From 85352bce02159d9469062d95e76466fded0bbf91 Mon Sep 17 00:00:00 2001 From: Demon Slayer <68170864+DemonSlayer1997@users.noreply.github.com> Date: Tue, 20 Dec 2022 05:38:08 +0300 Subject: [PATCH] Removed meatshield related code and old bmaps Removed the residual Smart Scav code , removed Brightmaps - Excavator , Pulse Cannon , removed the meat shield code, removed the BFG 11k Beam code. --- BMAP/Excavator.txt | 5 - BMAP/Health.txt | 22 - BMAP/PulseCannon.txt | 5 - BMAP/Weapons.txt | 6 - DECORATE | 15 +- MENUDEF.txt | 8 +- SBARINFO.txt | 30 +- actors/Monsters/T1-Grunts/NAZIS.dec | 2 +- actors/Monsters/T1-Imps/ImpVariant2.dec | 31 +- actors/Monsters/T1-Imps/ImpVariants.dec | 16 +- actors/Monsters/T3-Revies/REVENANT.dec | 6 +- actors/Monsters/T4-Nobles/BARON.dec | 4 +- actors/Monsters/ThrownEnemies.dec | 146 +++++++ actors/Player/PLAYER.dec | 253 ++---------- actors/Weapons/Meatshields/ASGGUYSHIELD.dec | 268 ------------ actors/Weapons/Meatshields/BarrelThrower.dec | 2 +- .../Meatshields/CarbineZombieSHIELD.dec | 274 ------------- actors/Weapons/Meatshields/CommandoSHIELD.dec | 265 ------------ actors/Weapons/Meatshields/DARKIMPSHIELD.dec | 257 ------------ actors/Weapons/Meatshields/IMPSHIELD.dec | 252 ------------ actors/Weapons/Meatshields/LabGuySHIELD.dec | 246 ----------- .../Meatshields/PB_NailgunGuySHIELD.dec | 245 ----------- .../Meatshields/PlasmaZombieSHIELD.dec | 268 ------------ actors/Weapons/Meatshields/SGUYSHIELD.dec | 240 ----------- .../Weapons/Meatshields/SavageImpSHIELD.dec | 255 ------------ .../Weapons/Meatshields/TriclopsImpSHIELD.dec | 204 --------- actors/Weapons/Meatshields/ZMANSHIELD.dec | 255 ------------ actors/Weapons/Slot1/Axe.dec | 2 +- actors/Weapons/Slot1/MELEE.dec | 2 +- actors/Weapons/Slot1/SAW.dec | 2 +- actors/Weapons/Slot2/Deagle.dec | 2 +- actors/Weapons/Slot2/MP40.dec | 2 +- actors/Weapons/Slot2/PBPISTOL.dec | 2 +- actors/Weapons/Slot2/REVOLVER.dec | 2 +- actors/Weapons/Slot2/UACSMG.dec | 2 +- actors/Weapons/Slot3/AUTOSHOTGUN.dec | 6 +- actors/Weapons/Slot3/QUADBARREL.dec | 2 +- actors/Weapons/Slot3/SSG.dec | 2 +- actors/Weapons/Slot4/Carbine.dec | 2 +- actors/Weapons/Slot4/LMG.dec | 2 +- actors/Weapons/Slot4/MINIGUN.dec | 2 +- actors/Weapons/Slot4/Nailgun.dec | 2 +- actors/Weapons/Slot4/PBRIFLE.dec | 61 +-- actors/Weapons/Slot5/ROCKETLAUNCHER.dec | 2 +- actors/Weapons/Slot5/SUPERGL.dec | 2 +- actors/Weapons/Slot6/DUALPULSECANNON.dec | 2 +- actors/Weapons/Slot6/M2PLASMA.dec | 2 +- actors/Weapons/Slot6/PLASMA.dec | 17 +- actors/Weapons/Slot6/PulseCannon.dec | 2 +- actors/Weapons/Slot7/FREEZER.dec | 2 +- actors/Weapons/Slot7/RAILGUN.dec | 2 +- actors/Weapons/Slot8/BFGBEAM.dec | 387 ------------------ actors/Weapons/Slot8/BFGMKIV.dec | 2 +- actors/Weapons/Slot8/BLACKHOLE.dec | 2 +- actors/Weapons/Slot9/DemonTech.dec | 2 +- actors/Weapons/Slot9/Flamethrower.dec | 2 +- brightmaps/WEAPONS/PulseCannon/PLCUA.png | Bin 161 -> 0 bytes brightmaps/WEAPONS/PulseCannon/PZC4A0.png | Bin 249 -> 0 bytes brightmaps/WEAPONS/PulseCannon/PZC4B0.png | Bin 323 -> 0 bytes brightmaps/WEAPONS/PulseCannon/PZC4C0.png | Bin 342 -> 0 bytes brightmaps/WEAPONS/PulseCannon/PZC4D0.png | Bin 367 -> 0 bytes brightmaps/WEAPONS/PulseCannon/PZC4E0.png | Bin 396 -> 0 bytes doomdefs.bm | 1 - 63 files changed, 242 insertions(+), 3860 deletions(-) delete mode 100644 BMAP/Excavator.txt delete mode 100644 BMAP/PulseCannon.txt create mode 100644 actors/Monsters/ThrownEnemies.dec delete mode 100644 actors/Weapons/Meatshields/ASGGUYSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/CarbineZombieSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/CommandoSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/DARKIMPSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/IMPSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/LabGuySHIELD.dec delete mode 100644 actors/Weapons/Meatshields/PB_NailgunGuySHIELD.dec delete mode 100644 actors/Weapons/Meatshields/PlasmaZombieSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/SGUYSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/SavageImpSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/TriclopsImpSHIELD.dec delete mode 100644 actors/Weapons/Meatshields/ZMANSHIELD.dec delete mode 100644 actors/Weapons/Slot8/BFGBEAM.dec delete mode 100644 brightmaps/WEAPONS/PulseCannon/PLCUA.png delete mode 100644 brightmaps/WEAPONS/PulseCannon/PZC4A0.png delete mode 100644 brightmaps/WEAPONS/PulseCannon/PZC4B0.png delete mode 100644 brightmaps/WEAPONS/PulseCannon/PZC4C0.png delete mode 100644 brightmaps/WEAPONS/PulseCannon/PZC4D0.png delete mode 100644 brightmaps/WEAPONS/PulseCannon/PZC4E0.png diff --git a/BMAP/Excavator.txt b/BMAP/Excavator.txt deleted file mode 100644 index 4aa0a28c37..0000000000 --- a/BMAP/Excavator.txt +++ /dev/null @@ -1,5 +0,0 @@ -brightmap sprite 5DKGA0{map "Brightmaps/WEAPONS/Excavator/5DKGA.png"} -brightmap sprite 7DKGA0{map "Brightmaps/WEAPONS/Excavator/7DKGA.png"} -brightmap sprite 7DKGB0{map "Brightmaps/WEAPONS/Excavator/7DKGB.png"} -brightmap sprite 7DKGC0{map "Brightmaps/WEAPONS/Excavator/7DKGC.png"} -brightmap sprite 6DKGA0{map "Brightmaps/WEAPONS/Excavator/6DKGA.png"} diff --git a/BMAP/Health.txt b/BMAP/Health.txt index 02cde58442..deb0894cd6 100644 --- a/BMAP/Health.txt +++ b/BMAP/Health.txt @@ -5,26 +5,4 @@ brightmap sprite PSTRA0{map "brightmaps/items/m3dia.png"disablefullbright} brightmap sprite MSTRA0{map "brightmaps/items/medpa.png"disablefullbright} -//Stimpack -brightmap sprite ST1MA0 { map "brightmaps/items/SmartScav/ST1MA0.png" } -//Medikit - -brightmap sprite MEDIA0 { map "brightmaps/items/SmartScav/MEDIA0.png" } - -//Medipack - -brightmap sprite MEDPA0 { map "brightmaps/items/SmartScav/MEDPA0.png" } - - -//Stimpack -brightmap sprite ST1WA0 { map "brightmaps/items/SmartScav/ST1MA0.png" } - -//Medikit - -brightmap sprite MEDWA0 { map "brightmaps/items/SmartScav/MEDIA0.png" } - - -//Medipack - -brightmap sprite MDPWA0 { map "brightmaps/items/SmartScav/MEDPA0.png" } diff --git a/BMAP/PulseCannon.txt b/BMAP/PulseCannon.txt deleted file mode 100644 index e1ba5c90f4..0000000000 --- a/BMAP/PulseCannon.txt +++ /dev/null @@ -1,5 +0,0 @@ -brightmap sprite PZC4A0 { map "Brightmaps/WEAPONS/PulseCannon/PZC4A0.png" } -brightmap sprite PZC4B0 { map "Brightmaps/WEAPONS/PulseCannon/PZC4B0.png" } -brightmap sprite PZC4C0 { map "Brightmaps/WEAPONS/PulseCannon/PZC4C0.png" } -brightmap sprite PZC4D0 { map "Brightmaps/WEAPONS/PulseCannon/PZC4D0.png" } -brightmap sprite PZC4E0 { map "Brightmaps/WEAPONS/PulseCannon/PZC4E0.png" } \ No newline at end of file diff --git a/BMAP/Weapons.txt b/BMAP/Weapons.txt index f5d4b0267c..fe757f91e6 100644 --- a/BMAP/Weapons.txt +++ b/BMAP/Weapons.txt @@ -43,9 +43,6 @@ brightmap sprite RKTLZ0 { map "Brightmaps/WEAPONS/RKTLZ.png" } //M1 Plasma Rifle brightmap sprite PLASA0 { map "Brightmaps/WEAPONS/PLASA.png" } -//Pulse Cannon Upgrade -brightmap sprite PLCUA0 { map "Brightmaps/WEAPONS/PulseCannon/PLCUA.png" } - //M2 Plasma Rifle brightmap sprite M2PRA0 { map "Brightmaps/WEAPONS/M2PRA.png" } @@ -61,9 +58,6 @@ brightmap sprite SRCGA0 { map "Brightmaps/WEAPONS/SRCGA.png" } //BFG-9000 brightmap sprite RDABX0 { map "Brightmaps/WEAPONS/RDABX.png" } -//BFG Beam -brightmap sprite 8BGPA0 { map "Brightmaps/WEAPONS/8BGPA.png" } - //Black Hole Generator brightmap sprite PRDCZ0 { map "Brightmaps/WEAPONS/PRDCZ.png" } diff --git a/DECORATE b/DECORATE index 63f901d2b5..2fdee39b1c 100644 --- a/DECORATE +++ b/DECORATE @@ -57,18 +57,6 @@ Actor IsTacticalClass : Inventory {} //Fake item to fix the lag. #include "actors/Weapons/WeaponTokens.dec" //MeatShields -#include "actors/Weapons/Meatshields/IMPSHIELD.dec" -#include "actors/Weapons/MeatShields/ZMANSHIELD.dec" -#include "actors/Weapons/MeatShields/SGUYSHIELD.dec" -#include "actors/Weapons/MeatShields/DARKIMPSHIELD.dec" -#include "actors/Weapons/MeatShields/ASGGUYSHIELD.dec" -#include "actors/Weapons/MeatShields/CarbineZombieSHIELD.dec" -#include "actors/Weapons/MeatShields/CommandoSHIELD.dec" -#include "actors/Weapons/MeatShields/PlasmaZombieSHIELD.dec" -#include "actors/Weapons/MeatShields/LabGuySHIELD.dec" -#include "actors/Weapons/MeatShields/SavageImpSHIELD.dec" -#include "actors/Weapons/MeatShields/TriclopsImpSHIELD.dec" -#include "actors/Weapons/MeatShields/PB_NailgunGuyShield.dec" #include "actors/Weapons/MeatShields/BarrelThrower.dec" //Ammo Ammo Ammo //Smart Scavenger @@ -96,6 +84,9 @@ Actor IsTacticalClass : Inventory {} //Fake item to fix the lag. #include "actors/Decorations/DEAD.dec" #include "Actors/Decorations/Barrels/BarrelEffects.dec" + +//ThrownEnemies +#include "actors/Monsters/ThrownEnemies.dec" //Enemies #include "actors/Monsters/T1-Grunts/ZOMBIEMEN.dec" #include "actors/Monsters/T1-Grunts/SERGEANTS.dec" diff --git a/MENUDEF.txt b/MENUDEF.txt index 4e7a9a388f..a1a73a5587 100644 --- a/MENUDEF.txt +++ b/MENUDEF.txt @@ -244,9 +244,7 @@ OptionMenu "WeaponSpawns" Option "No Carbine", "pb_NoCarbineWeapon", "YesOrNo" StaticText " " Option "No Nailgun", "pb_NoNailgunWeapon", "YesOrNo" - StaticText " " - Option "No Excavator Launcher", "pb_NoHeavyGLWeapon", "YesOrNo" - StaticText " " + StaticText " " Option "No Super Grenade Launcher", "pb_NoSuperGLWeapon", "YesOrNo" StaticText " " Option "No M2 Plasma Rifle", "pb_NoM2PlasmaWeapon", "YesOrNo" @@ -254,9 +252,7 @@ OptionMenu "WeaponSpawns" Option "No Freezer Rifle", "pb_NoFreezerWeapon", "YesOrNo" StaticText " " Option "No Rail Gun", "pb_NoRailgunWeapon", "YesOrNo" - StaticText " " - Option "No BFG 11K Beam", "pb_NoBFGBeamWeapon", "YesOrNo" - StaticText " " + StaticText " " Option "No Blackhole Generator", "pb_NoBlackholeWeapon", "YesOrNo" StaticText " " } diff --git a/SBARINFO.txt b/SBARINFO.txt index de29cb356f..20c3d7e175 100644 --- a/SBARINFO.txt +++ b/SBARINFO.txt @@ -775,20 +775,9 @@ statusbar fullscreen, fullscreenoffsets // Modified ZDoom HUD for Project Brutal } } - //special shit for meatshields - Weaponammo "MeatshieldGunAmmo" - { - //drawimage "XDT5B0", -14, -39, centerbottom; - //drawnumber 2147483647, HUDFONT_DOOM, untranslated, ammo MeatAmmo, drawshadow, -25, -56; - drawstring SMALLFONT, Red, "MEAT SHIELD", -163, -20, 0,alignment(left)|drawshadow(1,1); - inventorybarnotvisible - { - drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, SMALLFONT, -43, -80, -38, -83, untranslated; - } - } + //normal shit - IsSelected not "PB_Freezer" - Weaponammo not "MeatshieldGunAmmo" + IsSelected not "PB_Freezer" { inventorybarnotvisible { @@ -927,22 +916,9 @@ statusbar normal // Modified Doom Status bar drawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 44, 171; } } - //special shit for meatshields - Weaponammo "MeatshieldGunAmmo" - { - InInventory "MeatShieldPistolEquipped", 1 - { - drawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 44, 171; - } - else - { - drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 44, 171; - } - } //normal weapons - IsSelected not "PB_Freezer", "PB_Unmaker" - Weaponammo not "MeatshieldGunAmmo" + IsSelected not "PB_Freezer", "PB_Unmaker" { usessecondaryammo { diff --git a/actors/Monsters/T1-Grunts/NAZIS.dec b/actors/Monsters/T1-Grunts/NAZIS.dec index 92061e8fad..ec6b826a9c 100644 --- a/actors/Monsters/T1-Grunts/NAZIS.dec +++ b/actors/Monsters/T1-Grunts/NAZIS.dec @@ -1472,7 +1472,7 @@ TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, ran Death.Fatality: Death.SuperPunch: TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasZmanShield", 1) + Stop Death.Shotgun: diff --git a/actors/Monsters/T1-Imps/ImpVariant2.dec b/actors/Monsters/T1-Imps/ImpVariant2.dec index 90fa759f68..6ced1f8dcc 100644 --- a/actors/Monsters/T1-Imps/ImpVariant2.dec +++ b/actors/Monsters/T1-Imps/ImpVariant2.dec @@ -1072,8 +1072,7 @@ ACTOR ImpVar2DyingOfBloodLoss: DNImpVariant2 Use: TNT1 A 1 A_FaceTarget TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + Stop Spawn: @@ -1127,9 +1126,7 @@ ACTOR DyingImpVar2 : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T3DE D 8 Stop @@ -1340,9 +1337,7 @@ ACTOR BrutalizedImpVar2 : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T3DE D 8 Stop @@ -1438,9 +1433,7 @@ ACTOR BrutalizedImpVar22 Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T3DD B 8 Stop @@ -1613,9 +1606,7 @@ ACTOR DyingImpVar2NoArm : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T3D9 B 8 Stop @@ -1749,9 +1740,7 @@ ACTOR DyingImpVar2NoLeg : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T3DA D 8 Stop @@ -1850,9 +1839,7 @@ ACTOR DyingImpVar2NoArm2 : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T3DA D 8 Stop @@ -2230,9 +2217,7 @@ ACTOR DyingImpVar22 : SwitchableDecoration Death.Fatality: Death.SuperPunch: Death.ExtremePunches: - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking Stop } } diff --git a/actors/Monsters/T1-Imps/ImpVariants.dec b/actors/Monsters/T1-Imps/ImpVariants.dec index e89f9b11cb..21dfdddabb 100644 --- a/actors/Monsters/T1-Imps/ImpVariants.dec +++ b/actors/Monsters/T1-Imps/ImpVariants.dec @@ -898,9 +898,7 @@ ACTOR DyingImpVar31 : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T4DE E 8 Stop @@ -1091,9 +1089,7 @@ ACTOR DyingImpVar32 : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T4DE D 8 Stop @@ -1367,9 +1363,7 @@ ACTOR DyingImpVar3NoLeg : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T4DA D 8 Stop @@ -1457,9 +1451,7 @@ ACTOR DyingImpVar3NoArm : SwitchableDecoration Pain.Fatality: Active: TNT1 A 0 A_FaceTarget - TNT1 A 0 A_NoBlocking - TNT1 A 0 A_GiveToTarget("HasImpShield", 1) - TNT1 A 0 A_GiveToTarget("GotMeatShield", 1) + TNT1 A 0 A_NoBlocking T4DA D 8 Stop diff --git a/actors/Monsters/T3-Revies/REVENANT.dec b/actors/Monsters/T3-Revies/REVENANT.dec index 42e8904f4d..619377f321 100644 --- a/actors/Monsters/T3-Revies/REVENANT.dec +++ b/actors/Monsters/T3-Revies/REVENANT.dec @@ -577,7 +577,7 @@ FatalityZombieman: SKF1 I 1 A_Chase("","") SKF1 I 10 A_FaceTarget TNT1 A 0 A_TakeInventory("ZombieManFatality",1) - TNT1 A 0 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0) + SKEL HI 4 Goto See @@ -618,7 +618,7 @@ FatalitySergeant: SKF2 I 1 A_Chase("","") SKF2 I 10 A_FaceTarget TNT1 A 0 A_TakeInventory("SergeantFatality",1) - TNT1 A 0 A_CustomMissile("ThrowedSergeant2", 64, 0, 0, 0) + SKEL HI 4 Goto See @@ -659,7 +659,7 @@ FatalityImp: SKF3 I 1 A_Chase("","") SKF3 I 10 A_FaceTarget TNT1 A 0 A_TakeInventory("ImpFatality",1) - TNT1 A 0 A_CustomMissile("ThrowedImp2", 64, 0, 0, 0) + SKEL HI 4 Goto See diff --git a/actors/Monsters/T4-Nobles/BARON.dec b/actors/Monsters/T4-Nobles/BARON.dec index 5aaa074e9d..02d2077e73 100644 --- a/actors/Monsters/T4-Nobles/BARON.dec +++ b/actors/Monsters/T4-Nobles/BARON.dec @@ -1039,7 +1039,7 @@ Goto See2 TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 24, 66,0) BOSS E 8 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 24, 66,0) - BOSS F 8 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0) + TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 24, 66,0) BOSS G 8 Goto See2 @@ -1066,7 +1066,7 @@ Goto See2 TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 24, 66,0) BOSS E 8 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 24, 66,0) - BOSS F 8 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0) + TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 24, 66,0) BOSS G 8 Goto See2 diff --git a/actors/Monsters/ThrownEnemies.dec b/actors/Monsters/ThrownEnemies.dec new file mode 100644 index 0000000000..20a953456f --- /dev/null +++ b/actors/Monsters/ThrownEnemies.dec @@ -0,0 +1,146 @@ +//Thrown monsters for monster fatalities. + +ACTOR ThrowedZman +{ + Radius 6 + Height 8 + Speed 24 + Fastspeed 32 + Damage 60 + +MISSILE + Scale 1.0 + +FORCEXYBILLBOARD + +THRUACTORS + -NOGRAVITY + +NOEXTREMEDEATH + Gravity 0.4 + DamageType Kick + Decal BrutalBloodSuper + States + { + Spawn: + X721 A 2 + TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) + Fly: + X721 BCDEFGH 2 + Loop + + Death: + TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") + TNT1 A 0 A_SpawnItem("DeadZombieman1") + TNT1 A 3 + Stop + } +} + +ACTOR ThrowedZombieMan2: ThrowedZMan +{ + +NOGRAVITY + Damage 20 +} + +ACTOR ThrowedSergeantPiece: ThrowedZombieMan2 +{ + Damage 10 + States + { + Spawn: + SP2X HIJK 5 + Loop + + Death: + TNT1 A 0 A_SpawnItem("MeatDeath") + TNT1 A 5 + Stop + } +} + +//Imps + +ACTOR ThrowedImp +{ + Radius 6 + Height 8 + Speed 24 + Fastspeed 32 + Damage 60 + +MISSILE + Scale 1.0 + +FORCEXYBILLBOARD + +THRUACTORS + -NOGRAVITY + Gravity 0.4 + DamageType Kick + Decal BrutalBloodSuper + +NOEXTREMEDEATH + States + { + Spawn: + X723 A 2 + TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) + X723 BCDEFGH 2 + Loop + + Death: + TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") + TNT1 A 0 A_SpawnItem("DeadImp1") + TNT1 A 3 + Stop + } +} + +ACTOR ThrowedImp2: ThrowedImp +{ + +NOGRAVITY + Damage 20 +} + +ACTOR ThrowedSavageImp +{ + Radius 6 + Height 8 + Speed 24 + Fastspeed 32 + Damage 60 + +MISSILE + Scale 1.0 + +FORCEXYBILLBOARD + +THRUACTORS + -NOGRAVITY + Gravity 0.4 + DamageType Kick + Decal BrutalBloodSuper + +NOEXTREMEDEATH + States + { + + Spawn: + 5D11 B 4 + TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) + TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) + TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) + TNT1 A 0 A_FaceTarget + Fly: + 5D11 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) + TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") + 5D11 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) + TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") + loop + + Death: + 5D11 D 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) + TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") + TNT1 A 0 A_SpawnItem ("GrowingBloodPool") + TNT1 A 0 A_SpawnItem ("DeadSavageImp1") + Stop + + + Takeasit: + TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") + TNT1 A 0 A_FaceTarget + TNT1 A 0 A_PlaySound("BODYF",6) + TNT1 A 0 A_SpawnItem("GrowingBloodPool") + TNT1 A 0 A_SpawnItemEx("DeadSavageImp_Slumped", 10) + Stop + } +} \ No newline at end of file diff --git a/actors/Player/PLAYER.dec b/actors/Player/PLAYER.dec index 39b1239718..e79d6bc8aa 100644 --- a/actors/Player/PLAYER.dec +++ b/actors/Player/PLAYER.dec @@ -401,11 +401,6 @@ Actor GoSpecial : Inventory inventory.maxamount 1 } -Actor GotMeatShield : Inventory -{ -inventory.maxamount 1 -} - Actor Salute1 : Inventory { inventory.maxamount 1 @@ -457,25 +452,13 @@ Actor SKImp : Inventory inventory.maxamount 1 } -Actor HasImpShield : Inventory -{ -inventory.maxamount 1 -} -Actor HasDarkImpShield : Inventory -{ -inventory.maxamount 1 -} -Actor HasZManShield : Inventory -{ -inventory.maxamount 1 -} -Actor HasSGuyShield : Inventory -{ -inventory.maxamount 1 -} + + + + Actor SKNazi : Inventory { @@ -835,25 +818,25 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + TNT1 A 0 A_JumpIf (momz != 0, "IsJumpin") MARN DDDD 1 MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + TNT1 A 0 A_JumpIf (momz != 0, "IsJumpin") MARN DDDD 1 MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + TNT1 A 0 A_JumpIf (momz != 0, "IsJumpin") MARN EEEE 1 MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + TNT1 A 0 A_JumpIf (momz != 0, "IsJumpin") MARN EEEE 1 MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn") @@ -863,14 +846,7 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer FistsStand: MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") - NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield") - NULL A 0 A_JumpIfInventory("HasDarkImpShield", 1, "SeeDarkImpShield") - NULL A 0 A_JumpIfInventory("HasASGguyShield", 1, "SeeSguyShield") - NULL A 0 A_JumpIfInventory("HasCarbineZombieShield", 1, "SeeZmanShield") - NULL A 0 A_JumpIfInventory("HasCommandoShield", 1, "SeeZmanShield") - NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield") - NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield") + NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand") NULL A 0 A_JumpIfInventory("HasIceBarrel", 1, "BarrelStand") @@ -893,23 +869,23 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARN A 3 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARN A 0 A_JumpIf (momZ > 0, "IsJumpin") MARN A 0 A_JumpIf (momZ < 0, "IsJumpin") MARN B 3 MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARN B 0 A_JumpIf (momZ > 0, "IsJumpin") MARN B 0 A_JumpIf (momZ < 0, "IsJumpin") MARN C 3 MARN C 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARN C 0 A_JumpIf (momZ > 0, "IsJumpin") MARN C 0 A_JumpIf (momZ < 0, "IsJumpin") MARN B 3 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) @@ -918,7 +894,7 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARN B 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood") MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARN B 0 A_JumpIf (momZ > 0, "IsJumpin") MARN B 0 A_JumpIf (momZ < 0, "IsJumpin") MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds") @@ -976,7 +952,7 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARN B 0 A_JumpIfInventory("Grabbing_A_Ledge", 1, "Clamber") MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + NULL A 0 A_JumpIf (momZ > 0, "InAir") NULL A 0 A_JumpIf (momZ < 0, "InAir") Goto StandStillLoop @@ -987,7 +963,7 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARN B 0 A_JumpIfInventory("Grabbing_A_Ledge", 1, "Clamber") MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + TNT1 A 0 A_JumpIf (momZ == 0, "Land") Loop @@ -995,11 +971,11 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARJ B 6 MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARJ C 6 MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + Goto InAir Land: @@ -1055,21 +1031,21 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer Punch: - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") PLA1 H 1 NULL A 0 A_TakeInventory("Punching", 1) NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") PLA1 H 1 - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + PLA1 E 3 NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + Goto StandStillLoop SayOneLiner: @@ -1108,7 +1084,7 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove") TNT1 A 0 //a_JumpIfInventory("RevenantCurse", 1, "Revenant_See") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") + MARN A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0) @@ -1129,25 +1105,25 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick") NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 //ACS_Execute(171, 0, 0, 0, 0) PLA1 A 4 PLA1 B 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick") PLA1 C 4 NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick") PLA1 D 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick") NULL A 0 A_JumpIf (momy == 0, "Spawn") @@ -1255,18 +1231,16 @@ ACTOR Doomer : PlayerPawnBase Replaces DoomPlayer TNT1 AA 0 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + PLAY G 4 Goto SpecialChecker PainWfist: NULL A 0 A_Pain - NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield") - NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield") - NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield") + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + TNT1 AA 0 PLA1 G 4 Goto SpecialChecker @@ -3480,119 +3454,7 @@ SFNZ C 16 NULL A -1 Stop - //When you get MeatShields - GotImpShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("ImpShield") - NULL A 0 A_SelectWeapon("ImpShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeImpShield - - GotDarkImpShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("DarkImpShield") - NULL A 0 A_SelectWeapon("DarkImpShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeImpShield - - GotASGGuyShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("ASGguyShield") - NULL A 0 A_SelectWeapon("ASGguyShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeSGuyShield - - GotCarbineZombieShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("CarbineZombieShield") - NULL A 0 A_SelectWeapon("CarbineZombieShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeZmanShield - - GotCommandoShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("CommandoShield") - NULL A 0 A_SelectWeapon("CommandoShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeZmanShield - GotPlasmaZombieShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("PlasmaZombieShield") - NULL A 0 A_SelectWeapon("PlasmaZombieShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeZmanShield - - GotZombieScientistShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("ZombieScientistShield") - NULL A 0 A_SelectWeapon("ZombieScientistShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeZmanShield - - GotSavageImpShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("SavageImpShield") - NULL A 0 A_SelectWeapon("SavageImpShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeImpShield - - GotTriclopsImpShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("TriclopsImpShield") - NULL A 0 A_SelectWeapon("TriclopsImpShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeImpShield - - GotPB_NailgunGuyShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("PB_NailgunGuyShield") - NULL A 0 A_SelectWeapon("PB_NailgunGuyShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeSGuyShield - - SeeImpShield: - SeeDarkImpShield: - NULL A 0 A_TakeInventory("Punching", 1) - MAIS A 8 - NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") - MAIS B 8 - NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") - //Goto See - Loop - - GotZmanShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("ZmanShield") - NULL A 0 A_SelectWeapon("ZmanShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeZmanShield - - SeeZmanShield: - NULL A 0 A_TakeInventory("Punching", 1) - MAZS A 8 - NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") - MAZS B 8 - NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") - //Goto See - Loop - - - GotSguyShield: - NULL A 0 A_TakeInventory("MeatAmmo", 100) - NULL A 0 A_GiveInventory("SguyShield") - NULL A 0 A_SelectWeapon("SguyShield") - NULL A 0 A_TakeInventory("Punching", 1) - Goto SeeSGuyShield - - SeeSGuyShield: - NULL A 0 A_TakeInventory("Punching", 1) - MASS A 8 - NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") - MASS B 8 - NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") - //Goto See - Loop Salutes1: NULL A 0 @@ -3636,7 +3498,7 @@ SFNZ C 16 SpecialCheckerMoving: NULL A 0 NULL A 0 A_TakeInventory("GoSpecial", 1) - NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") + NULL A 0 NULL A 0 NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1") @@ -3649,13 +3511,7 @@ SFNZ C 16 NULL A 0 A_JumpIfInventory("Punching", 1, "Punch") NULL A 0 A_JumpIfInventory("Kicking", 1, "RifleKick") NULL A 0 A_JumpIfInventory("Pumping", 1, "Pump") - NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove") - NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield") - NULL A 0 A_JumpIfInventory("HasDarkImpShield", 1, "SeeDarkImpShield") - NULL A 0 A_JumpIfInventory("HasASGguyShield", 1, "SeeSguyShield") - NULL A 0 A_JumpIfInventory("HasCarbineZombieShield", 1, "SeeZmanShield") - NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield") - NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield") + NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove") NULL A 0 A_TakeInventory("GoSpecial", 1) Goto See @@ -3703,50 +3559,19 @@ SFNZ C 16 Goto See - RemoveMeatshield: - NULL A 0 A_TakeInventory("GotMeatShield",1) - NULL A 0 A_TakeInventory("GoSpecial",1) - Goto See - MeatShieldChecker: - NULL A 1 - NULL A 0 A_TakeInventory("GoSpecial", 1) + + MeatShieldChecker: NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand") NULL A 0 A_JumpIfInventory("HasIceBarrel", 1, "BarrelStand") NULL A 0 A_JumpIfInventory("HasBurningBarrel", 1, "BarrelStand") - NULL A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield") - NULL A 0 A_JumpIfInventory("HasDarkImpShield", 1, "GotDarkImpShield") - NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield") - NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield") - NULL A 0 A_JumpIfInventory("HasASGguyShield", 1, "GotASGguyShield") - NULL A 0 A_JumpIfInventory("HasCarbineZombieShield", 1, "GotCarbineZombieShield") - NULL A 0 A_JumpIfInventory("HasCommandoShield", 1, "GotCommandoShield") - NULL A 0 A_JumpIfInventory("HasPlasmaZombieShield", 1, "GotPlasmaZombieShield") - NULL A 0 A_JumpIfInventory("HasZombieScientistShield", 1, "GotZombieScientistShield") - NULL A 0 A_JumpIfInventory("HasSavageImpShield", 1, "GotSavageImpShield") - NULL A 0 A_JumpIfInventory("HasTriclopsImpShield", 1, "GotTriclopsImpShield") - NULL A 0 A_JumpIfInventory("HasPB_NailgunGuyShield", 1, "GotPB_NailgunGuyShield") - NULL A 0 A_TakeInventory("GoSpecial", 1) - Goto See - + NULL A 1 + Goto See + MeatShieldCheckerMoving: NULL A 1 NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove") NULL A 0 A_JumpIfInventory("HasIceBarrel", 1, "BarrelMove") - NULL A 0 A_JumpIfInventory("HasBurningBarrel", 1, "BarrelMove") - NULL A 0 A_TakeInventory("GoSpecial", 1) - NULL A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield") - NULL A 0 A_JumpIfInventory("HasDarkImpShield", 1, "GotDarkImpShield") - NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield") - NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield") - NULL A 0 A_JumpIfInventory("HasASGguyShield", 1, "GotASGguyShield") - NULL A 0 A_JumpIfInventory("HasCarbineZombieShield", 1, "GotCarbineZombieShield") - NULL A 0 A_JumpIfInventory("HasCommandoShield", 1, "GotCommandoShield") - NULL A 0 A_JumpIfInventory("HasPlasmaZombieShield", 1, "GotPlasmaZombieShield") - NULL A 0 A_JumpIfInventory("HasZombieScientistShield", 1, "GotZombieScientistShield") - NULL A 0 A_JumpIfInventory("HasSavageImpShield", 1, "GotSavageImpShield") - NULL A 0 A_JumpIfInventory("HasTriclopsImpShield", 1, "GotTriclopsImpShield") - NULL A 0 A_JumpIfInventory("HasPB_NailgunGuyShield", 1, "GotPB_NailgunGuyShield") - NULL A 0 A_TakeInventory("GoSpecial", 1) + NULL A 0 A_JumpIfInventory("HasBurningBarrel", 1, "BarrelMove") Goto StandstillLoop SpawnFriends: //This spawn any friendly marines that survived on the previous level diff --git a/actors/Weapons/Meatshields/ASGGUYSHIELD.dec b/actors/Weapons/Meatshields/ASGGUYSHIELD.dec deleted file mode 100644 index f0f2243155..0000000000 --- a/actors/Weapons/Meatshields/ASGGUYSHIELD.dec +++ /dev/null @@ -1,268 +0,0 @@ -ACTOR HasASGguyShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR ASGguyShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 12 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldASGAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - ASH6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - ASH6 IJK 2 - ASH6 H 3 A_PlaySound("RIFCL_CK") - ASH4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - ASH4 EFG 2 - ASH6 H 3 A_PlaySound("H4SGCOCK") - ASH6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - ASH6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - ASH4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - ASH4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - ASH4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - ASH4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldASGAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 AAAA 0 A_FireCustomMissile("MeatShieldShotgunTracer1", random(4,-4), 0, 3, 0, 0, random(4,-4)) - TNT1 AAAA 0 A_FireCustomMissile("MeatShieldShotgunTracer2", random(4,-4), 0, 3, 0, 0, random(4,-4)) - TNT1 A 0 A_TakeInventory("MeatshieldASGAmmo", 1) - ASH6 B 2 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - ASH6 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - ASH6 A 4 - TNT1 A 0 A_Refire - Goto ReadySideArm - - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - //SSHG DEFGHII 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedASGGuy", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasASGguyShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasZmanShield",1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("ASGguyShield",1) - TNT1 A 2 - Stop - - Spawn: - 8876 A -1 - Stop - } -} - -ACTOR ThrowedASGGuy -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - AS11 G 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - Fly: - AS11 G 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - AS11 G 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - AS11 G 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - AS11 G 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - loop - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - AS11 V 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASeat") - AS11 V 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASeat") - AS11 G 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASeat") - AS11 G 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - AS32 B 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - AS32 B 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItem("DeadASGGuy2") - Stop - TakeASeat: - TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) - TNT1 A 0 A_PlaySound("BODYF",6) - AS11 V 5 - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItemEx("DeadASGGuy_Slumped", 10) - Stop - } -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/BarrelThrower.dec b/actors/Weapons/Meatshields/BarrelThrower.dec index 233a122dd7..2bd4028f13 100644 --- a/actors/Weapons/Meatshields/BarrelThrower.dec +++ b/actors/Weapons/Meatshields/BarrelThrower.dec @@ -71,7 +71,7 @@ ACTOR BarrelThrower : PB_Weapon loop Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) + TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") Goto SelectFirstPersonLegs SelectContinue: diff --git a/actors/Weapons/Meatshields/CarbineZombieSHIELD.dec b/actors/Weapons/Meatshields/CarbineZombieSHIELD.dec deleted file mode 100644 index 9443ccdf2c..0000000000 --- a/actors/Weapons/Meatshields/CarbineZombieSHIELD.dec +++ /dev/null @@ -1,274 +0,0 @@ -ACTOR HasCarbineZombieShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR CarbineZombieShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 40 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldCarbineAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - CSH6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - CSH6 IJK 2 - CSH4 H 3 A_PlaySound("RIFCL_CK") - CSH4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - CSH4 EFG 2 - CSH4 H 3 A_PlaySound("CLIPIN") - CSH6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - CSH6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - CSH4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - CSH4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - CSH4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - CSH4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldCarbineAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(2,-2), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldCarbineAmmo", 1) - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - CSH6 A 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - CSH6 BC 1 - CSH6 A 0 - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - //SSHG DEFGHII 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedCarbineGuy", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasCarbineZombieShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("CarbineZombieShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - Destroy: - TNT1 A 0 - TNT1 A 0 A_SpawnItem("MeatDeath") - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasCarbineZombieShield",1) - tnt1 a 0 a_selectweapon("Melee_Attacks") - TNT1 A 0 A_TakeInventory("CarbineZombieShield",1) - stop - } -} - -ACTOR ThrowedCarbineGuy -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - RFT9 D 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - Fly: - RFT9 D 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - RFT9 D 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - RFT9 D 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - RFT9 D 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - loop - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - RFT9 A 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - RFT2 B 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - RFT2 C 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - RFT2 D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - RFT9 B 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - RFT9 C 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItem("Dead_AR_ZombieMan1") - Stop - - TakeASit: - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) - RFT9 A 5 - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItemEx("DeadARZombieman_Slumped", 10) - Stop - } -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/CommandoSHIELD.dec b/actors/Weapons/Meatshields/CommandoSHIELD.dec deleted file mode 100644 index 599849b809..0000000000 --- a/actors/Weapons/Meatshields/CommandoSHIELD.dec +++ /dev/null @@ -1,265 +0,0 @@ -ACTOR HasCommandoShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR CommandoShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - - CheckPrimaryWeapon: - TNT1 A 0 - C5H6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - C5H6 IJK 2 - C5H4 H 3 A_PlaySound("RIFCL_CK") - C5H4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - C5H4 EFG 2 - C5H4 H 3 A_PlaySound("weapons/pistolup") - C5H6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - C5H6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - C5H4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - C5H4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - C5H4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - C5H4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - C5H6 B 1 BRIGHT - C5H6 CD 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - C5H6 E 2 - C5H6 A 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - //SSHG DEFGHII 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedCommando", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasCommandoShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("CommandoShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} - -ACTOR ThrowedCommando -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - CPHM C 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - Fly: - CPHM C 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - CPHM C 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - CPHM C 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - CPHM C 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - loop - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - CPHM D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - CPHM D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - CPHM E 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - CPHM EF 4 - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 A 0 A_SpawnItem ("GrowingBloodPool") - TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3) - Stop - - TakeASit: - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) - TNT1 A 0 - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItemEx("DeadChaingunguy_Slumped", 10) - Stop - } -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/DARKIMPSHIELD.dec b/actors/Weapons/Meatshields/DARKIMPSHIELD.dec deleted file mode 100644 index 8968128079..0000000000 --- a/actors/Weapons/Meatshields/DARKIMPSHIELD.dec +++ /dev/null @@ -1,257 +0,0 @@ -ACTOR DarkImpShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - DS5G A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - DSHF HIJ 2 - DSHF G 3 A_PlaySound("RIFCL_CK") - DSHF FED 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - DSHF DEF 2 - DSHF G 3 A_PlaySound("weapons/pistolup") - DSHF JIH 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - DS5G A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - DSHG A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - DSHF A 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - DSHF BC 1 - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - DSHG A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - DS5F A 1 BRIGHT - DS5F BC 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - DS5F D 2 - DS5F D 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedDarkImp", 0, 0, 0) - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasDarkImpShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasDarkImpShield",1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("DarkImpShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - - } -} - -ACTOR ThrowedDarkImp -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - DRKI K 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - Fly: - DRKI K 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - DRKI K 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - DRKI K 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - DRKI K 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - loop - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - DRKI L 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - DRKI L 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - DRKI L 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - DRKI M 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - TNT1 A 0 A_SpawnItem ("GrowingBloodPool") - TNT1 A 0 A_SpawnItem ("DeadDarkImp1") - Stop - - TakeASit: - TNT1 A 0 A_SetAngle(angle - 180) - TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) - DRKI K 5 - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItemEx("DeadDarkImp_Slumped", 10) - Stop - } -} - diff --git a/actors/Weapons/Meatshields/IMPSHIELD.dec b/actors/Weapons/Meatshields/IMPSHIELD.dec deleted file mode 100644 index b330e58461..0000000000 --- a/actors/Weapons/Meatshields/IMPSHIELD.dec +++ /dev/null @@ -1,252 +0,0 @@ -Actor IsFiringThisShitOut : Inventory -{ -inventory.maxamount 1 -} - -Actor MeatShieldPistolEquipped : Inventory -{ -inventory.maxamount 1 -} - -ACTOR ImpShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - IS5G A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - ISHF HIJ 2 - ISHF G 3 A_PlaySound("RIFCL_CK") - ISHF FED 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - ISHF DEF 2 - ISHF G 3 A_PlaySound("weapons/pistolup") - ISHF JIH 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - IS5G A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - ISHG A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - ISHF A 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - ISHF BC 1 - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - ISHG A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - IS5F A 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - IS5F BC 1 - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - IS5F D 2 - IS5F D 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - ISHG DEFGHIJJ 4 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedImp", 0, 0, 0) - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasImpShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasImpShield",1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("ImpShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - - } -} - -ACTOR ThrowedImp -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - Spawn: - X723 A 2 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - X723 BCDEFGH 2 - Loop - - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_SpawnItem("DeadImp1") - TNT1 A 3 - Stop - } -} - -ACTOR ThrowedImp2: ThrowedImp -{ - +NOGRAVITY - Damage 20 -} - diff --git a/actors/Weapons/Meatshields/LabGuySHIELD.dec b/actors/Weapons/Meatshields/LabGuySHIELD.dec deleted file mode 100644 index 4b0056b8d3..0000000000 --- a/actors/Weapons/Meatshields/LabGuySHIELD.dec +++ /dev/null @@ -1,246 +0,0 @@ -ACTOR HasZombieScientistShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR ZombieScientistShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - - CheckPrimaryWeapon: - TNT1 A 0 - L5H6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - L5H6 IJK 2 - L5H4 H 3 A_PlaySound("RIFCL_CK") - L5H4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - L5H4 EFG 2 - L5H4 H 3 A_PlaySound("weapons/pistolup") - L5H6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - L5H6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - L5H4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - L5H4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - L5H4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - L5H4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - L5H6 B 1 BRIGHT - L5H6 CD 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - L5H6 E 2 - L5H6 A 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - L5H7 ABCDEE 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedZombieScientist", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasZombieScientistShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("ZombieScientistShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} - -ACTOR ThrowedZombieScientist -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - FS11 H 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - Fly: - FS11 H 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - FS11 H 4 - loop - - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 A 0 A_SpawnItem ("GrowingBloodPool") - TNT1 A 0 A_SpawnItem ("DeadFormerScientist", 3) - Stop - - } -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/PB_NailgunGuySHIELD.dec b/actors/Weapons/Meatshields/PB_NailgunGuySHIELD.dec deleted file mode 100644 index 23bd829c33..0000000000 --- a/actors/Weapons/Meatshields/PB_NailgunGuySHIELD.dec +++ /dev/null @@ -1,245 +0,0 @@ -ACTOR HasPB_NailgunGuyShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR PB_NailgunGuyShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - HG86 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - HG86 IJK 2 - HG84 H 3 A_PlaySound("RIFCL_CK") - HG84 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - HG84 EFG 2 - HG84 H 3 A_PlaySound("weapons/pistolup") - HG86 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - HG86 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - HG84 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - HG84 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - HG84 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - HG84 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - HG86 B 1 BRIGHT - HG86 CD 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - HG86 E 2 - HG86 A 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedPB_NailgunGuy", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasPB_NailgunGuyShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("PB_NailgunGuyShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} - - -ACTOR ThrowedPB_NailgunGuy -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - 3CH9 B 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - Fly: - 3CH9 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - 3CH9 B 4 - loop - - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 A 0 A_SpawnItem ("GrowingBloodPool") - TNT1 A 0 A_SpawnItem ("NailgunMajorMessyCorpse3", 3) - Stop - - } -} diff --git a/actors/Weapons/Meatshields/PlasmaZombieSHIELD.dec b/actors/Weapons/Meatshields/PlasmaZombieSHIELD.dec deleted file mode 100644 index c3b0f3e785..0000000000 --- a/actors/Weapons/Meatshields/PlasmaZombieSHIELD.dec +++ /dev/null @@ -1,268 +0,0 @@ -ACTOR HasPlasmaZombieShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR PlasmaZombieShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 50 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPlasmaAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - - CheckPrimaryWeapon: - TNT1 A 0 - P5H6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - P5H6 IJK 2 - P5H4 H 3 A_PlaySound("RIFCL_CK") - P5H4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - P5H4 EFG 2 - P5H4 H 3 A_PlaySound("PLSDRAW") - P5H6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - P5H6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - P5H4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - P5H4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - P5H4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - P5H4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPlasmaAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("BlueFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("PLSM9") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,-3,5) - TNT1 A 0 A_FireCustomMissile("MeatshieldPlasmaBall", random(3,-3), 0, 3, 0, 0, random(-2,2)) - TNT1 A 0 A_TakeInventory("MeatshieldPlasmaAmmo", 1) - P5H6 B 1 BRIGHT - P5H6 CD 1 - P5H6 A 0 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - //SSHG DEFGHII 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedPlasmaZombie", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasPlasmaZombieShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("PlasmaZombieShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} - -ACTOR ThrowedPlasmaZombie -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - ZMS5 A 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - ZMS5 A 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - ZMS5 A 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - ZMS5 B 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - ZMS5 C 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - Fly: - ZMS5 D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - ZMS5 D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - Loop - - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - ZMS5 C 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - ZMS5 D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - ZMS5 E 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - ZMS5 E 4 - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 A 0 A_SpawnItem ("GrowingBloodPool") - TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS5F", 3) - Stop - - - TakeASit: - TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItemEx("DeadPlasmaZombieman_Slumped", 10) - Stop - - } -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/SGUYSHIELD.dec b/actors/Weapons/Meatshields/SGUYSHIELD.dec deleted file mode 100644 index fdd026a298..0000000000 --- a/actors/Weapons/Meatshields/SGUYSHIELD.dec +++ /dev/null @@ -1,240 +0,0 @@ -ACTOR SguyShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - SS5G A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - SSHF HIJ 2 - SSHF G 3 A_PlaySound("RIFCL_CK") - SSHF FED 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - SSHF DEF 2 - SSHF G 3 A_PlaySound("weapons/pistolup") - SSHF JIH 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - SS5G A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - SSHG A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - SSHF A 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - SSHF BC 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - SSHG A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - SS5F A 1 BRIGHT - SS5F BC 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - SS5F D 2 - SS5F D 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - SSHG DEFGHII 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedSguy", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasSguyShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_Giveinventory("Punching",1) - TNT1 A 0 A_TakeInventory("SguyShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} - - -ACTOR ThrowedSguy -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - Spawn: - X722 A 2 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - Fly: - X722 ABCDEFGH 2 - Loop - - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - //TNT1 A 0 A_CustomMissile("Xdeath1", 0, 0, 180) - TNT1 A 0 A_SpawnItem("DeadShotgunguy") - TNT1 A 3 - Stop - } -} - -ACTOR ThrowedSergeant2: ThrowedSguy -{ - +NOGRAVITY - Damage 20 -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/SavageImpSHIELD.dec b/actors/Weapons/Meatshields/SavageImpSHIELD.dec deleted file mode 100644 index 2c4805ff83..0000000000 --- a/actors/Weapons/Meatshields/SavageImpSHIELD.dec +++ /dev/null @@ -1,255 +0,0 @@ -ACTOR HasSavageImpShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR SavageImpShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - - CheckPrimaryWeapon: - TNT1 A 0 - 35H6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - 35H6 IJK 2 - 35H4 H 3 A_PlaySound("RIFCL_CK") - 35H4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - 35H4 EFG 2 - 35H4 H 3 A_PlaySound("weapons/pistolup") - 35H6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - 35H6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - 35H4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - 35H4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - 35H4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - 35H4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - 35H6 B 1 BRIGHT - 35H6 CD 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - 35H6 E 2 - 35H6 A 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - //SSHG DEFGHII 4 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedSavageImp", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasSavageImpShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("SavageImpShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} - -ACTOR ThrowedSavageImp -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - +NOEXTREMEDEATH - States - { - - Spawn: - 5D11 B 4 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) - TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) - TNT1 A 0 A_FaceTarget - Fly: - 5D11 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - 5D11 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - loop - - Death: - 5D11 D 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) - TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") - TNT1 A 0 A_SpawnItem ("GrowingBloodPool") - TNT1 A 0 A_SpawnItem ("DeadSavageImp1") - Stop - - - Takeasit: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_FaceTarget - TNT1 A 0 A_PlaySound("BODYF",6) - TNT1 A 0 A_SpawnItem("GrowingBloodPool") - TNT1 A 0 A_SpawnItemEx("DeadSavageImp_Slumped", 10) - Stop - } -} \ No newline at end of file diff --git a/actors/Weapons/Meatshields/TriclopsImpSHIELD.dec b/actors/Weapons/Meatshields/TriclopsImpSHIELD.dec deleted file mode 100644 index e55133a767..0000000000 --- a/actors/Weapons/Meatshields/TriclopsImpSHIELD.dec +++ /dev/null @@ -1,204 +0,0 @@ -ACTOR HasTriclopsImpShield : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR TriclopsImpShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - +WEAPON.NOAUTOFIRE - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - 55H6 A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - 55H6 IJK 2 - 55H4 H 3 A_PlaySound("RIFCL_CK") - 55H4 GFE 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - 55H4 EFG 2 - 55H4 H 3 A_PlaySound("weapons/pistolup") - 55H6 KJI 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - 55H6 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - 55H4 A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - 55H4 B 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - 55H4 CD 1 - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - 55H4 A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - 55H6 B 1 BRIGHT - 55H6 CD 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - 55H6 E 2 - 55H6 A 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - Deselect: - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedImp", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasTriclopsImpShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - tnt1 a 0 a_selectweapon("Melee_Attacks") - TNT1 A 0 A_TakeInventory("TriclopsImpShield",1) - TNT1 A 2 - stop - - Spawn: - 8876 A -1 - Stop - } -} diff --git a/actors/Weapons/Meatshields/ZMANSHIELD.dec b/actors/Weapons/Meatshields/ZMANSHIELD.dec deleted file mode 100644 index 6181105812..0000000000 --- a/actors/Weapons/Meatshields/ZMANSHIELD.dec +++ /dev/null @@ -1,255 +0,0 @@ -ACTOR ZMANShield : PB_Weapon -{ - Weapon.AmmoUse1 1 - Weapon.AmmoGive1 30 - Weapon.AmmoUse2 1 - Weapon.AmmoGive2 15 - Weapon.AmmoType1 "MeatshieldGunAmmo" - Weapon.AmmoType2 "MeatshieldPistolAmmo" - Weapon.Sisterweapon "none" - States - { - - CheckPrimaryWeapon: - TNT1 A 0 - ZS5G A 1 A_JumpIfInventory("MeatshieldGunAmmo", 1, "SwitchWeapons") - Goto Altfire - - SwitchToRifle: - TNT1 A 0 A_Takeinventory("MeatShieldPistolEquipped",1) - ZSHF HIJ 2 - ZSHF G 3 A_PlaySound("RIFCL_CK") - ZSHF FED 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready - - SwitchWeapons: - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "SwitchToRifle") - TNT1 A 0 A_Giveinventory("MeatShieldPistolEquipped",1) - ZSHF DEF 2 - ZSHF G 3 A_PlaySound("weapons/pistolup") - ZSHF JIH 2 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto ReadySideArm - - ReadySideArm: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1) - ZS5G A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 - Loop - - Ready: - Ready3: - TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "SwitchWeapons") - ZSHG A 1 - { - A_WeaponReady; - - } - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_AlertMonsters - Loop - - - Select: - TNT1 A 0 A_TakeInventory("MeatAmmo", 100) - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - //First Person Legs in Doom (because, you know, "I'm not original") - FirstPersonLegsHide: - TNT1 A 20 - FirstPersonLegsStand: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, 2) - STAN A 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - TNT1 A 0 - TNT1 A 0 A_JumpIf(Height < 54, "FirstPersonLegsCrouch") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - STAN M 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsCrouch: - TNT1 A 0 - TNT1 A 0 A_PlaySound("IronSights", 0) //Sound when player crouches - FirstPersonLegsCrouchContinue: - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_JumpIf(momx > 0.8 || momx < -0.8 || momy > 0.8 || momy < -0.8, "FirstPersonLegsWalk1") - TNT1 A 0 A_JumpIf(Height > 54, "FirstPersonLegsStand") - STAN N 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Loop - - FirstPersonLegsWalk1: - TNT1 A 0 - TNT1 A 0 A_JumpIfInventory("FPSLegChecker", 1, "FirstPersonLegsWalk2") - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_GiveInventory("FPSLegChecker",1) - STAN BCCDDEEFF 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsWalk2: - TNT1 A 0 - TNT1 A 0 A_JumpIf(momZ != 0, "FirstPersonLegsJump") - TNT1 A 0 A_TakeInventory("FPSLegChecker",1) - STAN GHHIIJJKLL 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - A_JumpIf(momZ != 0, "FirstPersonLegsJump"); - } - Goto FirstPersonLegsStand - - FirstPersonLegsJump: - TNT1 A 0 - STAN I 1 - { - A_OverlayOffset(-10, 0, (-pitch*2)+200); - } - Goto FirstPersonLegsStand - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("MeatShieldPistolEquipped", 1, "FireSideArm") - TNT1 A 0 A_JumpIfInventory("MeatshieldGunAmmo", 1, 2) - Goto Altfire - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/rifle") - TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldGunAmmo", 1) - ZSHF A 1 BRIGHT - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - ZSHF BC 1 - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - ZSHG A 2 - TNT1 A 0 A_Refire - Goto Ready - - FireSideArm: - TNT1 A 0 A_JumpIfInventory("MeatshieldPistolAmmo", 1, 1) - Goto CheckPrimaryWeapon - TNT1 A 0 A_AlertMonsters - TNT1 A 0 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0) - TNT1 A 0 A_PlaySound("weapons/pistol") - TNT1 A 0 A_FireCustomMissile("GunFireSmoke",0,0,0,5) - TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0) - TNT1 A 0 A_TakeInventory("MeatshieldPistolAmmo", 1) - ZS5F A 1 BRIGHT - ZS5F BC 1 - TNT1 A 0 A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2) - ZS5F D 2 - ZS5F D 2 A_WeaponReady - TNT1 A 0 A_Refire - Goto ReadySideArm - - AltFire: - Deselect: - TNT1 A 0 A_Playsound("misc/gibbed", 1) - TNT1 A 0 A_GiveInventory("RedBloodSplatterz", 1) - ZSHG DEFGHII 4 A_SpawnItemEx("MeatShieldHuman", 15, 0, 15, 0) - TNT1 A 0 A_PlaySound("skeleton/swing") - TNT1 A 0 A_FireCustomMissile("ThrowedZman", 0, 0, 0, 0) - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasZmanShield",1) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF B 4 - THEF C 4 - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility",5) - TNT1 A 0 A_Giveinventory("Punching",1) - THEF D 4 - TNT1 A 0 A_TakeInventory("GoSpecial",1) - TNT1 A 0 A_TakeInventory("GotMeatShield", 1) - TNT1 A 0 A_TakeInventory("HasZmanShield",1) - TNT1 A 0 A_TakeInventory("MeatShieldPistolEquipped", 1) - TNT1 A 0 A_TakeInventory("ZManShield",1) - TNT1 A 2 - Stop - - Spawn: - 8876 A -1 - Stop - - } -} - -ACTOR ThrowedZman -{ - Radius 6 - Height 8 - Speed 24 - Fastspeed 32 - Damage 60 - +MISSILE - Scale 1.0 - +FORCEXYBILLBOARD - +THRUACTORS - -NOGRAVITY - +NOEXTREMEDEATH - Gravity 0.4 - DamageType Kick - Decal BrutalBloodSuper - States - { - Spawn: - X721 A 2 - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - Fly: - X721 BCDEFGH 2 - Loop - - Death: - TNT1 AAAAAA 0 A_SpawnItem("MuchBlood2") - TNT1 A 0 A_SpawnItem("DeadZombieman1") - TNT1 A 3 - Stop - } -} - -ACTOR ThrowedZombieMan2: ThrowedZMan -{ - +NOGRAVITY - Damage 20 -} - -ACTOR ThrowedSergeantPiece: ThrowedZombieMan2 -{ - Damage 10 - States - { - Spawn: - SP2X HIJK 5 - Loop - - Death: - TNT1 A 0 A_SpawnItem("MeatDeath") - TNT1 A 5 - Stop - } -} diff --git a/actors/Weapons/Slot1/Axe.dec b/actors/Weapons/Slot1/Axe.dec index c672c041da..6f6b006944 100644 --- a/actors/Weapons/Slot1/Axe.dec +++ b/actors/Weapons/Slot1/Axe.dec @@ -81,7 +81,7 @@ ACTOR PB_Axe : PB_Weapon } TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + AX00 DCBA 1 { if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); } if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX02"); } diff --git a/actors/Weapons/Slot1/MELEE.dec b/actors/Weapons/Slot1/MELEE.dec index 22efecaeb1..3a9dc83b0f 100644 --- a/actors/Weapons/Slot1/MELEE.dec +++ b/actors/Weapons/Slot1/MELEE.dec @@ -348,7 +348,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist TNT1 A 0 A_TakeInventory("DoPunch",1) TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_TakeInventory("FistsSelected",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + PUNS HIJ 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait diff --git a/actors/Weapons/Slot1/SAW.dec b/actors/Weapons/Slot1/SAW.dec index 94d460f8ab..5e40fbfcfa 100644 --- a/actors/Weapons/Slot1/SAW.dec +++ b/actors/Weapons/Slot1/SAW.dec @@ -121,7 +121,7 @@ Actor PB_Chainsaw : PB_Weapon replaces Chainsaw TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) TNT1 A 0 A_Takeinventory("SawSelected",1) TNT1 A 0 A_TakeInventory("ComboSeq", 2) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_Stopsound(1) S3WS A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,4) S2WS A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,3) diff --git a/actors/Weapons/Slot2/Deagle.dec b/actors/Weapons/Slot2/Deagle.dec index d2911798a5..63c3aa412b 100644 --- a/actors/Weapons/Slot2/Deagle.dec +++ b/actors/Weapons/Slot2/Deagle.dec @@ -365,7 +365,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_Takeinventory("ADSmode",1) TNT1 A 0 A_Overlay(-9, "Null") TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("DualWieldingDeagles", 1, "DeselectDualWield") D4E0 DCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower diff --git a/actors/Weapons/Slot2/MP40.dec b/actors/Weapons/Slot2/MP40.dec index f87a702eab..db3f60acad 100644 --- a/actors/Weapons/Slot2/MP40.dec +++ b/actors/Weapons/Slot2/MP40.dec @@ -387,7 +387,7 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 A_DestroyLaserPuff TNT1 A 0 A_Overlay(-9, "Null") TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("DualWieldingMP40", 1, "DeselectDualWield") MPSE DCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower diff --git a/actors/Weapons/Slot2/PBPISTOL.dec b/actors/Weapons/Slot2/PBPISTOL.dec index 95642571ec..0448990ca2 100644 --- a/actors/Weapons/Slot2/PBPISTOL.dec +++ b/actors/Weapons/Slot2/PBPISTOL.dec @@ -928,7 +928,7 @@ ACTOR PB_Pistol : PB_Weapon Replaces Pistol TNT1 A 0 A_Takeinventory("PB_PistolWasEmpty", 1) TNT1 A 0 A_TakeInventory("ADSMode",1) TNT1 A 0 A_TakeInventory("Zoomed",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1, "DualWieldDeselect") NormalDeselect: DEGG BCDE 1 { diff --git a/actors/Weapons/Slot2/REVOLVER.dec b/actors/Weapons/Slot2/REVOLVER.dec index 72a4040c91..b32c856b6c 100644 --- a/actors/Weapons/Slot2/REVOLVER.dec +++ b/actors/Weapons/Slot2/REVOLVER.dec @@ -371,7 +371,7 @@ ACTOR PB_Revolver : PB_Weapon A_TakeInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("PB_Deagle",1,"DeselectUpgrade") 40V1 FGHI 0 R1V1 FGHI 1 { diff --git a/actors/Weapons/Slot2/UACSMG.dec b/actors/Weapons/Slot2/UACSMG.dec index 7806f67c4c..b043929a6b 100644 --- a/actors/Weapons/Slot2/UACSMG.dec +++ b/actors/Weapons/Slot2/UACSMG.dec @@ -495,7 +495,7 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_Takeinventory("ADSmode",1) TNT1 A 0 A_Overlay(-9, "Null") TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "DeselectDualWield") A1F1 DCBA 1 TNT1 A 0 A_DestroyLaserPuff diff --git a/actors/Weapons/Slot3/AUTOSHOTGUN.dec b/actors/Weapons/Slot3/AUTOSHOTGUN.dec index fe50173af9..e7e2fc5d7b 100644 --- a/actors/Weapons/Slot3/AUTOSHOTGUN.dec +++ b/actors/Weapons/Slot3/AUTOSHOTGUN.dec @@ -542,7 +542,7 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DualWieldDeselect") TNT1 A 0 A_Takeinventory("Unloading",1) TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + AG10 FEDCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait @@ -550,7 +550,7 @@ ACTOR PB_Autoshotgun : PB_Weapon DrumDeselect: TNT1 A 0 A_Takeinventory("Unloading",1) TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + AU24 EFG 0 AU23 EFG 0 AU02 EFG 0 @@ -569,7 +569,7 @@ ACTOR PB_Autoshotgun : PB_Weapon DualWieldDeselect: TNT1 A 0 A_Takeinventory("Unloading",1) TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + AG60 NMLKJI 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait diff --git a/actors/Weapons/Slot3/QUADBARREL.dec b/actors/Weapons/Slot3/QUADBARREL.dec index d67fdffcd8..1f88fc1528 100644 --- a/actors/Weapons/Slot3/QUADBARREL.dec +++ b/actors/Weapons/Slot3/QUADBARREL.dec @@ -342,7 +342,7 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_PlaySound("weapons/changing", 1) TNT1 A 0 A_TakeInventory("ADSmode", 1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("QuadAkimboMode", 1, "DeselectDual") QSGS ABCD 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower diff --git a/actors/Weapons/Slot3/SSG.dec b/actors/Weapons/Slot3/SSG.dec index 8a4679f60f..1047ef48dc 100644 --- a/actors/Weapons/Slot3/SSG.dec +++ b/actors/Weapons/Slot3/SSG.dec @@ -110,7 +110,7 @@ ACTOR PB_SSG : PB_weapon Replaces SuperShotgun } TNT1 A 0 A_Takeinventory("Unloading",1) TNT1 A 0 A_Takeinventory("SSGSelected",1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("PB_QuadSG",1,"DeselectUpgrade") TNT1 A 0 A_JumpIfInventory("DualWieldingSSG", 1,"DeselectAnimationDualWield") SG02 CBA 1 diff --git a/actors/Weapons/Slot4/Carbine.dec b/actors/Weapons/Slot4/Carbine.dec index c20e4e9726..dc8c86d02d 100644 --- a/actors/Weapons/Slot4/Carbine.dec +++ b/actors/Weapons/Slot4/Carbine.dec @@ -400,7 +400,7 @@ ACTOR PB_Carbine : PB_Weapon A_Takeinventory("Zoomed",1); A_Takeinventory("ADSmode",1); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("PB_LMG",1,"DeselectUpgrade") TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DeselectAkimbo") 4A1S EDCBA 1 diff --git a/actors/Weapons/Slot4/LMG.dec b/actors/Weapons/Slot4/LMG.dec index a431cd71c0..2b74a5bfa4 100644 --- a/actors/Weapons/Slot4/LMG.dec +++ b/actors/Weapons/Slot4/LMG.dec @@ -1701,7 +1701,7 @@ States TNT1 A 0 A_StopSound(6) TNT1 A 0 A_StopSound(4) TNT1 A 0 SetPlayerProperty(0,0,0) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("PBLMGHasUnloaded", 1, "UnloadedDeselect") TNT1 A 0 A_JumpIfInventory("LMGMicroMissiles", 1, "MissileDeselect") AU2M DCBA 1 { diff --git a/actors/Weapons/Slot4/MINIGUN.dec b/actors/Weapons/Slot4/MINIGUN.dec index 388d579843..6dad8ce64c 100644 --- a/actors/Weapons/Slot4/MINIGUN.dec +++ b/actors/Weapons/Slot4/MINIGUN.dec @@ -431,7 +431,7 @@ States A_SetSpeed(1.0); } TNT1 A 0 A_JumpIfInventory("TripleBarrelMode", 1, "DeselectDeathDealer") - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + MG23 DCBA 0 MG04 DCBA 1 { if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("MG23");} diff --git a/actors/Weapons/Slot4/Nailgun.dec b/actors/Weapons/Slot4/Nailgun.dec index ee92378291..432ec81fea 100644 --- a/actors/Weapons/Slot4/Nailgun.dec +++ b/actors/Weapons/Slot4/Nailgun.dec @@ -439,7 +439,7 @@ Steady: TNT1 A 0 A_StopSound(4) TNT1 A 0 SetPlayerProperty(0,0,0) TNT1 A 0 A_PlaySound("weapons/changing", 1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + N1N0 CEFG 1 { if (CountInv("JavelinMode") == 1) { A_SetWeaponSprite("J0N0"); } if (CountInv("PB_NailgunAmmo") == 0) { A_SetWeaponSprite("N1N1"); } diff --git a/actors/Weapons/Slot4/PBRIFLE.dec b/actors/Weapons/Slot4/PBRIFLE.dec index 1c2226283e..6e0377a8d7 100644 --- a/actors/Weapons/Slot4/PBRIFLE.dec +++ b/actors/Weapons/Slot4/PBRIFLE.dec @@ -1203,7 +1203,7 @@ ACTOR Rifle : PB_Weapon A_ZoomFactor(1.0); A_PlaySoundEx("weapons/changing", "Auto"); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("DualWieldingDMRs",1,"DeselectAnimationDualWield") H0F4 ABCD 0 H3F4 ABCD 0 @@ -3257,62 +3257,3 @@ ACTOR LeftRifleAmmo : Ammo +INVENTORY.IGNORESKILL } -ACTOR MeatshieldGunAmmo : Ammo -{ - Inventory.Amount 0 - Inventory.MaxAmount 30 - Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 30 - Inventory.Icon "RIFLA0" - +INVENTORY.IGNORESKILL -} - -ACTOR MeatshieldPistolAmmo : Ammo -{ - Inventory.Amount 0 - Inventory.MaxAmount 15 - Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 15 - Inventory.Icon "DEGTA0" - +INVENTORY.IGNORESKILL -} - -ACTOR MeatshieldASGAmmo : Ammo -{ - Inventory.Amount 0 - Inventory.MaxAmount 12 - Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 12 - Inventory.Icon "AUSCA0" - +INVENTORY.IGNORESKILL -} - -ACTOR MeatshieldCarbineAmmo : Ammo -{ - Inventory.Amount 0 - Inventory.MaxAmount 40 - Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 40 - Inventory.Icon "CB00Z0" - +INVENTORY.IGNORESKILL -} - -ACTOR MeatshieldPlasmaAmmo : Ammo -{ - Inventory.Amount 0 - Inventory.MaxAmount 50 - Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 50 - Inventory.Icon "PLASA0" - +INVENTORY.IGNORESKILL -} - -ACTOR MeatAmmo : Ammo -{ - Inventory.Amount 0 - Inventory.MaxAmount 100 - Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 100 - Inventory.Icon "5DUNA0" - +INVENTORY.IGNORESKILL -} diff --git a/actors/Weapons/Slot5/ROCKETLAUNCHER.dec b/actors/Weapons/Slot5/ROCKETLAUNCHER.dec index a06bc45894..b1fe3208c2 100644 --- a/actors/Weapons/Slot5/ROCKETLAUNCHER.dec +++ b/actors/Weapons/Slot5/ROCKETLAUNCHER.dec @@ -405,7 +405,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher A_TakeInventory("RL_Cooldown", 26); A_ZoomFactor(1.0); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + RL04 ABCD 0 RL14 ABCD 0 RL15 ABCD 0 diff --git a/actors/Weapons/Slot5/SUPERGL.dec b/actors/Weapons/Slot5/SUPERGL.dec index 6a453627db..9260a46c7f 100644 --- a/actors/Weapons/Slot5/SUPERGL.dec +++ b/actors/Weapons/Slot5/SUPERGL.dec @@ -205,7 +205,7 @@ ACTOR PB_SuperGL: PB_Weapon A_TakeInventory("CycleAnimation", 1); A_TakeInventory("HasExplosiveWeapon", 1); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + SL02 FGHI 1 { if (A_GetCurrentGrenadeType() == "Impact") {A_SetWeaponSprite("SL02");} if (A_GetCurrentGrenadeType() == "Sticky") {A_SetWeaponSprite("SL12");} diff --git a/actors/Weapons/Slot6/DUALPULSECANNON.dec b/actors/Weapons/Slot6/DUALPULSECANNON.dec index 00afd24f83..b4aaa2e757 100644 --- a/actors/Weapons/Slot6/DUALPULSECANNON.dec +++ b/actors/Weapons/Slot6/DUALPULSECANNON.dec @@ -127,7 +127,7 @@ ACTOR PB_DualPulseCannons: PB_DualWeapon Goto Select Deselect: - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_PlaySound("IronSights", 0) TNT1 A 0 A_TakeInventory("DoPunch",1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower diff --git a/actors/Weapons/Slot6/M2PLASMA.dec b/actors/Weapons/Slot6/M2PLASMA.dec index 347351f533..88485d62bd 100644 --- a/actors/Weapons/Slot6/M2PLASMA.dec +++ b/actors/Weapons/Slot6/M2PLASMA.dec @@ -487,7 +487,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_TakeInventory("PlasmaGunSelected",1); A_TakeInventory("HasPlasmaWeapon",1); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("DualWieldingM2Plasma",1,"DeselectDualWield") M230 EDCBA 1 { if (CountInv("HasLightningGunUpgrade") >= 1 ) { A_SetWeaponSprite("M293");} diff --git a/actors/Weapons/Slot6/PLASMA.dec b/actors/Weapons/Slot6/PLASMA.dec index 036b7bcafd..0d6244b9b1 100644 --- a/actors/Weapons/Slot6/PLASMA.dec +++ b/actors/Weapons/Slot6/PLASMA.dec @@ -431,7 +431,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 A_Zoomfactor(1.0) TNT1 A 0 A_StopSound(6) TNT1 A 0 A_PlaySound("PLSOFF", 4) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + //TNT1 A 0 A_JumpIfInventory("PB_Pulsecannon",1,"DeselectUpgrade") TNT1 A 0 A_JumpIfInventory("DualWieldingPlasma",1,"DeselectDualWield") PLSD DCBA 1 @@ -1237,21 +1237,6 @@ Scale 0.19 } } -Actor MeatshieldPlasmaBall: Plasma_Ball -{ - +THRUACTORS - States - { - - Spawn: - DB19 A 1 BRIGHT - TNT1 A 0 A_ChangeFlag("THRUACTORS", 0) - Spawn1: - DB19 ABC 1 BRIGHT A_SpawnItem("PlasmaFlareSpawner",0,0) - Loop - } -} - ACTOR UltPlasma_Ball: Plasma_Ball { Radius 10 diff --git a/actors/Weapons/Slot6/PulseCannon.dec b/actors/Weapons/Slot6/PulseCannon.dec index f674003947..ba84f9a5c5 100644 --- a/actors/Weapons/Slot6/PulseCannon.dec +++ b/actors/Weapons/Slot6/PulseCannon.dec @@ -146,7 +146,7 @@ ACTOR PB_PulseCannon : PB_M1Plasma TNT1 A 0 A_Zoomfactor(1.0) TNT1 A 0 A_StopSound(6) TNT1 A 0 A_PlaySound("PLSOFF", 4) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + PZC9 CBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait diff --git a/actors/Weapons/Slot7/FREEZER.dec b/actors/Weapons/Slot7/FREEZER.dec index aa57386369..3e07968bf4 100644 --- a/actors/Weapons/Slot7/FREEZER.dec +++ b/actors/Weapons/Slot7/FREEZER.dec @@ -228,7 +228,7 @@ Actor PB_Freezer: PB_Weapon TNT1 A 0 A_Takeinventory("Unloading",1) TNT1 A 0 A_StopSound(1) TNT1 A 0 A_StopSound(6) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("FreezerPistolToken",1,1) Goto FinalDeselect FR30 JKLMNOPQ 1 { diff --git a/actors/Weapons/Slot7/RAILGUN.dec b/actors/Weapons/Slot7/RAILGUN.dec index 79a2770137..7cf116fb9d 100644 --- a/actors/Weapons/Slot7/RAILGUN.dec +++ b/actors/Weapons/Slot7/RAILGUN.dec @@ -106,7 +106,7 @@ ACTOR PB_Railgun : PB_Weapon A_Takeinventory("HasCutingWeapon",1); A_ZoomFactor(1.0); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIf(CountInv("RailgunAmmo") < 12, 3) TNT1 A 0 A_JumpIfInventory("RailgunUnloaded",1,2) TNT1 A 0 { diff --git a/actors/Weapons/Slot8/BFGBEAM.dec b/actors/Weapons/Slot8/BFGBEAM.dec deleted file mode 100644 index a08850816f..0000000000 --- a/actors/Weapons/Slot8/BFGBEAM.dec +++ /dev/null @@ -1,387 +0,0 @@ -actor PB_BFGBeam : PB_Weapon -{ - SpawnID 9810 - Weapon.BobRangeX 0.3 - Weapon.BobRangeY 0.5 - Weapon.BobStyle InverseSmooth - Weapon.BobSpeed 2.4 - obituary "%o was vapourised by %k's plasma beam." - radius 20 - height 16 - Weapon.AmmoUse 1 - Weapon.AmmoGive 40 - Weapon.AmmoType1 "Cell" - DamageType Desintegrate - +WEAPON.NOAUTOAIM - +WEAPON.BFG - +FLOORCLIP - +DONTGIB - Inventory.PickupSound "8FGPICK" - Tag "BFG 11K Prototype" - inventory.pickupmessage "You got the BFG Prototype Beam 11K! (Slot 9)" - states - { - - Steady: - TNT1 A 1 - Goto Ready - - Ready: - 8BGG GFE 1 - TNT1 A 0 A_PlaySound("GENREADY") - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - Ready3: - TNT1 AAA 0 - 8BGG A 1 A_DoPBWeaponAction - Goto Ready+5 - Deselect: - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) - 8BGG A 0 A_StopSoundEx (soundslot7) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") - 8BGG EFG 1 - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower - Wait - - Select: - TNT1 A 0 - Goto SelectFirstPersonLegs - SelectContinue: - TNT1 A 0 A_TakeInventory("RifleSelected",1) - TNT1 A 0 A_TakeInventory("CarbineSelected",1) - TNT1 A 0 A_TakeInventory("FistsSelected",1) - TNT1 A 0 A_TakeInventory("SawSelected",1) - TNT1 A 0 A_TakeInventory("SledgeSelected",1) - TNT1 A 0 A_TakeInventory("HandgunSelected",1) - TNT1 A 0 A_TakeInventory("DualHandgunSelected",1) - TNT1 A 0 A_TakeInventory("RevolverSelected",1) - TNT1 A 0 A_TakeInventory("ShotgunSelected",1) - TNT1 A 0 A_TakeInventory("SSGSelected",1) - TNT1 A 0 A_TakeInventory("ASGSelected",1) - TNT1 A 0 A_TakeInventory("QSGSelected",1) - TNT1 A 0 A_TakeInventory("MinigunSelected",1) - TNT1 A 0 A_TakeInventory("NewChaingunSelected",1) - TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1) - TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1) - TNT1 A 0 A_TakeInventory("SGLSelected",1) - TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1) - TNT1 A 0 A_TakeInventory("M2Selected",1) - TNT1 A 0 A_TakeInventory("FreezerSelected",1) - TNT1 A 0 A_TakeInventory("RailGunSelected",1) - TNT1 A 0 A_TakeInventory("BFGSelected",1) - TNT1 A 0 A_TakeInventory("BHCSelected",1) - TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1) - TNT1 A 0 A_TakeInventory("FlameCannonSelected",1) - TNT1 A 0 A_TakeInventory("HellRifleSelected",1) - TNT1 A 0 A_TakeInventory("LandMineSelected",1) - TNT1 A 0 A_TakeInventory("UACSMGSelected",1) - TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1) - TNT1 A 0 A_TakeInventory("LostSoulSelected",1) - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel", 1) - TNT1 A 0 A_TakeInventory("HasBurningBarrel",1) - TNT1 A 0 A_TakeInventory("HasIncendiaryWeapon", 1) - //TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 4) - TNT1 A 0 A_GiveInventory("BFGBeamSelected",1) - 8BGG A 0 A_StopSoundEx (soundslot7) - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - loop - - - WeaponSpecial: - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - Goto Ready+5 - - Fire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("Cell", 2, 3) - BFGG A 0 A_PlaySound("Seeker", 1) - Goto Ready+5 - TNT1 A 0 A_PlaySound("Weapons/BFSG/Charge", 6) - TNT1 A 0 A_PlaySound("Weapons/BFGG/Up", 5) - 8BGG A 2 - 8BGG B 2 - 8BGG C 2 A_PlaySound("BMCHARG", 9) - 8BGG D 2 - 8BGG ABCDABCD 2 - 8BGG ABCDABCDABC 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG D 1 A_PlaySound("SUPERBFG", 7) - TNT1 A 0 A_PlaySound("Weapons/BFSG/Fire", 3) - TNT1 A 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) - goto Hold - - AltFire: - TNT1 A 0 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIfInventory("Cell", 2, 3) - BFGG A 0 A_PlaySound("Seeker", 1) - Goto Ready+5 - TNT1 A 0 A_PlaySound("Weapons/BFGG/Up", 5) - 8BGG A 3 A_PlaySound("BMCHARG", 9) - 8BGG B 3 - 8BGG C 3 - 8BGG D 3 - 8BGG A 2 - 8BGG B 2 - 8BGG C 2 - 8BGG D 2 - 8BGG A 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG B 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG C 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG D 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG A 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG B 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG C 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - 8BGG D 1 A_FireCustomMissile("BFGLightningTrial_Small",0,0)//A_FireCustomMissile("BFGLightningTrial_Small",0,0) - goto AltHold - - AltHold: - TNT1 A 0 A_JumpIfInventory("Cell", 2, 3) - BFGG A 0 A_PlaySound("Seeker", 1) - Goto Ready+5 - TNT1 A 0 A_PlaySound("mbfgsh", 3, 1.0) - TNT1 A 0 BRIGHT A_FireCustomMissile("BFGMiniSphere", random(-4,4), 1, 0, 0, 0, random(-1,1)) - 8BGF ABCD 1 BRIGHT - TNT1 A 0 A_Takeinventory("Cell",2) - TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - TNT1 A 0 PB_WeaponRecoil(0,random(1, -1)) //A_SetAngle(random(1, -1) + angle) - TNT1 A 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) - - TNT1 A 0 A_PlaySound("mbfgsh", 3, 1.0) - TNT1 A 0 BRIGHT A_FireCustomMissile("BFGMiniSphere", random(-4,4), 1, 0, 0, 0, random(-1,1)) - 8BGF ABCD 1 BRIGHT - TNT1 A 0 A_Takeinventory("Cell",2) - TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - TNT1 A 0 PB_WeaponRecoil(0,random(1, -2)) //A_SetAngle(random(1, -2) + angle) - TNT1 A 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) - - TNT1 A 0 A_PlaySound("mbfgsh", 3, 1.0) - TNT1 A 0 BRIGHT A_FireCustomMissile("BFGMiniSphere", random(-4,4), 1, 0, 0, 0, random(-1,1)) - 8BGF ABCD 1 BRIGHT - TNT1 A 0 A_Takeinventory("Cell",2) - TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - TNT1 A 0 PB_WeaponRecoil(0,random(2, -1)) //A_SetAngle(random(2, -1) + angle) - TNT1 A 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) - - TNT1 A 0 A_PlaySound("mbfgsh", 3, 1.0) - TNT1 A 0 BRIGHT A_FireCustomMissile("BFGMiniSphere", random(-4,4), 1, 0, 0, 0, random(-1,1)) - 8BGF ABCD 1 BRIGHT - TNT1 A 0 A_Takeinventory("Cell",2) - TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - TNT1 A 0 PB_WeaponRecoil(0,random(2, -2)) //A_SetAngle(random(2, -2) + angle) - TNT1 A 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) - TNT1 A 0 A_PlaySound("mbfgsh", 3, 1.0) - TNT1 A 0 A_ReFire - TNT1 A 0 A_PlaySound("Weapons/BFGG/Down") - TNT1 A 0 A_PlaySound("DSREPSTM", 5) - TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) - 8BGG ABCDABCD 1 - 8BGG ABCDABCD 2 - 8BGG ABCDA 3 - Goto Ready+8 - - Hold: - TNT1 A 0 A_JumpIfInventory("Cell", 1, 3) - BFGG A 0 A_PlaySound("Seeker", 1) - Goto Ready+5 - 8BGF ABCD 1 BRIGHT A_FireCustomMissile (LeechBeam, 0, 0, 0, -8, 0,0) - TNT1 A 0 PB_WeaponRecoil(-1.0,frandom(1.75, -1.75)) - TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - TNT1 A 0 A_Takeinventory("Cell",2) - TNT1 A 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) - 8BGF B 0 A_PlaySoundEx ("Leech/Fire", soundslot7, 1) - TNT1 A 0 A_ReFire - TNT1 A 0 A_StopSoundEx (soundslot7) - TNT1 A 0 A_PlaySound("Weapons/BFGG/Down") - Goto Cooldown - - Cooldown: - TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) - 8BGG ABCDABCD 1 - 8BGG ABCDABCD 2 - 8BGG ABCDA 3 - TNT1 A 0 A_PlaySound("DSREPSTM",3) - goto Ready+8 - - Spawn: - 8BGP A -1 - Stop - - FlashKicking: - 8BGG A 1 - 8BGG E 1 - 8BGG E 1 - 8BGG F 3 - 8BGG G 3 - 8BGG F 3 - 8BGG E 1 - 8BGG E 1 - 8BGG A 1 - 8BGG AAA 1 - Goto Ready3 - - FlashAirKicking: - 8BGG A 1 - 8BGG E 1 - 8BGG E 1 - 8BGG F 3 - 8BGG G 3 - 8BGG F 3 - 8BGG E 1 - 8BGG E 1 - 8BGG A 1 - 8BGG AAAA 1 - Goto Ready3 - - FlashSlideKicking: - 8BGG AE 2 - 8BGG EEFFGGHHGGGG 2 - Goto Ready3 - - FlashSlideKickingStop: - //TNT1 A 0 - 8BGG GFFEEA 1 - 8BGG A 1 - Goto Ready3 - FlashPunching: - 8BGG A 1 - 8BGG E 1 - 8BGG E 1 - 8BGG F 3 - 8BGG G 3 - 8BGG F 3 - 8BGG E 1 - 8BGG E 1 - 8BGG A 1 - 8BGG AAA 1 - Stop - } -} - -ACTOR LeechBeam : MageWandMissile -{ - Speed 230 - Radius 13 - Height 8 - Damage 5 - Decal "none" - damagetype "Desintegrate" - RenderStyle Add - Alpha .85 - Translation "0:255=%[0,0,0]:[0,1,0]" - +RIPPER - +NOBOSSRIP - -CANNOTPUSH - -NODAMAGETHRUST - +BLOODLESSIMPACT - +FORCERADIUSDMG - -BLOODSPLATTER - +DontHurtSpecies - Species "Marine" - - states - { - Death: - TNT1 B 0 A_Explode(55,100,0) - tnt1 a 0 A_SpawnItem("GreenFlare",0,0) - TNT1 A 0 A_SpawnItemEx("SmallGreenFlameTrails", 0, 0, 0, 0, 0, 0, 0, 128) - TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0) - TNT1 A 0 A_SpawnItemEx("BFGLightningTrial", 0, random(-1,1), random(4,6)) - TNT1 A 0 A_SpawnItemEx("NewBFGTrailGreen", 0, random(8,-8), random(8,-8), 0, 0, 0, 0, 128, 0) - TNT1 A 0 A_SpawnItemEx("BFGFOG", 0, 0) - HSPL ABCDEFGHIJ 1 bright A_SetScale(ScaleX -0.1, ScaleY -0.1) - stop - } -} - -ACTOR BeamTrail : MageWandSmoke replaces MageWandSmoke -{ - RenderStyle Add - Alpha .25 - Scale 0.75 - DeathSound "" - SeeSound "None" - Decal "" - damagetype "Desintegrate" - +BLOODLESSIMPACT - -Translation "0:255=%[0,0,0]:[0,1,0]" - States - { - Spawn: - TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5") - Spawn1: - HSPL ABFGAFDJ 1 BRIGHT A_SetScale(ScaleX -0.09, ScaleY -0.09) - stop - Spawn2: - HSPL JDHFEBEC 1 BRIGHT A_SetScale(ScaleX -0.09, ScaleY -0.09) - stop - Spawn3: - HSPL DJFEBAFE 1 BRIGHT A_SetScale(ScaleX -0.09, ScaleY -0.09) - stop - Spawn4: - HSPL HIBECCGH 1 BRIGHT A_SetScale(ScaleX -0.09, ScaleY -0.09) - stop - Spawn5: - HSPL CGAFHCDA 1 BRIGHT A_SetScale(ScaleX -0.09, ScaleY -0.09) - stop - - } -} - -ACTOR BFGMiniSphere -{ - Radius 8 - Height 6 - Speed 30 - FastSpeed 35 - DamageType GreenFire - Projectile - +RANDOMIZE - +FORCEXYBILLBOARD - -THRUGHOST - +FORCERADIUSDMG - Damage 50 - RenderStyle Add - Alpha 1 - Scale 0.25 - - DeathSound "9KEXPL" - SeeSound "None" - Decal "Scorch" - States - { - Spawn: - TNT1 A 0 - TNT1 A 0 A_Playsound("BGFLMBL", 6, 1, 1) - Fly: - DB57 AB 1 BRIGHT A_SpawnItem("GreenFlareSmall",0,0) - TNT1 A 0 A_SpawnItemEx("BFGLightningTrial_Small", 20, 0, 0, 0, 0, 0, 0, 128) - TNT1 A 0 A_SpawnItemEx("SmallGreenFlameTrails", 0, 0, 0, 0, 0, 0, 0, 128) - TNT1 A 0 A_SpawnItemEx("BFGAltTrail", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128) - DB57 C 1 BRIGHT A_SpawnItem("GreenFlareSmall",0,0) - Loop - Death: - TNT1 A 0 A_StopSound(6) - TNT1 AAA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 6, 6, 6, 0, 128) - TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0) - - EXPG ABCDEFG 2 BRIGHT A_SpawnItem("GreenFlare",0,0) - TNT1 AAAAA 19 A_CustomMissile("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) - Stop - XDeath: - TNT1 A 0 A_StopSound(6) - TNT1 AAA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) - TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0) - - EXPG ABCDEFG 2 A_SpawnItem("GreenFlare",0,0) - Stop - Crash: - TNT1 A 0 A_StopSound(6) - TNT1 AAA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 6, 6, 6, 0, 128) - TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0) - - FRPG ABCDEFGH 2 BRIGHT A_SpawnItem("GreenFlare",0,0) - TNT1 AAAAA 19 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) - Stop - } -} diff --git a/actors/Weapons/Slot8/BFGMKIV.dec b/actors/Weapons/Slot8/BFGMKIV.dec index d1cc2cf827..a768706813 100644 --- a/actors/Weapons/Slot8/BFGMKIV.dec +++ b/actors/Weapons/Slot8/BFGMKIV.dec @@ -168,7 +168,7 @@ ACTOR PB_BFG9000: PB_Weapon Replaces BFG9000 Deselect: TNT1 A 0 A_Gunflash("FlashOff") TNT1 A 0 A_StopSound(6) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + 4DCX DCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait diff --git a/actors/Weapons/Slot8/BLACKHOLE.dec b/actors/Weapons/Slot8/BLACKHOLE.dec index 806cf80ded..7b845b7b29 100644 --- a/actors/Weapons/Slot8/BLACKHOLE.dec +++ b/actors/Weapons/Slot8/BLACKHOLE.dec @@ -68,7 +68,7 @@ Select: Wait Deselect: TNT1 A 0 A_StopSound(6) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + PRDC UVWX 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait diff --git a/actors/Weapons/Slot9/DemonTech.dec b/actors/Weapons/Slot9/DemonTech.dec index 75f9ea54ee..b34e9fb16d 100644 --- a/actors/Weapons/Slot9/DemonTech.dec +++ b/actors/Weapons/Slot9/DemonTech.dec @@ -210,7 +210,7 @@ ACTOR Hell_rifle : PB_Weapon } TNT1 A 0 A_StopSound(1) TNT1 A 0 A_TakeInventory("HasIncendiaryWeapon", 1) - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("FireModeAcidGun",1,6) D2T0 DCBA 1 TNT1 A 0 A_Jump(256, 5) diff --git a/actors/Weapons/Slot9/Flamethrower.dec b/actors/Weapons/Slot9/Flamethrower.dec index 0833d57612..e2e9c66e10 100644 --- a/actors/Weapons/Slot9/Flamethrower.dec +++ b/actors/Weapons/Slot9/Flamethrower.dec @@ -788,7 +788,7 @@ ACTOR PB_Flamethrower : PB_Weapon A_Takeinventory("HasAcidWeapon",1); } - TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "GrabEnemy") + TNT1 A 0 A_JumpIfInventory("FlamerDMRAkimbo", 1, "DeselectAkimbo") FLT2 DCBA 1 { if(CountInv("FlamerUpgraded") != 1) {A_SetWeaponSprite("FLS1");} diff --git a/brightmaps/WEAPONS/PulseCannon/PLCUA.png b/brightmaps/WEAPONS/PulseCannon/PLCUA.png deleted file mode 100644 index 9fbff416e4120ea1fd7e65c7cd93e82cc77130d2..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 161 zcmeAS@N?(olHy`uVBq!ia0vp^#y~8{0VEhg*PT8Mq!^2X+?^QKos)S9a~60+7BevL9R^{>=^7fFy`a{15+ei04DNY*zpPFLn!w=c>gTe~DWM4f D&~Y!O diff --git a/brightmaps/WEAPONS/PulseCannon/PZC4A0.png b/brightmaps/WEAPONS/PulseCannon/PZC4A0.png deleted file mode 100644 index fa3dcbeeacf5d690b24afcfcfa25b24212591832..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 249 zcmeAS@N?(olHy`uVBq!ia0y~yU~~YoSFkVx$>e)lhk%rNfKP}kkd~8^GcqzVH8r)g zw6wCaa&&a`@bK{T^b8LVkByD3tE=C!eaBjx6>31Gy`CmP2_btDZa&luc+=p#iCI}7huz^pB$uNH*RDqwYv%8=t~Rs+>O}?#qV44oM=ZNc z{e)lhk%q;fKP}kkk-@Fb9Hs~^z`)g z_4V`f3kwU2jg5_qi_6K$DJ(3ktE-X}|aHiy5LzF%LLHluQ* z70?i5@IXuM*+Zpy%1b}Le`xl}vRdl#kq>3Ew-5bImRBz`U%ye4N5B0?V!ipXwhhvJ zf7hqjf7_@9)UR)&2H~U3X5!Y^aO5R@s;GYKz7kuSk(K6TM=^<|s|P zq!BS$G-qz6&|5Rr$b(_i-c9!W)0b`Rv(@cZrdVq0*EzxrA6O+{7>Nto+yOhw)78&q Iol`;+01Q)ot^fc4 diff --git a/brightmaps/WEAPONS/PulseCannon/PZC4C0.png b/brightmaps/WEAPONS/PulseCannon/PZC4C0.png deleted file mode 100644 index 7fa2694b1bf1bef012a5cd01f622dd65f2a8602b..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 342 zcmeAS@N?(olHy`uVBq!ia0y~yU~~YoSFkVx$>e)lhk%q;fKP}kkhZn84GRm4jEszn zi;ItsPft(J%gf8p&#$emt*fhVYHFG}bLNiiJHEZYb^@sSxu=U`NJZS+>xN!O9R%1O zRBDJla(WPZ=u$XK^!o{3IeVIy&Mn{YT`1|b;5VjXac)u{c^>}W_2;UAy>!{* zCqP4xLBs2cKYV(RRK2YF<;w%l-~23M{P?(U4mZEQ^O-k!_mhJq;`u+G{#VzU zT78dXx8LiMofNn0;fcqL)oWSh_-7nti@BNE+NNDTXXm7=KTe9+9sgM#;r3cP^WyC< dY;o!g2gK!HJ6?Iez}Oh%R8Lnwmvv4FO#m>yif8}; diff --git a/brightmaps/WEAPONS/PulseCannon/PZC4D0.png b/brightmaps/WEAPONS/PulseCannon/PZC4D0.png deleted file mode 100644 index b86439aaa300b5737ac6e578d339428ed997aee4..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 367 zcmeAS@N?(olHy`uVBq!ia0y~yU~~YoSFkVx$>e)lhk%q;fKP}kkPZn6$<56zEG#T7 zEiEf6s{?`hmX?;bwzf%=CQY9{edf%WJGSqbBy=$iXbgj=i(^Pd+}rDhUM!9Rtq-?r z%=ighmv3~bo?Dr<`-WJUn@!x-??TX%_c;oEv zjW>NxuZRbEM!;zL*#~Nu_MAJVwr=K%G!tC|IsMPsWkHk5TP0(YPIEmrND;o_GNrol z=DB&S*AiDeKD6H9HJA6xzvog?ij!vEw=jC5va2DF^&8{m)d%bnX0pb-yz=nSIrDW< wHzRF~&gqx_-Lpk-=O)v?o0tEyWnlQgn6t?L`pnV~pFlqFboFyt=akR{0KGt&^Z)<= diff --git a/brightmaps/WEAPONS/PulseCannon/PZC4E0.png b/brightmaps/WEAPONS/PulseCannon/PZC4E0.png deleted file mode 100644 index 3fbe21978ed79e4b03400b648a1f141f36281100..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 396 zcmeAS@N?(olHy`uVBq!ia0y~yU~~YoSFkVx$>e)lhk%rBfKP}kkY-?D7nBgm$;oML zZSCmj=;`U{?d_d1Wy;K%GiS}3HGB5#Wy_YWTD5A&_8r@`k`jO>NqM?BhE&A8y<+Hf zBthWlM{%*ExomqoayBpDAh?YqqO!9@yP{=p%hI{!A2^z>&Ph0@z|r`G`=!pjhyP!v ztvWut-@l#@Y%eBZ^CEPA-WNsh>yJO^*oVJwR{QndJ(oM~9^b4RwzZkT7wYGk6x;CM z5_t3L^1_=k?P-sB85kbKJ@XRQw4Uf2Wq$S8-coIYS$oQhF0}>;OJ<5~sBB*N=E>4$ zjKOJ)i*Ie*tYe_}TP9t9Yt9w#V@exm&YExG9JlBW_nES9IvezUONp1UMukUsy{}hO zo-KU(&#{S$>VcWHiC2vhszi72M5Hl>Tb1tG@VR$&SXtQop3nZV+TP+5wWGxsUi5i& b9~iXu*KHGzy%4zK1M-=ttDnm{r-UW|iEf`V diff --git a/doomdefs.bm b/doomdefs.bm index 6e0d9d94bd..de3e290efe 100644 --- a/doomdefs.bm +++ b/doomdefs.bm @@ -28,7 +28,6 @@ //Slot 7 #include BMAP/M2Plasma.txt #include BMAP/Plasma.txt -#include BMAP/PulseCannon.txt //Slot 8 #include BMAP/Railgun.txt #include BMAP/Freezer.txt