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Lithia
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Lithia/pksrc/lscripts/Player.dec

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actor Lith_MarinePlayer : Lith_Player
{
Player.StartItem "Lith_Pistol"
Player.StartItem "Lith_Fist"
Player.DisplayName "Marine"
Player.SoundClass "marine"
Player.Portrait "lgfx/Portraits/Marine.png"
Player.ViewHeight 48
Player.AttackZOffset 15
Tag "Marine"
}
actor Lith_CyberMagePlayer : Lith_Player
{
Player.StartItem "Lith_Mateba"
Player.StartItem "Lith_CFist"
Player.DisplayName "Cyber-Mage"
Player.SoundClass "cybermage"
Player.Portrait "lgfx/Portraits/CyberMage.png"
Player.ViewHeight 45
Player.AttackZOffset 12
Player.JumpZ 9
Tag "Cyber-Mage"
}
actor Lith_RA_Hax : PowerProtection
{
Powerup.Duration 0x7FFFFFFF
ActiveSound "player/rarmor/damage"
}
actor Lith_RA_Bullets1 : Lith_RA_Hax {DamageFactor "Lith_Bullets", 0.3 DamageFactor "Bullet", 0.3}
actor Lith_RA_Energy1 : Lith_RA_Hax {DamageFactor "Lith_Energy", 0.3 DamageFactor "Railgun", 0.3 DamageFactor "Electric", 0.3 DamageFactor "Plasma", 0.3}
actor Lith_RA_Fire1 : Lith_RA_Hax {DamageFactor "Lith_Fire", 0.3 DamageFactor "Fire", 0.3}
actor Lith_RA_FireMagic1 : Lith_RA_Hax {DamageFactor "Lith_FireMagic", 0.3}
actor Lith_RA_Magic1 : Lith_RA_Hax {DamageFactor "Lith_Magic", 0.3}
actor Lith_RA_Melee1 : Lith_RA_Hax {DamageFactor "Lith_Melee", 0.3 DamageFactor "Melee", 0.3}
actor Lith_RA_Shrapnel1 : Lith_RA_Hax {DamageFactor "Lith_Shrapnel", 0.3}
actor Lith_RA_Ice1 : Lith_RA_Hax {DamageFactor "Ice", 0.3}
actor Lith_RA_Bullets2 : Lith_RA_Hax {DamageFactor "Lith_Bullets", 0.15 DamageFactor "Bullet", 0.15}
actor Lith_RA_Energy2 : Lith_RA_Hax {DamageFactor "Lith_Energy", 0.15 DamageFactor "Railgun", 0.15 DamageFactor "Electric", 0.15 DamageFactor "Plasma", 0.15}
actor Lith_RA_Fire2 : Lith_RA_Hax {DamageFactor "Lith_Fire", 0.15 DamageFactor "Fire", 0.15}
actor Lith_RA_FireMagic2 : Lith_RA_Hax {DamageFactor "Lith_FireMagic", 0.15}
actor Lith_RA_Magic2 : Lith_RA_Hax {DamageFactor "Lith_Magic", 0.15}
actor Lith_RA_Melee2 : Lith_RA_Hax {DamageFactor "Lith_Melee", 0.15 DamageFactor "Melee", 0.15}
actor Lith_RA_Shrapnel2 : Lith_RA_Hax {DamageFactor "Lith_Shrapnel", 0.15}
actor Lith_RA_Ice2 : Lith_RA_Hax {DamageFactor "Ice", 0.15}
actor Lith_RocketBooster : PowerFlight
{
Powerup.Duration 60
-INVENTORY.HUBPOWER
}
actor Lith_PuffItDownBro // Taken from DemonSteele
{
RenderStyle Add
Alpha 0.5
Height 0
Radius 0
Scale 0.5
+NOINTERACTION
states
{
Spawn:
SMOK ABDEGHJKMNPQ 2 bright
stop
}
}
actor Lith_ExplodoBoots
{
DamageType "Lith_PlayerMissile"
Height 0
Radius 0
+NOTIMEFREEZE
+NOGRAVITY
+NOBLOCKMAP
+PAINLESS
+NODAMAGETHRUST
+EXTREMEDEATH
+FORCERADIUSDMG
states
{
Spawn:
TNT1 A 0
// Taken from DemonSteele
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.0)*64.0, cos(0.0)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.0)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.1)*64.0, cos(0.1)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.1)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.2)*64.0, cos(0.2)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.2)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.3)*64.0, cos(0.3)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.3)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.4)*64.0, cos(0.4)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.4)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.5)*64.0, cos(0.5)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.5)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.6)*64.0, cos(0.6)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.6)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.7)*64.0, cos(0.7)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.7)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.8)*64.0, cos(0.8)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.8)
TNT1 A 0 A_SpawnItemEx("Lith_PuffItDownBro", sin(0.9)*64.0, cos(0.9)*64.0, -1, 6.0, 0.0, 1.0, 360.0*0.9)
TNT1 A 0 A_PlaySound("player/hitground", 0, 0.5, false, 0.5)
TNT1 A 0 Radius_Quake(2, 8, 0, 16, 0)
TNT1 A 0 A_Explode(100, 64, 0, 0, 64)
stop
}
}
actor Lith_EXPLOOOSION
{
DamageType "Lith_PlayerMissile"
+NOTIMEFREEZE
+NOGRAVITY
states
{
Spawn:
MEXP A 0 nodelay A_Explode
MEXP AB 2 bright
MEXP CD 3 bright
MEXP EF 4 bright
stop
}
}
actor Lith_GEExplosion
{
DamageType "Lith_PlayerMissile"
+NOTIMEFREEZE
+NOGRAVITY
states
{
Spawn:
MEXP A 0 bright
MEXP A 0 bright A_PlaySound("effects/geexplosion")
MEXP AB 2 bright
MEXP CD 3 bright
MEXP EF 4 bright
stop
}
}
actor Lith_Death : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_JumpIfHealthLower(1000, 2)
TNT1 A 0 A_RailWait
stop
TNT1 A 0 A_Die
stop
}
}
actor Lith_Die : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_Die
stop
}
}
actor Lith_Nuke : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_PlaySound("player/nuke", CHAN_7, 1.0, false, ATTN_NONE)
TNT1 A 0 A_RadiusGive("Lith_Death", 6144, RGF_MONSTERS)
TNT1 A 0 A_AlertMonsters
stop
}
}
actor Lith_Blood : Blood replaces Blood
{
states
{
Spawn:
BLUD CBA 8
BLUD A 0 A_RadiusGive("Lith_SpectralSteggles", 64, RGF_PLAYERS)
stop
}
}
actor Lith_ManaLeak
{
VSpeed 2
Scale 0.1
RenderStyle "Add"
+NOTIMEFREEZE
+NOINTERACTION
var int user_x;
var int user_y;
var int user_z;
states
{
Spawn:
BLLT J 0
BLLT J 0 A_Warp(AAPTR_MASTER, user_x, user_y, z-user_z, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_COPYINTERPOLATION)
BLLT J 1 A_FadeOut
loop
}
}
actor Lith_StealthSystem : PowerInvisibility
{
Powerup.Duration 0x7FFFFFFF
Powerup.Mode "Opaque"
}
// EOF