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*.c text | ||
*.h text | ||
*.dec text | ||
*.txt text |
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remap M_DOOM M_DOOMH |
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SPECIAL THANKS TO: | ||
========= | ||
- Nintendo (For creating the Metroid series in the first place) | ||
- id Software (For creating Doom and the idtech1 engine) | ||
- Graf Zahl, Randy Heit (For the ZDoom/GZDoom engine) | ||
- Torr Samaho and the Zandronum team (For picking up where Skulltag left off) | ||
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GRAPHICS: | ||
========= | ||
- Scuba Steve (Drew the base arm cannon sprite) | ||
- Voltlock (Ripped the graphics for the Power Beam's blasts) | ||
- Rogue Entertainment (The base of the Missile's sprites) | ||
- Ijon Tichy (For the smoke trails for the Missile) | ||
- Aeons of Death (For the explosion graphics) | ||
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SOUNDS: | ||
========= | ||
- Audacity (Incredible amounts of sound editing thanks to this tool) | ||
- Hollywood Edge/AudioJungle (Numerous stock sound effects) | ||
- The General Series 6000 (Numerous stock sound effects) | ||
- Super Smash Bros. Brawl (Samus' hurt, taunt, usefail, and landing sounds) | ||
- Unreal Championship 2 (Samus' walking sounds) | ||
- Metroid Prime (Samus' beam charging and charge idle sounds) | ||
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CODE: | ||
========= | ||
- SolarSnowfall (Cleaned up third-person camera, used for the Morph Ball) | ||
- Repo Man (The basis of the Wave Beam projectile code) | ||
- Ijon Tichy (The Space Jump code, taken from Parkmore) |
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actor Boolean: Inventory | ||
{ | ||
Inventory.MaxAmount 1 | ||
+UNDROPPABLE | ||
-INVBAR | ||
} | ||
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actor Counter: Inventory | ||
{ | ||
Inventory.MaxAmount 0x7FFFFFFF | ||
+UNDROPPABLE | ||
-INVBAR | ||
} | ||
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actor Trigger: CustomInventory | ||
{ | ||
Inventory.MaxAmount 0 | ||
+AUTOACTIVATE | ||
} | ||
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actor CameraDummy | ||
{ | ||
+NOINTERACTION | ||
+CLIENTSIDEONLY | ||
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Radius 8 | ||
Height 8 | ||
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States | ||
{ | ||
Spawn: | ||
TNT1 A -1 | ||
stop | ||
} | ||
} | ||
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actor EmptyTelefog | ||
{ | ||
+NOINTERACTION | ||
+CLIENTSIDEONLY | ||
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Radius 1 | ||
Height 1 | ||
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States | ||
{ | ||
Spawn: | ||
TNT1 A 0 | ||
stop | ||
} | ||
} | ||
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actor TranslationHolder | ||
{ | ||
+NOINTERACTION | ||
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Radius 1 | ||
Height 1 | ||
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States | ||
{ | ||
Spawn: | ||
TNT1 A -1 | ||
stop | ||
} | ||
} | ||
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actor SpaceChecker | ||
{ | ||
Radius 18 | ||
Height 60 | ||
Mass 100 | ||
Speed 0 | ||
-SOLID | ||
-SHOOTABLE | ||
States | ||
{ | ||
Spawn: | ||
TNT1 A 1 | ||
loop | ||
} | ||
} | ||
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actor ChaseCam | ||
{ | ||
Height 16 | ||
Radius 8 | ||
+NOGRAVITY +NOBLOCKMAP | ||
states | ||
{ | ||
Spawn: | ||
TNT1 A -1 | ||
stop | ||
} | ||
} | ||
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#include "decorate/player.dec" | ||
#include "decorate/morphball.dec" | ||
#include "decorate/items.dec" | ||
#include "decorate/missile.dec" | ||
#include "decorate/powerbeam.dec" | ||
#include "decorate/wavebeam.dec" | ||
#include "decorate/parkmore.dec" |
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METHUDF | ||
{ | ||
0 METNUM0 | ||
1 METNUM1 | ||
2 METNUM2 | ||
3 METNUM3 | ||
4 METNUM4 | ||
5 METNUM5 | ||
6 METNUM6 | ||
7 METNUM7 | ||
8 METNUM8 | ||
9 METNUM9 | ||
- METMINUS | ||
} |
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clearplayerclasses | ||
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addplayerclass SamusPlayer | ||
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addslotdefault 1 "Power Beam" | ||
addslotdefault 2 "Wave Beam" |
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METROID | ||
PARKMORE |
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statusbar normal, forcescaled | ||
{ | ||
InInventory not BorphMallAcquired, 1 | ||
{ | ||
drawimage "samvisor", 0, 0; | ||
drawbar "SAMHFULL", "SAMHEMPT", Health, horizontal, 101, 24, 1; | ||
drawimage "missicon", 280, 165; | ||
drawnumber 3, METHUDF, Untranslated, MissileAmmo, fillzeros, 315, 178; | ||
IsSelected "Power Beam" { drawimage "WEAPPWBM", 14, 170; } | ||
IsSelected "Wave Beam" { drawimage "WEAPWVBM", 14, 170; } | ||
} | ||
} |
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silence QUIET | ||
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// Samus Aran | ||
$playeralias Hunter male *death QUIET | ||
$playersounddup Hunter male *xdeath *death | ||
$playersounddup Hunter male *burndeath *death | ||
$playersounddup Hunter male *crazydeath *death | ||
$playersounddup Hunter male *wimpydeath *death | ||
$playersounddup Hunter male *gibbed *death | ||
$playeralias Hunter male *pain100 samus/hurt | ||
$playersounddup Hunter male *pain75 *pain100 | ||
$playersounddup Hunter male *pain50 *pain100 | ||
$playersounddup Hunter male *pain25 *pain100 | ||
$playersound Hunter male *grunt QUIET | ||
$playeralias Hunter male *land samus/land | ||
$playersound Hunter male *usefail SAMNOPE // Taken from Smash Bros. Brawl | ||
$playersound Hunter male *taunt SAMTAUNT // Taken from Smash Bros. Brawl | ||
$playersound Hunter male *jump QUIET | ||
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||
$random samus/hurt { sam/hurt1 sam/hurt2 sam/hurt3 sam/hurt4 } // Taken from Smash Bros. Brawl | ||
sam/hurt1 SAMHURT1 | ||
sam/hurt2 SAMHURT2 | ||
sam/hurt3 SAMHURT3 | ||
sam/hurt4 SAMHURT4 | ||
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||
$random samus/land { sam/land1 sam/land2 sam/land3 } // Taken from Smash Bros. Brawl | ||
sam/land1 SAMLAND1 | ||
sam/land2 SAMLAND2 | ||
sam/land3 SAMLAND3 | ||
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||
$random samus/step { sam/step1 sam/step2 sam/step3 sam/step4 } // Taken from Unreal Championship 2 | ||
sam/step1 SAMSTEP1 | ||
sam/step2 SAMSTEP2 | ||
sam/step3 SAMSTEP3 | ||
sam/step4 SAMSTEP4 | ||
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$volume sam/step1 0.35 | ||
$volume sam/step2 0.35 | ||
$volume sam/step3 0.35 | ||
$volume sam/step4 0.35 | ||
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||
metroid/spacejump SAMSDJMP // Taken from Smash Bros. Brawl | ||
metroid/walljump SAMSWJMP | ||
metroid/wajumpup SAMSWJMU | ||
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// Morph Ball | ||
morphball/morph BALMORPH | ||
morphball/unmorph BALUNMRF | ||
morphball/denied BALDENID | ||
morphball/bombdrop BALBOMDR | ||
morphball/bombboom BALBOMXP | ||
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// Power Beam | ||
pbeam/fire PBEAMFIR | ||
pbeam/hit PBEAMHIT | ||
pbeam/charge PBEAMCHR // Taken from Metroid Prime | ||
pbeam/idle PBEAMIDL // Taken from Metroid Prime | ||
pbeam/chfire PBEAMFI2 | ||
pbeam/chhit PBEAMCHT | ||
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||
$rolloff pbeam/chhit 400 1800 | ||
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||
// Missile Launcher | ||
missile/fire MISSFIRE | ||
|
||
$random missile/hit { miss/hit1 miss/hit2 miss/hit3 } | ||
miss/hit1 MISSEXP1 | ||
miss/hit2 MISSEXP2 | ||
miss/hit3 MISSEXP3 | ||
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||
// Wave Beam | ||
wbeam/fire WBEAMFIR | ||
wbeam/hit WBEAMHIT | ||
wbeam/chfire WBEAMFI2 | ||
wbeam/chhit WBEAMCHT |
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so how does this smartgit work |