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actor OldSkullBarrierWep : BaseMM8BDMWep 29011{//$Category OC: Weapon Patch//$Title Old Skull BarrierWeapon.AmmoUse 1Weapon.AmmoGive 112Weapon.SlotNumber 7Obituary "%o felt really old after being boned by %k's Old Skull Barrier."Inventory.Pickupmessage "Power Up! Old Skull Barrier!"weapon.ammotype "OldSkullBarrierAmmo"inventory.pickupsound "weapon/weaponup"+WEAPON.AMMO_OPTIONALinventory.icon "SKUOICO"Scale 2.0States{Spawn:SKUO X 1loopReady:SKUO A 0 ACS_ExecuteAlways(998,0,604)SKUO A 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Deactivate")TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerSKUO A 1 A_LowerGoto Deselect+3Select:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseSKLA A 1 A_RaiseLoopFire:SKUO A 0 A_JumpIfNoAmmo("NoAmmo")SKUO A 0 A_JumpIfInventory("ShieldCheck", 1, "Finish")SKUO A 0 A_GiveInventory("ShieldCheck",1)SKUO A 0 A_GiveInventory("OldSkullBarrierProtection", 1)SKUO A 0 A_ChangeFlag("DONTRIP", 1)SKUO IJ 2 SKUO J 0 A_GunFlashSKUO K 5Goto BarrierActiveBarrierActive:SKUO K 1 A_WeaponReadySKUO K 0 A_JumpIfNoAmmo("Finish")SKUO K 0 A_GiveInventory("SkullBarrierProtection", 1)LoopFinish:SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)SKUO A 0 A_ChangeFlag("DONTRIP", 0)SKUO A 0 A_TakeInventory("ShieldCheck",1)SKUO JIA 2 SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)SKUO A 5Goto Ready+1Deactivate:SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)SKUO A 0 A_ChangeFlag("DONTRIP", 0)SKUO A 0 A_TakeInventory("ShieldCheck",1)SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)SKUO JIA 2 SKUO A 5Goto Deselect+1NoAmmo:SKUO A 1 ACS_Execute(979,0)Goto Ready+1Death:TNT1 A 0stopFlash:TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)TNT1 A 0 A_JumpIfNoAmmo("NoFlash")TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)Goto NoFlashTNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)TNT1 A 0 A_JumpIfNoAmmo("NoFlash")TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)Goto NoFlashTNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)TNT1 A 0 A_JumpIfNoAmmo("NoFlash")TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)Goto NoFlashTNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)TNT1 A 0 A_JumpIfNoAmmo("NoFlash")TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)Goto NoFlashTNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)TNT1 A 0 A_JumpIfNoAmmo("NoFlash")TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)Goto NoFlashTNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)TNT1 A 0 A_JumpIfNoAmmo("NoFlash")TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Flash")Goto NoFlashNoFlash:TNT1 A 0stop}}actor OldSkullBarrierAmmo : Ammo{inventory.amount 1inventory.maxamount 28}actor OldSkullBarrier1{scale 2.5-SOLID+NOGRAVITY+CLIENTSIDEONLY+NOTIMEFREEZEStates{Spawn:SKUO L 1SKUO L 1stop}}actor OldSkullBarrier2 : OldSkullBarrier1{States{Spawn:SKUO M 1SKUO M 1stop}}actor OldSkullBarrier3 : OldSkullBarrier1{States{Spawn:SKUO N 1SKUO N 1stop}}actor OldSkullBarrier4 : OldSkullBarrier1{States{Spawn:SKUO O 1SKUO O 1stop}}actor OldSkullBarrier5 : OldSkullBarrier1{States{Spawn:SKUO P 1SKUO P 1stop}}actor OldSkullBarrier6 : OldSkullBarrier1{States{Spawn:SKUO Q 1SKUO Q 1stop}}actor OldSkullBarrierGiver : CustomInventory 10065{//$Category MM8BDM-WeaponsInventory.Pickupmessage "Power Up! Old Skull Barrier"inventory.pickupsound "weapon/weaponup"Inventory.RespawnTics 1800scale 2.0states{Spawn:SKUO X 1loopPickup:SKUO X 0 A_JumpIfInventory("OldSkullBarrierWep",1,"Failure")SKUO X 0 A_GiveInventory("OldSkullBarrierWep")stopFailure:SKUO X 1fail}}actor OldSkullBarrierProtection : PowerProtection {powerup.duration 35damagefactor "NORMAL", 0.00//damagefactor "FALLING", 1.00//damagefactor "FIRE", 1.00//damagefactor "DROWNING", 1.00//damagefactor "SLIME", 1.00//damagefactor "SPINEY", 1.00//damagefactor "QUICKBEAM", 1.00//damagefactor "BEAM", 1.00damagefactor "CRUSH", 1.00damagefactor "TELEFRAG", 1.00}