PWAD“local frames = 60 local rtimelastframe = 0 addHook("PlayerSpawn", function(player) if player.mo and mapheaderinfo[gamemap].nosuperdeath then frames = 60 player.charflags = $1 |SF_SUPER if player.rings < 50 then player.rings = 50 end if emeralds == EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7 then P_DoSuperTransformation(player, false) else P_DoPlayerExit(player) end end end) addHook("PlayerThink", function(player) if player.mo and player.playerstate == PST_LIVE and mapheaderinfo[gamemap].nosuperdeath then if not player.powers[pw_super] and frames <= 0 and not (player.pflags & PF_FINISHED) and rtimelastframe ~= player.realtime then P_KillMobj(player.mo, nil, nil, DMG_DEATHPIT) end if frames > 0 then frames = $ - 1 S_ChangeMusic(mapheaderinfo[gamemap].musname, true, player) end rtimelastframe = player.realtime end end)local superflt = 0 local frames = 4 /* addHook("PlayerSpawn", function(player) if player.mo and mapheaderinfo[gamemap].doomsayfloat then if player.cmd.buttons & BT_CUSTOM1 then end end end) */ addHook("PlayerThink", function(player) if player.mo and player.playerstate == PST_LIVE and mapheaderinfo[gamemap].doomsayfloat then if player.mo and player.powers[pw_super] then player.charability = CA_HOMINGTHOK player.charability2 = CA2_NONE player.actionspd = player.speed + 30*FRACUNIT superflt = 1 if player.cmd.buttons & BT_SPIN then P_InstaThrust(player.mo, player.mo.angle, 0*FRACUNIT) end if player.cmd.buttons & BT_CUSTOM2 then player.mo.state = S_PLAY_FLOAT_RUN player.mo.momz = $ + FRACUNIT*P_MobjFlip(player.mo) end if player.cmd.buttons & BT_CUSTOM1 then player.mo.state = S_PLAY_FLOAT_RUN player.mo.momz = $ - FRACUNIT*P_MobjFlip(player.mo) end //A_AttractChase(player.mo*10) if not (player.cmd.buttons & BT_CUSTOM2) and not (player.cmd.buttons & BT_CUSTOM1) and (player.homing == 0) then player.mo.momz = 0*FRACUNIT end if (player.mo.state == S_PLAY_SPRING or player.mo.state == S_PLAY_FALL or player.mo.state == S_PLAY_STND or player.mo.state == S_PLAY_WALK or player.mo.state == S_PLAY_RUN or player.mo.state == S_PLAY_DASH) then player.mo.state = S_PLAY_FLOAT_RUN end player.pflags = $ & ~PF_THOKKED player.pflags = $ & ~PF_SHIELDABILITY player.pflags = $|PF_JUMPED player.mo.flags = $|MF_NOGRAVITY if frames <= 0 and player.speed > 20*FRACUNIT then local speedtrail = P_SpawnGhostMobj(player.mo) speedtrail.colorized = true speedtrail.color = player.mo.color speedtrail.fuse = 20 speedtrail.blendmode = AST_ADD frames = 4 end frames = $ - 1 //P_IsObjectOnGround(player.mo) = false elseif superflt == 1 then player.mo.flags = $ & ~MF_NOGRAVITY player.actionspd = skins[player.mo.skin].anctionspd player.charability = skins[player.mo.skin].ability player.charability2 = skins[player.mo.skin].ability2 superflt = 0 end end end)MainCfg # Single Player Level 27 Levelname = Black Core Act = 3 Music = VSBRAK TypeOfLevel = Singleplayer,Co-op NextLevel = ENDING SkyNum = 22 RecordAttack = true LevelSelect = 1 BonusType = Boss SkyboxScale = 64 StartRings = 160 ForceResetMusic = On WarningTitle = true Lua.Nosuperdeath = true Level 26 Levelname = Black Core Act = 2 Music = VSMETL MusicPostBoss = BCZ2 TypeOfLevel = Singleplayer,Co-op NextLevel = 27 SkyNum = 22 RecordAttack = true LevelSelect = 1 BonusType = Boss StartRings = 100 ForceResetMusic = On WarningTitle = true Lua.Nosuperdeath = true Lua.DoomsayFloat = true Level 25 Levelname = Black Core Act = 1 Music = BCZ1 NextLevel = 26 TypeOfLevel = Singleplayer,Co-op,Competition,Race SkyNum = 22 RecordAttack = true LevelSelect = 1 FlickyList = All SaveGame = true ForceResetMusic = On WarningTitle = true StartRings = 100 Lua.DoomsayFloat = true –LUA_DEAT˘XLUA_FLTú ™MAINCFG