Raw model (for completeness)
{
"meta": {
"id": "06e1306b-8957-4c4d-bbbb-baa7e4887cb9",
"sha1": "725365614358587359c9ad955aafcd45e494793e",
"sha256": "40c4d4b80d82620951a7569792ee77b52bea103d2a74807904ee610ce927f62b",
"filenames": [
"tagbuster-va0.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2019-07-22 09:41:10",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2019-07-22 09:41:10",
"file": {
"type": "PK3",
"size": 22754,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/725365614358587359c9ad955aafcd45e494793e/725365614358587359c9ad955aafcd45e494793e.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 25,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "TagBuster Weapon Addon",
"description": "This WAD is a small ZDoom-compatible addon featuring a custom weapon called TagBuster. It contains no maps and focuses solely on gameplay modification by introducing a new weapon with unique ammo types and zoom mechanics. The weapon scales visually large and includes custom sounds and states for firing and reloading. There are no traditional Doom levels, monsters, or resource balancing to consider. The content is purely a weapon replacement or addition, designed for use with ZDoom engine variants.",
"tags": [
"custom_ammo",
"no_maps",
"single_feature",
"weapon_mod",
"zdoom"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "Actors/TagBuster.txt",
"contents": "actor IGMetalBladeWep : Weapon //Replaces IGMetalBladeWep\n{\nTag \"TagBuster\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 1\nweapon.ammotype \"HiPEgunClip\"\nweapon.ammotype2 \"BusterAmmo\"\n\nscale 2.0\nObituary \"%k tagged out %o\"\ninventory.icon \"HIPEI\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 0 A_Jumpifinventory(\"ZoomMode\",1,\"Ready2\")\n\"####\" B 1 A_WeaponReady(WRF_ALLOWZOOM)\nGoto Ready\n\n\tReady2: //zooom ready\n\t\"####\" B 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSWITCH|WRF_NOSECONDARY)\n\t\"####\" B 0 A_Giveinventory(\"FocusSpeedDown\",1)\n\t\"####\" B 0 A_ZoomFactor(4.5)\n\tGoto Ready\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\n\"####\" B 0 A_GiveInventory(\"CycleReloadDelay\")\n\"####\" B 0 A_GiveInventory(\"HiPEgunClip\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGoto Fire.Bullet\n\nFire.Bullet:\n\"####\" B 0 A_PlaySoundEx(\"weapon/SlashClaw\",\"SoundSlot6\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster5\",\"SoundSlot7\")\n\"####\" B 0 A_GiveInventory(\"HiPEgunShooter\")\nGoto Fire.After\n\nFire.After:\n\"####\" CCDD 1\n\"####\" B 5\n\"####\" B 0 A_Jumpifinventory(\"BusterAmmo\",1,\"Fire.PumpAction\")\nGoto NoAmmo\n\nFire.PumpAction:\n\"####\" B 2 Offset(0,32)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"HiPEgunClip\",1)\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,32)\n\"####\" B 2\n\"####\" B 0\n\"####\" C 0 A_REfire\ngoto Ready\n// ===22 frames===\n\nNoAmmo:\n\"####\" A 1\n\"####\" B 0 A_Jumpifinventory(\"BusterAmmo\",1,\"Fire.PumpAction\")\nGoto Ready\n\nzoom:\n\"####\" B 0 A_Jumpifinventory(\"ZoomMode\",1,\"DeZoom\")\n\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 0 A_ZoomFactor(4.5,0)\n\"####\" B 0 A_GiveInventory(\"ZoomMode\")\n\"####\" B 7\ngoto Ready\nDeZoom:\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 0 A_ZoomFactor(1.0,0)\n\"####\" B 0 A_TakeInventory(\"ZoomMode\",9)\n\"####\" B 7\ngoto Ready\n\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor HiPEgunClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor HiPEgunShot : fastProjectileBase\n{\nObituary \"%k tagged out %o\"\nDamageType \"Instagib\"\n\nSpeed 275\nDamage (100)\nradius 8\nheight 10\nscale 3.5\n//damagetype \"Sniper\"\n\nMissileType \"HiPEgunTrail\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0\nSpawn2:\nCRBM A 0\nCRBM A 2\nLoop\nDeath:\nCRBM A 0 A_Stop\nCRBM A 1 A_Spawnitemex(\"HiPEgunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor HiPEgunShot_BLUE : HiPEgunShot\n\t{MissileType \"HiPEgunTrail_BLUE\"\n\t}\n\n\tactor HiPEgunShot_RED : HiPEgunShot\n\t{MissileType \"HiPEgunTrail_RED\"\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Effect Actors|------------------------------\n//[+]========================================================================[+]\nactor HiPEgunPuff1 : FXActor_A\n{\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/Mirrordeflect\",\"Weapon\")\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor HiPEgunTrail : FXActor_B\n{\nscale 2.5\nAlpha 0.8\nStates\n{\nSpawn:\nTNT1 A 0\nBASB UU 1\nBASB UU 1 A_Fadeout\nstop\n}\n}\n\n\tactor HiPEgunTrail_BLUE : HiPEgunTrail\n\t{\n\t}\n\n\tactor HiPEgunTrail_RED : HiPEgunTrail\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor HiPEgunShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"HiPEgunShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"HiPEgunShot_RED\",0,1,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"HiPEgunShot_BLUE\",0,1,4,8)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/SourceActors.txt",
"contents": "/*\nThis file contains all the actors most main objects inherit from, typically\ncommon things like projectiles and explosionactors and such that all use the same\nstates code, this can help with reducing script size all around\n*/\n\nactor ProjectileBase\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\n+BLOODSPLATTER\n//damagetype \"Buster\"\nSpeed 40\nDamage (3 + ACS_NamedExecuteWithResult(\"DamageRate\",8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 //A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FastProjectileBase : Fastprojectile\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\n+BLOODSPLATTER\ndamagetype \"Buster\"\nMissileHeight 8\nSpeed 40\nDamage (3 + ACS_NamedExecuteWithResult(\"DamageRate\",8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 //A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ExplosionBase\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\n+BLOODSPLATTER\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 5.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(20, 310, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 2\nstop\n}\n}\n\nactor HitscanBulletBase : FastprojectileBase\n{\ndamagetype \"Buster\"\nDamage (5 + ACS_NamedExecuteWithResult(\"DamageRate\",4,360,150))\nspeed 255\nheight 5\nradius 5\nscale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 1\ngoto spawn+2\nDeath:\nTNT1 A 1 A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 1 //A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FXActor_A\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Translucent\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor FXActor_B\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Add\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor WatcherBase\n//Watchers area type of actor that is invisible and handles tasks in the background.\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\n+NONETID\nStates\n{\nSpawn:\nTNT1 A 1\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor LinearBullet : fastProjectileBase\n{\n//these are used for guns that utilize generic rounds.\nSpeed 10\nDamage (6 + ACS_NamedExecuteWithResult(\"DamageRate\",6,300,65))\nradius 3\nheight 3\nReactiontime 14\nscale 1.0\nVar Int User_TrailCount;\nVar Int User_TP; //TrailPosition\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nGoto Spawn2\nSpawn2:\n//TNT1 A 0 A_SetUserVar(\"User_TP\",3*User_TrailCount)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-3,0,(sin(pitch)*3),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-6,0,(sin(pitch)*6),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-9,0,(sin(pitch)*9),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-12,0,(sin(pitch)*12),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-15,0,(sin(pitch)*15),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-18,0,(sin(pitch)*18),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-21,0,(sin(pitch)*21),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-24,0,(sin(pitch)*24),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-27,0,(sin(pitch)*27),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-30,0,(sin(pitch)*30),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-33,0,(sin(pitch)*33),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-36,0,(sin(pitch)*36),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-39,0,(sin(pitch)*39),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-42,0,(sin(pitch)*42),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-45,0,(sin(pitch)*45),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\n//TNT1 A 0 A_SetUserVar(\"User_TrailCount\",User_TrailCount+1)\n//TNT1 A 0 A_Jumpif(User_TrailCount >= 20,1)\n//loop\n//TNT1 A 0\nTNT1 A 1 //A_SetUserVar(\"User_TrailCount\",1)\nTNT1 A 0 A_Countdown\nGoto Spawn2\nDeath:\nTNT1 A 1 A_Spawnitemex(\"LinearBulletPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor LinearBullet2 : fastProjectileBase\n{\n//these are used for guns that utilize generic rounds.\nSpeed 100\nDamage (6 + ACS_NamedExecuteWithResult(\"DamageRate\",6,300,65))\nradius 3\nheight 3\nReactiontime 12\nscale 1.0\nVar Int User_TrailCount;\nVar Int User_TP; //TrailPosition\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nGoto Spawn2\nSpawn2:\n//TNT1 A 0 A_SetUserVar(\"User_TP\",3*User_TrailCount)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-3,0,(sin(pitch)*3),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-6,0,(sin(pitch)*6),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-9,0,(sin(pitch)*9),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-12,0,(sin(pitch)*12),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-15,0,(sin(pitch)*15),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-18,0,(sin(pitch)*18),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-21,0,(sin(pitch)*21),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-24,0,(sin(pitch)*24),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-27,0,(sin(pitch)*27),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-30,0,(sin(pitch)*30),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-33,0,(sin(pitch)*33),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-36,0,(sin(pitch)*36),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-39,0,(sin(pitch)*39),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-42,0,(sin(pitch)*42),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-45,0,(sin(pitch)*45),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\n//TNT1 A 0 A_SetUserVar(\"User_TrailCount\",User_TrailCount+1)\n//TNT1 A 0 A_Jumpif(User_TrailCount >= 20,1)\n//loop\n//TNT1 A 0\nTNT1 A 1 //A_SetUserVar(\"User_TrailCount\",1)\nTNT1 A 0 A_Countdown\nGoto Spawn2\nDeath:\nTNT1 A 1 A_Spawnitemex(\"LinearBulletPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor LinearBulletTrail : FXActor_B\n{\nMissileHeight 8\nscale 1.0\nStates\n{\nSpawn:\nBASB U 2\nstop\n}\n}\n\nactor LinearBulletPuff : FXActor_A\n{\nscale 0.4\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor BarrierPartBase\n{\n Radius 14\n Height 12\n Scale 0.5\n RenderStyle None\n Alpha 0.25\n //Bloodtype \"ShieldHit\"\n //Species \"BLUEMember\"\n DamageFactor \"Explosion\", 0.1\n Health 900\n Painchance 256\n //Designatedteam 0\n +MISSILE\n +SHOOTABLE\n +NOTARGETSWITCH\n +NOGRAVITY\n +NOTELEPORT\n +NOTARGETSWITCH\n +THRUSPECIES\n +DONTRIP\n +DONTSPLASH\n +FLOORCLIP\n //+REFLECTIVE\n +DONTREFLECT\n +NODAMAGETHRUST\n //+DONTTHRUST\n +DONTBLAST\n +GHOST\t//Give projectiles that you wish to pass through the shield THRUGHOST flag\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n HEXA A 2\n stop\n\tPain:\n\tTNT1 A 0 A_PlaySoundEX (\"item/protoreflect\",\"Soundslot5\")\n\tstop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldHit\n{\n Radius 1\n Height 1\n Scale 0.5\n Renderstyle Add\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n MMFX A 0 bright\n MMFX A 1 bright A_Stop\n MMFX A 0 bright A_PlaySound (\"weapon/MirrorDeflect\")\n MMFX A 1 bright\n stop\n }\n}\n\nactor ScreenPartVisual\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle Add\t//Fuzzy looks great in software mode\n Alpha 0.35\n +NOINTERACTION\n //+CLIENTSIDEONLY\n +FLOORCLIP\n States\n {\n Spawn:\n TNT1 A 0\n HEXA AAAA 1 bright\n //HEXA AA 1 bright A_Fadeout(0.4)\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor BasicClientSide\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nscale 2.5\n}"
},
{
"source": "pk3",
"name": "Actors/ConstList.txt",
"contents": "//====|Damage falloff range constants|====\nConst int Range1 = 275; //close quarters\nConst int Range2 = 450; // mid range\nConst int Range3 = 1250; // long range\n\n//====|Mendingtool heal rates|====\nConst int HealRate2_B = 6;\nConst int HealRate2_A = 13;\nConst int HealRate2_Max = 20;\n\n//====|Weapon Spreads|====\n//Bustergun\nconst float BGUN_S = 0.2;\n\n//MegaGattling\nconst float MegaGattlingSpread = 2.3;\n\n//MannTurret\nconst float MT_SPD = 2.0;\n\n//blitzer\nConst float SRev = 360;\n\nConst float S_SprAng = 3.2;\nConst float S_SprAngRev = SRev-S_SprAng;\n\nConst float S_SprD_Ang = S_SprAng/1.5;\nConst float S_SprD_AngRev = SRev-(S_SprAng/1.5);\n\n//megablitzer\nConst float MB_SPD = 5.0;\n\n//Repidifier\nconst float RP_SPD = 1.4;\n\n//Stinger\nconst float ST_SPD = 1.3;\n\n//buddy sentry\nconst int BSEN_SPD = 12; //multiplied by 10\nconst int BSEN_Warm = 25;\nconst int BSEN_DetectRange = 750;\nconst int BSEN_ForgetRange = 800;\n\n//top grenade\nConst int GrenTopSpeed = 8;\nConst int GrenTopTurning = 35;\n\n//CureSprayRadius\nConst int SH_RAD = 260;\nConst int SH_RAD2 = SH_RAD/2;\n\n//VoltSpear\nconst int VSR1 = 550;\nconst int VSR2 = 175;\n\n//Blaster\nconst float BST_SPD = 0.3;\n\n//HealPatch\nconst int HLP_RAD = 300;\nconst int HLC_RAD = 220;\n\n//[+]================|Sripts|===================[+]\n\n//TRanslocator\nconst int LDT_1 = 6;\nconst int LDT_2 = 12;"
}
]
},
"maps": []
}