ACTOR Plasmagun : Plasmarifle replaces Plasmarifle
{
inventory.pickupsound "Plasmagun/Draw"
weapon.upsound "Plasmagun/Draw"
states
{
select:
PLGN A 1 A_Raise
loop
deselect:
PLGN A 1 A_Lower
loop
fire:
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Jump(256,"fire1","fire2","fire3")
fire1:
TNT1 A 0 A_Recoil (2)
TNT1 A 0 Radius_Quake (6,2,0,1,0)
PLGF A 3 Bright A_Firecustommissile("PlasmaballRebirth",0,1)
TNT1 A 0 A_Refire
goto fire3+2
fire2:
TNT1 A 0 A_Recoil (2)
TNT1 A 0 Radius_Quake (6,2,0,1,0)
PLGF B 3 bright A_Firecustommissile("PlasmaballRebirth",0,1)
TNT1 A 0 A_Refire
goto fire3+2
fire3:
TNT1 A 0 A_Recoil (2)
TNT1 A 0 Radius_Quake (6,2,0,1,0)
PLGF C 3 Bright A_Firecustommissile("PlasmaballRebirth",0,1)
TNT1 A 0 A_Refire
PLGN BCDEFGH 1
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
PLGN I 14 A_Playsound("Plasmagun/Unwind")
PLGN HGFEDCB 1
goto ready
Flash:
TNT1 A 3 A_Light2
TNT1 A 3 A_Light1
goto lightdone
}
}
ACTOR PlasmaballRebirth : Plasmaball replaces Plasmaball
{
+FORCEXYBILLBOARD
+THRUGHOST
renderstyle ADD
alpha 1.0
seesound "Plasmagun/Fire"
speed 1
states
{
spawn:
PLSS AB 1 bright A_Spawnitem("Plasmatrail")
loop
death:
PLSE BCD 2 Bright
TNT1 A 0 Radius_Quake (3,20,0,10,0)
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 1 Bright A_SpawnItem("RocketLSmoke")
stop
}
}
ACTOR BluePlasmaPiece : DebrisGeneral
{
-NOGRAVITY
renderstyle Add
alpha 1.0
scale 0.08
speed 9
gravity 0.8
states
{
spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,390)
PLSE D 1 bright A_FadeOut(0.03)
wait
}
}
ACTOR Plasmatrail
{
+FORCEXYBILLBOARD
+NOTDMATCH
+NOCLIP
+NOINTERACTION
+NOGRAVITY
renderstyle ADD
alpha 0.6
scale 0.85
states
{
spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTid(0,390)
PLSS AB 1 A_Fadeout(0.05)
loop
}
}