ACTOR Column_Plasma : SwitchableDecoration 21175 { var int user_Active; Radius 32 Height 64 +Solid Species "Barrier" DamageType "BS" States { Spawn: COLP A 0 Goto Active Active: "####" A 0 ACS_NamedExecuteAlways("A_MarkMap", 0, 6) "####" # 0 A_SetUserVar("user_Active", 1) "####" # 0 ACS_ExecuteAlways(43, 0, tid, 1) "####" # 0 A_SetSolid "####" # 0 A_SetTics(Random(0, 2) * 5) "####" # 0 A_Jump(256, "ActiveLoop") ActiveLoop: "####" ABC 5 //A_ActiveSound Loop Inactive: "####" A 0 ACS_NamedExecuteAlways("A_MarkMap", 0, 0) "####" # 0 A_SetUserVar("user_Active", 0) "####" # 0 A_UnSetSolid "####" # 0 ACS_ExecuteAlways(43, 0, tid, 0) "####" Z -1 Wait } } ACTOR Column_Electric : Column_Plasma 21174 { MeleeRange 64 States { Spawn: COLE A 0 "####" A 0 ACS_NamedExecuteAlways("A_MarkMap", 0, 6) Goto Active ActiveLoop: "####" A 5 A_LookEx(LOF_NOJUMP, 0, 64, 0, 0, "Spawn") "####" # 0 A_JumpIfTargetOutsideMeleeRange(3) "####" # 0 A_Explode(Random(1,10), 64) "####" # 0 ACS_NamedExecuteAlways("A_SetAttacker", 0) "####" # 0 //A_PlaySound("arc/damage") "####" B 5 A_LookEx(LOF_NOJUMP, 0, 64, 0, 0, "Spawn") "####" # 0 A_JumpIfTargetOutsideMeleeRange(3) "####" # 0 A_Explode(Random(1,10), 64) "####" # 0 ACS_NamedExecuteAlways("A_SetAttacker", 0) "####" # 0 //A_PlaySound("arc/damage") "####" C 5 A_LookEx(LOF_NOJUMP, 0, 64, 0, 0, "Spawn") "####" # 0 A_JumpIfTargetOutsideMeleeRange(3) "####" # 0 A_Explode(Random(1,10), 64) "####" # 0 ACS_NamedExecuteAlways("A_SetAttacker", 0) "####" # 0 //A_PlaySound("arc/damage") Loop } }