File
- Defined in \DECORATE
Properties
health | 100 |
height | 56 |
mass | 100 |
painchance | 255 |
player.aircapacity | 0 |
player.colorrange | 112, 127 |
player.crouchsprite | "PLYC" |
player.displayname | "You" |
player.gruntspeed | 30 |
player.jumpz | 15 |
player.soundclass | "gs2player" |
player.startitem | Ammo1887,5 |
player.weaponslot | 1, Fist2, StarWhip 2, Handgun , GoldHandgun , EnergyBlaster 3, HuntingShotgun , GoldHuntingShotgun, LeverShotgun, GoldLeverShotgun 4, AssaultRifle , GoldAssaultRifle 5, TrumpetBuss , GoldTrumpetBuss 6, Starshooter , GoldStarshooter 7, Cupid , GoldCupid |
radius | 16 |
speed | 1 |
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;