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- // Spark spawner
- // It works exactly like ZDoom's built
- // in one
- Actor SparkerSparkCounter : Counter { }
- Actor Sparker 30066
- {
- //$Categoty Final Duel-SFX
- //$Title Sparker
- Radius 1
- Height 1
- +NoBlockMap
- +NoGravity
- +NoClip
- +DORMANT
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_JumpIf(Args[0] == 0, "Default")
- TNT1 A 0 A_GiveInventory("SparkerSparkCounter",Args[0])
- Spawning:
- TNT1 A 0 A_JumpIfInventory("SparkerSparkCounter",1,1)
- Goto Finish
- TNT1 A 0 A_SpawnItemEx("SparkerSparks", 0, random(-3,3), random(-3,3), random(0,5))
- TNT1 A 0 A_TakeInventory("SparkerSparkCounter",1)
- Loop
- Default:
- TNT1 A 0 A_GiveInventory("SparkerSparkCounter",32)
- Goto Spawning
- Finish:
- TNT1 A 0 A_ChangeFlag("DORMANT",1)
- TNT1 A 0 Thing_Deactivate(0)
- Goto FAKDISSHIT
- FAKDISSHIT:
- TNT1 A 1
- Loop
- }
- }
- Actor SparkerSparks
- {
- Height 0
- Radius 0
- Mass 0
- +Missile
- +NoBlockMap
- -NoGravity
- +DontSplash
- +FORCEXYBILLBOARD
- Gravity 0.8
- RenderStyle Add
- Scale 0.1
- States
- {
- Spawn:
- FLR3 A 5
- Goto Fade
- SpawnB:
- FLR3 B 5
- Goto Fade
- SpawnC:
- FLR3 C 5
- Goto Fade
- SpawnD:
- FLR3 D 5
- Goto Fade
- SpawnE:
- FLR3 E 5
- Goto Fade
- SpawnF:
- FLR3 F 5
- Goto Fade
- SpawnG:
- FLR3 G 5
- Goto Fade
- SpawnH:
- FLR3 H 5
- Goto Fade
- Fade:
- "####" "#" 1 A_FadeOut(0.1)
- Wait
- }
- }
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