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I went through all the DECORATE lumps and found only 1 instance of A_MStaffTrack being called. Here's the actor:
actor seekerRocket : MageStaffFX2
{
Radius 12
Height 8
Speed 100
Damage 20
Projectile
+EXTREMEDEATH
+ROCKETTRAIL
+SEEKERMISSILE
DeathSound "DSQKLDTH"
DamageType "CloneSeekerMissile"
Decal BigScorch
States
{
Spawn:
QROK A 0 A_CustomMissile("seekerRockTrail",0,0,0,0)
QROK A 0 A_BishopMissileWeave
QROK A 0 Bright A_MStaffTrack
QROK A 1 bright A_SeekerMissile(80,90)
Loop
Death:
TNT1 AA 0 A_SpawnItemEx("ExplosionMainLarge",random(-32,32),random(-32,32),random(-5,15), 0, 0, 0, 0, 128, 0)
EXP3 A 2 Bright A_Explode(200,200)
NULL A 0 A_SpawnItem("ExtraExplosion")
EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
Stop
}
}
And here are the 2 actors that use the seekerRocket actor:
Actor SeekerBazooka : FuturWeapon 10088
{
//$Category Weapons
scale 0.75
radius 20
height 16
inventory.pickupmessage "You got a Seeker BAZOOKA!"
Weapon.PreferredSkin "CloneBazooka"
weapon.selectionorder 2500
weapon.kickback 100
weapon.ammotype "DevRocketAmmo"
weapon.ammouse 1
weapon.ammogive 4
+WEAPON.EXPLOSIVE
//+WEAPON.NOAUTOFIRE
states
{
Ready:
TNT1 A 0 A_TakeInventory("Throwing3rdFire",1)
RPGA A 0 A_JumpIfInventory("ThrowingfragGrenade",1,"FragGrenade")
RPGA A 0 A_JumpIfInventory("ThrowingionGrenade",1,"IonGrenade")
RPGA A 0 A_JumpIfInventory("ThrowingsmokGrenade",1,"SmokGrenade")
TNT1 A 0 A_JumpIfInventory("ThrowingDecoyGrenade",1,"DecoyGrenade")
TNT1 A 0 A_JumpIfInventory("ThrowingFireGrenade",1,"FireGrenade")
RPGA A 1 A_WeaponReady
loop
Deselect:
RPGA A 1 A_Lower
NULL AA 0 A_LOWER
loop
Select:
RPGA A 1 A_Raise
NULL AA 0 A_RAISE
loop
Fire:
RPGA A 1
NULL A 0 A_PlayWeaponSound("SEEKLAUNCH")
RPGA B 2 bright A_FireCustomMissile ("SeekerRocket",0,1,9,-2)
RPGA C 2 bright
RPGA DEFEDHG 2
RPGA A 8
RPGA A 0 A_PlayWeaponSound("RPGOPN")
RPGA IJKLM 2
RPGA M 7
RPGA A 0 A_PlayWeaponSound("RPGLAD")
RPGA NOON 2
RPGA M 7
RPGA A 0 A_PlayWeaponSound("RPGOCLS")
RPGA MLKJI 2
RPGA A 4
Goto ready
Fire:
RPGA A 1
NULL A 0 A_PlayWeaponSound("SEEKLAUNCH")
RPGA B 2 bright A_FireCustomMissile ("SeekerRocket",0,1,9,-2)
RPGA C 2 bright
RPGA DEFEDHG 2
RPGA A 8
RPGA A 0 A_PlayWeaponSound("RPGOPN")
RPGA IJKLM 2
RPGA M 7
RPGA A 0 A_PlayWeaponSound("RPGLAD")
RPGA NOON 2
RPGA M 7
RPGA A 0 A_PlayWeaponSound("RPGOCLS")
RPGA MLKJI 2
RPGA A 4
Goto ready
Spawn:
RPGA Z -1
Stop
}
}
ACTOR CloneSoldierSeekerBazooka : ThebaseMonsterCloneSoldier 13011
{
States
{
Spawn:
PL5S A 4 A_Look
Loop
See:
PL5S A 0 A_JumpIf(waterlevel == 3, "ExitWater")
PL5S A 0 A_JumpIf(waterlevel == 2, "ExitWater")
PL5S A 0 A_JumpIf(waterlevel == 1, "ExitWater")
PL5S A 0 NoiseAlert (0, 0)
PL5S ABCD 4 A_Chase
loop
Distance:
PL5S A 10 A_Recoil (15)
Goto See
Missile:
PL5S E 4 A_JumpIfCloser(280,"Missile1")
PL5S EEE 4 A_FaceTarget
PL5S E 0 A_PlayWeaponSound("SEEKLAUNCH")
PL5S F 6 A_CustomMissile ("seekerRocket",32, 0, 0, 0, 0)
PL5S EEEE 4 A_FaceTarget
PL5S A 0 A_PlayWeaponSound("RPGLAD")
PL5S EEEEE 2 A_FaceTarget
PL5S E 7 A_FaceTarget
PL5S E 0 A_PlayWeaponSound("RPGOCLS")
PL5S EEEE 2 A_FaceTarget
PL5S E 7 A_FaceTarget
PL5S A 0 A_PlayWeaponSound("RPGOPN")
PL5S EEEE 2 A_FaceTarget
PL5S A 5
Goto See
Missile1:
PLA2 A 0 A_Jump(70,"Distance")
PLA2 E 4 A_FaceTarget
PLA2 F 0 A_PlaySound("weapons/boltfire")
PLA2 F 6 A_CustomMissile ("PlasmaBolterShot1", 40, 0, 0)
PLA2 E 4 A_FaceTarget
PLA2 F 0 A_PlaySound("weapons/boltfire")
PLA2 F 6 A_CustomMissile ("PlasmaBolterShot1", 40, 0, 0)
PLA2 E 4 A_FaceTarget
PLA2 F 0 A_PlaySound("weapons/boltfire")
PLA2 F 6 A_CustomMissile ("PlasmaBolterShot1", 40, 0, 0)
PLA2 A 5
Goto see
Pain:
PL5S G 4
PL5S G 4 A_Pain
Goto See
Death:
PL5S H 10
PL5S I 10 A_Scream
PL5S J 10 A_NoBlocking
PL5S KLM 10
PL5S N 650
DeathFade:
PL5S N 2 A_FadeOut(0.1)
Loop
}
} |
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