diff --git a/ProjectToby_Guns_V7.wad b/ProjectToby_Guns_V7.wad index 1e454fe..3794617 100644 Binary files a/ProjectToby_Guns_V7.wad and b/ProjectToby_Guns_V7.wad differ diff --git a/decorate/DEC_WEAP.dec b/decorate/DEC_WEAP.dec index f0d32ea..268d9d0 100644 --- a/decorate/DEC_WEAP.dec +++ b/decorate/DEC_WEAP.dec @@ -108,7 +108,7 @@ ACTOR Chainsaw_TO : Weapon replaces Chainsaw SAWG B 0 A_ReFire Goto Ready Spawn: - CSAW A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + CSAW A 31 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) CSAW A 1 Loop } @@ -190,7 +190,7 @@ ACTOR Shotgun_TO : DoomWeapon Replaces Shotgun SHTF B 3 Bright A_Light2 Goto LightDone Spawn: - SHOT A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + SHOT A 31 A_SpawnItemEx("ShotgunPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) SHOT A 1 Loop } @@ -280,7 +280,7 @@ ACTOR SuperShotgun_TO : DoomWeapon Replaces SuperShotgun SH2F B 2 Bright A_Light2 Goto LightDone Spawn: - SGN2 A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + SGN2 A 31 A_SpawnItemEx("SSGPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) SGN2 A 1 Loop } @@ -364,7 +364,7 @@ ACTOR Chaingun_TO : DoomWeapon Replaces Chaingun TNT1 A 2 A_Light0 Stop Spawn: - MGUN A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + MGUN A 31 A_SpawnItemEx("ChaingunPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) MGUN A 1 Loop } @@ -443,7 +443,7 @@ ACTOR RocketLauncher_TO : DoomWeapon Replaces RocketLauncher MISF CD 1 Bright A_Light2 Goto LightDone Spawn: - LAUN A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + LAUN A 31 A_SpawnItemEx("RocketLauncherPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) LAUN A 1 Loop } @@ -572,7 +572,7 @@ ACTOR PlasmaRifle_TO : DoomWeapon Replaces PlasmaRifle PLSF B 4 Bright A_Light1 Goto LightDone Spawn: - PLAS A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + PLAS A 31 A_SpawnItemEx("PlasmagunPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) PLAS A 1 Loop } @@ -683,7 +683,7 @@ ACTOR BFG9000_TO : DoomWeapon Replaces BFG9000 TNT1 A 6 Bright A_Light2 Goto LightDone Spawn: - BFUG A 19 A_SpawnItemEx("WeaponPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) + BFUG A 31 A_SpawnItemEx("BFGPickupChecker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0) BFUG A 1 Loop } @@ -812,3 +812,375 @@ ACTOR WeaponPickupChecker Stop } } + +ACTOR ShotgunPickupChecker +{ + Health 10000000000000000000000 + Radius 8 + Height 8 + Speed 0 + Mass 2000000000000 + PainChance 0 + DONTHURTSHOOTER + MONSTER + +JUSTHIT + +DONTGIB + +FLOORCLIP + +NOTARGET + -COUNTKILL + -SHOOTABLE + +NOBLOOD + +FASTER + +ALWAYSFAST + +NOCLIP + +INVULNERABLE + +GHOST + +LOOKALLAROUND + +SEEINVISIBLE + //PainSound "null" + //DeathSound "null" + MeleeDamage 0 + States + { + Spawn: + TNT1 A 1 A_Look + TNT1 A 0 A_CheckSight("Death") + Goto See + See: + TNT1 A 1 A_Chase + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Missile: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Melee: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Pain: + TNT1 A 1 + TNT1 A 1 A_Pain + Goto See + ISeeYou: + TNT1 A 1 A_PlaySoundEx("weapons/sgbeacon", "Auto", 0, 0) + TNT1 A 4 + Goto Death + Death: + TNT1 A 1 + Stop + } +} + +ACTOR SSGPickupChecker +{ + Health 10000000000000000000000 + Radius 8 + Height 8 + Speed 0 + Mass 2000000000000 + PainChance 0 + DONTHURTSHOOTER + MONSTER + +JUSTHIT + +DONTGIB + +FLOORCLIP + +NOTARGET + -COUNTKILL + -SHOOTABLE + +NOBLOOD + +FASTER + +ALWAYSFAST + +NOCLIP + +INVULNERABLE + +GHOST + +LOOKALLAROUND + +SEEINVISIBLE + //PainSound "null" + //DeathSound "null" + MeleeDamage 0 + States + { + Spawn: + TNT1 A 1 A_Look + TNT1 A 0 A_CheckSight("Death") + Goto See + See: + TNT1 A 1 A_Chase + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Missile: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Melee: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Pain: + TNT1 A 1 + TNT1 A 1 A_Pain + Goto See + ISeeYou: + TNT1 A 1 A_PlaySoundEx("weapons/ssgbeacon", "Auto", 0, 0) + TNT1 A 4 + Goto Death + Death: + TNT1 A 1 + Stop + } +} + +ACTOR ChaingunPickupChecker +{ + Health 10000000000000000000000 + Radius 8 + Height 8 + Speed 0 + Mass 2000000000000 + PainChance 0 + DONTHURTSHOOTER + MONSTER + +JUSTHIT + +DONTGIB + +FLOORCLIP + +NOTARGET + -COUNTKILL + -SHOOTABLE + +NOBLOOD + +FASTER + +ALWAYSFAST + +NOCLIP + +INVULNERABLE + +GHOST + +LOOKALLAROUND + +SEEINVISIBLE + //PainSound "null" + //DeathSound "null" + MeleeDamage 0 + States + { + Spawn: + TNT1 A 1 A_Look + TNT1 A 0 A_CheckSight("Death") + Goto See + See: + TNT1 A 1 A_Chase + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Missile: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Melee: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Pain: + TNT1 A 1 + TNT1 A 1 A_Pain + Goto See + ISeeYou: + TNT1 A 1 A_PlaySoundEx("weapons/cgbeacon", "Auto", 0, 0) + TNT1 A 4 + Goto Death + Death: + TNT1 A 1 + Stop + } +} + +ACTOR RocketLauncherPickupChecker +{ + Health 10000000000000000000000 + Radius 8 + Height 8 + Speed 0 + Mass 2000000000000 + PainChance 0 + DONTHURTSHOOTER + MONSTER + +JUSTHIT + +DONTGIB + +FLOORCLIP + +NOTARGET + -COUNTKILL + -SHOOTABLE + +NOBLOOD + +FASTER + +ALWAYSFAST + +NOCLIP + +INVULNERABLE + +GHOST + +LOOKALLAROUND + +SEEINVISIBLE + //PainSound "null" + //DeathSound "null" + MeleeDamage 0 + States + { + Spawn: + TNT1 A 1 A_Look + TNT1 A 0 A_CheckSight("Death") + Goto See + See: + TNT1 A 1 A_Chase + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Missile: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Melee: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Pain: + TNT1 A 1 + TNT1 A 1 A_Pain + Goto See + ISeeYou: + TNT1 A 1 A_PlaySoundEx("weapons/rlbeacon", "Auto", 0, 0) + TNT1 A 4 + Goto Death + Death: + TNT1 A 1 + Stop + } +} + +ACTOR PlasmagunPickupChecker +{ + Health 10000000000000000000000 + Radius 8 + Height 8 + Speed 0 + Mass 2000000000000 + PainChance 0 + DONTHURTSHOOTER + MONSTER + +JUSTHIT + +DONTGIB + +FLOORCLIP + +NOTARGET + -COUNTKILL + -SHOOTABLE + +NOBLOOD + +FASTER + +ALWAYSFAST + +NOCLIP + +INVULNERABLE + +GHOST + +LOOKALLAROUND + +SEEINVISIBLE + //PainSound "null" + //DeathSound "null" + MeleeDamage 0 + States + { + Spawn: + TNT1 A 1 A_Look + TNT1 A 0 A_CheckSight("Death") + Goto See + See: + TNT1 A 1 A_Chase + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Missile: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Melee: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Pain: + TNT1 A 1 + TNT1 A 1 A_Pain + Goto See + ISeeYou: + TNT1 A 1 A_PlaySoundEx("weapons/prbeacon", "Auto", 0, 0) + TNT1 A 4 + Goto Death + Death: + TNT1 A 1 + Stop + } +} + +ACTOR BFGPickupChecker +{ + Health 10000000000000000000000 + Radius 8 + Height 8 + Speed 0 + Mass 2000000000000 + PainChance 0 + DONTHURTSHOOTER + MONSTER + +JUSTHIT + +DONTGIB + +FLOORCLIP + +NOTARGET + -COUNTKILL + -SHOOTABLE + +NOBLOOD + +FASTER + +ALWAYSFAST + +NOCLIP + +INVULNERABLE + +GHOST + +LOOKALLAROUND + +SEEINVISIBLE + //PainSound "null" + //DeathSound "null" + MeleeDamage 0 + States + { + Spawn: + TNT1 A 1 A_Look + TNT1 A 0 A_CheckSight("Death") + Goto See + See: + TNT1 A 1 A_Chase + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Missile: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Melee: + TNT1 A 1 A_FaceTarget + TNT1 A 0 A_CheckSight("Death") + TNT1 A 1 A_CheckSight("Death") + Goto ISeeYou + Pain: + TNT1 A 1 + TNT1 A 1 A_Pain + Goto See + ISeeYou: + TNT1 A 1 A_PlaySoundEx("weapons/bfgbeacon", "Auto", 0, 0) + TNT1 A 4 + Goto Death + Death: + TNT1 A 1 + Stop + } +} \ No newline at end of file