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The Games Machine 76
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XENIATGM66.iso
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Messiah
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data1.cab
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Program_Executable_Files
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messiahscripts
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Weapons
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BulletHeaders.hxx
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1999-11-29
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12KB
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550 lines
//note: remember the rebound/gravity is done properly for bullets
// ie: rebound(140); == 140/100=1.4
// only the first parameter for gravity is needed
ActorHeader(GenericWeaponPage)
{
type(_ActorStaticObj);
file("pc\actors\weapons\machgun\machgun.dcr");
}
ActorHeader(GenericWeaponPage2)
{
type(_ActorStaticObj);
file("pc\actors\turret\dcr\turret.dcr");
}
ActorHeader(BulletBatteryHeader)
{
file("pc\actors\weapons\battery\battery.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_ClassBullet|_ClassPickup);
rebound(0);
ColSphereSize(16);
gravity(0.5,-127);
InventoryType(_AmmoBattery);
//Inventory(1);
ColMask(_COLexplosion);
Health(DamageGrenade)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletPumpGunShellHeader)
{
file("pc\actors\weapons\pumpshel\pumpsh2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(1);
rebound(140);
ColSphereSize(1);
gravity(0.7,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoUnLimited);
Health(DamageNoDamage)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletMachineGunShellHeader)
{
//file("pc\actors\weapons\pumpshel\pumpshel.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(1);
rebound(0);
ColSphereSize(1);
gravity(1,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoUnLimited);
Health(DamageNoDamage)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletShockWaveHeader)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(60); //can't be respawned for 60 ticks
rebound(0);
ColSphereSize(700);
gravity(0,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoExplosion);
Health(DamageBlastDamage)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletExplosionHeader)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(0);
rebound(0);
ColSphereSize(300);
gravity(0,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoExplosion);
Health(DamageBlastDamage)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletRectumHeader)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(0);
rebound(0);
ColSphereSize(350);
gravity(0,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoExplosion);
Health(DamageRectum)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletTorchHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(4);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoUnLimited);
Health(DamageTorch)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletFlameThrowerHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(2);
rebound(0);
ColSphereSize(8);
gravity(0,-127);
ColMask(_COLfire);
InventoryType(_AmmoGasoLine);
Health(DamageFlameThrower)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletBuzzSawHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(4);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoUnLimited);
Health(DamageBuzzSaw)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletPumpGunHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(35);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoPumpGun);
Health(DamagePumpGun) //max amount of damage
AIsight(100,1); //nr of frames to decrease damage over, when falloff of damage starts
AIstrenght(85); //how much damage to keep each frame (in percent)
}
ActorHeader(BulletPumpGunHeader2)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(35);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoPumpGun);
Health(DamagePumpGun2);
AIsight(100,1);
AIstrenght(95);
}
ActorHeader(BulletHarpoonHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\spear\spear2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(60);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsingleattach);
InventoryType(_AmmoHarpoon);
Health(DamageHarpoon)
AIsight(100,1);
AIstrenght(100);
}
ActorHeader(BulletPAKGunHeader)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(16);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsingleattach);
InventoryType(_AmmoPAKGun);
Health(DamagePAKGun)
AIsight(100,1);
AIstrenght(85);
}
ActorHeader(BulletMaimerHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\maimstar\maimsta2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(6);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsingleattach);
InventoryType(_AmmoMaimer);
Health(DamageMaimerGun)
AIsight(100,1);
AIstrenght(85);
}
ActorHeader(BulletBettyHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\maimstar\maimbett.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(1);
rebound(0);
ColSphereSize(8);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoMaimer);
Health(DamageMaimerGun)
AIsight(100,1);
AIstrenght(95);
}
ActorHeader(BulletMachineGunHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(2);
rebound(0);
ColSphereSize(4);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoMachineGun);
Health(DamageMachineGun)
AIsight(100,1);
AIstrenght(85);
}
ActorHeader(BulletBazookaHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\bazooka\missile2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(40);
rebound(0);
ColSphereSize(16);
gravity(0,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoBazooka);
Health(DamageBazooka)
AIsight(100,1);
AIstrenght(95);
}
ActorHeader(BulletMaserHeader)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
//file("pc\actors\weapons\bazooka\missile2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(60);
rebound(0);
ColSphereSize(16);
gravity(0,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoMaser);
Health(DamageMaser)
AIsight(100,1);
AIstrenght(95);
}
ActorHeader(BulletTurretHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\bazooka\missile2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(0);
rebound(0);
ColSphereSize(16);
gravity(0,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoBazooka);
Health(DamageBazooka)
AIsight(100,1);
AIstrenght(95);
}
ActorHeader(BulletGrenadeHeader)
{
file("pc\actors\weapons\rndgren\rndgren.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(8);
rebound(150);
ColSphereSize(16);
gravity(0.5,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoGrenade);
//Inventory(1);
Health(DamageGrenade)
AIsight(256,1);
AIstrenght(100);
}
ActorHeader(BulletRectumGrenadeHeader)
{
file("pc\actors\weapons\rnddist\rnddist.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(90);
rebound(150);
ColSphereSize(16);
gravity(0.5,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoGrenadeRectum);
//Inventory(1);
Health(DamageNoDamage)
AIsight(256,1);
AIstrenght(100);
}
ActorHeader(BulletGrenadeConcusionHeader)
{
file("pc\actors\weapons\rndgren\rndgren.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(8);
rebound(150);
ColSphereSize(16);
gravity(0.5,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoGrenade);
//Inventory(1);
Health(DamageGrenade)
AIsight(256,1);
AIstrenght(100);
}
ActorHeader(BulletGrenadeStickEmHeader)
{
file("pc\actors\weapons\rndstikc\rndstikc.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(8);
rebound(0);
ColSphereSize(16);
gravity(0.5,-127);
ColMask(_COLsingleattach|_COLexplosion);
InventoryType(_AmmoGrenade);
//Inventory(1);
Health(DamageGrenade)
AIsight(256,1);
AIstrenght(100);
}
ActorHeader(BulletGrenadeJumpBettyHeader)
{
file("pc\actors\weapons\minejump\minejmp2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(8);
rebound(150);
ColSphereSize(16);
gravity(0.5,-127);
ColMask(_COLexplosion);
InventoryType(_AmmoGrenade);
//Inventory(1);
Health(DamageGrenade)
AIsight(256,1);
AIstrenght(100);
}
ActorHeader(BulletAutoCannonHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
//file("pc\actors\gunturret\prj\original\gtbullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(4);
rebound(0);
ColSphereSize(1);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoAutoCannon);
Health(DamageAutoCannon)
AIsight(100,1);
AIstrenght(90);
}
ActorHeader(BulletGunTurretHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
//file("pc\actors\gunturret\prj\original\gtbullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(4);
rebound(0);
ColSphereSize(1);
gravity(0,-127);
ColMask(_COLsmallbullet);
InventoryType(_AmmoGunTurret);
Health(DamageGunTurret)
AIsight(100,1);
AIstrenght(90);
}
ActorHeader(BulletHolyHeader)
{
//file("pc\actors\weapons\rndgren\rndgren.dcr");
file("pc\actors\weapons\fakebullet\bullet.dcr");
//file("pc\actors\gunturret\prj\original\gtbullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(4);
rebound(0);
ColSphereSize(1);
gravity(0,-127);
ColMask(_COLholy);
InventoryType(_AmmoHoly);
Health(DamageHolyDamage)
AIsight(100,1);
AIstrenght(90);
}
ActorHeader(BulletRingOfFire)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSBullet);
respawndelay(60); //can't be respawned for 60 ticks
rebound(0);
ColSphereSize(700);
gravity(0,-127);
ColMask(_COLAllExceptHoly);
InventoryType(_AmmoExplosion);
Health(DamageSatansRingPiece)
AIsight(100,1);
AIstrenght(100);
}