Completely redid the damage replacement script; should fix power stone, not nerf gyro, include mm7 weapons that need em, and fix anything else we may not even know about.
actor ProtoShot3C : ProtoShot3 replaces ProtoShot3
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "Proto3"
//seesound "weapon/mbuster"
Speed 60
Damage (50)
radius 20
height 20
scale 2.5
States
{
Spawn:
PROC ABC 2
loop
}
}
actor GutrockC : Gutrock replaces Gutrock
{
PROJECTILE
Damage (50)
damagetype "Guts"
Height 20
Radius 20
-NOGRAVITY
Speed 30
scale 2.5
States
{
Spawn:
SARM A 0
SARM A 0 ThrustThingZ(0,20,0,1)
SARM A 1
Goto Spawn+2
Death:
SARM A 0 A_SpawnItemEx("GutrockDebris", -16, -16, 16, 20, 0, 0, 0, 0)
SARM A 0 A_SpawnItemEx("GutrockDebris", -16, 16, 16, 30, 0, 0, 0, 0)
SARM A 0 A_SpawnItemEx("GutrockDebris", 16, -16, 16, 30, 0, 6, 0, 0)
SARM A 0 A_SpawnItemEx("GutrockDebris", 16, 16, 16, 20, 0, 3, 0, 0)
TNT1 A 2 A_PlaySoundEx("weapon/superarmhit", "Voice")
stop
}
}
actor GutrockDebrisC : GutrockDebris replaces GutrockDebris
{
PROJECTILE
Damage (20)
damagetype "Guts"
Height 12
Radius 12
scale 2.5
Speed 20
States
{
Spawn:
SARM B 1
loop
}
}
actor HyperBombC : HyperBomb replaces HyperBomb
{
PROJECTILE
damagetype "Bomb"
- NOGRAVITY
+RIPPER
+BOUNCEONACTORS
Radius 6
Height 7
scale 2.5
speed 13
reactiontime 85
+HEXENBOUNCE
bouncefactor 0.7
States
{
Spawn:
BOMB A 0
BOMB A 0 ThrustThingZ(0, 12, 0, 1)
BOMB A 1 A_CountDown
Goto Spawn+2
Death:
BOMB A 0 A_Stop
BOMB A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB A 0 A_ChangeFlag("NOGRAVITY",1)
BOMB A 0 A_Explode(200, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}
actor MetalBladeC : MetalBlade replaces MetalBlade
{
PROJECTILE
damagetype "Metal"
scale 2.5
+RIPPER
+DONTBLAST
Speed 40
Radius 3
Height 4
Damage (14)
States
{
Spawn:
METL AB 3
loop
}
}
actor AirShot1C : AirShot1 replaces AirShot1
{
PROJECTILE
damagetype "Air"
Radius 6
Height 7
scale 2.5
damage (25)
speed 18
States
{
Spawn:
AIRS AABBCC 1 ThrustThingZ(0, 2, 0, 1)
loop
}
}
actor BubbleLeadStartC : BubbleLeadStart replaces BubbleLeadStart
{
PROJECTILE
damagetype "Bubble"
-NOGRAVITY
Damage (20)
Height 5
Radius 6
Scale 2.5
States
{
Spawn:
BUBB ABCB 3
loop
Death:
TNT1 A 0 A_JumpIf(z-floorz==0,"Death2")
TNT1 A 1
stop
Death2:
TNT1 A 1 A_SpawnItemEx("BubbleLead",0,0,0,18,0,0,0,0,0)
stop
}
}
actor BubbleLeadC : BubbleLead replaces BubbleLead
{
-SOLID
PROJECTILE
damagetype "Bubble"
-NOGRAVITY
Damage (20)
Height 16
Radius 20
Scale 2.5
gravity 3.0
speed 18
States
{
Spawn:
BUBB A 4
BUBB A 0 A_GiveInventory("Clip",1)
BUBB BCB 4
loop
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0 A_CustomMissile("BubbleLead",0,0,0,2,0)
TNT1 A 1
stop
}
}
actor LeafShieldC : LeafShield replaces LeafShield
{
scale 2.5
PROJECTILE
damagetype "Leaf"
Damage (30)
+DONTBLAST
Speed 20
Radius 12
Height 12
States
{
Spawn:
WOOD EFGH 2
loop
}
}
actor SearchSnakeStartC : SearchSnakeStart replaces SearchSnakeStart
{
PROJECTILE
damagetype "Snake"
-NOGRAVITY
Damage (20)
Height 5
Radius 6
Scale 2.5
States
{
Spawn:
SNAK A 1
loop
XDeath:
Crash:
TNT1 A 1
stop
Death:
TNT1 A 1 A_SpawnItemEx("SearchSnake",0,0,0,18,0,0,0,0,0)
stop
}
}
actor SearchSnakeC : SearchSnake replaces SearchSnake
{
-SOLID
PROJECTILE
damagetype "Snake"
//-NOGRAVITY
+DONTBLAST
+FLOORHUGGER
bouncefactor 0.0
maxstepheight 0
Damage (28)
Height 5
Radius 6
Scale 2.5
gravity 3.0
States
{
Spawn:
SNAK AB 4
loop
}
}
actor ShadowBladeC : ShadowBlade replaces ShadowBlade
{
PROJECTILE
damagetype "Shadow"
Speed 31
Damage (16)
+RIPPER
+DONTBLAST
Radius 7
Height 7
scale 2.5
States
{
Spawn:
SBLA ABAB 3
SBLA A 0 A_SpawnItemEx("ShadowBladeReturn",0,0,0,31,0,0-momz,180,0)
Stop
Death:
TNT1 A 1
stop
}
}
actor ShadowBladeReturnC : ShadowBladeReturnC replaces ShadowBladeReturnC
{
PROJECTILE
damagetype "Shadow"
Speed 31
Damage (16)
+RIPPER
+DONTBLAST
Radius 7
Height 7
scale 2.5
States
{
Spawn:
SBLA ABAB 3
Stop
Death:
TNT1 A 1
stop
}
}
actor RainFlushC : RainFlush replaces RainFlush
{
+NOGRAVITY
+MISSILE
+SKYEXPLODE
+NOINTERACTION
height 1
radius 1
-SOLID
States
{
Spawn:
TNT1 A 35
TNT1 A 0 A_PlaySoundEx("weapon/rainflush","Voice")
TNT1 A 0 A_Explode(50,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
stop
}
}
actor DustBit1C : DustBit1 replaces DustBit1
{
PROJECTILE
damagetype "Dust"
Radius 6
Height 6
scale 2.5
damage (8)
speed 28
states
{
Spawn:
DUST B 4
loop
}
}
actor PowerStoneC : PowerStone replaces PowerStone
{
PROJECTILE
damagetype "Stone"
Radius 38
Height 10
scale 2.5
damage (45)
speed 0
States
{
Spawn:
POWS A 0
POWS A 0 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Recoil(-30)
POWS A 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Recoil(-30)
POWS A 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Recoil(-30)
POWS A 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Recoil(-30)
POWS B 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS B 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS B 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS C 1 //ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS C 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS C 1 //ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1// ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
POWS A 0 A_Recoil(-30)
POWS D 1 ACS_ExecuteAlways(990,0,2)
POWS A 0 A_Stop
stop
Death:
POWS A 0
stop
}
}
actor GyroAttackC : GyroAttack replaces GyroAttack
{
PROJECTILE
damagetype "Gyro"
Radius 15
Height 8
scale 2.5
damage (27)
speed 35
States
{
Spawn:
GYRO A 0
GYRO A 0 A_PlaySoundEx("weapon/gyroattack","Auto")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO A 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO B 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO C 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
GYRO D 1 A_JumpIfInTargetInventory("GyroFlag",2,"Up")
loop
Up:
GYRO A 0 A_CustomMissile("GyroAttack2",0,0,25,2,0)
GYRO A 0 A_CustomMissile("GyroAttack2",0,0,-25,2,0)
stop
Death:
GYRO A 0
stop
}
}
actor StarCrashC : StarCrash replaces StarCrash
{
scale 2.5
PROJECTILE
damagetype "StarCrash"
+DONTSPLASH
Damage (40)
Speed 30
Radius 12
Height 12
States
{
Spawn:
STAR EFGH 2
loop
}
}
actor NapalmBombC : NapalmBomb replaces NapalmBomb
{
PROJECTILE
damagetype "Napalm"
Radius 6
Height 7
scale 2.5
- NOGRAVITY
speed 15
+HEXENBOUNCE
bouncefactor 0.6
wallbouncefactor 0.0
reactiontime 15
bouncecount 5
States
{
Spawn:
NAPA A 0
NAPA A 0 ThrustThingZ(0, 25, 0, 1)
NAPA A 0 A_CountDown
NAPA ABCD 4
Goto Spawn+2
Death:
NAPA A 0 A_Stop
NAPA A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA D 0 A_Explode(60, 128, 0)
NAPA DEFGHIJKLMNOPQRS 2
stop
}
}
actor SilverTomahawkC : SilverTomahawk replaces SilverTomahawk
{
PROJECTILE
damagetype "Tomahawk"
Radius 7
Height 7
scale 2.5
damage (35)
speed 80
States
{
Spawn:
TOMA AB 1 ThrustThingZ(0, 4, 0, 1)
loop
}
}
actor MirrorShotWeakC : MirrorShotWeak replaces MirrorShotWeak
{
Obituary "%o saw himself in %k's Mirror Buster."
PROJECTILE
damagetype "Mirror"
+THRUGHOST
Radius 8
Height 7
scale 2.5
damage (30)
speed 38
States
{
Spawn:
MIRR C 1
loop
}
}
actor SakugarneCrushC: SakugarneCrush replaces SakugarneCrush
{
PROJECTILE
damagetype "SakuCrush"
damage (20)
Radius 30
Height 2
renderstyle none
States
{
Spawn:
PLAY A 2
stop
}
}
actor SakugarneDrillerC : SakugarneDriller replaces SakugarneDriller
{
PROJECTILE
damagetype "SakuDrill"
-SOLID
+NOGRAVITY
renderstyle none
States
{
Spawn:
PLAY A 0
PLAY A 4 A_Explode(80,128,0)
stop
}
}
actor JunkProjectileC : JunkProjectile replaces JunkProjectile
{
PROJECTILE
damagetype "Junk"
Damage (20)
Height 10
Radius 21
scale 2.5
Speed 18
States
{
Spawn:
JSHI V 4
loop
}
}
actor DangerWrapC : DangerWrap replaces DangerWrap
{
PROJECTILE
damagetype "Burst"
Radius 15
Height 12
scale 2.5
speed 15
States
{
Spawn:
DWRA A 0
DWRA ABC 3
DWRA A 0 A_GiveInventory("Clip",1)
Goto Fly
Fly:
DWRA DE 5 ThrustThingZ(0,2,0,1)
loop
Death:
DWRA A 0 A_JumpIfInventory("Clip",1,"Crash")
DWRA A 0 A_CustomMissile("DangerWrapMine",0,0,0,0)
stop
XDeath:
Crash:
NAPA A 0 A_Stop
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
NAPA D 0 A_Explode(40, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}
actor DangerWrapMineC : DangerWrapMine replaces DangerWrapMine
{
PROJECTILE
damagetype "Burst"
+NOCLIP
-NOGRAVITY
Radius 32
Height 12
scale 2.5
damage (1)
speed 0
reactiontime 200
States
{
Spawn:
DWRA F 0// A_ChangeFlag("MISSILE",0)
DWRA F 5
DWRA F 0 A_ChangeFlag("NOCLIP",0)
Goto Mine
Mine:
DWRA G 1 A_CountDown
DWRA G 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
loop
Death:
NAPA A 0 A_Stop
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
NAPA D 0 A_Explode(40, 128, 0)
NAPA DEFGHIJKLMNOPQRS 1
stop
}
}
actor NoiseCrushC : NoiseCrush replaces NoiseCrush
{
PROJECTILE
damagetype "Noise"
+DOOMBOUNCE
Radius 5
Height 5
scale 2.5
damage (20)
+FORCEXYBILLBOARD
speed 25
+HEXENBOUNCE
BounceFactor 1.0
bouncecount 2
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
Goto Look
Look:
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
loop
Give:
TNT1 A 2 A_GiveToTarget("NoiseCrushFlag",1)
stop
}
}
actor NoiseCrush2C : NoiseCrush2 replaces NoiseCrush2
{
PROJECTILE
damagetype "Noise"
Radius 20
Height 10
scale 2.5
damage (80)
+FORCEXYBILLBOARD
speed 40
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail5",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail6",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail7",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail8",0,0,0,0,0,0,0)
loop
}
}
actor FireWaveC : FireWave replaces FireWave
{
PROJECTILE
damagetype "FireTrap"
Radius 8
Height 6
+DONTBLAST
Damage (15)
Speed 20
scale 2.5
States
{
Spawn:
FIRT AAABBBCCC 1 A_ClearTarget
loop
}
}
actor PressDamagerC : PressDamager replaces PressDamager
{
//PROJECTILE
damagetype "Press"
height 19
Radius 19
Damage (50)
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_ClearTarget
TNT1 A 2 A_ChangeFlag("Missile",1)
stop
}
}
actor DevilPartC : DevilPart replaces DevilPart
{
PROJECTILE
damagetype "Devil"
Scale 2.5
Height 16
Radius 32
+RIPPER
+DONTBLAST
Damage(4)
States
{
Spawn:
TNT1 A 1
YBIT ABC 3
TNT1 A 0 A_Recoil(-25)
YBIT DEFC 3
Goto Spawn+5
Death:
TNT1 A 0 A_Stop
YBIT CBA 3
stop
}
}