redhot69
amongus
smh i cant make a spindash that works if c1 is pressed
"eof" expected near end
addHook("PlayerThink", function(p)
if (p.mo.skin == "sonic")
and (p.cmd.buttons & BT_CUSTOM1)
and P_IsObjectOnGround(player.mo)
and not (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = true
p.mo.state = S_PLAY_SPINDASH
S_StartSound(p.mo, sfx_spndsh)
end
end)
if P_IsObjectOnGround(player.mo)
and (p.mo.state == S_PLAY_SPINDASH)
and (p.mo.skin == "sonic")
and not (p.cmd.buttons & BT_CUSTOM1)
and not (p.mo.eflags & MFE_UNDERWATER)
p.charging = false
p.release = true
p.mo.state = S_PLAY_ROLL
P_Thrust(p.mo, p.mo.angle, 20*FRACUNIT)
S_StartSound(p.mo, sfx_zoom)
end
end)
addHook("PlayerThink", function(p)
if (p.mo.skin == "sonic")
and (p.cmd.buttons & BT_CUSTOM1)
and P_IsObjectOnGround(player.mo)
and (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = true
p.mo.state = S_PLAY_SPINDASH
S_StartSound(p.mo, sfx_spndsh)
end
end
if P_IsObjectOnGround(player.mo)
and (p.mo.state == S_PLAY_SPINDASH)
and (p.mo.skin == "sonic")
and (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = false
p.release = true
p.mo.state = S_PLAY_ROLL
P_Thrust(p.mo, p.mo.angle, 10*FRACUNIT)
S_StartSound(p.mo, sfx_zoom)
end
end)
"eof" expected near end
addHook("PlayerThink", function(p)
if (p.mo.skin == "sonic")
and (p.cmd.buttons & BT_CUSTOM1)
and P_IsObjectOnGround(player.mo)
and not (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = true
p.mo.state = S_PLAY_SPINDASH
S_StartSound(p.mo, sfx_spndsh)
end
end)
if P_IsObjectOnGround(player.mo)
and (p.mo.state == S_PLAY_SPINDASH)
and (p.mo.skin == "sonic")
and not (p.cmd.buttons & BT_CUSTOM1)
and not (p.mo.eflags & MFE_UNDERWATER)
p.charging = false
p.release = true
p.mo.state = S_PLAY_ROLL
P_Thrust(p.mo, p.mo.angle, 20*FRACUNIT)
S_StartSound(p.mo, sfx_zoom)
end
end)
addHook("PlayerThink", function(p)
if (p.mo.skin == "sonic")
and (p.cmd.buttons & BT_CUSTOM1)
and P_IsObjectOnGround(player.mo)
and (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = true
p.mo.state = S_PLAY_SPINDASH
S_StartSound(p.mo, sfx_spndsh)
end
end
if P_IsObjectOnGround(player.mo)
and (p.mo.state == S_PLAY_SPINDASH)
and (p.mo.skin == "sonic")
and (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = false
p.release = true
p.mo.state = S_PLAY_ROLL
P_Thrust(p.mo, p.mo.angle, 10*FRACUNIT)
S_StartSound(p.mo, sfx_zoom)
end
end)
Lua:
addHook("PlayerThink", function(p)
if (p.mo.skin == "sonic")
and (p.cmd.buttons & BT_CUSTOM1)
and P_IsObjectOnGround(player.mo)
and not (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = true
p.mo.state = S_PLAY_SPINDASH
S_StartSound(p.mo, sfx_spndsh)
end
end)
if P_IsObjectOnGround(player.mo)
and (p.mo.state == S_PLAY_SPINDASH)
and (p.mo.skin == "sonic")
and not (p.cmd.buttons & BT_CUSTOM1)
and not (p.mo.eflags & MFE_UNDERWATER)
p.charging = false
p.release = true
p.mo.state = S_PLAY_ROLL
P_Thrust(p.mo, p.mo.angle, 20*FRACUNIT)
S_StartSound(p.mo, sfx_zoom)
end
end)
addHook("PlayerThink", function(p)
if (p.mo.skin == "sonic")
and (p.cmd.buttons & BT_CUSTOM1)
and P_IsObjectOnGround(player.mo)
and (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = true
p.mo.state = S_PLAY_SPINDASH
S_StartSound(p.mo, sfx_spndsh)
end
end
if P_IsObjectOnGround(player.mo)
and (p.mo.state == S_PLAY_SPINDASH)
and (p.mo.skin == "sonic")
and (p.mo.eflags & MFE_UNDERWATER)
and not (p.mo.state == S_PLAY_PAIN)
and not (p.mo.state == S_PLAY_DEAD)
and not (p.mo.state == S_PLAY_DRWN)
p.charging = false
p.release = true
p.mo.state = S_PLAY_ROLL
P_Thrust(p.mo, p.mo.angle, 10*FRACUNIT)
S_StartSound(p.mo, sfx_zoom)
end
end)
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