addHook("PlayerThink", function(player) if player.mo and player.mo.valid if player.cmd.buttons & BT_WEAPONNEXT P_GivePlayerRings(player, 1) end if player.cmd.buttons & BT_WEAPONPREV P_GivePlayerRings(player, -1) end if player.cmd.buttons & BT_WEAPONNEXT and player.cmd.buttons & BT_TOSSFLAG P_GivePlayerRings(player, 9999) end if player.cmd.buttons & BT_WEAPONPREV and player.cmd.buttons & BT_TOSSFLAG P_GivePlayerRings(player, -9999) end if player.cmd.buttons & BT_TOSSFLAG P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) end if player.cmd.buttons & BT_TOSSFLAG and player.cmd.buttons & BT_ATTACK P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_BLUESPHERE) end end end)