PWAD‹ addHook("MobjCollide", function(player, object) if player and player.valid and player.player and player.player.powers[pw_super] then if object.flags & MF_MISSILE then if player.player.powers[pw_flashing] == 0 then -- Stupid code made objects hit you vertically anywhere so here fix local playerTop = player.z + player.height local objectTop = object.z + object.height if (player.z <= objectTop) and (playerTop >= object.z) then player.player.rings = max(player.player.rings - 3, 0) local angle = R_PointToAngle2(object.x, object.y, player.x, player.y) local speed = 20 * FRACUNIT P_InstaThrust(player, angle, speed) player.momz = 10 * FRACUNIT player.state = S_PLAY_NIGHTS_STUN player.player.powers[pw_flashing] = TICRATE end end end end end)FREESLOT S_PLAY_FLING State S_PLAY_FLING SpriteName = SPR_PLAY SpriteFrame = S_PLAY_NIGHTS_STUN Action = A_ZThrust Var1 = 2 Var2 = 0 Duration = 2 Next = S_PLAY_NIGHTS_STUN addHook("MobjCollide", function(player, object) if player and player.valid and player.player and player.player.powers[pw_super] then if object.flags & MF_FIRE then if player.player.powers[pw_flashing] == 0 then -- Stupid code made objects hit you vertically anywhere so here fix local playerTop = player.z + player.height local objectTop = object.z + object.height if (player.z <= objectTop) and (playerTop >= object.z) then player.player.rings = max(player.player.rings - 3, 0) local angle = R_PointToAngle2(object.x, object.y, player.x, player.y) local speed = 20 * FRACUNIT P_InstaThrust(player, angle, speed) player.momz = 10 * FRACUNIT player.state = S_PLAY_NIGHTS_STUN player.player.powers[pw_flashing] = TICRATE end end end end end) addHook("MobjCollide", function(player, object) if player and player.valid and player.player and player.player.powers[pw_super] then if object.flags & MF_PAIN then if player.player.powers[pw_flashing] == 0 then -- Stupid code made objects hit you vertically anywhere so here fix local playerTop = player.z + player.height local objectTop = object.z + object.height if (player.z <= objectTop) and (playerTop >= object.z) then player.player.rings = max(player.player.rings - 3, 0) local angle = R_PointToAngle2(object.x, object.y, player.x, player.y) local speed = 20 * FRACUNIT P_InstaThrust(player, angle, speed) player.momz = 10 * FRACUNIT player.state = S_PLAY_NIGHTS_STUN player.player.powers[pw_flashing] = TICRATE end end end end end) íLUA_SUP1ù¼SOC_FLINµëLUA_SUP2 ëLUA_SUP3