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Merge branch 'PB_Staging' into CarrotBranch3.0
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iamcarrotmaster committed Jun 7, 2023
2 parents 2814140 + 8dd7fcb commit 2252422
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8 changes: 4 additions & 4 deletions actors/Weapons/Slot4/LMG.dec
Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ ACTOR MicroMissileProjectile
Height 6
Projectile
Speed 45
Damage (14)
Damage (35)
DamageType Explosive
MeleeDamage 0
Gravity 0.15
Expand Down Expand Up @@ -112,7 +112,7 @@ ACTOR MicroMissileProjectile
loop

Death:
TNT1 A 0 A_Explode(88, 46)
TNT1 A 0 A_Explode((120), 50)
TNT1 A 0
{
// A_SpawnItemEx ("RocketExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0);
Expand Down Expand Up @@ -729,7 +729,7 @@ States
// TNT1 A 0 A_FireBullets (1.45, 1.45, -1, random(70,75), "LMGMicroMissilePuff")
TNT1 A 0 PB_SpawnCasing("LMGCasingRocket",17.5, 0.5, 32,frandom(0,2),frandom(3,5),frandom(4,7))
TNT1 A 0 PB_SpawnCasing("LMGMissileBeltLink",17.5, 0.5, 32,frandom(0,2),frandom(3,5),frandom(4,7))
TNT1 A 0 A_FireCustomMissile("MicroMissileProjectile", frandom(-1.5,1.5), 0, 0, 0, 0, frandom(-1.5,1.5))
TNT1 A 0 A_FireCustomMissile("PB_MicroMissileProjectile", frandom(-1.0,1.0), 0, 0, 0, 0, frandom(-1.0,1.0))
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 1, 0, 0)
TNT1 A 0 PB_WeaponRecoil(-0.22,-0.20)
Expand Down Expand Up @@ -929,7 +929,7 @@ States
// TNT1 A 0 A_FireBullets (1.45, 1.45, -1, random(70,75), "LMGMicroMissilePuff")
TNT1 A 0 PB_SpawnCasing("LMGCasingRocket",29,-2,19.65,frandom(0,2),frandom(3,5),frandom(6,9))
TNT1 A 0 PB_SpawnCasing("LMGMissileBeltLink",29,-2,19.65,frandom(0,2),frandom(3,5),frandom(6,9))
TNT1 A 0 A_FireCustomMissile("MicroMissileProjectile", frandom(-1.5,1.5), 0, 0, 0, 0, frandom(-1.5,1.5))
TNT1 A 0 A_FireCustomMissile("PB_MicroMissileProjectile", frandom(-1.0,1.0), 0, 0, 0, 0, frandom(-1.0,1.0))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 1, 0, 0)
Expand Down
76 changes: 76 additions & 0 deletions zscript/Weapons/Projectiles/BulletDef.SpecialProjectiles.zsc
Original file line number Diff line number Diff line change
Expand Up @@ -150,4 +150,80 @@ class PB_JavelinProjectile_Hot : PB_Projectile
NAIL A 0 A_PlaySound("Weapons/NailHitBleed");
Stop;
}
}

class PB_MicroMissileProjectile : PB_Projectile
{
Default
{
Radius 6;
Height 6;
Speed 45;
DamageType "Explosive";
Gravity 1;
Scale 0.38;
Decal "Scorch";
SeeSound "weapons/RLL";
Obituary "$OB_MPROCKET";

PB_Projectile.BaseDamage 35;
PB_Projectile.RipperCount 0;
}

States
{
Spawn:
MICR A 1 BRIGHT;
MICR A 1 BRIGHT A_StartSound("weapons/rocketloop",105,CHANF_LOOP);
Fly:
MICR AAAABBBBCCCCAAAABBBBCCCC 1 Bright Light("ROCKET")
{
if(waterlevel < 1) {
A_SpawnItemEx("RocketTrailSparks",-10,0,0,-5,0,0);
}
}
Fly2: //for makin it fly off in different directions
MICR AAABBBCCC 1 Bright Light("ROCKET")
{
A_Weave(3,3,frandom(-5,5),frandom(-5,5));
if(waterlevel < 1)
{
A_SpawnItemEx("RocketTrailSparks",-10,0,0,-5,0,0);
}
}
loop;
Crash:
XDeath:
Death:
TNT1 A 0;
TNT1 A 0
{
A_Explode((70), 50);
A_StopSound(105);
A_StartSound("FAREXPL", CHAN_AUTO,CHANF_OVERLAP,0.5,0,1.1);
Radius_Quake (2, 4, 0, 7, 0);
A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0);
A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0);
A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0);
A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0);
A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360));
A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360));
A_CustomMissile ("PBExplosionparticles", 0, 0, random (0, 360), 2, random (40, 90));
A_CustomMissile ("PBExplosionparticles2", 0, 0, random (0, 360), 2, random (40, 90));
A_CustomMissile ("PBExplosionparticles3", 10, 0, random (0, 360), 2, random (40, 90));
}
TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3");
Spawn1:
X004 ABCDE 1 bright Light("EXPLOSIONFLASH");
X004 FGHIJKLMNOPQ 1 bright;
stop;
Spawn2:
X003 ABCDE 1 bright Light("EXPLOSIONFLASH");
X003 FGHIJKLMNOPQRSTUVWXYZ 1 bright;
stop;
Spawn3:
X125 ABCDE 1 bright Light("EXPLOSIONFLASH");
X125 FGHIJKLMNOPQR 1 bright;
Stop;
}
}

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