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- actor HeadshotZombie : Zombieman replaces Zombieman {
- states {
- Spawn:
- TNT1 A 0 NoDelay A_SpawnItemEx ("HeadshotHitbox", 0, 0, 45, 0, 0, 0, 0, SXF_SetMaster)
- goto Super::Spawn
- Death.Headshot:
- POSS HHHHH 0 A_SpawnItemEx ("Blood", 0, 0, 45, frandom (-2.0, 2.0), frandom (-2.0, 2.0), frandom (1.5, 5.0))
- POSS H 2
- POSS I 2 A_Scream
- POSS J 2
- POSS K 2
- POSS L -1 A_NoBlocking
- stop
- }
- }
- actor HeadshotHitbox {
- radius 21
- health 0x7FFFFFFF
- height 8
- mass 0x7FFFFFFF
- renderStyle Add
- //alpha 0.0
- damageFactor Explode, 0.0
- damageFactor Drowning, 0.0
- damageFactor BFGSplash, 0.0
- damageFactor Telefrag, 0.0
- damageFactor Massacre, 0.0
- damageFactor InstantDeath, 0.0
- +shootable +noGravity +noDamageThrust
- var int user_oldHealth;
- states {
- Spawn:
- BAL2 A 0
- BAL2 A 0 A_SetUserVar ("user_oldHealth", health)
- BAL2 A 1 A_Warp (AAPTR_Master, 0, 0, 45, 0, WARPF_Interpolate | WARPF_NoCheckPosition)
- BAL2 A 0 A_JumpIf ((user_oldHealth - health) < 1, "CheckMaster")
- BAL2 A 0 A_DamageMaster ((user_oldHealth - health) * 4, "Headshot")
- CheckMaster:
- BAL2 A 0 A_CheckFlag ("solid", "Spawn", AAPTR_Master)
- RemoveActor:
- BAL2 A 1
- stop
- }
- }
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