ACTOR AkaiPuff: bulletpuff { +NOBLOCKMAP +NOGRAVITY +ALLOWPARTICLES +RANDOMIZE +HITTRACER +FLOORCLIP +FORCEXYBILLBOARD renderstyle add Alpha 0.95 VSpeed 0 Mass 0 Scale 0.55 Decal "AkaiBulletChip" States { Spawn: Melee: TNT1 A 0 TNT1 A 0 A_CheckFlag("NOBLOOD","ObjectTarget",AAPTR_TRACER) TNT1 A 0 A_Jump(256,"EnemyTarget") Goto EnemyTarget XDeath: Crash: TNT1 A 0 TNT1 A 0 A_Jump(256,"ObjectTarget") Goto ObjectTarget EnemyTarget: TNT1 A 0 TNT1 A 0 A_SpawnItem("AkaiShotSmoke") TNT1 A 0 A_CheckFlag("NOBLOOD","ObjectTarget",AAPTR_TRACER) TNT1 A 0 A_RearrangePointers(AAPTR_TARGET,AAPTR_TARGET,AAPTR_NULL) TNT1 A 0 A_ChangeFlag("THRUACTORS",false) TNT1 A 0 A_ChangeFlag("NOINTERACTION",false) TNT1 A 1 A_PlaySound("BLTFLESH",CHAN_BODY,0.75) Stop ObjectTarget: TNT1 A 0 TNT1 A 0 A_RearrangePointers(AAPTR_TARGET,AAPTR_TARGET,AAPTR_NULL) TNT1 A 0 A_ChangeFlag("THRUACTORS",false) TNT1 A 0 A_ChangeFlag("NOINTERACTION",false) TNT1 A 0 A_PlaySound("Casing/Ricochet",CHAN_AUTO,0.75) Goto Puff Puff: PING A 0 PING A 0 A_Jump(156,2) PING A 0 A_PlaySound("Casing/Ricochet",CHAN_BODY,0.5) PING A 0 A_Jump(92, "Altdeath","AltDeath2") PING A 1 bright A_Jump(128,"Puffmirrored") PING B 1 Bright PING C 2 PING CDDD 1 A_Fadeout(0.05) stop PuffMirrored: PING E 1 bright TNT1 A 0 A_SpawnItem("AkaiShotSmoke") PING F 1 Bright PING G 2 PING GHHH 1 A_Fadeout(0.05) stop Altdeath: PING A 1 bright A_Jump(96, "puffmirrored2") TNT1 A 0 A_SpawnItem("AkaiShotSmoke") PIN1 BC 3 bright PIN1 D 3 bright Stop PuffMirrored2: PIN1 E 1 bright TNT1 A 0 A_SpawnItem("AkaiShotSmoke") PIN1 FG 3 bright PIN1 H 3 bright Stop Altdeath2: PIN2 A 1 bright A_SetScale(0.95) PIN2 BC 1 bright PIN2 DE 2 bright PIN2 FG 3 PIN2 H 3 Stop Melee: TNT1 A 3 A_PlaySound("BLTFLESH",CHAN_BODY,0.75) Stop } } ACTOR AkaiGibless : AkaiPuff { +PUFFONACTORS +NOEXTREMEDEATH DamageType "Bullet" Decal "AkaiBulletChip" States { Spawn: Melee: TNT1 A 0 TNT1 A 0 A_CheckFlag("NOBLOOD","ObjectTarget",AAPTR_TRACER) TNT1 A 0 A_Jump(256,"EnemyTarget") Goto EnemyTarget XDeath: EnemyTarget: TNT1 A 0 TNT1 A 0 A_CheckFlag("NOBLOOD","ObjectTarget",AAPTR_TRACER) TNT1 A 0 A_RearrangePointers(AAPTR_TARGET,AAPTR_TARGET,AAPTR_NULL) TNT1 A 0 A_ChangeFlag("THRUACTORS",false) TNT1 A 0 A_ChangeFlag("NOINTERACTION",false) TNT1 A 1 A_PlaySound("BLTFLESH",CHAN_BODY,0.75) Stop Crash: ObjectTarget: TNT1 A 0 TNT1 A 0 A_RearrangePointers(AAPTR_TARGET,AAPTR_TARGET,AAPTR_NULL) TNT1 A 0 A_ChangeFlag("THRUACTORS",false) TNT1 A 0 A_ChangeFlag("NOINTERACTION",false) TNT1 A 0 A_PlaySound("BLTWALL",CHAN_AUTO,0.75) Goto Puff Puff: PING A 0 PING A 0 A_Jump(156,2) PING A 0 A_PlaySound("BLTRCHT",CHAN_BODY,0.5) PING A 0 A_Jump(92, "Altdeath","AltDeath2") PING A 1 bright A_Jump(128,"Puffmirrored") PING B 1 Bright PING C 2 PING CDDD 1 A_Fadeout(0.05) stop PuffMirrored: PING E 1 bright TNT1 A 0 A_SpawnItem("AkaiShotSmoke") PING F 1 Bright PING G 2 PING GHHH 1 A_Fadeout(0.05) stop Altdeath: PING A 1 bright A_Jump(96, "puffmirrored2") TNT1 A 0 A_SpawnItem("AkaiShotSmoke") PIN1 BC 3 bright PIN1 D 3 bright Stop PuffMirrored2: PIN1 E 1 bright TNT1 A 0 A_SpawnItem("AkaiShotSmoke") PIN1 FG 3 bright PIN1 H 3 bright Stop Altdeath2: PIN2 A 1 bright A_SetScale(0.95) PIN2 BC 1 bright PIN2 DE 2 bright PIN2 FG 3 PIN2 H 3 Stop Melee: TNT1 A 3 A_PlaySound("BLTFLESH",CHAN_BODY,0.75) Stop } } ACTOR AkaiShotPuff: AkaiGibless { PainType "Shotgun" DeathType "Shotgun" } ACTOR AkaiDoublePuff: AkaiGibless { -NOEXTREMEDEATH PainType "SSG" DeathType "SSG" }