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Copy pathDECORATE.Other
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DECORATE.Other
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ACTOR RalseiGun_Puff : BulletPuff
{
DamageType "RalseiGun_Damage"
}
ACTOR RalseiGun_Protection : PowerProtection
{
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
DamageFactor "RalseiGun_Damage", 0
Powerup.Duration -0xFFFFFF
}
ACTOR RalseiGun_Rocket
{
Radius 11
Height 8
Speed 20
Damage 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
DamageType "RalseiGun_Damage"
States
{
Spawn:
MISL A 1 Bright
Loop
Death:
MISL B 8 Bright A_Explode
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
ACTOR RalseiGun_Plasma
{
Radius 13
Height 8
Speed 25
Damage 5
Projectile
+RANDOMIZE
+ZDOOMTRANS
RenderStyle Add
Alpha 0.75
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
DamageType "RalseiGun_Damage"
States
{
Spawn:
PLSS AB 6 Bright
Loop
Death:
PLSE ABCDE 4 Bright
Stop
}
}
ACTOR RalseiGun_BFGPlasma
{
Radius 13
Height 8
Speed 25
Damage 75
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
DeathSound "weapons/bfgx"
DamageType "RalseiGun_Damage"
States
{
Spawn:
BFS1 AB 4 Bright
Loop
Death:
BFE1 AB 8 Bright
BFE1 C 8 Bright A_BFGSpray("RalseiGun_BFGAttack")
BFE1 DEF 8 Bright
Stop
}
}
ACTOR RalseiGun_BFGAttack
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle Add
Alpha 0.75
DamageType "RalseiGun_Damage"
States
{
Spawn:
BFE2 ABCD 8 Bright
Stop
}
}