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States
{
ready:
BFPS A 1 A_weaponready
TNT1 A 0 A_StartSound("BRPS/idle",7,CHANF_LOOPING)
BFPI A 1 A_weaponready
BFPI B 1 A_weaponready
BFPI C 1 A_weaponready
BFPI D 1 A_weaponready
BFPI E 1 A_weaponready
BFPI F 1 A_weaponready
BFPI G 1 A_weaponready
BFPI H 1 A_weaponready
BFPI I 1 A_weaponready
BFPI J 1 A_weaponready
loop
select:
BFPS A 1 A_raise
BFPS A 0 A_raise
loop
deselect:
TNT1 A 0 A_StopSound(7)
BFPS A 1 A_lower
BFPS A 0 A_lower
loop
fire:
TNT1 A 0 A_StartSound("BRPS/fire",7)
BFPS B 10
BFPS C 10
BFPS D 10
BFPS E 3 A_firecustommissile("REDB")
TNT1 A 0 A_recoil(5)
BFPS F 3
BFPS C 7
BFPS B 5
BFPS B 3 A_refire
goto ready
Spawn:
BRPO A -1
stop
}
ACTOR REDB
{
Decal "BFGScorch"
Radius 13
Height 8
Speed 30
Damage 70
DeathSound "Redball/death"
Projectile
RenderStyle Add
Alpha 1.0
+RANDOMIZE
States
{
Spawn:
REDB AABB 1 bright A_SpawnItemEx("REDBTrail",0,random(-16,16),random(-16,16),0,0,0,0,SXF_TRANSFERSPRITEFRAME)
loop
Death:
REDE A 3 bright
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(0,2),random(0,180))
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(-2,0),random(0,180))
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(0,2),random(180,359))
TNT1 AAA 0 A_SpawnItemEx("REDBSpark",0,0,0,3,0,random(-2,0),random(180,359))
REDE BB 2 bright A_explode
REDE C 5 bright
REDE D 6 bright
REDE E 7 bright
stop
}
}
Actor REDBTrail
{
RenderStyle Add
Alpha 0.8
Scale 0.3
+NOINTERACTION
States
{
Spawn:
REDB "#" 6 bright
REDB "########" 1 bright A_FadeOut(0.1)
Stop
}
}
Actor REDBSpark
{
RenderStyle Add
Alpha 1.0
XScale 0.15
YScale 0.3
+NOINTERACTION
+NOCLIP
States
{
Spawn:
REDE A 3 bright
REDE B 4 bright
REDE C 5 bright
REDE D 6 bright
REDE E 7 bright
Stop
}
}
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Select:
BLAH A 1 A_Raise
BLAH A 0 A_Raise
Loop
Select:
BLAH A 1 A_Raise(12)
Loop
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