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Fire.txt
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ACTOR FlameTrails
{
Game Doom
Radius 1
Height 1
Speed 3
PROJECTILE
+NOGRAVITY
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
+DOOMBOUNCE
RenderStyle Add
damagetype fire
Scale 0.5
States
{
Spawn:
TNT1 A 2
FRPR ABCDEFGH 3 BRIGHT
Stop
}
}
ACTOR GreenFlameTrails: FlameTrails
{
States
{
Spawn:
TNT1 A 1
FRPG CDEFGH 1 BRIGHT
Stop
}
}
ACTOR GreenFlameTrailsbIG: FlameTrails
{
Speed 2
States
{
Spawn:
TNT1 A 1
FIR6 ABCDEFGHIJKLMNOPQRST 2 BRIGHT
Stop
}
}
ACTOR BlueFlameTrails: FlameTrails
{
States
{
Spawn:
TNT1 A 2
FRPB CDEFGH 1 BRIGHT
Stop
}
}
ACTOR SmallFlameTrails: FlameTrails
{
Scale 0.3
States
{
Spawn:
TNT1 A 2
FRPR ABCDEFGH 3 BRIGHT
Stop
}
}
ACTOR SmallGreenFlameTrails: GreenFlameTrails
{
Scale 0.3
}
ACTOR SmallBlueFlameTrails: BlueFlameTrails
{
Scale 0.3
}
ACTOR FireBallExplosion: FlameTrails
{
Scale 1.6
States
{
Spawn:
//FRFX KKKLLLMMMNNN 3 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
//FRFX OOOPP 3 BRIGHT
FX98 ABCDEFGHIJKL 1 BRIGHT A_SpawnItem("YellowFlare",0,0)
FX98 MNOPQ 1
Stop
}
}
ACTOR ExplosionFlames: FlameTrails
{
Scale 2.2
Speed 2
+DOOMBOUNCE
States
{
Spawn:
EXPL AA 3 BRIGHT A_SpawnItem("RedFlare",0,0)
EXPL AA 0 A_CustomMissile ("ExplosionSmokeHD", 0, 0, random (0, 360), 2, random (0, 360))
EXPL BCDEFGH 3 BRIGHT
Stop
}
}
ACTOR TankExplosionFlames: FlameTrails
{
Scale 4.0
Speed 12
+DOOMBOUNCE
States
{
Spawn:
EXPL AAA 1 BRIGHT A_SpawnItem("RedFlare",0,0)
EXPL BCDEFG 1 BRIGHT
EXPL AA 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
EXPL HHHHHHH 1 A_FadeOut(0.1)
Stop
}
}
ACTOR ExplosionFlamesBig2: ExplosionFlames
{
Scale 4.2
Speed 4
States
{
Spawn:
EXPL AA 6 BRIGHT A_SpawnItem("ExplosionFlareSpawner",0,0)
EXPL AA 0 A_CustomMissile ("ExplosionSmokeHDLarge", 0, 0, random (0, 360), 2, random (0, 360))
EXPL ABCDEFGHII 6 BRIGHT
EXPL HHHHHHHHHHHHHHHHHHHHHHHHH 2 BRIGHT A_FadeOut(0.06)
Stop
}
}
ACTOR ExplosionFlamesBig: ExplosionFlames
{
Scale 6.2
Speed 4
States
{
Spawn:
EXPL AA 6 BRIGHT A_SpawnItem("ExplosionFlareSpawner",0,0)
EXPL AA 0 A_CustomMissile ("ExplosionSmokeHDLarge", 0, 0, random (0, 360), 2, random (0, 360))
EXPL BCDEFGGH 6 BRIGHT
EXPL HHHHHHHHHHHHHHHHHHHHHHHHH 2 BRIGHT A_FadeOut(0.06)
Stop
}
}
ACTOR ExplosionFlamesGiant: ExplosionFlames
{
Scale 9.2
Speed 5
States
{
Spawn:
EXPL AAA 8 BRIGHT
EXPL BCDEFGGGGH 10 BRIGHT
EXPL HHHHHHHHHHHHHHHHHHHHHHHHH 2 BRIGHT A_FadeOut(0.06)
Stop
}
}
ACTOR SmallExplosionFlames: ExplosionFlames
{
Scale 0.9
Speed 3
States
{
Spawn:
EXPL AA 2 BRIGHT A_SpawnItem("RedFlare",0,0)
EXPL BCDEF 1 BRIGHT
EXPL GH 1 BRIGHT
Stop
}
}
ACTOR MediumExplosionFlames: ExplosionFlames
{
Scale 1.3
Speed 4
States
{
Spawn:
EXPL AA 2 BRIGHT A_SpawnItem("RedFlare",0,0)
EXPL AA 0 A_CustomMissile ("ExplosionSmokeHD", 0, 0, random (0, 360), 2, random (0, 360))
EXPL BCDEF 1 BRIGHT
EXPL GHHH 1 BRIGHT
Stop
}
}
ACTOR NuclearFlames: ExplosionFlames
{
Scale 5.2
Speed 5
States
{
Spawn:
X003 ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 BRIGHT
Stop
}
}
ACTOR NuclearFlamesImpact: ExplosionFlames
{
Scale 12.2
Speed 96
-CLIENTSIDEONLY
+FORCERADIUSDMG
Damagetype "Extreme"
States
{
Spawn:
EXPL ABCDFGH 2 BRIGHT A_Explode(64, 500)
EXPL IIIIIIIIIIIIIIII 1 BRIGHT A_FAdeout(0.2)
Stop
}
}
ACTOR NuclearFlamesBig: ExplosionFlames
{
Scale 12.2
Speed 3
States
{
Spawn:
X003 ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 BRIGHT
Stop
}
}
ACTOR GreenExplosionFlameTrail: ExplosionFlames
{
Scale 0.5
States
{
Spawn:
TNT1 A 2
EXPG CDEFG 1 BRIGHT
Stop
}
}
ACTOR ImBallGettingReady: FlameTrails
{
+NOINTERACTION
+NOCLIP
Scale 0.5
Speed 1
States
{
Spawn:
BLHD AB 1 BRIGHT
Stop
}
}
ACTOR BallGettingReadyGreen: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
Scale 1.6
States
{
Spawn:
FRPG JK 3 BRIGHT
Stop
}
}
ACTOR TorchBall: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
YScale 1.2
XScale 1.6
States
{
Spawn:
FRFX ABABABAB 2 BRIGHT
Stop
}
}
ACTOR TorchBallBlue: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
YScale 1.2
XScale 1.6
States
{
Spawn:
FRPB JKJKJKJKJK 2 BRIGHT
Stop
}
}
ACTOR TorchBallGreen: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
YScale 1.2
XScale 1.6
States
{
Spawn:
FRPG JKJKJKJKJK 2 BRIGHT
Stop
}
}
ACTOR RealisticFireSparks1: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
+NOINTERACTION
+NOCLIP
Alpha 1.0
Renderstyle Add
YScale 1.0
XScale -1.0
States
{
Spawn:
SPFN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
SPFM ABCDEFG 1 BRIGHT
Stop
}
}
ACTOR RealisticFireSparksLoop: RealisticFireSparks1
{
States
{
Spawn:
SPFN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
SPFM ABCDEFG 1 BRIGHT
Loop
}
}
ACTOR RealisticFireSparksTemp: RealisticFireSparks1
{
States
{
Spawn:
TNT1 A 0 A_JumpIfInventory("BrutalCounter",32,"Extinguish")
SPFN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
SPFM ABCDEFG 1 BRIGHT
TNT1 A 0 A_GiveInventory("BrutalCounter",1)
Loop
Extinguish:
TNT1 A 0 A_CustomMissile ("BigBlackSmokePillar", 32, 0, random (40, 180), 2, random (60, 120))
Stop
}
}
ACTOR RealisticFireSparksLoopBig: RealisticFireSparksLoop
{
YScale 2.0
XScale -2.0
}
ACTOR RealisticFireSparksTempBig: RealisticFireSparksTemp
{
YScale 2.0
XScale -2.0
}
ACTOR RealisticFireSparks1Green: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
YScale 1.0
XScale -1.0
States
{
Spawn:
SPGN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
SPGM ABCDEFG 1 BRIGHT
Stop
}
}
ACTOR RealisticFireSparks1Blue: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
Translation "112:127=[0,72,145]:[66,160,255]"
YScale 1.0
XScale -1.0
States
{
Spawn:
SPGN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
SPGM ABCDEFG 1 BRIGHT
Stop
}
}
ACTOR RealFlameTrailsSmall
{
Game Doom
Radius 1
Height 1
Speed 4
Damage 0
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEYBILLBOARD
+CLIENTSIDEONLY
+NONETID
+NOINTERACTION
+NOCLIP
RenderStyle Add
damagetype fire
Scale 0.8
Alpha 1.0
Gravity 0
States
{
Spawn:
TNT1 A 0
FIR1 AABBCCDEFGHII 1 BRIGHT
Stop
}
}
ACTOR RealFlameTrailsMedium: RealFlameTrailsSmall
{
Scale 1.9
Speed 2
States
{
Spawn:
TNT1 A 0
FIR1 AABBCCDEFGHII 2 BRIGHT
Stop
}
}
ACTOR CoolandNewFlameTrails: FlameTrails
{
Scale 0.3
Speed 1
States
{
Spawn:
TNT1 A 2
FIR3 MP 1 BRIGHT
Stop
}
}
ACTOR CoolandNewFlameTrailsLong: FlameTrails
{
Scale 0.6
Speed 1
States
{
Spawn:
//TNT1 A 2
FIR3 BCDEFGHIJKLMNOP 1 BRIGHT
Stop
}
}
ACTOR CoolandNewFlameTrailsLongAlpha: CoolandNewFlameTrailsLong
{
Alpha 0.5
}
ACTOR FireballExplosionFlames: FlameTrails
{
Scale 0.8
Speed 1
States
{
Spawn:
FIR3 CDEFGHIJKLMNOP 1 BRIGHT
Stop
}
}
ACTOR FireballExplosionFlamesM: FlameTrails
{
Scale 0.8
Speed 1
States
{
Spawn:
FIR4 CDEFGHIJKLMNOP 1 BRIGHT
Stop
}
}
ACTOR FireballExplosionFlamesSmall: FlameTrails
{
Scale 0.8
Speed 1
States
{
Spawn:
TNT1 A 2
FIR3 NOP 1 BRIGHT
Stop
}
}
ACTOR FireballExplosionFlamesBig: FlameTrails
{
Scale 1.6
Speed 2
States
{
Spawn:
FIR3 CDEFGHIJKLMNOP 2 BRIGHT
TNT1 A 0 A_CustomMissile("ExplosionSmoke", 15, 0, random (0, 360), 2, random (50, 130))
Stop
}
}
ACTOR FireballExplosionFlamesMedium: FlameTrails
{
Scale 1.1
Speed 4
States
{
Spawn:
FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
Stop
}
}
ACTOR 12SmallFireFocusSpawnerz: BarrelExplosionSmokeColumn
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Jump(128, 4)
TNT1 A 0 A_SpawnItemEx("ExplosionSimpleSmokeColumn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx("SmallFireFocus24",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAAA 0
Stop
}
}
ACTOR 100SmallFireFocusSpawnerz: BarrelExplosionSmokeColumn
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("ExplosionSimpleSmokeColumn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx("SmallFireFocus24",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
}
}
ACTOR SmallFireFocus24: BarrelExplosionSmokeColumn
{
Alpha 0.9
RenderStyle Translucent
Scale 0.6
States
{
Spawn:
FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
TNT1 A 0 BRIGHT A_SetScale(0.5, 0.5)
FLME ABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
TNT1 A 0 BRIGHT A_SetScale(0.4, 0.4)
FLME ABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
TNT1 A 0 BRIGHT A_SetScale(0.3, 0.3)
FLME ABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
TNT1 A 0 BRIGHT A_SetScale(0.2, 0.2)
FLME ABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
TNT1 A 0 BRIGHT A_SetScale(0.1, 0.1)
FLME ABCDEFGHIJKLMN 2 BRIGHT A_SpawnItem("RedFlareSmall", 0, 10)
Stop
}
}
ACTOR FlyingBurningFuel
{
Radius 8
Height 8
Speed 11
XScale 1.4
Yscale 0.9
Mass 1
Damage 3
+NOBLOCKMAP
+MISSILE
+NOTELEPORT
+MOVEWITHSECTOR
+BLOODLESSIMPACT
-DONTSPLASH
+THRUGHOST
+NODAMAGETHRUST
damagetype Fire
Decal Decal
Renderstyle Add
Mass 1
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
TNT1 A 2 A_CustomMissile ("FlameTrails", 0, 0, random (0, 360), 2, random (0, 180))
Loop
Death:
TNT1 AAAAAA 0 A_CustomMissile ("FlameTrails", 0, 0, random (0, 360), 2, random (0, 180))
TNT1 A 0 A_Playsound("props/redfire", 1)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 128, 0)
TNT1 A 0 A_SpawnItemEx("ExplosionSimpleSmokeColumn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 128, 0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 96, 0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 80, 0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 80, 0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 80, 0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 80, 0)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 80, 0)
TNT1 A 0 A_SetScale(1.4, 0.7)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF3R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_SetScale(1.2, 0.6)
TNT1 A 0 A_Explode(8, 40, 0)
NF3R ACEGIKMO 1 BRIGHT
TNT1 A 0 A_SetScale(1.2, 0.5)
NF3R ACEGIKMO 1 BRIGHT
TNT1 A 0 A_SetScale(1.0, 0.4)
NF3R ACEGIKMO 1 BRIGHT
TNT1 A 0 A_SetScale(1.0, 0.3)
NF3R ACEGIKMO 1 BRIGHT
TNT1 A 0 A_SetScale(1.0, 0.2)
Stop
Underwater:
Splash:
TNT1 A 0
Stop
}
}
ACTOR FlamethrowerBurningStuff
{
Radius 12
Height 12
Speed 5
PROJECTILE
+MISSILE
+NOTELEPORT
+BLOODLESSIMPACT
+THRUGHOST
+NODAMAGETHRUST
+NOGRAVITY
+FLOAT
+DONTFALL
+FORCERADIUSDMG
damagetype Fire
Renderstyle Add
Gravity 0.2
Mass 0
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "live")
Goto Spawn1
Spawn1:
TNT1 A 0 A_SetScale(0.9, 1.3)
Goto Live
Spawn2:
TNT1 A 0 A_SetScale(-0.9, 0.8)
Goto Live
Spawn3:
TNT1 A 0 A_SetScale(-1.1, 0.9)
Goto Live
Spawn4:
TNT1 A 0 A_SetScale(1.2, 1.1)
Goto Live
Live:
tnt1 A 10
Stop
XDeath:
TNT1 A 0
TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
Death:
TNT1 A 0 A_Playsound("props/redfire", 1)
TNT1 A 0 A_Jump(32, "TurnOff")
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_Jump(32, "TurnOff")
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_Jump(32, "TurnOff")
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_Jump(32, "TurnOff")
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TNT1 A 0 A_Jump(32, "TurnOff")
TNT1 A 0 A_CustomMissile ("RealisticFireSparks1", 10, 0, random (0, 140), 2, random (0, 160))
NF4R ABCDFEGHIJKLMNOP 1 BRIGHT
TNT1 A 0 A_Explode(16, 64)
TurnOff:
NF4R QRSTUV 1 BRIGHT
TNT1 A 0 A_checkFloor("Smoke")
Stop
Underwater:
Splash:
TNT1 A 0
Stop
Smoke:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ExplosionSimpleSmokeColumn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
}
}
ACTOR FlyingLava: FlyingBurningFuel
{
Renderstyle ADd
Alpha 1.0
Gravity 1.0
Speed 9
Scale 0.1
Radius 14
Height 14
+NODAMAGETHRUST
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVA A 1
LAVA A 1 A_SetScale(0.2, 0.2)
LAVA A 1 A_SetScale(0.3, 0.3)
LAVA A 1 A_SetScale(0.4, 0.4)
LAVA A 1 A_SetScale(0.5, 0.5)
LAVA A 1 A_SetScale(0.6, 0.6)
LAVA A 1 A_SetScale(0.7, 0.7)
LAVA A 1 A_SetScale(0.8, 0.8)
LAVA A 1 A_SetScale(0.9, 0.9)
LAVA A 1 A_SetScale(1.0, 1.0)
Fly:
LAVA A 2
Loop
Death:
TNT1 A 0
TNT1 A 0 A_Explode(32, 120, 1, 120)
EXPL AAAA 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-5, 5), random (-5, 5))
Stop
}
}
ACTOR FlyingLava2: FlyingLava
{
Speed 10
Scale 0.2
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVA B 1
LAVA B 1 A_SetScale(0.3, 0.3)
LAVA B 1 A_SetScale(0.4, 0.4)
LAVA B 1 A_SetScale(0.5, 0.5)
LAVA B 1 A_SetScale(0.6, 0.6)
LAVA B 1 A_SetScale(0.7, 0.7)
LAVA B 1 A_SetScale(0.8, 0.8)
LAVA B 1 A_SetScale(0.9, 0.9)
LAVA B 1 A_SetScale(1.0, 1.0)
LAVA B 1 A_SetScale(1.1, 1.1)
LAVA B 1 A_SetScale(1.2, 1.2)
Fly:
LAVA A 2
Loop
}
}
ACTOR FlyingLava1b: FlyingLava
{
Speed 12
Scale -0.4
Damage 10
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVA A 2
Loop
}
}
ACTOR FlyingLava2b: FlyingLava1b
{
Speed 14
Scale -0.6
Damage 10
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVA B 2
Loop
}
}
ACTOR FlyingLava1c: FlyingLava1b
{
Speed 8
Scale 0.3
+THRUACTORS
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVA C 2
Loop
Death:
TNT1 A 0
TNT1 A 0 A_Explode(4, 32, 1)
EXPL AA 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-5, 5), random (-5, 5))
Stop
}
}
ACTOR FlyingLava2c: FlyingLava1c
{
Speed 8
Scale 0.3
+THRUACTORS
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVA B 2
Loop
}
}
ACTOR FlyingLava1d: FlyingLava1c
{
Speed 8
Scale 0.3
Damagetype "Fire"
-THRUACTORS
Damage 2
States
{
Spawn:
LAVA A 1
Goto Death
}
}
ACTOR FlyingMagenta: FlyingBurningFuel
{
Renderstyle ADd
Alpha 1.0
Gravity 1.0
Speed 9
Scale 0.1
Radius 14
Height 14
+NODAMAGETHRUST
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
LAVM A 1
LAVM A 1 A_SetScale(0.2, 0.2)
LAVM A 1 A_SetScale(0.3, 0.3)
LAVM A 1 A_SetScale(0.4, 0.4)
LAVM A 1 A_SetScale(0.5, 0.5)
LAVM A 1 A_SetScale(0.6, 0.6)
LAVM A 1 A_SetScale(0.7, 0.7)
LAVM A 1 A_SetScale(0.8, 0.8)
LAVM A 1 A_SetScale(0.9, 0.9)
LAVM A 1 A_SetScale(1.0, 1.0)
Fly:
LAVM A 2
Loop
Death:
TNT1 A 0
TNT1 A 0 A_Explode(32, 120, 1, 120)
EXPL AAAA 0 A_CustomMissile ("FireBallExplosionFlamesM", 1, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3M", random (-5, 5), random (-5, 5))
Stop
}