Code: Select all
actor CLight 32050
{
+SHOOTABLE
+NOGRAVITY
+LOOKALLAROUND
+NOTARGET
+NOTIMEFREEZE
+FRIENDLY
+CLIENTSIDEONLY
height 2
radius 2
mass 999999999999999999 //Dont be pushed by explosions
painchance 255
health 99999999
states
{
InActive:
PUFF A 1 bright Thing_ChangeTID(0,3500)
PUFF A 0 bright// A_SpawnItem("Light",0,-64)
loop
Spawn:
PUFF A 0 bright
PUFF A 0 bright
PUFF A 0 bright //ACS_ExecuteAlways(356,0,0)
Spawn2:
PUFF A 0 bright
PUFF A 0 bright
PUFF A 0 bright A_JumpIf(ACS_ExecuteWithResult(350,0,0) > 0,"TryBreak")
SpawnSafe:
PUFF AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Look
//TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Jump(20,"Spawn") //Disorts!
//TNT1 A 0 A_Jump(1,"Die")
goto Spawn2
TryBreak:
PUFF A 0 bright
PUFF A 0 bright A_Jump(32,"Break2")
goto SpawnSafe
Break2:
PUFF A 0 bright
PUFF A 0 bright ACS_ExecuteAlways(351,0,0)
Break:
PUFF A 0 bright
PUFF IJKLMNOPQRS 1
PUFF B -1
stop
See:
PUFF A 0
PUFF A 0 A_JumpIfInTargetInventory("FlashLight",1,"Clear")
PUFF A 0 A_JumpIfInTargetInventory("StealthBlink",1,"BlinkStealth")
PUFF A 0 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF A 0 A_JumpIfInTargetInventory("EvilLurker",1,"EvilRed")
PUFF A 0 A_JumpIfTargetInLOS("Do")
PUFF A 5 bright
goto Clear
Do:
PUFF AAAA 1 bright A_JumpIfCloser(600,"Blink")
goto See
Blink:
PUFF BBBABBAB 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF A 0 A_Jump(ACS_ExecuteWithResult(601,0,0) / 4,"Die")
PUFF BABBBBBB 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF BBBBBBBB 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF A 0 A_Jump(ACS_ExecuteWithResult(601,0,0) / 4,"Die")
PUFF BABBBBBA 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF ABBBBBBB 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF A 0 A_Jump(ACS_ExecuteWithResult(601,0,0) / 4,"Die")
PUFF AABBBBBB 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF BBBBBABA 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
PUFF A 0 A_Jump(ACS_ExecuteWithResult(601,0,0) / 4,"Die")
PUFF BABBBBBB 1 A_JumpIfInTargetInventory("LightHater",1,"PowerOff")
goto Clear
BlinkStealth:
PUFF AAAAAAAAAAA 1 bright
PUFF D 1
goto Clear
PowerOff:
PUFF A 0
PUFF A 0 A_PlaySound("Lights/Off")
PowerOffLoop:
PUFF BBBB 350
PUFF B 0 A_JumpIfTargetInLos("PowerOffLoop")
PUFF A 3 A_PlaySound("Lights/Flick")
PUFF ABBBBABBBABBABABABABBBBABBBABBABABAB 1
goto See
EvilRed:
PUFF CCCCCCBBCCCCBCCBCCBBBBBBCCCCCCCCCC 1 //A_Jump(1,"Die")
goto See
Breaking:
PUFF AAAAAA 1 A_Jump(32 - (ACS_ExecuteWithResult(601,0,0)),"Clear")
PUFF AAAAAA 1 A_Jump(ACS_ExecuteWithResult(601,0,0) / 5,"Die")
goto Clear
Clear:
PUFF A 0
PUFF A 0 A_ClearTarget
goto Spawn2
Pain:
PUFF C 140 A_Jump(1,"Die")
goto See
Die:
PUFF B 0
PUFF B 0 //A_Die
Death:
PUFF B 1 A_PlaySound("Lights/Break")
DeathSilent:
PUFF BABABABBAABBBBBBBBBBBBBBBBBBBBBBBBB 1
PUFF B 0 //Thing_ChangeTID(0,3500)
PUFF B -1
loop
}
}