/
theartifact.dec
62 lines (60 loc) · 1.32 KB
/
theartifact.dec
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// The Artifact!!!
actor ArtifactSoundToken : _Boolean {}
actor ArtifactPickup : CustomInventory
{
inventory.pickupmessage "$GOTARTIFACT"
Tag "$TAGARTIFACT"
inventory.icon "INVARTI"
inventory.pickupsound "inventory/artifact/get"
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
scale 0.75
+BLOCKASPLAYER
states
{
Spawn:
ARTI ZYXY 10 bright
loop
Pickup:
TNT1 A 0 A_GiveInventory ("Artifact", 1)
TNT1 A 0 A_GiveInventory ("GrenadeAmmo", 3)
stop
}
}
actor Artifact : CustomInventory
{
inventory.pickupmessage "$GOTARTIFACT"
Tag "$TAGARTIFACT"
inventory.icon "INVARTI"
inventory.pickupsound "inventory/artifact/get"
inventory.amount 1
inventory.maxamount 1
+INVENTORY.INVBAR
scale 0.75
+FLOATBOB
states
{
Spawn:
ARTI ZYXY 10
loop
Use:
TNT1 A 0 A_JumpIfInventory("InventoryCooldownToken", 1, "FailureCooldown")
TNT1 A 0 A_JumpIfInventory("ArtifactTimer", 1, "FailureCooldown")
TNT1 A 0 ACS_NamedExecuteWithResult("InventoryCooldown")
TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, "Fire")
goto Failure
Fire:
TNT1 A 0 A_PlaySound("inventory/artifact/on")
TNT1 A 0 A_GiveInventory("ArtifactTimer", 175)
TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
fail
Failure:
TNT1 A 0 A_PlaySound("menu/invalid")
TNT1 A 0 A_Log("You don't have any grenades!", 1)
fail
FailureCooldown:
TNT1 A 0
TNT1 A 0
fail
}
}