WEAPON:Shotgun { IMAGE = "Shotgun.PNG"; IMAGE_INV = "Shotty_Inventory.PNG"; OFFSET_CENTER = ( 10, 10 ); OFFSET_BARREL = ( 28, 14 ); WEAPON_COST = 2000; DELAY_FIRE = 500; DELAY_RELOAD = 3000; PICKABLE = TRUE; State:ON_USE { PlaySound( SG_Shoot ); CastBullet( 20, 7, 5, -20, 20, "SG_Bullet" ); } State:NONE { Static $X_Pos#; Static $Y_Pos#; Static $Angle#; Static $Radius# = 100; Static $Center_X# = 400; Static $Center_Y# = 300; Static $X_Pos2#; Static $Y_Pos2#; Static $Angle2#; Static $Radius2# = 20; $Angle += 1; $X_Pos = Cos( $Angle ); $X_Pos *= $Radius; $Y_Pos = Sin( $Angle )*$Radius; $Angle2 += 5; $X_Pos2 = $X_Pos + Cos( $Angle2 )*$Radius2; $Y_Pos2 = $Y_Pos + Sin( $Angle2 )*$Radius2; Output( $X_Pos + $Center_X, $Y_Pos + $Center_Y, "O" ); Output( $X_Pos2 + $Center_X, $Y_Pos2 + $Center_Y, "o" ); } } BULLET:SG_Bullet { IMAGE = "SG_Bullet.PNG"; OFFSET_CENTER = ( 5, 10 ); State:ON_HIT { ObjectRemove( "SELF" ); } } OBJECTCLASS:Bomb { IMAGE = "Bomb.PNG"; CLASSTYPE = 'OC_NORMAL'; MOVEMENTMODE = 'OC_STATIC'; MASKMODE = 'MASKED'; State:NONE { Static $X_Pos# = 100; Static $Y_Pos# = 100; Static $X_Speed# = -1.5; Static $Y_Speed# = 1.5; Static $X_Pos2# = 200; Static $Y_Pos2# = 100; Static $X_Velocity# = -1; Static $Y_Velocity# = -1; if( $X_Pos < 0 ) { $X_Speed = -$X_Speed; } if( $Y_Pos < 0 ) { $Y_Speed = -$Y_Speed; } if( $X_Pos > 700 ) { $X_Speed = -$X_Speed; } if( $Y_Pos > 580 ) { $Y_Speed = -$Y_Speed; } if( $X_Pos2 < 0 ) { $X_Velocity = -$X_Velocity; } if( $Y_Pos2 > 580 ) { $Y_Velocity = -$Y_Velocity; } $X_Velocity += 0.1; $Y_Velocity += 0.05; $X_Pos2 -= $X_Velocity; $Y_Pos2 += $Y_Velocity; $X_Pos += $X_Speed; $Y_Pos += $Y_Speed; Output( $X_Pos, $Y_Pos, "Testoutput" ); Output( $X_Pos2, $Y_Pos2, "Parrrteyyyye" ); } } //OBJECTCLASS:Shockwave { // IMAGE = "Shockwave.PNG"; // CLASSTYPE = 'OC_NORMAL'; // MOVEMENTMODE = 'OC_MOVING'; // MASKMODE = 'ALPHAMAP'; //Macht nichts ausser dumm rumstehen //}