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durp.txt
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** amg proj and flash colour: blue?
amg shell design: metal canisters
** doublebarreled electrolaser with stun setting: laser ionizes 2 channels of air that conduct electricity; 2 purple beams; altfire has lower damage but stuns for a while; looks like other laser guns
** laser/plasma/energy/nonconventional weapons not bought need to be hacked to reconfigure user access data
** Doing the MG42 with correct fire rate {
(2 + 1 + 1 + 3) / 4
(2 + 2 + 1 + 2) / 4
(2 + 1 + 2) / 3 // This is 1.66666...7 tics, not 1.75 like it's required for 1200 RPM, so it's actually 1260 RPM, not 1200, but should feel/look/sound better/smoother, which I guess is better than 100% accurate fire rate...
}
** For some kind of BFG weapon with secondary attacks for the (main) projectile(s) {
actor S7_BFGBall : BFGBall {
states {
Spawn:
BFS1 AAAABBBB 1 bright A_SpawnItemEx ("S7_BFGBallSecondary", 0.0, 0.0, 4.0, velX, velY, velZ, 0.0, SXF_TransferPointers)
loop
}
}
actor S7_BFGBallSecondary {
+monster +noGravity +noBlockmap +lookAllAround
+serversideOnly
-activateImpact -activatePCross
states {
Spawn:
TNT1 A 0 noDelay A_RearrangePointers (AAPTR_Null, AAPTR_Target, AAPTR_Default) // Move the shooter to the master pointer, clear the target pointer
TNT1 A 0 A_ClearTarget // Just to make sure the target is cleared
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_LookEx (LOF_NoSoundCheck | LOF_DontChaseGoal, 0.0, 350.0, 0.0, 360.0, "FoundEnemy") // Look for targets
stop
FoundEnemy:
TNT1 A 0 A_JumpIf (isPointerEqual (AAPTR_Target, AAPTR_Master), "Null")
TNT1 A 0 A_JumpIfCloser (350.0, 1)
goto Null
TNT1 A 0 A_FaceTarget (0, 0)
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_ChangeFlag ("monster", FALSE)
TNT1 A 0 A_ChangeFlag ("missile", TRUE)
TNT1 A 0 A_RearrangePointers (AAPTR_Master, AAPTR_Default, AAPTR_Default) // Copy the shooter back to the target pointer
TNT1 A 0 A_CustomRailgun (5, 0, None, Green, RGF_Silent | RGF_NoPiercing | RGF_FullBright | RGF_ExplicitAngle, 0, 0.0, "", 0.0, 0.0, 350.0)
stop
}
}
}