freeslot("sfx_2bounc","mt_jettybullet2")
addHook("ThinkFrame", do
for player in players.iterate
if (player.mo and player.mo.skin == "jetty-syn_gunner")
player.mo.flags = $1|MF_NOGRAVITY|MF_SLIDEME
end
if not (player.mo and player.mo.skin == "jetty-syn_gunner")
and not player.spectator
player.mo.flags = $1 & ~(MF_NOGRAVITY|MF_SLIDEME)
end
end
end)
addHook("ThinkFrame", function()
for player in players.iterate do
if (player.mo and player.mo.skin ~= "jetty-syn_gunner")
continue
end
//Flying
if (player.mo and player.pflags & PF_JUMPDOWN) //Holding jump
and not (player.pflags & PF_USEDOWN) //And not holding spin
P_SetObjectMomZ(player.mo, FRACUNIT*10, false) //Go up!
end
if (player.mo and player.pflags & PF_USEDOWN) //Holding spin
and not (player.pflags & PF_JUMPDOWN) //And not holding jump
P_SetObjectMomZ(player.mo, FRACUNIT*-10, false) //Go down!
end
if not (player.mo and player.pflags & PF_JUMPDOWN)
and not (player.pflags & PF_USEDOWN)
and not player.spectator
P_SetObjectMomZ(player.mo, 0, false) //Stop Z movement
end
//Shooting
if (player.mo and player.cmd.buttons & BT_CUSTOM1)
and (player.custbutton == 1)
S_StartSound(player.mo, sfx_s3k4d)
P_SPMAngle(player.mo, MT_JETTBULLET, player.mo.angle, 1)
end
//Animation
if (player.mo)
and not (player.mo.state == S_PLAY_ATK1 or player.mo.state == S_PLAY_ATK2 or player.mo.state == S_PLAY_ATK3 or player.mo.state == S_PLAY_ATK4) //Make us go into the rolling animation
player.mo.state = S_PLAY_ATK1
end
if (player.mo)
player.powers[pw_spacetime] = 402
end
//Buttons
player.custbutton = 1
if (player.cmd.buttons & BT_CUSTOM1)
player.custbutton = 0
end
end
end)
addHook("ThinkFrame", function()
for player in players.iterate do
if (player.mo and player.mo.skin ~= "jetty-syn_bomber")
continue
end
//Flying
if (player.mo and player.pflags & PF_JUMPDOWN) //Holding jump
and not (player.pflags & PF_USEDOWN) //And not holding spin
P_SetObjectMomZ(player.mo, FRACUNIT*10, false) //Go up!
end
if (player.mo and player.pflags & PF_USEDOWN) //Holding spin
and not (player.pflags & PF_JUMPDOWN) //And not holding jump
P_SetObjectMomZ(player.mo, FRACUNIT*-10, false) //Go down!
end
if not (player.mo and player.pflags & PF_JUMPDOWN)
and not (player.pflags & PF_USEDOWN)
and not player.spectator
P_SetObjectMomZ(player.mo, 0, false) //Stop Z movement
end
//Shooting
if (player.mo and player.cmd.buttons & BT_CUSTOM1)
and (player.custbutton == 1)
S_StartSound(player.mo, sfx_s3k51)
P_SPMAngle(player.mo, MT_MINE, player.mo.angle, 0)
end
//Animation
if (player.mo)
and not (player.mo.state == S_PLAY_ATK1 or player.mo.state == S_PLAY_ATK2 or player.mo.state == S_PLAY_ATK3 or player.mo.state == S_PLAY_ATK4) //Make us go into the rolling animation
player.mo.state = S_PLAY_ATK1
end
if (player.mo)
player.powers[pw_spacetime] = 402
end
//Buttons
player.custbutton = 1
if (player.cmd.buttons & BT_CUSTOM1)
player.custbutton = 0
end
end
end)