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Chronos_Ouroboros

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Jul 30th, 2015
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  1. actor HeadshotZombie : Zombieman replaces Zombieman {
  2. states {
  3. Spawn:
  4. TNT1 A 0 NoDelay A_SpawnItemEx ("HeadshotHitbox", 0, 0, 45, 0, 0, 0, 0, SXF_SetMaster)
  5. goto Super::Spawn
  6. Death.Headshot:
  7. POSS HHHHH 0 A_SpawnItemEx ("Blood", 0, 0, 45, frandom (-2.0, 2.0), frandom (-2.0, 2.0), frandom (1.5, 5.0))
  8. POSS H 2
  9. POSS I 2 A_Scream
  10. POSS J 2
  11. POSS K 2
  12. POSS L -1 A_NoBlocking
  13. stop
  14. }
  15. }
  16.  
  17. actor HeadshotHitbox {
  18. radius 21
  19. health 0x7FFFFFFF
  20. height 8
  21. mass 0x7FFFFFFF
  22. renderStyle Add
  23. //alpha 0.0
  24. damageFactor Explode, 0.0
  25. damageFactor Drowning, 0.0
  26. damageFactor BFGSplash, 0.0
  27. damageFactor Telefrag, 0.0
  28. damageFactor Massacre, 0.0
  29. damageFactor InstantDeath, 0.0
  30. +shootable +noGravity +noDamageThrust
  31.  
  32. var int user_oldHealth;
  33. states {
  34. Spawn:
  35. BAL2 A 0
  36. BAL2 A 0 A_SetUserVar ("user_oldHealth", health)
  37. BAL2 A 1 A_Warp (AAPTR_Master, 0, 0, 45, 0, WARPF_Interpolate | WARPF_NoCheckPosition)
  38. BAL2 A 0 A_JumpIf ((user_oldHealth - health) < 1, "CheckMaster")
  39. BAL2 A 0 A_DamageMaster ((user_oldHealth - health) * 4, "Headshot")
  40. CheckMaster:
  41. BAL2 A 0 A_CheckFlag ("solid", "Spawn", AAPTR_Master)
  42. RemoveActor:
  43. BAL2 A 1
  44. stop
  45. }
  46. }
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