<
 
GSPlayer
: PlayerPawn
replaces
 

File

Properties

health100
height56
mass100
painchance255
player.aircapacity0
player.colorrange112, 127
player.crouchsprite"PLYC"
player.displayname"You"
player.gruntspeed30
player.jumpz15
player.soundclass"gs2player"
player.startitemAmmo1887,5
player.weaponslot1, Fist2, StarWhip 2, Handgun , GoldHandgun , EnergyBlaster 3, HuntingShotgun , GoldHuntingShotgun, LeverShotgun, GoldLeverShotgun 4, AssaultRifle , GoldAssaultRifle 5, TrumpetBuss , GoldTrumpetBuss 6, Starshooter , GoldStarshooter 7, Cupid , GoldCupid
radius16
speed1

States

Spawn: TNT1 A 0 A_JumpIf(waterlevel == 2, 4) TNT1 A 0 A_JumpIf(waterlevel == 1, 3) TNT1 A 0 A_JumpIf(waterlevel == 0, 2) TNT1 A 0 A_SpawnItemEx ("Bubble1", random (-16, 16), 32, 56, 0, 0, 2, random (0, 360), 0, 128) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY A 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) Loop See: TNT1 A 0 A_JumpIf(waterlevel == 2, 4) TNT1 A 0 A_JumpIf(waterlevel == 1, 3) TNT1 A 0 A_JumpIf(waterlevel == 0, 2) TNT1 A 0 A_SpawnItemEx ("Bubble1", random (-16, 16), 32, 56, 0, 0, 2, random (0, 360), 0, 128) PLAY AAAABBBBCCCCDDDD 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) Loop Missile: PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY E 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) Goto Spawn Melee: PLAY F 1 BRIGHT A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY F 1 BRIGHT A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY F 1 BRIGHT A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY F 1 BRIGHT A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY F 1 BRIGHT A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY F 1 BRIGHT A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) Goto Missile Pain: PLAY G 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY G 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY G 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY G 1 A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION) PLAY G 1 { A_SpawnItemEx ("Gs2PlayerShadow", 0,0,-(z - GetZAt(0,0)),0,0,0,0, SXF_NOCHECKPOSITION | SXF_ABSOLUTEPOSITION); A_Pain;

Class Hierarchy

Classes defined in \DECORATE