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Merge pull request #1301 from BasicallyTDuy/PB_Staging
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Auto shotty guy
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popguy12 authored Aug 8, 2024
2 parents 4a24648 + 4e6afcc commit cdcb50e
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249 changes: 204 additions & 45 deletions actors/Monsters/T1-Grunts/AutoShottyGuy.dec

Large diffs are not rendered by default.

2 changes: 0 additions & 2 deletions actors/Monsters/T1-Imps/DarkImpNether.dec
Original file line number Diff line number Diff line change
Expand Up @@ -1156,8 +1156,6 @@ Goto SeeContinue
D3S3 A 6 A_Stop
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
D3S3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
D3S3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
D3S3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
TNT1 A 0 A_SpawnItem ("AbsolutelyDestroyedDarkImp2")
Stop

Expand Down
89 changes: 76 additions & 13 deletions actors/Monsters/T1-Imps/DyingDarkImps.dec
Original file line number Diff line number Diff line change
Expand Up @@ -143,6 +143,22 @@ ACTOR DyingDarkImpNoArm : SwitchableDecoration
TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoArm", 5)
Stop

Death.Cut:
TNT1 A 0
TNT1 A 0 A_XScream
TNT1 A 0 A_Recoil(2)
TNT1 A 0 A_CustomMissile ("XDeathGuts", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathHalfDarkImpUpperPart32", 40, 0, random (0, 360), 2, random (0, 160))
D2S2 EFGH 6
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 A 0 A_SpawnItem ("DeadDarkImpD2S2H")
Stop

Death.Head:
Death.Decaptate:
Death.MINORHead:
Expand All @@ -152,11 +168,11 @@ ACTOR DyingDarkImpNoArm : SwitchableDecoration
D1S5 F 8
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoArmNoHead", 1)
Stop
Stop

XDeath:
Death.SSG:
Death.Explosives:
XDeath:
Death.SSG:
Death.Explosives:
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_FaceTarget
Expand All @@ -182,7 +198,31 @@ Stop
TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem ("BigBloodSpot")
Stop
}

Death.Shotgun:
Death.Blast:
Death.Railgun:
Death.Eat:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
//TNT1 A 0 A_Jump(128, "Death.Blast2")
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
D3S3 A 6 A_Stop
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
D3S3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
TNT1 A 0 A_SpawnItem ("AbsolutelyDestroyedDarkImp2")
Stop
}
}

ACTOR DarkImpDyingOfBloodLoss: PB_DarkImpNami
Expand All @@ -206,7 +246,7 @@ ACTOR DarkImpDyingOfBloodLoss: PB_DarkImpNami
Spawn:
D1S8 E 1
D1S8 EFEFEFEFEFEFEFEFEFEFEFEF 10
Goto Colapse
Goto Collapse
Death:
TNT1 A 0
Goto DeathNoGuts
Expand All @@ -216,7 +256,7 @@ ACTOR DarkImpDyingOfBloodLoss: PB_DarkImpNami
TNT1 A 0 A_JumpIfCloser(150, "Death.Shotgunontheface")
Goto DeathNoGuts

Colapse:
Collapse:
TNT1 A 0
TNT1 A 0 A_NoBlocking
D1S8 GHIJ 5
Expand Down Expand Up @@ -246,12 +286,12 @@ ACTOR DyingDarkImpNoLeg : SwitchableDecoration
Death.SuperPunch:
TNT1 A 1
TNT1 A 0 A_NoBlocking
Goto Colapse
Goto Collapse

Spawn:
D1S4 D 1
TNT1 A 0
TNT1 A 0 A_Jump(192, "Colapse")
TNT1 A 0 A_Jump(192, "Collapse")
Goto Suffer
Suffer:
TNT1 A 0
Expand Down Expand Up @@ -323,14 +363,14 @@ ACTOR DyingDarkImpNoLeg : SwitchableDecoration
D1S4 FF 4 A_SpawnItem ("brutal_FlyingBlood", 0, 10)
TNT1 A 0
D1S4 FF 5 A_Pain
Goto Colapse
Goto Collapse
Death:
TNT1 A 0 A_PlaySound("imp/death")
D1S4 G 8
TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg", 5)
Stop

Colapse:
Collapse:
D1S4 H 8
TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg", 5)
Stop
Expand All @@ -352,8 +392,31 @@ ACTOR DyingDarkImpNoLeg : SwitchableDecoration
D1S4 I 8
TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg", 1)
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
Stop
}
Stop

Death.Shotgun:
Death.Blast:
Death.Railgun:
Death.Eat:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
//TNT1 A 0 A_Jump(128, "Death.Blast2")
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeathDarkImpLeg", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("XDeathDarkImpArm1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
Stop
}
}

ACTOR DyingDarkImp : SwitchableDecoration
Expand Down
58 changes: 29 additions & 29 deletions actors/Weapons/Slot1/Axe.dec
Original file line number Diff line number Diff line change
Expand Up @@ -55,15 +55,15 @@ ACTOR PB_Axe : PB_Weapon
TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel")
TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel")
TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0)
Ready3:
TNT1 A 0 {
A_SetRoll(0);
PB_HandleCrosshair(90);
A_TakeInventory("PB_LockScreenTilt",1);
A_TakeInventory("AxeSequence1",1);
A_TakeInventory("AxeSequence2",1);
A_TakeInventory("AxeSequence3",1);
A_SetInventory("PB_LockScreenTilt",0);
A_SetInventory("AxeSequence1",0);
A_SetInventory("AxeSequence2",0);
A_SetInventory("AxeSequence3",0);
}
ReadyToFire:
AX00 E 1 {
Expand All @@ -82,10 +82,10 @@ ACTOR PB_Axe : PB_Weapon
A_WeaponOffset(0,32);
A_SetRoll(0);
PB_HandleCrosshair(90);
A_TakeInventory("PB_LockScreenTilt",1);
A_SetInventory("PB_LockScreenTilt",0);
}
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0)
TNT1 A 0 A_SetInventory("HasCutingWeapon",0)

AX00 DCBA 1 {
if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); }
Expand All @@ -101,22 +101,14 @@ ACTOR PB_Axe : PB_Weapon
A_WeaponOffset(0,32);
A_SetRoll(0);
PB_HandleCrosshair(90);
A_TakeInventory("PB_LockScreenTilt",1);
A_SetInventory("PB_LockScreenTilt",0);
}
Goto SelectFirstPersonLegs
SelectContinue:
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
SelectContinue:
TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0)
TNT1 A 0 PB_WeapTokenSwitch("HasCutingWeapon")
TNT1 A 0 A_Takeinventory("PowerBloodOnVisor",1)
TNT1 A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
TNT1 A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)

TNT1 A 0 A_TakeInventory("HasBarrel",1)
TNT1 A 0 A_TakeInventory("HasIceBarrel",1)
TNT1 A 0 A_TakeInventory("HasFlameBarrel",1)
TNT1 A 0 A_TakeInventory("GrabbedBarrel",1)
TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1)
TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1)
TNT1 A 0 PB_ResetVisorBloodTokens
TNT1 A 0 PB_ResetBarrelTokens

TNT1 AAAAAAAAAA 0 A_Raise
TNT1 AAAAA 1 A_Raise
Expand All @@ -137,7 +129,7 @@ ACTOR PB_Axe : PB_Weapon
A_SetRoll(0);
PB_HandleCrosshair(90);
}
TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1)
TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1)
TNT1 A 0 A_JumpIfInventory("AxeSequence1",1,"Swing2")
Swing1:
AX11 ABCDEF 0
Expand All @@ -146,7 +138,7 @@ ACTOR PB_Axe : PB_Weapon
TNT1 A 0 {
A_PlaySound("AXSWING");
A_SetRoll(0);
A_GiveInventory("AxeSequence1");
A_SetInventory("AxeSequence1",1);
}
AX10 ABC 1 {
if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX13"); }
Expand Down Expand Up @@ -198,8 +190,8 @@ ACTOR PB_Axe : PB_Weapon
TNT1 A 0 {
A_PlaySound("AXSWING");
A_SetRoll(0);
A_TakeInventory("AxeSequence1");
A_GiveInventory("AxeSequence2");
A_SetInventory("AxeSequence1", 0);
A_SetInventory("AxeSequence2", 1);
}
AX20 ABC 1 {
if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX23"); }
Expand Down Expand Up @@ -254,7 +246,7 @@ ACTOR PB_Axe : PB_Weapon
A_SetRoll(0);
PB_HandleCrosshair(90);
}
TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1)
TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1)
AX31 ABCDEFGHIJKLMNOPQ 0
AX32 ABCDEFGHIJKLMNOPQ 0
AX33 ABCDEFGHIJKLMNOPQ 0
Expand Down Expand Up @@ -290,12 +282,20 @@ ACTOR PB_Axe : PB_Weapon
A_FireCustomMissile("ThrownAxe", 0, 0, 0, 0);
}
}
TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
TNT1 A 0 A_SetInventory("HasCutingWeapon",0)
TNT1 A 0 A_JumpIf(CountInv("PB_Axe") > 1, 3)
TNT1 A 0 {
A_SetInventory("PB_LockScreenTilt",0);
A_SetRoll(0);
}
TNT1 A 0 A_TakeInventory("PB_Axe", 1)
Stop
TNT1 A 0 A_TakeInventory("PB_Axe", 1)
THRF EF 1 A_Setroll(roll+4.25, SPF_INTERPOLATE)
TNT1 A 0 A_SetRoll(0)
TNT1 A 0 A_TakeInventory("PB_LockScreenTilt",1)
TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0)
TNT1 A 10 //A_SelectWeapon("Melee_Attacks")
TNT1 A 0 A_TakeInventory("PB_Axe", 1)
//TNT1 A 0 A_TakeInventory("PB_Axe", 1)
TNT1 A 10
Goto Ready
Steady:
Expand Down
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