PWAD ٤ Actor DemonRuneCyb2 : PowerupGiver 20099
{
Inventory.PickupMessage "Demon Rune!"
Inventory.PickupSound "misc/p_pkup"
Inventory.MaxAmount 0
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Powerup.Type TransformCyb
Powerup.Duration -60
States
{
Spawn:
DMRJ AABBCCDD 2 Bright A_SpawnItem("RedFlareMedium",0,20)
loop
}
}
Actor PowerTransformCyb : PowerMorph
{
PowerMorph.PlayerClass "CybPlayer"
}
Actor CybPlayer : DoomPlayer
{
Radius 16
Height 56
Health 999
Scale 1.0
Player.ViewHeight 65
Player.AttackZOffset 29
Player.JumpZ 9
Player.MorphWeapon "D4CybHUD"
PainSound "CYBPAIN"
DeathSound "skeleton/death"
damagefactor "Head", 0.0
damagefactor "FriendBullet", 0.0
damagefactor "Taunt", 0.0
damagefactor "KillMe", 0.0
damagefactor "Shotgun", 0.7
damagefactor "SSG", 5.0
damagefactor "Shrapnel", 0.0
damagefactor "Blood", 0.5
damagefactor "BlueBlood", 0.5
damagefactor "GreenBlood", 0.5
damagefactor "MinorHead", 0.0
damagefactor "Decaptate", 0.0
damagefactor "MonsterKnocked", 0.0
damagefactor "MonsterBullet", 0.33
damagefactor "MonsterShotgunBullet", 0.33
damagefactor "MonsterCutless", 0.33
damagefactor "Trample", 8.0
damagefactor "Kick", 3.0
damagefactor "Fatality", 5.0
damagefactor "CancelTeleportFog", 0.0
damagefactor "BHFTOnBarrel", 0.0
damagefactor "GibRemoving", 0.0
damagefactor "SuperPunch", 5.0
damagefactor "HelperMarineFatallity", 0.0
damagefactor "Leg", 0.0
damagefactor "SpawnMarine", 0.0
damagefactor "TeleportRemover", 0.0
DamageFactor "CauseObjectsToSplash", 0.0
Player.Face D4R
Species "Marines"
+NOSKIN
+PLAYERPAWN.CROUCHABLEMORPH
+PICKUP
Player.CrouchSprite "CYBR"
Speed 0.7
States
{
Spawn:
CYBT A 1 A_FaceTarget
CYBT ABCCBADE 4
TNT1 A 0 A_PlaySound("CYBTAT", 1)
CYBT FGHGFGHGFGHGFGHG 3
CYBT EDA 4
Goto Spawn2
Spawn2:
CYBR Z 10
Loop
See:
CYBR ABCD 3
Goto Spawn2
Melee:
Missile:
CYBR E 2
CYBR F 2 BRIGHT
Goto Spawn2
Pain:
CYBR G 1
CYBR G 1 A_Pain
Goto Spawn2
Death:
TNT1 A 0
TNT1 A 0 A_TakeInventory("D4CybHUD")
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
CYBR HIJKLMNO 4
CYBR P -1
Stop
XDeath:
TNT1 A 0
TNT1 A 0 A_TakeInventory("D4CybHUD")
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
CYBR HIJKLMNO 4
CYBR P -1
Stop
}
}
ACTOR D4CybHUD : DoomWeapon
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
+WEAPON.CHEATNOTWEAPON
Tag "$TAG_SHOTGUN"
States
{
Ready:
D4CY A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
Loop
Steady:
TNT1 A 0
TNT1 A 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Select
Deselect:
D4CY GHIA 1
D4CY AAAAAAAAAAAA 0 A_Lower
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Lower
Loop
Select:
TNT1 A 1 A_Raise
D4CY AAAAAAAAA 0 A_Raise
Select2:
TNT1 A 0 A_PlaySound("skeleton/sight")
D4CY AIHG 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
Goto Ready
Fire:
TNT1 A 0
D4CY BC 2 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
TNT1 A 0 A_PlaySound("MICRO1", 1)
TNT1 A 0 A_FireCustomMissile("CyberBalls", random(-2,2),0,-6,0,0,random(-1,1))
D4CY C 2 BRIGHT A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
D4CY DEFGHI 1
D4CY A 30
Goto Ready
Spawn:
SHOT A -1
Stop
CeaseMorph:
TNT1 A 0
TNT1 A 0 A_TakeInventory("CeaseMorph", 1)
TNT1 A 0 ACS_NamedExecuteAlways("BDForceUnmorph")
TNT1 A 1
Goto Ready
}
}
ACTOR D4CybROcket: Rocket2
{
Radius 8
Height 8
Damage 10
Scale 0.5
Speed 45
-NOEXTREMEDEATH
-GHOST
-THRUGHOST
+SEEKERMISSILE
Damagetype "ExplosiveImpact"
Species "Marines"
States
{
Spawn:
MISL A 1 Bright
TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
TNT1 A 0 ThrustThingZ(0,random(-3, 2),0,1)
MISL A 1 Bright
TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
MISL A 1 Bright
TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
TNT1 A 0 ThrustThingZ(0,random(-3, 2),0,1)
MISL A 1 Bright
TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
TNT1 A 0 ThrustThing(angle*256/360+64,random(-1, 1),1, 0)
Loop
}
}PNG
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