@@ -47,10 +47,8 @@ actor Lith_CombatRifle : Lith_Weapon replaces Chaingun
goto Ready
FireBurst:
CRIF A 0 A_PlaySound("weapons/rifle/firesnipe", CHAN_WEAPON)
CRIF A 0 A_FireCustomMissile(
"Lith_RifleBullet", frandom(-1, 1), true, 0, 0, 0, frandom(-1.33, 1.33))
CRIF A 0 A_FireCustomMissile(
"Lith_RifleBullet", frandom(-1, 1), true, 0, 0, 0, frandom(-1.33, 1.33))
CRIF A 0 A_FireCustomMissile("Lith_RifleBullet", frandom(-0.5, 0.5), true, 0, 0, 0, frandom(-0.5, 0.5))
CRIF A 0 A_FireCustomMissile("Lith_RifleBullet", frandom(-0.5, 0.5), true, 0, 0, 0, frandom(-0.5, 0.5))
CRIF B 1 bright A_WeaponReady(LITH_BOBONLY)
CRIF C 1 bright A_WeaponReady(LITH_BOBONLY)
CRIF A 4 A_WeaponReady(LITH_BOBONLY)
@@ -67,6 +65,7 @@ actor Lith_CombatRifle : Lith_Weapon replaces Chaingun
CRIF H 2 bright
CRIF I 2 bright
CRIF A 5
// oh jesus
CRIF A 1 Offset(1, 32) A_PlaySound("weapons/rifle/rldmount", CHAN_WEAPON)
CRIF A 1 offset(3, 32)
CRIF A 1 offset(4, 32)
@@ -1,21 +1,54 @@
actor Lith_RocketTrail
{
RenderStyle Add
Scale 0.085

+NOINTERACTION

states
{
Spawn:
SMOK A 1 A_FadeOut(0.05)
wait
}
}

actor Lith_Rocket
{
Scale 0.5
Radius 5
Height 4
Speed 35
Scale 0.7
Radius 2
Height 2
Speed 5
Damage (60)
DeathSound "weapons/rocklx"

Projectile
+RANDOMIZE
+ROCKETTRAIL

var int user_trailstep;
var int user_speedstep;

states
{
Spawn:
MISL A 1 bright
TNT1 A 0
TNT1 A 0 A_JumpIf(user_trailstep >= 4, "TrailDone")
TNT1 A 0 A_SetUserVar(user_trailstep, user_trailstep + 1)
TNT1 A 0 A_SpawnItemEx("Lith_RocketTrail",
((user_trailstep * 8.0) * velx) / -35.0,
-((user_trailstep * 8.0) * vely) / -35.0,
4.0 + ((user_trailstep * 8.0) * velz) / -35.0,
frandom(-0.5,0.5), frandom(-0.5,0.5), 0,
0, SXF_ABSOLUTEANGLE | SXF_NOCHECKPOSITION)
loop
TrailDone:
TNT1 A 0 A_SetUserVar(user_trailstep, 0)
TNT1 A 0 A_JumpIf(CallACS("Lith_Velocity", velx*FIX, vely*FIX)/FIX >= 25, "Done")
TNT1 A 0 A_SetUserVar(user_speedstep, user_speedstep + 1)
TNT1 A 0 A_ScaleVelocity(1.0 + (user_speedstep / 70.0))
Done:
MISL A 1 bright
goto Spawn
Death:
MISL B 8 bright A_Explode(48, 64)
MISL C 6 bright
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