springfieldmode-beta7.pk3

PK3 238 KiB 0 map(s)

Counts

endoom0
graphics0
lumps132
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "id": "00119439-3c1c-4692-afd3-986719f83133",
    "sha1": "137aee0a7054d28f0679169816fbfb229e5af624",
    "sha256": "125b3b3b86737158827165a18e6ef8cb64dcf9a5f3c7bc853463858bf69f08ae",
    "filenames": [
      "springfieldmode-beta7.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
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      "iwad": [],
      "filename": null,
      "added": "2019-07-25 13:18:39",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2019-07-25 13:18:39",
    "file": {
      "type": "PK3",
      "size": 243252,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/137aee0a7054d28f0679169816fbfb229e5af624/137aee0a7054d28f0679169816fbfb229e5af624.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 132,
        "maps": 0,
        "palettes": 0
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      "engines_guess": [
        "ZDOOM"
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    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "Springfield mode for MM8BDM (INSTAGIB).\n\nBETA 3:\n===========\n\n- Added a changelog :)\n- Modified Springfield HUDs and sounds.\n- Recoil script is now clientside.\n- Hitscan puff code was slightly modified.\n- ROF slightly decreased.\n- The springfield now has ammo limit. It can be reloaded anytime it has below 5\nloaded rounds.\n- Connect, llama and taunt sounds added.\n\nBETA 4:\n===========\n- Reload item is given at respawn now. Whoops, that was a stupid bug.\n\nBETA 5:\n===========\n-I'm dumb enough to forget testing. -Laggy Blazko\n\nBETA 6:\n===========\n- Cases aren't ejected when reloading if they already were after the last shot.\n- Players won't lost their \"instagib\" speed after zooming in and out.\n- HUD Arms now display team colors.\n- Muzzle flash and smoke effect added when shooting.\n\nBETA 7:\n===========\n- Reorganized file structure\n- Updated huds\n- Reload key now functions the same as item"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.H.txt",
        "contents": "//HORIZONTAL BARS\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBARH\", 130, 179;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBARH\", 130, 179;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBARH\", 130, 179;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBARH\", 130, 179;}\n}\n\nInInventory BasicArmor, 1{DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\n\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 50, 184;\n\n//Springfield\nIsSelected Springfield{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LightSpringfield{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WilySpringfield{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CossackSpringfield{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KingSpringfield{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SuperArmWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceSlasherWep{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HyperBombWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FireStormWep{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBeamWep{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeSlowWep{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected OilSliderWep{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory OilCheck, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AirShooterWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BubbleLeadWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected QuickBoomerangWep{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrashBombWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeStopperWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AtomicFireWep{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory WeaponCharge, 71{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LeafShieldWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagnetMissileWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GeminiLaserWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HardKnuckleWep{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TopSpinWep{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SearchSnakeWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SparkShockWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ShadowBladeWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainFlushWep{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DrillBombWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohShotWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory WeaponCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RingBoomerangWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DustCrusherWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DiveMissileWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SkullbarrierWep{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterWaveWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PowerStoneWep{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GyroAttackWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected StarCrashWep{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ChargeKickWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NapalmBombWep{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrystalEyeWep{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CentaurFlashWep{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameBlastWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KnightCrushWep{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PlantbarrierWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SilverTomahawkWep{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WindStormWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected YamatoSpearWep{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JunkShieldWep{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected DangerWrapWep{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBoltWep{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WildCoilWep{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SlashClawWep{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NoiseCrushWep{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ScorchWheelWep{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCount, 1{DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoHoldWep{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AstroCrushWep{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameSwordWep{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderClawWep{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HomingSniperWep{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 17{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected IceWaveWep {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlashBombWep{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterBalloonWep{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CopyVisionWep{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LightningBoltWep{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceWallWep{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SpreadDrillWep{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RemoteMineWep{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaveBurnerWep{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagicCardWep{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TrebleBoost{Drawbar\"VARAMM59\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MirrorBusterWep{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWep{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWep{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory EvilRobotShield, 1{DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.V.txt",
        "contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 8;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBAR\", 24, 3;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBAR\", 24, 3;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBAR\", 24, 3;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBAR\", 24, 3;}\n}\n\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n//Springfield\nIsSelected Springfield {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightSpringfield {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WilySpringfield {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CossackSpringfield {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KingSpringfield {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWep{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWep{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWep{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWep{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWep{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWep{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWep{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 71{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LeafShieldWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWep{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWep{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWep{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RingBoomerangWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullbarrierWep{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWep{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWep{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWep{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWep{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWep{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWep{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWep{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SilverTomahawkWep{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWep{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWep{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected DangerWrapWep{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWep{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWep{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWep{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWep{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWep{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoHoldWep{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWep{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWep{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWep{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWep{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 17{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWep {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWep{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWep{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWep{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWep{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWep{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWep{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWep{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaveBurnerWep{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWep{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWep{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWep{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWep{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/riflebasic.txt",
        "contents": "actor Springfield : BaseMM8BDMWep\n{\ninventory.icon \"NULLICON\"\nWeapon.SlotNumber 2\nWeapon.AmmoUse 1\nWeapon.AmmoGive 5\nweapon.ammotype \"30.06\"\nObituary \"%o stood in the sights of %k's Springfield.\"\nScale 2.0\n+WEAPON.NOAUTOAIM\n+INVENTORY.UNDROPPABLE\n+WEAPON.CHEATNOTWEAPON\n+NOALERT\n\nStates\n{\nReady:\nSNPR A 0\nSNPR A 1 ACS_ExecuteAlways(998,0,0)\nReadyb:\nSNPR A 0 A_JumpIfInventory (\"Scope\",1,\"Ready2\")//I wonder if checking this everytime prevents desync\nSNPR A 1 A_WeaponReady(WRF_NOSWITCH)\nSNPR A 0 A_JumpIfInventory(\"ReloadKey\",1,\"Bolt2\")\nGoto Readyb\nReady2:\nSNPR A 0 A_JumpIfInventory (\"Scope\",1,\"Ready3\")\ngoto Readyb\nReady3:\nSNPR O 1 A_WeaponReady(WRF_NOSWITCH)\nSNPR O 0 A_JumpIfInventory(\"ReloadKey\",1,\"Altfire2\")\ngoto Ready2\nDeselect:\nSNPR E 0 A_ZoomFactor (1,ZOOM_INSTANT)\nSNPR E 0 A_TakeInventory(\"Scope\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSNPR B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSNPR B 1 A_Raise\nLoop\nFire:\nSNPR B 0 A_FireCustomMissile(\"MuzzleFlash\",0,0,8,0)\nSNPR B 0 A_AlertMonsters\nSNPR B 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nSNPR B 0 A_JumpIfInventory (\"Scope\",1,\"Fire2\")\nSNPR B 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nSNPR B 1 Bright A_FireBullets(0,0,1,500,\"SniperPuff\")\nSNPR J 7 Bright\nSNPR K 4\nSNPR A 20\nBolt:\nSNPR I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nSNPR I 4\nSNPR C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nSNPR C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nSNPR D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nSNPR D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nSNPR D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nSNPR D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\nLoad:\nSNPR QQRS 4\nSNPR T 0 A_PlaySoundEx(\"weapon/RifleLoad3\",\"Weapon\")\nSNPR T 4 A_GiveInventory(\"30.06\",1)\nSNPR U 4\nSNPR U 0 A_JumpIfInventory(\"30.06\",5,\"BoltEnd\")\nSNPR U 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nBoltEnd:\nSNPR H 0 A_TakeInventory(\"ReloadKey\",1)\nSNPR H 4\nSNPR G 4 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nSNPR L 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nSNPR A 4\nGoto Readyb\nFire2:\nSNPR O 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nSNPR O 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nSNPR O 28 A_FireBullets(0,0,1,500,\"SniperPuff\")\nSNPR O 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nSNPR E 4 A_TakeInventory(\"Scope\",1)\nGoto Bolt\nAltFire:\nSNPR A 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,1)\nSNPR A 0 A_JumpIfInventory(\"Scope\",1,\"Altfire2\")\nSNPR M 4\nSNPR E 4\nSNPR O 0 A_GiveInventory(\"Scope\",1)\nSNPR O 4 A_ZoomFactor (4,ZOOM_INSTANT)\nSNPR O 0 A_Refire\nGoto Ready2\nAltFire2:\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nSNPR E 4 A_TakeInventory(\"Scope\",1)\nSNPR M 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nSNPR M 4\nSNPR A 4\nSNPR A 0 A_Refire\nGoto Ready+3\nFull:\nSNPR E 0 A_TakeInventory(\"ReloadKey\",1)\ngoto Readyb\nBolt2:\nSNPR I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nSNPR I 4\nSNPR C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nSNPR C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\n//SNPR D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nSNPR D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nSNPR D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nSNPR D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\ngoto Load\n}\n}\n\nactor 30.06 : Ammo\n{\ninventory.amount 1\ninventory.maxamount 5\n+INVENTORY.IGNORESKILL\n}\n\nactor Scope : Inventory\n{\ninventory.maxamount 1\n}\nactor CanZoomButCantFire : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RifleBullet\n{\nSeeSound \"weapon/RifleBullet\"\nScale 2.5\nBouncefactor 0.5\nWallBounceFactor 0.0\n+DoomBounce\nMass 10\nSpeed 8\nProjectile\nbouncecount 5\n-Nogravity\nStates\n{\nspawn:\nSNPR P 1\nLoop\nDeath:\nSNPR P 300 A_PlaySound(\"weapon/RifleBullet\")\nStop\n}\n}\n\n//asdf\nactor TommyPuff\n{\n+NOGRAVITY\nattacksound \"Weapon/TommyRicochet\"\nscale 2.5\nStates\n{\nSpawn:\nMMFX D 2\nTNT1 A 16\nStop\n}\n}\n\nactor SniperPuff : TommyPuff\n{\ndamagetype \"Instagib\"\n}\n\nactor RifleReload : CustomInventory\n{\n+INVBAR\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Cover me, I'm reloading.\"\ninventory.icon \"SNPRICON\"\nInventory.PickupSound \"item/1up\"\nstates{\nUse:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"ReloadKey\",1,\"Nope\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\nfail\nNope:\nTNT1 A 0\nfail\n}\n}\n\nactor ReloadKey : Inventory\n{\ninventory.maxamount 1\n}\n\nactor MuzzleFlash\n{\n//Copy-pasted stuff from FSSParkSpawner =P\nscale 2.5\nPROJECTILE\n+RIPPER\n-SOLID\n-NOGRAVITY\n+NOINTERACTION\ndamage (0)\nradius 1\nheight 1\nspeed 4\nstates\n{\nSpawn:\nFSNP AB 3 BRIGHT\nFSNP BCD 3\nDeath:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/teamrifles/wily.txt",
        "contents": "Actor WilySpringfield : Springfield\n{\nstates\n{\nReady:\nWSNP A 0\nWSNP A 1 ACS_ExecuteAlways(998,0,0)\nReadyb:\nWSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready2\")\nWSNP A 1 A_WeaponReady(WRF_NOSWITCH)\nWSNP A 0 A_JumpIfInventory(\"ReloadKey\",1,\"Bolt2\")\nGoto Readyb\nReady2:\nWSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready3\")\ngoto Readyb\nReady3:\nSNPR O 1 A_WeaponReady(WRF_NOSWITCH)\nSNPR O 0 A_JumpIfInventory(\"ReloadKey\",1,\"Altfire2\")\ngoto Ready2\nDeselect:\nWSNP E 0 A_ZoomFactor (1,ZOOM_INSTANT)\nWSNP E 0 A_TakeInventory(\"Scope\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWSNP B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWSNP B 1 A_Raise\nLoop\nFire:\nWSNP B 0 A_FireCustomMissile(\"MuzzleFlash\",0,0,8,0)\nWSNP A 0 A_AlertMonsters\nWSNP A 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nWSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Fire2\")\nWSNP A 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nWSNP B 1 Bright A_FireBullets(0,0,1,500,\"SniperPuff\")\nWSNP J 7 Bright\nWSNP K 4\nWSNP A 20\nBolt:\nWSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nWSNP I 4\nWSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nWSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nWSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nWSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nWSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nWSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\nLoad:\nWSNP QQRS 4\nWSNP T 0 A_PlaySoundEx(\"weapon/RifleLoad3\",\"Weapon\")\nWSNP T 4 A_GiveInventory(\"30.06\",1)\nWSNP U 4\nWSNP U 0 A_JumpIfInventory(\"30.06\",5,\"BoltEnd\")\nWSNP U 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nBoltEnd:\nWSNP H 0 A_TakeInventory(\"ReloadKey\",1)\nWSNP H 4\nWSNP G 4 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nWSNP L 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nWSNP A 4\nGoto Readyb\nFire2:\nSNPR O 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nSNPR O 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nSNPR O 28 A_FireBullets(0,0,1,500,\"SniperPuff\")\nSNPR O 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nWSNP E 4 A_TakeInventory(\"Scope\",1)\nGoto Bolt\nAltFire:\nWSNP A 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,1)\nWSNP A 0 A_JumpIfInventory(\"Scope\",1,\"Altfire2\")\nWSNP M 4\nWSNP E 4\nSNPR O 0 A_GiveInventory(\"Scope\",1)\nSNPR O 4 A_ZoomFactor (4,ZOOM_INSTANT)\nSNPR O 0 A_Refire\nGoto Ready2\nAltFire2:\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nWSNP E 4 A_TakeInventory(\"Scope\",1)\nWSNP M 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nWSNP M 4\nWSNP A 4\nWSNP A 0 A_Refire\nGoto Ready+3\nFull:\nWSNP E 0 A_TakeInventory(\"ReloadKey\",1)\ngoto Readyb\nBolt2:\nWSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nWSNP I 4\nWSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nWSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\n//WSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nWSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nWSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nWSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\ngoto Load\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/teamrifles/cossack.txt",
        "contents": "Actor CossackSpringfield : Springfield\n{\nstates\n{\nReady:\nCSNP A 0\nCSNP A 1 ACS_ExecuteAlways(998,0,0)\nReadyb:\nCSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready2\")\nCSNP A 1 A_WeaponReady(WRF_NOSWITCH)\nCSNP A 0 A_JumpIfInventory(\"ReloadKey\",1,\"Bolt2\")\nGoto Readyb\nReady2:\nCSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready3\")\ngoto Readyb\nReady3:\nSNPR O 1 A_WeaponReady(WRF_NOSWITCH)\nSNPR O 0 A_JumpIfInventory(\"ReloadKey\",1,\"Altfire2\")\ngoto Ready2\nDeselect:\nCSNP E 0 A_ZoomFactor (1,ZOOM_INSTANT)\nCSNP E 0 A_TakeInventory(\"Scope\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCSNP B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCSNP B 1 A_Raise\nLoop\nFire:\nCSNP B 0 A_FireCustomMissile(\"MuzzleFlash\",0,0,8,0)\nCSNP A 0 A_AlertMonsters\nCSNP A 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nCSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Fire2\")\nCSNP A 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nCSNP B 1 Bright A_FireBullets(0,0,1,500,\"SniperPuff\")\nCSNP J 7 Bright\nCSNP K 4\nCSNP A 20\nBolt:\nCSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nCSNP I 4\nCSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nCSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nCSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nCSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nCSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nCSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\nLoad:\nCSNP QQRS 4\nCSNP T 0 A_PlaySoundEx(\"weapon/RifleLoad3\",\"Weapon\")\nCSNP T 4 A_GiveInventory(\"30.06\",1)\nCSNP U 4\nCSNP U 0 A_JumpIfInventory(\"30.06\",5,\"BoltEnd\")\nCSNP U 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nBoltEnd:\nCSNP H 0 A_TakeInventory(\"ReloadKey\",1)\nCSNP H 4\nCSNP G 4 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nCSNP L 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nCSNP A 4\nGoto Readyb\nFire2:\nSNPR O 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nSNPR O 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nSNPR O 28 A_FireBullets(0,0,1,500,\"SniperPuff\")\nSNPR O 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nCSNP E 4 A_TakeInventory(\"Scope\",1)\nGoto Bolt\nAltFire:\nCSNP A 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,1)\nCSNP A 0 A_JumpIfInventory(\"Scope\",1,\"Altfire2\")\nCSNP M 4\nCSNP E 4\nSNPR O 0 A_GiveInventory(\"Scope\",1)\nSNPR O 4 A_ZoomFactor (4,ZOOM_INSTANT)\nSNPR O 0 A_Refire\nGoto Ready2\nAltFire2:\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nCSNP E 4 A_TakeInventory(\"Scope\",1)\nCSNP M 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nCSNP M 4\nCSNP A 4\nCSNP A 0 A_Refire\nGoto Ready+3\nFull:\nCSNP E 0 A_TakeInventory(\"ReloadKey\",1)\ngoto Readyb\nBolt2:\nCSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nCSNP I 4\nCSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nCSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\n//CSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nCSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nCSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nCSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\ngoto Load\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/teamrifles/light.txt",
        "contents": "Actor LightSpringfield : Springfield\n{\nstates\n{\nReady:\nLSNP A 0\nLSNP A 1 ACS_ExecuteAlways(998,0,0)\nReadyb:\nLSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready2\")\nLSNP A 1 A_WeaponReady(WRF_NOSWITCH)\nLSNP A 0 A_JumpIfInventory(\"ReloadKey\",1,\"Bolt2\")\nGoto Readyb\nReady2:\nLSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready3\")\ngoto Readyb\nReady3:\nSNPR O 1 A_WeaponReady(WRF_NOSWITCH)\nSNPR O 0 A_JumpIfInventory(\"ReloadKey\",1,\"Altfire2\")\ngoto Ready2\nDeselect:\nLSNP E 0 A_ZoomFactor (1,ZOOM_INSTANT)\nLSNP E 0 A_TakeInventory(\"Scope\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLSNP B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLSNP B 1 A_Raise\nLoop\nFire:\nLSNP B 0 A_FireCustomMissile(\"MuzzleFlash\",0,0,8,0)\nLSNP A 0 A_AlertMonsters\nLSNP A 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nLSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Fire2\")\nLSNP A 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nLSNP B 1 Bright A_FireBullets(0,0,1,500,\"SniperPuff\")\nLSNP J 7 Bright\nLSNP K 4\nLSNP A 20\nBolt:\nLSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nLSNP I 4\nLSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nLSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nLSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nLSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nLSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nLSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\nLoad:\nLSNP QQRS 4\nLSNP T 0 A_PlaySoundEx(\"weapon/RifleLoad3\",\"Weapon\")\nLSNP T 4 A_GiveInventory(\"30.06\",1)\nLSNP U 4\nLSNP U 0 A_JumpIfInventory(\"30.06\",5,\"BoltEnd\")\nLSNP U 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nBoltEnd:\nLSNP H 0 A_TakeInventory(\"ReloadKey\",1)\nLSNP H 4\nLSNP G 4 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nLSNP L 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nLSNP A 4\nGoto Readyb\nFire2:\nSNPR O 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nSNPR O 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nSNPR O 28 A_FireBullets(0,0,1,500,\"SniperPuff\")\nSNPR O 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nLSNP E 4 A_TakeInventory(\"Scope\",1)\nGoto Bolt\nAltFire:\nLSNP A 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,1)\nLSNP A 0 A_JumpIfInventory(\"Scope\",1,\"Altfire2\")\nLSNP M 4\nLSNP E 4\nSNPR O 0 A_GiveInventory(\"Scope\",1)\nSNPR O 4 A_ZoomFactor (4,ZOOM_INSTANT)\nSNPR O 0 A_Refire\nGoto Ready2\nAltFire2:\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nLSNP E 4 A_TakeInventory(\"Scope\",1)\nLSNP M 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nLSNP M 4\nLSNP A 4\nLSNP A 0 A_Refire\nGoto Ready+3\nFull:\nLSNP E 0 A_TakeInventory(\"ReloadKey\",1)\ngoto Readyb\nBolt2:\nLSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nLSNP I 4\nLSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nLSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\n//LSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nLSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nLSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nLSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\ngoto Load\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/teamrifles/king.txt",
        "contents": "Actor KingSpringfield : Springfield\n{\nstates\n{\nReady:\nKSNP A 0\nKSNP A 1 ACS_ExecuteAlways(998,0,0)\nReadyb:\nKSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready2\")\nKSNP A 1 A_WeaponReady(WRF_NOSWITCH)\nKSNP A 0 A_JumpIfInventory(\"ReloadKey\",1,\"Bolt2\")\nGoto Readyb\nReady2:\nKSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Ready3\")\ngoto Readyb\nReady3:\nSNPR O 1 A_WeaponReady(WRF_NOSWITCH)\nSNPR O 0 A_JumpIfInventory(\"ReloadKey\",1,\"Altfire2\")\ngoto Ready2\nDeselect:\nKSNP E 0 A_ZoomFactor (1,ZOOM_INSTANT)\nKSNP E 0 A_TakeInventory(\"Scope\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nKSNP B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nKSNP B 1 A_Raise\nLoop\nFire:\nKSNP B 0 A_FireCustomMissile(\"MuzzleFlash\",0,0,8,0)\nKSNP A 0 A_AlertMonsters\nKSNP A 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nKSNP A 0 A_JumpIfInventory (\"Scope\",1,\"Fire2\")\nKSNP A 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nKSNP B 1 Bright A_FireBullets(0,0,1,500,\"SniperPuff\")\nKSNP J 7 Bright\nKSNP K 4\nKSNP A 20\nBolt:\nKSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nKSNP I 4\nKSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nKSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nKSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nKSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nKSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nKSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\nLoad:\nKSNP QQRS 4\nKSNP T 0 A_PlaySoundEx(\"weapon/RifleLoad3\",\"Weapon\")\nKSNP T 4 A_GiveInventory(\"30.06\",1)\nKSNP U 4\nKSNP U 0 A_JumpIfInventory(\"30.06\",5,\"BoltEnd\")\nKSNP U 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nBoltEnd:\nKSNP H 0 A_TakeInventory(\"ReloadKey\",1)\nKSNP H 4\nKSNP G 4 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\nKSNP L 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nKSNP A 4\nGoto Readyb\nFire2:\nSNPR O 0 ACS_NamedExecuteAlways (\"SpringField_Recoil\",0,50)\nSNPR O 0 A_PlaySoundEx(\"weapon/RifleFire\",\"Weapon\")\nSNPR O 28 A_FireBullets(0,0,1,500,\"SniperPuff\")\nSNPR O 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nKSNP E 4 A_TakeInventory(\"Scope\",1)\nGoto Bolt\nAltFire:\nKSNP A 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,1)\nKSNP A 0 A_JumpIfInventory(\"Scope\",1,\"Altfire2\")\nKSNP M 4\nKSNP E 4\nSNPR O 0 A_GiveInventory(\"Scope\",1)\nSNPR O 4 A_ZoomFactor (4,ZOOM_INSTANT)\nSNPR O 0 A_Refire\nGoto Ready2\nAltFire2:\nSNPR O 0 A_ZoomFactor (1,ZOOM_INSTANT)\nKSNP E 4 A_TakeInventory(\"Scope\",1)\nKSNP M 0 ACS_NamedExecuteAlways(\"Springfield_Speed\",0,0)\nKSNP M 4\nKSNP A 4\nKSNP A 0 A_Refire\nGoto Ready+3\nFull:\nKSNP E 0 A_TakeInventory(\"ReloadKey\",1)\ngoto Readyb\nBolt2:\nKSNP I 0 A_JumpIfInventory(\"30.06\",5,\"Full\")\nKSNP I 4\nKSNP C 4 A_PlaySoundEx(\"weapon/RifleLoad1\",\"Weapon\")\nKSNP C 0 A_PlaySoundEx(\"weapon/RifleLoad2\",\"Weapon\")\n//KSNP D 4 A_FireCustomMissile (\"RifleBullet\",-10,0,2,2)\nKSNP D 0 A_JumpIfInventory(\"ReloadKey\",1,\"Load\")\nKSNP D 0 A_JumpIfInventory(\"30.06\",1,\"BoltEnd\")\nKSNP D 0 ACS_NamedExecuteAlways(\"Springfield_Reload\",0,1)\ngoto Load\n}\n}"
      },
      {
        "source": "pk3",
        "name": "acs_source/RECOIL.txt",
        "contents": "#include \"zcommon.acs\"\n#library \"Recoil\"\n\nScript \"SpringField_Recoil\" (int re) CLIENTSIDE//Recoil\n{\n//GiveInventory(\"CanZoomButCantFire\",1);\nFor ( int coil = 1; coil < 4; coil++ )\n {\n SetActorPitch(0,GetActorPitch(0)-(re*8));\n Delay (1);\n }\nSetActorPitch(0,GetActorPitch(0)-(re*4));\nDelay (1);\nSetActorPitch(0,GetActorPitch(0)-(re*2));\nDelay (1);\n\nSetActorPitch(0,GetActorPitch(0)-re);\nDelay (1);\nSetActorPitch(0,GetActorPitch(0)-(re/2));\nDelay (1);\nSetActorPitch(0,GetActorPitch(0)-(re/4));\nDelay (6);\nSetActorPitch(0,GetActorPitch(0)+(re/4));\nDelay(1);\nSetActorPitch(0,GetActorPitch(0)+(re/2));\nDelay(1);\nSetActorPitch(0,GetActorPitch(0)+re);\n\nDelay(1);\nSetActorPitch(0,GetActorPitch(0)+re);\nDelay(1);\nSetActorPitch(0,GetActorPitch(0)+(re*2));\nDelay(1);\nFor ( int coil2 = 1; coil2 < 7; coil2++ )\n {\n SetActorPitch(0,GetActorPitch(0)+(re*4));\n Delay (1);\n }\nSetActorPitch(0,GetActorPitch(0)+(re*2));\nDelay (1);\nSetActorPitch(0,GetActorPitch(0)+re);\n//PrintBold (d:GetActorPitch(0));\nDelay (25+105);//Cooldown\n//TakeInventory(\"CanZoomButCantFire\",1);\n}\n\nScript \"SpringField_Replace\" Enter\n{\nDelay(1);\nif(CheckInventory(\"IGMetalBLadeWep\")>0){\nTakeInventory(\"IGMetalBladeWep\",1);\nGiveInventory(\"RifleReload\",1);\nIf(ACS_ExecuteWithResult(975, 1))\n\t{\n\tSwitch(PlayerTeam())\n\t\t{\n\t\tCase 0:\n\t\tGiveInventory(\"LightSpringfield\",1);\n\t\tBreak;\n\t\tCase 1:\n\t\tGiveInventory(\"WilySpringfield\",1);\n\t\tBreak;\n\t\tCase 2:\n\t\tGiveInventory(\"CossackSpringfield\",1);\n\t\tBreak;\n\t\tCase 3:\n\t\tGiveInventory(\"KingSpringfield\",1);\n\t\tBreak;\n\t\t}\n\t}\nelse{GiveInventory(\"Springfield\",1);}\n}\n}\n\nScript \"SpringField_ReplaceRespawn\" Respawn\n{\nACS_NamedExecuteAlways(\"SpringField_Replace\",0);\n}\n\nScript \"SpringField_Speed\" (int i) //Speed control\n{\nswitch (i) {\n\n\t\tcase 0: //Normal speed\n\t\t  SetActorProperty(0,APROP_SPEED,1.25);\n\t\t  break;\n\t\tcase 1: //Half speed\n\t\t  SetActorProperty(0,APROP_SPEED,0.625);\n\t\t  break;\n\t}\n}\n\nScript \"SpringField_ReloadCheck\" ENTER\n{\nint buttons;\nWhile(PlayerNumber() != -1 || !CheckInventory(\"IsDead\") || PlayerInGame(PlayerNumber()))\n{\nbuttons = GetPlayerInput(-1, INPUT_BUTTONS);\nif (buttons & BT_RELOAD){ACS_NamedExecuteAlways(\"SpringField_Reload\",0);}\nwhile(CheckInventory(\"ReloadKey\")){Delay(1);}\nDelay(1);\n}}\n\nScript \"SpringField_ReloadCheckRespawn\" RESPAWN\n{\nACS_NamedExecuteAlways(\"SpringField_ReloadCheck\",0,0);\n}\n\nScript \"SpringField_Reload\" (void) //Reload stuff\n{\nint buttons;\nGiveInventory(\"ReloadKey\",1);\nwhile(CheckInventory(\"ReloadKey\")){\n\tbuttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\tif (buttons & BT_ATTACK)\n\t{\n\t\tTakeInventory(\"ReloadKey\",1);\n\t}\n\tDelay(1);\n}\n}"
      }
    ]
  },
  "maps": []
}

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