PWAD3y-- -- LUA_INFO.lua -- Resource file for Mobj objects, states and sounds -- -- By Flame -- -- Objects freeslot("MT_FLOWERTRAIL", "MT_LEAF") -- States freeslot("S_FLOWERTRAIL1", "S_LEAF1") -- Sprites freeslot("SPR_NTHK", "SPR_LEAF") -- Flower table rawset(_G, "flowertbl", { MT_GFZFLOWER1, MT_GFZFLOWER2, -- Sunflower MT_GFZFLOWER3, MT_BSZFLOWER_RED, MT_BSZFLOWER_PURPLE, MT_BSZFLOWER_BLUE, MT_BSZFLOWER_CYAN, MT_BSZFLOWER_YELLOW, MT_BSZFLOWER_ORANGE, MT_BSZSHORTFLOWER_RED, MT_BSZSHORTFLOWER_PURPLE, MT_BSZSHORTFLOWER_BLUE, MT_BSZSHORTFLOWER_CYAN, MT_BSZSHORTFLOWER_YELLOW, MT_BSZSHORTFLOWER_ORANGE, MT_BSZTULIP_RED, MT_BSZTULIP_PURPLE, MT_BSZTULIP_BLUE, MT_BSZTULIP_CYAN, MT_BSZTULIP_YELLOW, MT_BSZTULIP_ORANGE, MT_BSZCLUSTER_RED, MT_BSZCLUSTER_PURPLE, MT_BSZCLUSTER_BLUE, MT_BSZCLUSTER_CYAN, MT_BSZCLUSTER_YELLOW, MT_BSZCLUSTER_ORANGE }) --Let's get started! local thing -- Objects -- thing = MT_FLOWERTRAIL mobjinfo[thing].spawnstate = S_FLOWERTRAIL1 mobjinfo[thing].deathsound = 0 mobjinfo[thing].deathstate = S_NULL mobjinfo[thing].radius = 32*FRACUNIT mobjinfo[thing].height = 64*FRACUNIT mobjinfo[thing].speed = 0 mobjinfo[thing].flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP thing = MT_LEAF mobjinfo[thing].spawnstate = S_LEAF1 mobjinfo[thing].deathsound = 0 mobjinfo[thing].deathstate = S_NULL mobjinfo[thing].radius = 32*FRACUNIT mobjinfo[thing].height = 32*FRACUNIT mobjinfo[thing].speed = 0 mobjinfo[thing].flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY -- States -- thing = S_FLOWERTRAIL1 states[thing].sprite = SPR_NTHK states[thing].frame = 0|FF_TRANS50|FF_FULLBRIGHT states[thing].tics = -1 states[thing].nextstate = S_NULL thing = S_LEAF1 states[thing].sprite = SPR_LEAF states[thing].frame = 0|FF_TRANS20|FF_FULLBRIGHT|FF_PAPERSPRITE states[thing].tics = -1 states[thing].nextstate = S_NULL-- -- LUA_GAME.lua -- Player Thinkers, Object Thinkers, tell objects what they should do! -- -- By Flame -- addHook("PlayerThink", function(p) if p and p.valid and not p.spectator and p.mo and p.mo.valid local mo = p.mo local zpos = P_FloorzAtPos(mo.x, mo.y, mo.z, mo.height) --Player just hit the floor? Spawn some dust! if (mo.eflags & MFE_JUSTHITFLOOR) and P_IsObjectOnGround(p.mo) and (mo.eflags & MFE_ONGROUND) for i = 1, 16 do local fa = i*ANGLE_22h local mobj if ((mo.eflags & MFE_UNDERWATER) or (mo.eflags & MFE_TOUCHWATER) or (mo.eflags & MFE_GOOWATER)) -- Touching water? mobj = P_SpawnMobj(mo.x + FixedMul(cos(fa), (mo.radius)), mo.y + FixedMul(sin(fa), (mo.radius)), zpos + FRACUNIT, P_RandomRange(MT_SMALLBUBBLE, MT_MEDIUMBUBBLE) -- Spawn some bubbles ) else mobj = P_SpawnMobj(mo.x + FixedMul(cos(fa), (mo.radius)), mo.y + FixedMul(sin(fa), (mo.radius)), zpos + FRACUNIT, MT_TNTDUST) end if (mobj) mobj.angle = fa mobj.flags = ($|MF_NOGRAVITY) if ((mo.eflags & MFE_UNDERWATER) or (mo.eflags & MFE_TOUCHWATER) or (mo.eflags & MFE_GOOWATER)) -- Touching water? P_InstaThrust(mobj, mobj.angle, FRACUNIT/2) P_SetObjectMomZ(mobj, FRACUNIT, false) else P_InstaThrust(mobj, mobj.angle, FRACUNIT) mobj.rollangle = P_RandomKey(36)*ANG10 end end end end -- Player is on ground? -- Player is going faster than 8 FRACUNITS? -- Spawn a trail! if P_IsObjectOnGround(p.mo) and (p.speed >= 8*FRACUNIT) local trail = P_SpawnMobj(mo.x, mo.y, zpos, MT_FLOWERTRAIL) trail.target = p.mo trail.angle = R_PointToAngle2(trail.x, trail.y, mo.x + mo.momx, mo.y + mo.momy) -- Always point to your target trail.scale = 1 -- Start with this scale trail.destscale = FRACUNIT*2 -- Grow to this scale -- Grow to this scale in this amount of time --if p.speed >= p.runspeed -- If running... -- trail.scalespeed = FRACUNIT/12 -- Halve the scale time (Faster) -- trail.fuse = 2*TICRATE/3 -- Kill the Mobj after this amount of time --else -- Otherwise trail.scalespeed = FRACUNIT/24 -- Normal scale time (Slower) trail.fuse = TICRATE -- Kill the Mobj after this amount of time --end trail.color = trail.target.color -- Color trail.flags2 = MF2_DONTDRAW -- Don't draw this. -- Also spawn some sparkles to the left and right of you. for i = 0, 1 do local sparkle = P_SpawnMobj(mo.x, mo.y, zpos, MT_NIGHTSPARKLE) sparkle.target = p.mo sparkle.angle = R_PointToAngle2(trail.x, trail.y, mo.x + mo.momx, mo.y + mo.momy) if sparkle.target.eflags & MFE_VERTICALFLIP sparkle.momz = -FRACUNIT else sparkle.momz = FRACUNIT end if (i&1) P_InstaThrust(sparkle, sparkle.angle-ANGLE_90, 2*FRACUNIT) else P_InstaThrust(sparkle, sparkle.angle+ANGLE_90, 2*FRACUNIT) end P_SetMobjStateNF(sparkle, S_NIGHTSPARKLE2) end end end end) -- Thinker for the Flower Spawner Mobj addHook("MobjThinker", function(mo) if mo and mo.valid local zpos = P_FloorzAtPos(mo.x, mo.y, mo.z, mo.height) local spawnrate -- Adjust the spawnrate of the flowers if mo.target and mo.target.valid -- Spawn faster if you're moving faster if mo.target.player and mo.target.player.valid and (mo.target.player.speed >= mo.target.player.runspeed) spawnrate = 4 else spawnrate = 8 end else -- Otherwise, spawn normally spawnrate = 8 end if ((mo.fuse%spawnrate) == 0) local obj local r = (2*mo.radius)>>FRACBITS if mo.target and mo.target.valid and ((mo.target.eflags & MFE_UNDERWATER) or (mo.target.eflags & MFE_TOUCHWATER) or (mo.target.eflags & MFE_GOOWATER)) obj = P_SpawnMobj(mo.x + FixedMul(sin(mo.angle), P_RandomRange(-r, r)< 0 -- Fading Flower local value = 1 -- Initial opaque value. Lower means more opaque value = mo.fuse/$ value = 10 - $ value = $ - 1 if value <= 0 value = 1 end mo.frame = $ & ~(FF_TRANSMASK) mo.frame = $ | (value << FF_TRANSSHIFT) end end end -- And give ONLY THE FLOWERS IN THE flowertbl THE flowerFade FUNCTION for _, mt in ipairs(flowertbl) mobjinfo[mt].flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY addHook("MobjThinker", flowerFade, mt) end -- Special Leaf thinker! addHook("MobjThinker", function(mo) if mo and mo.valid mo.angle = $ + ANG10 mo.rollangle = $ + ANG10 -- Object just hit the floor? Sparkle out! if (mo.eflags & MFE_JUSTHITFLOOR) and (mo.state == S_LEAF1) P_SetMobjStateNF(mo, S_NIGHTSPARKLE2) mo.momx = 0 mo.momy = 0 --P_KillMobj(mo) end end end, MT_LEAF) -- Player is jumping from the ground? addHook("JumpSpecial", function(p) if p and p.valid and not p.spectator and p.mo and p.mo.valid local mo = p.mo local zpos = P_FloorzAtPos(mo.x, mo.y, mo.z, mo.height) -- Is the player 100% on the ground??? -- Spawn some leaves! if P_IsObjectOnGround(mo) for i = 1, 8 do local fa = i*ANGLE_45 local leaf = P_SpawnMobj(mo.x + FixedMul(cos(fa), (mo.radius/2)), mo.y + FixedMul(sin(fa), (mo.radius/2)), zpos + FRACUNIT, MT_LEAF) leaf.angle = fa leaf.scale = FRACUNIT/2 leaf.fuse = TICRATE*2 -- Hard dissapear timer --leaf.flags = ($|MF_NOGRAVITY) P_InstaThrust(leaf, leaf.angle, FRACUNIT) leaf.momx = $ + mo.momx/8 leaf.momy = $ + mo.momy/8 P_SetObjectMomZ(leaf, FRACUNIT*8, false) if ((mo.eflags & MFE_UNDERWATER) or (mo.eflags & MFE_TOUCHWATER) or (mo.eflags & MFE_GOOWATER)) -- Touching water? P_SetMobjStateNF(leaf, S_NIGHTSPARKLE2) -- Leaves can't survive in the water! local bubble = P_SpawnMobj(leaf.x, leaf.y, leaf.z, P_RandomRange(MT_SMALLBUBBLE, MT_MEDIUMBUBBLE)) bubble.flags = ($|MF_NOGRAVITY) bubble.angle = leaf.angle P_InstaThrust(bubble, bubble.angle, FRACUNIT/2) P_SetObjectMomZ(bubble, FRACUNIT, false) else leaf.destscale = 1 leaf.scalespeed = FRACUNIT/(4*TICRATE) leaf.angle = P_RandomKey(36)*ANG10 leaf.rollangle = P_RandomKey(36)*ANG10 if (i&1) -- And spawn 4 smoke objects. Why not? -- Reference the MT_LEAF mobj for spawn coordinates, angles, etc. local smoke = P_SpawnMobj(leaf.x, leaf.y, leaf.z, MT_TNTDUST) smoke.flags = ($|MF_NOGRAVITY) smoke.angle = leaf.angle P_InstaThrust(smoke, smoke.angle, FRACUNIT) P_SetObjectMomZ(smoke, FRACUNIT/2, false) end end end end end end) addHook("AbilitySpecial", function(p) if p and p.valid and not p.spectator and p.mo and p.mo.valid local mo = p.mo if (p.charability == CA_THOK) -- Ability specific and not (p.pflags & PF_THOKKED) for i = 1, 8 do local mobj local zang = i*ANGLE_45 if ((mo.eflags & MFE_UNDERWATER) or (mo.eflags & MFE_TOUCHWATER) or (mo.eflags & MFE_GOOWATER)) -- Touching water? mobj = P_SpawnMobj(mo.x, mo.y, mo.z, P_RandomRange(MT_SMALLBUBBLE, MT_MEDIUMBUBBLE) -- Spawn some bubbles ) else mobj = P_SpawnMobj(mo.x, mo.y, mo.z, MT_TNTDUST) end if mobj mobj.angle = mo.angle mobj.flags = ($|MF_NOGRAVITY) if ((mo.eflags & MFE_UNDERWATER) or (mo.eflags & MFE_TOUCHWATER) or (mo.eflags & MFE_GOOWATER)) -- Touching water? P_InstaThrust(mobj, mobj.angle+ANGLE_90, FixedMul(cos(zang), FRACUNIT/2)) P_SetObjectMomZ(mobj, FixedMul(sin(zang), FRACUNIT/2), false) else P_InstaThrust(mobj, mobj.angle+ANGLE_90, FixedMul(cos(zang), FRACUNIT)) P_SetObjectMomZ(mobj, FixedMul(sin(zang), FRACUNIT), false) mobj.rollangle = P_RandomKey(36)*ANG10 end if ((mo.eflags & MFE_UNDERWATER) or (mo.eflags & MFE_TOUCHWATER) or (mo.eflags & MFE_GOOWATER)) -- Touching water? -- Spawn some Sparkles local sparkle = P_SpawnMobj(mo.x, mo.y, mo.z, MT_NIGHTSPARKLE) P_SetMobjStateNF(sparkle, S_NIGHTSPARKLE2) sparkle.angle = mobj.angle sparkle.flags = ($|MF_NOGRAVITY) if cos(zang) > 0 P_InstaThrust(sparkle, sparkle.angle+ANGLE_135, FixedMul(cos(zang), FRACUNIT*2)) else P_InstaThrust(sparkle, sparkle.angle+ANGLE_45, FixedMul(cos(zang), FRACUNIT*2)) end P_SetObjectMomZ(sparkle, FixedMul(sin(zang), FRACUNIT), false) else if (i&1) -- Spawn some leaves, why not? local leaf = P_SpawnMobj(mo.x, mo.y, mo.z, MT_LEAF) leaf.angle = mobj.angle leaf.rollangle = P_RandomKey(36)*ANG10 leaf.scale = FRACUNIT/2 leaf.destscale = 1 leaf.scalespeed = FRACUNIT/(2*TICRATE) leaf.fuse = TICRATE leaf.flags = ($|MF_NOGRAVITY) if cos(zang) > 0 -- Weird angle math P_InstaThrust(leaf, leaf.angle+ANGLE_135, FixedMul(cos(zang), FRACUNIT*2)) else P_InstaThrust(leaf, leaf.angle+ANGLE_45, FixedMul(cos(zang), FRACUNIT*2)) end P_SetObjectMomZ(leaf, FixedMul(sin(zang), FRACUNIT*2), false) end end end end end end end) ÿÿÿöööíííäääÚÚÚÑÑÑÈÈÈ¿¿¿···¯¯¯§§§ŸŸŸ———���‡‡‡wwwoooggg___WWWOOOGGG???777///'''ÿÿ__ÿ??ÿïßÏ¿¯Ÿ�o_G7ÿÛÀÿË—ÿ¹uÿ¨Uÿ—6ÿ†ÿuìiÝ^ÐXÄOµDŸ8Š)� yëÛW×»CÛ/¯{›[‡Cu)UÿÿOÿÿãÙÉ»ª› ˆx p`ZIÿÿÏÿÿ¯ÿÿ�ÿÿsëÞ�Ѐ·©w–ƒ]Þÿ¨Çä”­È€•­k|’XdwDJZ02?wÿOpðKiàFaÐAZÀfN:`I7YD3T@0P=-G7)B2%<."5(-"' �yZ�nR�cJvZDlR>dM9]G5UA1N<-G6)B2%8+ 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