The weapon itself uses two ammo types, rocket ammo which is set at 100 capacity and cell ammo which is set at 600 capacity. Idk where this info is in the code and I simply want to change them both to whatever number I like.
If anyone can help me, I would be so grateful!
DECORATE 1
Code: Select all
//Changes made:
//select,deselect
ACTOR MastermindChaingun : BrutalWeapon
{
Game Doom
//SpawnID 28
Weapon.SelectionOrder 3500
Weapon.AmmoType2 "AmmoRocket"
Weapon.AmmoType1 "AmmoCell"
Weapon.AmmoGive 666
Weapon.AmmoUse1 1
Inventory.MaxAmount 666
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+FORCEXYBILLBOARD
Inventory.PickupSound "CBOXPKUP"
Inventory.PickupMessage "You got the Mastermind's Chaingun! (Slot 4)"
Obituary "%o was mowed down by %k's Mastermind's Chaingun."
AttackSound "none"
Scale 1.1
Tag "Mastermind's Chaingun"
inventory.althudicon "RMN2A0"
States
{
KickingFlash:
RMNG OPQRSSSSSSSSRQPO 1 //16
stop
AirKickingFlash:
RMNG OPQRSSSSSSSSSSRQPO 1 //18
stop
SlideKickingStart:
RMNG OPQRS 1
RMNG SS 17 //39 total
Stop
SlideKickingEnd:
RMNG SSSSSSRQPO 1 //10
Stop
FuckYouFlash:
RMNG OPQRSSSSSSSSSSSSSSSSSSSSRQPO 1 //18
stop
Spawn:
RMN2 A 1
RMN2 A -1
Stop
Ready:
Ready3:
//RIFG A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
RMNG F 1 A_WeaponReady(WRF_ALLOWRELOAD)
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
//RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
Loop
CheckSprint:
RMNG F 1 A_WeaponReady(WRF_NOFIRE)
RMNG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
RMNG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
Goto Ready
StartSprint:
RMNG F 1 A_WeaponReady(WRF_NOFIRE)
RMNG A 0 A_Takeinventory("Zoomed",1)
RMNG A 0 A_Takeinventory("ADSmode",1)
RMNG A 0 A_ZoomFactor(1.0)
RMNG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
Sprinting:
RMNG Q 0 offset(-9,32)
RMNG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
RMNG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
RMNG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
RMNG A 0 offset(-9,32)
RMNG Q 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
RMNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
RMNG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
RMNG Q 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
RMNG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprintTired:
RMNG F 1
PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
RMNG A 0 A_PlaySound("Tired", 2)
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
Goto Ready
StopSprint:
RMNG Q 1
RMNG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
Goto Ready
Deselect:
//RMNG A 0 A_TakeInventory ("Spin",1)
RMNG A 0 A_TakeInventory("TossGrenade", 1)
RMNG A 0 A_TakeInventory("Reloading", 1)
RMNG A 0 A_TakeInventory("Unloading", 1)
RMNG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
RMNG A 0 A_TakeInventory("RandomHeadExploder", 1)
RMNG A 0 SetPlayerProperty(0,0,0)
RMNG JKLMN 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Wait
Select:
RMNG A 0
RMNG A 0 A_Giveinventory("GoSpecial",1)
RMNG A 0 A_Giveinventory("HeavyAutomaticWeapon",1)
RMNG A 0 A_Takeinventory("FistsSelected",1)
RMNG A 0 A_Takeinventory("SawSelected",1)
RMNG A 0 A_Takeinventory("ShotgunSelected",1)
RMNG A 0 A_Takeinventory("SSGSelected",1)
RMNG A 0 A_Giveinventory("MinigunSelected",1)
RMNG A 0 A_Takeinventory("PlasmaGunSelected",1)
RMNG A 0 A_Takeinventory("RocketLauncherSelected",1)
RMNG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
RMNG A 0 A_Takeinventory("BFGSelected",1)
RMNG A 0 A_Takeinventory("BFG10kSelected",1)
RMNG A 0 A_Takeinventory("RailGunSelected",1)
RMNG A 0 A_Takeinventory("SubMachineGunSelected",1)
RMNG A 0 A_Takeinventory("RevenantLauncherSelected",1)
RMNG A 0 A_Takeinventory("LostSoulSelected",1)
RMNG A 0 A_Takeinventory("FlameCannonSelected",1)
RMNG A 0 A_Takeinventory("HasBarrel",1)
RMNG A 0 A_TakeInventory("TossGrenade", 1)
RMNG A 0 A_GiveInventory("RandomHeadExploder", 1)
TNT1 AAAAAA 1 A_Raise
RMNG A 0 A_PlaySound("CHGNPKUP")
TNT1 AAAAAAAAA 0 A_Raise
SelectAnimation:
RMNG A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
RMNG A 0 A_GunFlash
RMNG NMLKJ 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
Fire:
RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
Goto NoAmmo
TNT1 AA 0
RIFG A 0 A_JumpIfInventory("AmmoRocket",1,2)
Goto NoAmmo
TNT1 AA 0
RMNG A 0 A_PlaySound("CHGNSHOT", 1)
RMNG A 0 A_PlaySound("FARMGN", 5)
RMNG A 0 A_ZoomFactor(0.98)
TNT1 A 0 A_TakeInventory("AmmoRocket",1)
TNT1 A 0 A_TakeInventory("AmmoCell",2)
RMNG A 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
TNT1 A 0 A_SetPitch(Pitch-2)
RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)
CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
RMNG A 0 A_ZoomFactor(1.0)
//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
TNT1 A 0 A_Recoil(1)
TNT1 A 0 A_SetAngle(Angle+random(1,-1))
RMNG GHI 1 A_SetPitch(Pitch+0.5)
RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
Goto NoAmmoSpeen
TNT1 AA 0
RIFG A 0 A_JumpIfInventory("AmmoRocket",2,2)
Goto NoAmmoSpeen
TNT1 AA 0
RMNG A 0 A_PlaySound("CHGNSHOT", 1)
RMNG A 0 A_PlaySound("FARMGN", 5)
RMNG A 0 A_ZoomFactor(0.98)
TNT1 A 0 A_TakeInventory("AmmoRocket",1)
TNT1 A 0 A_TakeInventory("AmmoCell",2)
RMNG B 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
TNT1 A 0 A_SetPitch(Pitch-2)
RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)// For weaker PCs
CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
RMNG A 0 A_ZoomFactor(1.0)
//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
TNT1 A 0 A_SetAngle(Angle+random(1,-1))
RMNG GHI 1 A_SetPitch(Pitch+0.5)
RMNG A 0 A_Refire
RMNG FCDEF 1 A_WeaponReady
RMNG CDEF 2 A_WeaponReady
RMNG CDE 3 A_WeaponReady
goto Ready
NoAmmo:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_PlaySound("weapons/empty", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG C 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RMNG D 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RMNG E 3 A_WeaponReady
RMNG F 3 A_WeaponReady
//RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
//TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
//RIFG A 0 A_JumpIfInventory("AmmoRocket",1,"Reload")
//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
Goto Ready3
NoAmmoSpeen:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_PlaySound("weapons/empty", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG CDEF 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG CDEF 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG CDE 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
Goto Ready3
}
}
ACTOR MinigunBoomProjectile: FastProjectile
{
Radius 4
Height 2
Projectile
Speed 600
Damage (random (60, 60))
DamageType Explosive
MeleeDamage 0
Scale 0.5
Decal "Scorch"
Projectile
+MISSILE
+NOGRAVITY
+EXTREMEDEATH
+BLOODSPLATTER
+THRUSPECIES
+MTHRUSPECIES
+SPECTRAL
SeeSound "weapons/RLL"
DeathSound "Explosion"
Obituary "$OB_MPROCKET"
Species "Marines"
States
{
Spawn:
MISL A 0
TNT1 A 0 A_PlaySound("DSRLAUN")
Live:
MISL A 1 Bright
TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
Loop
SpawnUnderwater:
TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
MISL A 1 Bright
Goto Live
Death:
EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
TNT1 A 0 A_PlaySound("Explosion")
TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
EXPL A 0
TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0
TNT1 A 2
//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_PlaySound("FAREXPL", 3)
TNT1 A 15
TNT1 A 0 A_PlaySound("distantexp", 5)
Stop
}
}
actor MinigunExplosion
{
+MISSILE
Radius 2
Height 2
Damagetype ExplosiveImpact
Obituary "%o was exploded by %k rocket."
States {
Spawn:
Goto Death
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItem("WhiteShockwave")
TNT1 A 3
TNT1 A 0 A_Explode(120,140)
Stop}}
ACTOR MastermindCaseSpawnDoomguy
{
Speed 20
PROJECTILE
+NOCLIP
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("20mmBrassDoomguy",-5,0,random(-80,-100),2,random(15,35))
Stop
}
}
ACTOR 20mmBrassDoomguy: EmptyBrass
{
Gravity 0.8
Speed 12
Scale 0.5
}
Actor MastermindTracerDoomguy: MastermindTracer
{
+BLOODSPLATTER
+THRUGHOST
-DONTSPLASH
+FORCERADIUSDMG
speed 280
damage (random(310,310))
scale 1.0
RenderStyle Add
Alpha 0.9
seesound "SSHFIRE"
damagetype ExplosiveImpact
Decal "Scorch"
Obituary "$OB_SPIDER"
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
Loop
XDeath:
Death:
EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
TNT1 A 0 A_PlaySound("Explosion")
TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
EXPL A 0
TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0
TNT1 A 2
//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_PlaySound("FAREXPL", 3)
TNT1 A 15
TNT1 A 0 A_PlaySound("distantexp", 5)
Stop
}
}Code: Select all
//Changes made:
//select,deselect
ACTOR MastermindChaingun : BrutalWeapon
{
Game Doom
//SpawnID 28
Weapon.SelectionOrder 3500
Weapon.AmmoType2 "AmmoRocket"
Weapon.AmmoType1 "AmmoCell"
Weapon.AmmoGive 666
Weapon.AmmoUse1 1
Inventory.MaxAmount 666
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+FORCEXYBILLBOARD
Inventory.PickupSound "CBOXPKUP"
Inventory.PickupMessage "You got the Mastermind's Chaingun! (Slot 4)"
Obituary "%o was mowed down by %k's Mastermind's Chaingun."
AttackSound "none"
Scale 1.1
Tag "Mastermind's Chaingun"
inventory.althudicon "RMN2A0"
States
{
KickingFlash:
RMNG OPQRSSSSSSSSRQPO 1 //16
stop
AirKickingFlash:
RMNG OPQRSSSSSSSSSSRQPO 1 //18
stop
SlideKickingStart:
RMNG OPQRS 1
RMNG SS 17 //39 total
Stop
SlideKickingEnd:
RMNG SSSSSSRQPO 1 //10
Stop
FuckYouFlash:
RMNG OPQRSSSSSSSSSSSSSSSSSSSSRQPO 1 //18
stop
Spawn:
RMN2 A 1
RMN2 A -1
Stop
Ready:
Ready3:
//RIFG A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
RMNG F 1 A_WeaponReady(WRF_ALLOWRELOAD)
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
//RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
Loop
CheckSprint:
RMNG F 1 A_WeaponReady(WRF_NOFIRE)
RMNG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
RMNG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
Goto Ready
StartSprint:
RMNG F 1 A_WeaponReady(WRF_NOFIRE)
RMNG A 0 A_Takeinventory("Zoomed",1)
RMNG A 0 A_Takeinventory("ADSmode",1)
RMNG A 0 A_ZoomFactor(1.0)
RMNG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
Sprinting:
RMNG Q 0 offset(-9,32)
RMNG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
RMNG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
RMNG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
RMNG A 0 offset(-9,32)
RMNG Q 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
RMNG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
RMNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
RMNG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
RMNG Q 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG Q 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
RMNG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
RMNG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprintTired:
RMNG F 1
PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
RMNG A 0 A_PlaySound("Tired", 2)
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
RMNG A 0 A_TakeInventory("UsedStamina", 2)
RMNG F 5 A_WeaponReady
Goto Ready
StopSprint:
RMNG Q 1
RMNG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
Goto Ready
Deselect:
//RMNG A 0 A_TakeInventory ("Spin",1)
RMNG A 0 A_TakeInventory("TossGrenade", 1)
RMNG A 0 A_TakeInventory("Reloading", 1)
RMNG A 0 A_TakeInventory("Unloading", 1)
RMNG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
RMNG A 0 A_TakeInventory("RandomHeadExploder", 1)
RMNG A 0 SetPlayerProperty(0,0,0)
RMNG JKLMN 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Wait
Select:
RMNG A 0
RMNG A 0 A_Giveinventory("GoSpecial",1)
RMNG A 0 A_Giveinventory("HeavyAutomaticWeapon",1)
RMNG A 0 A_Takeinventory("FistsSelected",1)
RMNG A 0 A_Takeinventory("SawSelected",1)
RMNG A 0 A_Takeinventory("ShotgunSelected",1)
RMNG A 0 A_Takeinventory("SSGSelected",1)
RMNG A 0 A_Giveinventory("MinigunSelected",1)
RMNG A 0 A_Takeinventory("PlasmaGunSelected",1)
RMNG A 0 A_Takeinventory("RocketLauncherSelected",1)
RMNG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
RMNG A 0 A_Takeinventory("BFGSelected",1)
RMNG A 0 A_Takeinventory("BFG10kSelected",1)
RMNG A 0 A_Takeinventory("RailGunSelected",1)
RMNG A 0 A_Takeinventory("SubMachineGunSelected",1)
RMNG A 0 A_Takeinventory("RevenantLauncherSelected",1)
RMNG A 0 A_Takeinventory("LostSoulSelected",1)
RMNG A 0 A_Takeinventory("FlameCannonSelected",1)
RMNG A 0 A_Takeinventory("HasBarrel",1)
RMNG A 0 A_TakeInventory("TossGrenade", 1)
RMNG A 0 A_GiveInventory("RandomHeadExploder", 1)
TNT1 AAAAAA 1 A_Raise
RMNG A 0 A_PlaySound("CHGNPKUP")
TNT1 AAAAAAAAA 0 A_Raise
SelectAnimation:
RMNG A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
RMNG A 0 A_GunFlash
RMNG NMLKJ 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
Fire:
RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
Goto NoAmmo
TNT1 AA 0
RIFG A 0 A_JumpIfInventory("AmmoRocket",1,2)
Goto NoAmmo
TNT1 AA 0
RMNG A 0 A_PlaySound("CHGNSHOT", 1)
RMNG A 0 A_PlaySound("FARMGN", 5)
RMNG A 0 A_ZoomFactor(0.98)
TNT1 A 0 A_TakeInventory("AmmoRocket",1)
TNT1 A 0 A_TakeInventory("AmmoCell",2)
RMNG A 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
TNT1 A 0 A_SetPitch(Pitch-2)
RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)
CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
RMNG A 0 A_ZoomFactor(1.0)
//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
TNT1 A 0 A_Recoil(1)
TNT1 A 0 A_SetAngle(Angle+random(1,-1))
RMNG GHI 1 A_SetPitch(Pitch+0.5)
RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
Goto NoAmmoSpeen
TNT1 AA 0
RIFG A 0 A_JumpIfInventory("AmmoRocket",2,2)
Goto NoAmmoSpeen
TNT1 AA 0
RMNG A 0 A_PlaySound("CHGNSHOT", 1)
RMNG A 0 A_PlaySound("FARMGN", 5)
RMNG A 0 A_ZoomFactor(0.98)
TNT1 A 0 A_TakeInventory("AmmoRocket",1)
TNT1 A 0 A_TakeInventory("AmmoCell",2)
RMNG B 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
TNT1 A 0 A_SetPitch(Pitch-2)
RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)// For weaker PCs
CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
RMNG A 0 A_ZoomFactor(1.0)
//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
TNT1 A 0 A_SetAngle(Angle+random(1,-1))
RMNG GHI 1 A_SetPitch(Pitch+0.5)
RMNG A 0 A_Refire
RMNG FCDEF 1 A_WeaponReady
RMNG CDEF 2 A_WeaponReady
RMNG CDE 3 A_WeaponReady
goto Ready
NoAmmo:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_PlaySound("weapons/empty", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG C 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RMNG D 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RMNG E 3 A_WeaponReady
RMNG F 3 A_WeaponReady
//RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
//TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
//RIFG A 0 A_JumpIfInventory("AmmoRocket",1,"Reload")
//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
Goto Ready3
NoAmmoSpeen:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_PlaySound("weapons/empty", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG CDEF 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG CDEF 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
RMNG CDE 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
Goto Ready3
}
}
ACTOR MinigunBoomProjectile: FastProjectile
{
Radius 4
Height 2
Projectile
Speed 600
Damage (random (60, 60))
DamageType Explosive
MeleeDamage 0
Scale 0.5
Decal "Scorch"
Projectile
+MISSILE
+NOGRAVITY
+EXTREMEDEATH
+BLOODSPLATTER
+THRUSPECIES
+MTHRUSPECIES
+SPECTRAL
SeeSound "weapons/RLL"
DeathSound "Explosion"
Obituary "$OB_MPROCKET"
Species "Marines"
States
{
Spawn:
MISL A 0
TNT1 A 0 A_PlaySound("DSRLAUN")
Live:
MISL A 1 Bright
TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
Loop
SpawnUnderwater:
TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
MISL A 1 Bright
Goto Live
Death:
EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
TNT1 A 0 A_PlaySound("Explosion")
TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
EXPL A 0
TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0
TNT1 A 2
//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_PlaySound("FAREXPL", 3)
TNT1 A 15
TNT1 A 0 A_PlaySound("distantexp", 5)
Stop
}
}
actor MinigunExplosion
{
+MISSILE
Radius 2
Height 2
Damagetype ExplosiveImpact
Obituary "%o was exploded by %k rocket."
States {
Spawn:
Goto Death
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItem("WhiteShockwave")
TNT1 A 3
TNT1 A 0 A_Explode(120,140)
Stop}}
ACTOR MastermindCaseSpawnDoomguy
{
Speed 20
PROJECTILE
+NOCLIP
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("20mmBrassDoomguy",-5,0,random(-80,-100),2,random(15,35))
Stop
}
}
ACTOR 20mmBrassDoomguy: EmptyBrass
{
Gravity 0.8
Speed 12
Scale 0.5
}
Actor MastermindTracerDoomguy: MastermindTracer
{
+BLOODSPLATTER
+THRUGHOST
-DONTSPLASH
+FORCERADIUSDMG
speed 280
damage (random(310,310))
scale 1.0
RenderStyle Add
Alpha 0.9
seesound "SSHFIRE"
damagetype ExplosiveImpact
Decal "Scorch"
Obituary "$OB_SPIDER"
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
Loop
XDeath:
Death:
EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
TNT1 A 0 A_PlaySound("Explosion")
TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
EXPL A 0
TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0
TNT1 A 2
//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_PlaySound("FAREXPL", 3)
TNT1 A 15
TNT1 A 0 A_PlaySound("distantexp", 5)
Stop
}
}