmount 600 }
actor SpiderMastermindSoulsphere : Soulsphere { Inventory.Amount 3000 Inventory.MaxAmount 6000 }
actor CyberdemonSoulsphere : Soulsphere { Inventory.Amount 4000 Inventory.MaxAmount 8000 }
actor vileSoulsphere : Soulsphere { Inventory.Amount 700 Inventory.MaxAmount 1400 }
actor HKSoulsphere : Soulsphere { Inventory.Amount 500 Inventory.MaxAmount 1000 }
ACTOR EmpathicSoulsphere : CustomInventory REPLACES Soulsphere
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupMessage "You got an empathic soul sphere!!"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
SOUL ABCDCB 6 Bright
Loop
Pickup:
TNT1 A 0 A_GiveInventory("MonsterMana", 500)
TNT1 A 0 A_JumpIfInventory ("PlayerIsBaron", 1, 21)
TNT1 A 0 //this blank (and the another ones) is done to make easier counting the frames to jump
TNT1 A 0 A_JumpIfInventory ("PlayerIsDemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsImp", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsFatso", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsCacodemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsPainElemental", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsArachnotron", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsRevenant", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsSpiderMastermind", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsCyberdemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsvile", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsHK", 1, 21)
TNT1 A 0 A_GiveInventory("BaronSoulsphere", 1)
TNT1 A 0 A_Jump (256,22)
TNT1 A 0 A_GiveInventory("DemonSoulsphere", 1)
TNT1 A 0 A_Jump (256,20)
TNT1 A 0 A_GiveInventory("ImpSoulsphere", 1)
TNT1 A 0 A_Jump (256,18)
TNT1 A 0 A_GiveInventory("FatsoSoulsphere", 1)
TNT1 A 0 A_Jump (256,16)
TNT1 A 0 A_GiveInventory("CacodemonSoulsphere", 1)
TNT1 A 0 A_Jump (256,14)
TNT1 A 0 A_GiveInventory("PainElementalSoulsphere", 1)
TNT1 A 0 A_Jump (256,12)
TNT1 A 0 A_GiveInventory("ArachnotronSoulsphere", 1)
TNT1 A 0 A_Jump (256,10)
TNT1 A 0 A_GiveInventory("RevenantSoulsphere", 1)
TNT1 A 0 A_Jump (256,8)
TNT1 A 0 A_GiveInventory("SpiderMastermindSoulsphere", 1)
TNT1 A 0 A_Jump (256,6)
TNT1 A 0 A_GiveInventory("CyberdemonSoulsphere", 1)
TNT1 A 0 A_Jump (256,4)
TNT1 A 0 A_GiveInventory("vileSoulsphere", 1)
TNT1 A 0 A_Jump (256,2)
TNT1 A 0 A_GiveInventory("BaronSoulsphere", 1)
TNT1 A 0 //jump here :) lolz
Stop
}
}
actor BaronMegasphere : MegasphereHealth { Inventory.Amount 2000 Inventory.MaxAmount 2000 }
actor HKMegasphere : MegasphereHealth { Inventory.Amount 1000 Inventory.MaxAmount 1000 }
actor DemonMegasphere : MegasphereHealth { Inventory.Amount 300 Inventory.MaxAmount 300 }
actor ImpMegasphere : MegasphereHealth { Inventory.Amount 120 Inventory.MaxAmount 120 }
actor FatsoMegasphere : MegasphereHealth { Inventory.Amount 1200 Inventory.MaxAmount 1200 }
actor CacodemonMegasphere : MegasphereHealth { Inventory.Amount 800 Inventory.MaxAmount 800 }
actor PainElementalMegasphere : MegasphereHealth { Inventory.Amount 800 Inventory.MaxAmount 800 }
actor ArachnotronMegasphere : MegasphereHealth { Inventory.Amount 1000 Inventory.MaxAmount 1000 }
actor RevenantMegasphere : MegasphereHealth { Inventory.Amount 600 Inventory.MaxAmount 600 }
actor SpiderMastermindMegasphere : MegasphereHealth { Inventory.Amount 6000 Inventory.MaxAmount 6000 }
actor CyberdemonMegasphere : MegasphereHealth { Inventory.Amount 8000 Inventory.MaxAmount 8000 }
actor vileMegasphere : MegasphereHealth { Inventory.Amount 1400 Inventory.MaxAmount 1400 }
ACTOR EmpathicMegasphere : CustomInventory REPLACES Megasphere
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "$GOTMSPHERE"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
MEGA ABCD 6 BRIGHT
Loop
Pickup:
TNT1 A 0 A_GiveInventory("BlueArmor", 1)
TNT1 A 0 A_GiveInventory("MonsterMana", 1000)
TNT1 A 0 A_JumpIfInventory ("PlayerIsBaron", 1, 21)
TNT1 A 0 //this blank (and the another ones) is done to make easier counting the frames to jump
TNT1 A 0 A_JumpIfInventory ("PlayerIsDemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsImp", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsFatso", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsCacodemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsPainElemental", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsArachnotron", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsRevenant", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsSpiderMastermind", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsCyberdemon", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsvile", 1, 21)
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("PlayerIsHK", 1, 21)
TNT1 A 0 A_GiveInventory("BaronMegasphere", 1)
TNT1 A 0 A_Jump (256,20)
TNT1 A 0 A_GiveInventory("DemonMegasphere", 1)
TNT1 A 0 A_Jump (256,18)
TNT1 A 0 A_GiveInventory("ImpMegasphere", 1)
TNT1 A 0 A_Jump (256,16)
TNT1 A 0 A_GiveInventory("FatsoMegasphere", 1)
TNT1 A 0 A_Jump (256,14)
TNT1 A 0 A_GiveInventory("CacodemonMegasphere", 1)
TNT1 A 0 A_Jump (256,12)
TNT1 A 0 A_GiveInventory("PainElementalMegasphere", 1)
TNT1 A 0 A_Jump (256,10)
TNT1 A 0 A_GiveInventory("ArachnotronMegasphere", 1)
TNT1 A 0 A_Jump (256,8)
TNT1 A 0 A_GiveInventory("RevenantMegasphere", 1)
TNT1 A 0 A_Jump (256,6)
TNT1 A 0 A_GiveInventory("SpiderMastermindMegasphere", 1)
TNT1 A 0 A_Jump (256,4)
TNT1 A 0 A_GiveInventory("CyberdemonMegasphere", 1)
TNT1 A 0 A_Jump (256,2)
TNT1 A 0 A_GiveInventory("vileMegasphere", 1)
TNT1 A 0
TNT1 A 0 A_GiveInventory("HKMegasphere", 1)
TNT1 A 0 //jump here :) lolz
Stop
}
}
ACTOR AimingMarineStatue 6969 //these are the decorations for the titlemap ^^
{
Radius 16
Height 56
+SOLID
States
{
Spawn:
PLAY E -1
Stop
}
}
ACTOR ChargingBaronStatue 6968
{
Radius 24
Height 64
+SOLID
States
{
Spawn:
BOSS E -1
Stop
}
}
ACTOR CastingvileStatue 6967
{
Radius 20
Height 56
+SOLID
States
{
Spawn:
VILE K -1
Stop
}
}
ACTOR ArchvileFlameStatue 6966
{
RenderStyle Add
Alpha 1
States
{
Spawn:
FIRE B -1
Stop
}
}
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