ACTOR King
{
Health 700
Radius 20
Height 56
Mass 500
Speed 15
MaxTargetRange 896
PainChance 10
PainChance "Disintegrate", 10
Obituary "?"
Monster
+FLOORCLIP
+NOTARGET
+QUICKTORETALIATE
SeeSound "king/sight"
ActiveSound "king/active"
MeleeSound "king/stop"
PainSound "king/pain"
DeathSound "king/death"
States
{
Spawn:
KING AB 10 A_Look
Loop
See:
KING AABBCCDDEEFF 2 A_Chase (0, "Missile", CHF_RESURRECT)
Loop
Missile:
KING G 0 BRIGHT A_PlaySound ("king/start", CHAN_VOICE, 1.0)
KING G 10 BRIGHT A_FaceTarget
KING H 8 BRIGHT A_VileTarget ("KingRing")
KING IJKLMN 8 BRIGHT A_FaceTarget
KING O 8 BRIGHT A_VileAttack ("king/stop", 20, 70, 70, 1.0, "Fire")
KING P 20 BRIGHT
GoTo See
Heal:
KING "[\]" 10 BRIGHT
GoTo See
Pain:
KING Q 5
KING Q 5 A_Pain
GoTo See
Death:
KING Q 7 A_GiveToTarget ("Points", 1000)
KING R 7 A_Scream
KING S 7 A_NoBlocking
KING TUVWXY 7
KING Z -1
Stop
Death.Disintegrate:
ASHB A 5
ASHB B 5 A_Scream
ASHB C 5 A_NoBlocking
ASHB D 5
ASHB E 5
ASHB F 5
ASHB G 5
ASHB H 5
ASHB I -1
Stop
}
}
ACTOR KingRing
{
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+NOINTERACTION
+NOSECTOR
-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound ("king/ringsmmn", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 0, 129, 0)
TNT1 A 2 BRIGHT A_StartFire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 10, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 20, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 30, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 40, 129, 0)
TNT1 A 2 BRIGHT A_FireCrackle
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 50, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 60, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 70, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 80, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 90, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 100, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 110, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 120, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 130, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 140, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 150, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 160, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 170, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 180, 129, 0)
TNT1 A 2 BRIGHT A_FireCrackle
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 190, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 200, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 210, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 220, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 230, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 240, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 250, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 260, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 270, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 280, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 290, 129, 0)
TNT1 A 2 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 300, 129, 0)
Stop
}
}
ACTOR RingSummon
{
Radius 0
Height 0
Alpha 0.01
XScale 0.4
YScale 0.1
RenderStyle Add
+MISSILE
+NOBLOCKMAP
+NOGRAVITY
+NOINTERACTION
-SOLID
States
{
Spawn:
RING AAAAA 1 BRIGHT A_FadeIn (0.2)
RING AAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut (0.07)
Stop
Death:
TNT1 A 1
Stop
}
}
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ACTOR KingRing
{
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+NOINTERACTION
+NOSECTOR
-SOLID
States
{
Spawn:
Active:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 0, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 10, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 20, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 30, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 40, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 50, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 60, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 70, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 80, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 90, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 100, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 110, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 120, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 130, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 140, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 150, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 160, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 170, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 180, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 190, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 200, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 210, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 220, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 230, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 240, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 250, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 260, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 270, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 280, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 290, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 310, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 320, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 330, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 340, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 350, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 360, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
Loop
Inactive:
TNT1 A 1
Loop
}
}
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ACTOR ArchvileFire
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Add
Alpha 1
States
{
Spawn:
FIRE A 2 BRIGHT A_StartFire
FIRE BAB 2 BRIGHT A_Fire
FIRE C 2 BRIGHT A_FireCrackle
FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire
FIRE E 2 BRIGHT A_FireCrackle
FIRE FEFEFGHGHGH 2 BRIGHT A_Fire
Stop
}
}
ACTOR KingRing
{
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+NOINTERACTION
+NOSECTOR
-SOLID
States
{
Spawn:
TNT1 A 4
TNT1 A 0 A_PlaySound ("king/ringsmmn", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_StartFire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 10, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 20, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 30, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 40, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_FireCrackle
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 50, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 60, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 70, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 80, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 90, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 100, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 110, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 120, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 130, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 140, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 150, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 160, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 170, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 180, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_FireCrackle
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 190, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 200, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 210, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 220, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 230, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 240, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 250, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 260, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 270, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 280, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 290, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 300, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 310, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 320, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 330, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 340, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 350, SXF_ABSOLUTEANGLE)
Loop
}
}
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ACTOR KingRing
{
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+NOINTERACTION
+NOSECTOR
-SOLID
var int user_LoopState;
States
{
Spawn:
TNT1 A 0 NoDelay A_SetUserVar(user_LoopState, 1)
Active:
TNT1 A 4 A_JumpIf(user_LoopState == 30, "EndLoop")
TNT1 A 0 A_PlaySound ("king/ringsmmn", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 0, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_StartFire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 10, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 20, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 30, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 40, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_FireCrackle
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 50, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 60, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 70, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 80, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 90, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 100, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 110, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 120, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 130, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 140, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 150, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 160, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 170, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 180, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_FireCrackle
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 190, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 200, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 210, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 220, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 230, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 240, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 250, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 260, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 270, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 280, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 290, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 300, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 310, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 320, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 330, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 340, SXF_ABSOLUTEANGLE)
TNT1 A 0 BRIGHT A_Fire
TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 350, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_SetUserVar(user_LoopState, (user_LoopState + 1))
Loop
EndLoop:
TNT1 A 0
stop
}
}
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