aracnocide_weapons.pk3

PK3 28 MiB 0 map(s)

Counts

endoom0
graphics2
lumps2904
maps1
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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      "added": "2019-02-20 04:33:54",
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    "added": "2019-02-20 04:33:54",
    "file": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "LANGUAGE.txt",
        "contents": "//==============================================================================\n// Footsteps and intermission texts\n//==============================================================================\n\n[enu default]\n// Flats\n// This is a list of flats that have footstep sounds associated with them.\n// Items are separated by a colon ( : )\n// If a flat/texture is not present in this list, then only the default sound will be\n// played when it is walked on.\nSTEP_FLATS = \"FWATER1:FWATER2:FWATER3:FWATER4:\"\n\t\t\t\"FLOOR0_1:FLOOR0_3:FLOOR1_7:FLOOR4_1:\"\n\t\t\t\"FLOOR4_5:FLOOR4_6:TLITE6_1:TLITE6_5:\"\n\t\t\t\"CEIL3_1:CEIL3_2:CEIL4_2:CEIL4_3:\"\n\t\t\t\"CEIL5_1:FLAT2:FLAT5:FLAT18:\"\n\t\t\t\"FLOOR0_2:FLOOR0_5:FLOOR0_7:FLAT5_3:\"\n\t\t\t\"CRATOP1:CRATOP2:FLAT9:FLAT17:\"\n\t\t\t\"FLAT19:COMP01:GRNLITE1:FLOOR1_1:\"\n\t\t\t\"FLAT14:FLAT5_5:FLOOR1_6:CEIL4_1:\"\n\t\t\t\"GRASS1:GRASS2:RROCK16:RROCK19:\"\n\t\t\t\"FLOOR6_1:FLOOR6_2:FLAT10:MFLR8_3:\"\n\t\t\t\"MFLR8_4:RROCK17:RROCK18:FLOOR0_6:\"\n\t\t\t\"FLOOR4_8:FLOOR5_1:FLOOR5_2:FLOOR5_3:\"\n\t\t\t\"FLOOR5_4:TLITE6_4:TLITE6_6:FLOOR7_1:\"\n\t\t\t\"MFLR8_1:CEIL3_5:CEIL5_2:CEIL3_6:\"\n\t\t\t\"FLAT8:SLIME13:STEP1:STEP2:\"\n\t\t\t\"GATE1:GATE2:GATE3:CEIL1_2:\"\n\t\t\t\"CEIL1_3:SLIME14:SLIME15:SLIME16:\"\n\t\t\t\"FLAT22:FLAT23:CONS1_1:CONS1_5:\"\n\t\t\t\"CONS1_7:GATE4:FLAT4:FLAT1:\"\n\t\t\t\"FLAT5_4:MFLR8_2:FLAT1_1:FLAT1_2:\"\n\t\t\t\"FLAT1_3:FLAT5_7:FLAT5_8:GRNROCK:\"\n\t\t\t\"RROCK01:RROCK02:RROCK03:RROCK04:\"\n\t\t\t\"RROCK05:RROCK06:RROCK07:RROCK08:\"\n\t\t\t\"RROCK09:RROCK10:RROCK11:RROCK12:\"\n\t\t\t\"RROCK13:RROCK14:RROCK15:RROCK20:\"\n\t\t\t\"SLIME09:SLIME10:SLIME11:SLIME12:\"\n\t\t\t\"FLAT5_6:FLOOR3_3:FLAT20:CEIL3_3:\"\n\t\t\t\"CEIL3_4:FLAT3:FLOOR7_2:DEM1_1:\"\n\t\t\t\"DEM1_2:DEM1_3:DEM1_4:DEM1_5:\"\n\t\t\t\"DEM1_6:CEIL1_1:FLAT5_1:FLAT5_2:\"\n\t\t\t\"NUKAGE1:NUKAGE2:NUKAGE3:BLOOD1:\"\n\t\t\t\"BLOOD2:BLOOD3:SLIME01:SLIME02:\"\n\t\t\t\"SLIME03:SLIME04:SLIME05:SLIME06:\"\n\t\t\t\"SLIME07:SLIME08:SFLR6_1:SFLR6_4:\"\n\t\t\t\"SFLR7_1:SFLR7_4:LAVA1:LAVA2:\"\n\t\t\t\"LAVA3:LAVA4:F_SKY1\";\n\n// Sounds\nSTEP_DEFAULT = \"step/default\";\n\n// Water\nSTEP_FWATER1 = \"step/water\";\nSTEP_FWATER2 = \"step/water\";\nSTEP_FWATER3 = \"step/water\";\nSTEP_FWATER4 = \"step/water\";\n\n// Ground\nSTEP_FLOOR0_1 = \"step/default\";\nSTEP_FLOOR0_3 = \"step/default\";\nSTEP_FLOOR1_7 = \"step/default\";\nSTEP_FLOOR4_1 = \"step/default\";\nSTEP_FLOOR4_5 = \"step/default\";\nSTEP_FLOOR4_6 = \"step/default\";\nSTEP_TLITE6_1 = \"step/default\";\nSTEP_TLITE6_5 = \"step/default\";\nSTEP_CEIL3_1 = \"step/default\";\nSTEP_CEIL3_2 = \"step/default\";\nSTEP_CEIL4_2 = \"step/default\";\nSTEP_CEIL4_3 = \"step/default\";\nSTEP_CEIL5_1 = \"step/default\";\nSTEP_FLAT2 = \"step/default\";\nSTEP_FLAT5 = \"step/default\";\nSTEP_FLAT18 = \"step/default\";\nSTEP_FLOOR0_2 = \"step/default\";\nSTEP_FLOOR0_5 = \"step/default\";\nSTEP_FLOOR0_7 = \"step/default\";\nSTEP_FLAT5_3 = \"step/default\";\nSTEP_CRATOP1 = \"step/default\";\nSTEP_CRATOP2 = \"step/default\";\nSTEP_FLAT9 = \"step/default\";\nSTEP_FLAT17 = \"step/default\";\nSTEP_FLAT19 = \"step/default\";\nSTEP_COMP01 = \"step/default\";\nSTEP_GRNLITE1 = \"step/default\";\n\n// Carpet\nSTEP_FLOOR1_1 = \"step/carpet\";\nSTEP_FLAT14 = \"step/carpet\";\nSTEP_FLAT5_5 = \"step/carpet\";\nSTEP_FLOOR1_6 = \"step/carpet\";\nSTEP_CEIL4_1 = \"step/carpet\";\nSTEP_GRASS1 = \"step/carpet\";\nSTEP_GRASS2 = \"step/carpet\";\n\n// Dirt\nSTEP_RROCK16 = \"step/dirt\";\nSTEP_RROCK19 = \"step/dirt\";\n\n// Gravel\nSTEP_FLOOR6_1 = \"step/gravel\";\nSTEP_FLOOR6_2 = \"step/gravel\";\nSTEP_FLAT10 = \"step/gravel\";\nSTEP_MFLR8_3 = \"step/gravel\";\nSTEP_MFLR8_4 = \"step/gravel\";\nSTEP_RROCK17 = \"step/gravel\";\nSTEP_RROCK18 = \"step/gravel\";\n\n// Hard\nSTEP_FLOOR0_6 = \"step/hard\";\nSTEP_FLOOR4_8 = \"step/hard\";\nSTEP_FLOOR5_1 = \"step/hard\";\nSTEP_FLOOR5_2 = \"step/hard\";\nSTEP_FLOOR5_3 = \"step/hard\";\nSTEP_FLOOR5_4 = \"step/hard\";\nSTEP_TLITE6_4 = \"step/hard\";\nSTEP_TLITE6_6 = \"step/hard\";\nSTEP_FLOOR7_1 = \"step/hard\";\nSTEP_MFLR8_1 = \"step/hard\";\nSTEP_CEIL3_5 = \"step/hard\";\nSTEP_CEIL5_2 = \"step/hard\";\nSTEP_CEIL3_6 = \"step/hard\";\nSTEP_FLAT8 = \"step/hard\";\nSTEP_SLIME13 = \"step/hard\";\n\n// Metal A\nSTEP_STEP1 = \"step/metal/a\";\nSTEP_STEP2 = \"step/metal/a\";\nSTEP_GATE1 = \"step/metal/a\";\nSTEP_GATE2 = \"step/metal/a\";\nSTEP_GATE3 = \"step/metal/a\";\nSTEP_CEIL1_2 = \"step/metal/a\";\nSTEP_CEIL1_3 = \"step/metal/a\";\nSTEP_SLIME14 = \"step/metal/a\";\nSTEP_SLIME15 = \"step/metal/a\";\nSTEP_SLIME16 = \"step/metal/a\";\n\n// Metal B\nSTEP_FLAT22 = \"step/metal/b\";\nSTEP_FLAT23 = \"step/metal/b\";\nSTEP_CONS1_1 = \"step/metal/b\";\nSTEP_CONS1_5 = \"step/metal/b\";\nSTEP_CONS1_7 = \"step/metal/b\";\nSTEP_GATE4 = \"step/metal/b\";\nSTEP_FLAT4 = \"step/metal/b\";\n\n// Rock\nSTEP_FLAT1 = \"step/rock\";\nSTEP_FLAT5_4 = \"step/rock\";\nSTEP_MFLR8_2 = \"step/rock\";\nSTEP_FLAT1_1 = \"step/rock\";\nSTEP_FLAT1_2 = \"step/rock\";\nSTEP_FLAT1_3 = \"step/rock\";\nSTEP_FLAT5_7 = \"step/rock\";\nSTEP_FLAT5_8 = \"step/rock\";\nSTEP_GRNROCK = \"step/rock\";\nSTEP_RROCK01 = \"step/rock\";\nSTEP_RROCK02 = \"step/rock\";\nSTEP_RROCK03 = \"step/rock\";\nSTEP_RROCK04 = \"step/rock\";\nSTEP_RROCK05 = \"step/rock\";\nSTEP_RROCK06 = \"step/rock\";\nSTEP_RROCK07 = \"step/rock\";\nSTEP_RROCK08 = \"step/rock\";\nSTEP_RROCK09 = \"step/rock\";\nSTEP_RROCK10 = \"step/rock\";\nSTEP_RROCK11 = \"step/rock\";\nSTEP_RROCK12 = \"step/rock\";\nSTEP_RROCK13 = \"step/rock\";\nSTEP_RROCK14 = \"step/rock\";\nSTEP_RROCK15 = \"step/rock\";\nSTEP_RROCK20 = \"step/rock\";\nSTEP_SLIME09 = \"step/rock\";\nSTEP_SLIME10 = \"step/rock\";\nSTEP_SLIME11 = \"step/rock\";\nSTEP_SLIME12 = \"step/rock\";\n\n// Snow\nSTEP_FLAT5_6 = \"step/snow\";\n\n// Tile A\nSTEP_FLOOR3_3 = \"step/tile/a\";\nSTEP_FLAT20 = \"step/tile/a\";\nSTEP_CEIL3_3 = \"step/tile/a\";\nSTEP_CEIL3_4 = \"step/tile/a\";\nSTEP_FLAT3 = \"step/tile/a\";\n\n// Tile B\nSTEP_FLOOR7_2 = \"step/tile/b\";\nSTEP_DEM1_1 = \"step/tile/b\";\nSTEP_DEM1_2 = \"step/tile/b\";\nSTEP_DEM1_3 = \"step/tile/b\";\nSTEP_DEM1_4 = \"step/tile/b\";\nSTEP_DEM1_5 = \"step/tile/b\";\nSTEP_DEM1_6 = \"step/tile/b\";\n\n// Wood\nSTEP_CEIL1_1 = \"step/wood\";\nSTEP_FLAT5_1 = \"step/wood\";\nSTEP_FLAT5_2 = \"step/wood\";\n\n// Slime\nSTEP_NUKAGE1 = \"step/slime\";\nSTEP_NUKAGE2 = \"step/slime\";\nSTEP_NUKAGE3 = \"step/slime\";\nSTEP_BLOOD1 = \"step/slime\";\nSTEP_BLOOD2 = \"step/slime\";\nSTEP_BLOOD3 = \"step/slime\";\nSTEP_SLIME01 = \"step/slime\";\nSTEP_SLIME02 = \"step/slime\";\nSTEP_SLIME04 = \"step/slime\";\nSTEP_SLIME05 = \"step/slime\";\nSTEP_SLIME06 = \"step/slime\";\nSTEP_SLIME07 = \"step/slime\";\nSTEP_SLIME08 = \"step/slime\";\n\n// Slimy\nSTEP_SFLR6_1 = \"step/slimy\";\nSTEP_SFLR6_4 = \"step/slimy\";\nSTEP_SFLR7_1 = \"step/slimy\";\nSTEP_SFLR7_4 = \"step/slimy\";\n\n// Lava\nSTEP_LAVA1 = \"step/lava\";\nSTEP_LAVA2 = \"step/lava\";\nSTEP_LAVA3 = \"step/lava\";\nSTEP_LAVA4 = \"step/lava\";\n\n// None\nSTEP_F_SKY1 = \"\";"
      },
      {
        "source": "pk3",
        "name": "Actors/AR-Players.txt",
        "contents": "//==============================================================================\n// Custom Player Classes\n//==============================================================================\nACTOR InvisiblePlayer : DoomPlayer {} //Just for inheriting purposes\n\n//==============================================================================\n// Items for class-specific using\n//==============================================================================\nACTOR StartingAnimation : Inventory { Inventory.MaxAmount 1 } //Intro Stuff\nACTOR UpgradeToken\t    : Inventory { Inventory.MaxAmount 1 } //Weapon Stuff\n//==============================================================================\nACTOR ScientistDummy\t: Inventory { Inventory.MaxAmount 1 } //Stella\nACTOR TrooperDummy \t\t: Inventory { Inventory.MaxAmount 1 } //Blake\nACTOR RangerDummy \t\t: Inventory { Inventory.MaxAmount 1 } //Derrick\nACTOR ReconDummy \t\t: Inventory { Inventory.MaxAmount 1 } //Marion\n\n//==============================================================================\n// Blake Kliessen (Combat Janitor, Exterminator Trooper)\n//==============================================================================\n// Basic Stats\n//==============================================================================\nACTOR MarineTrooper : InvisiblePlayer\n{\n\t+PLAYERPAWN.NOTHRUSTWHENINVUL\n\tHealth 120\n\tSpeed 0.9\n\tDamageFactor \"Normal\", 1.0\n\tMass 120\n\tXScale 0.8\n\tYScale 0.85\n\n//==============================================================================\n// Complex Stats\n//==============================================================================\n\tPlayer.MaxHealth 120\n\tPlayer.SideMove 0.9\n\tPainChance 255\n\tPlayer.SoundClass \"ARTRPL1\"\n\tPlayer.DisplayName \"Blake Kliessen\"\n\tPlayer.Portrait ARTRPH1\n\tPlayer.ViewHeight 44\n\tPlayer.AttackZOffset 15\n\tPlayer.MugShotMaxHealth -1\n\n//==============================================================================\n// Key Configuration\n//==============================================================================\n\tPlayer.Weaponslot 1, ARTRWPB, ARTRWPA\n\tPlayer.Weaponslot 2, ARTR2AD, ARTR1AD, ARTR1AC, ARTRWPD, ARTRWPC\n\tPlayer.Weaponslot 3, ARTRWPF, ARTRWPE\n\tPlayer.Weaponslot 4, ARTR1AH, ARTRWPH, ARTRWPG\n\tPlayer.Weaponslot 5, ARTRWPJ, ARTRWPI\n\tPlayer.Weaponslot 6, ARTRWPL, ARTRWPK\n\tPlayer.Weaponslot 7, ARTRWPN, ARTRWPM\n\n//==============================================================================\n// Starting Weapons\n//==============================================================================\n\tPlayer.StartItem \"ARTRWPIN\" //Intro\n//==============================================================================\n\tPlayer.StartItem \"ARTRWPC\"\n\tPlayer.StartItem \"ARTRWPA\"\n\tPlayer.StartItem \"ARTRWPI\"\n\tPlayer.StartItem \"ARCL1\", 45\n\tPlayer.StartItem \"ARTR1\", 10\n\n//==============================================================================\n// Starting Items\n//==============================================================================\n\tPlayer.StartItem \"TrooperDummy\", 1\n\tPlayer.StartItem \"Action_Kick\",1\n\tPlayer.StartItem \"Action_KickCancel\", 1\n\tPlayer.StartItem \"ARWPPRE\", 1\n\n//==============================================================================\n// Weapon Reloads\n//==============================================================================\n\tPlayer.StartItem \"WACReload\", 15\n\tPlayer.StartItem \"WADReload\", 5\n\tPlayer.StartItem \"WAEReload\", 6\n\tPlayer.StartItem \"WAFReload\", 2\n\tPlayer.startitem \"WAGReload\", 32\n\tPlayer.startitem \"WAHReload\", 20\n\tPlayer.startitem \"WAJReload\", 6\n\tPlayer.startitem \"WAKReload\", 200\n\tPlayer.startitem \"WAMReload\", 100\n\tPlayer.startitem \"WANReload\", 5\n//==============================================================================\n\tPlayer.StartItem \"UACReload\" 30\n\tPlayer.StartItem \"UADReload\", 6\n\tPlayer.StartItem \"VADReload\", 6\n\tPlayer.startitem \"UAHReload\" 40\n//==============================================================================\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A -1\n\t\tLoop\n\tSee:\n\t\tPLAY ABCD 4\n\t\tLoop\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tDeath1:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY J 6 A_NoBlocking\n\t\tPLAY KLM 6\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\tXDeath1:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tAltSkinDeath:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n\tAltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Derrick Carrington Wolfe (Spider Extermination Ranger)\n//==============================================================================\n// Basic Stats\n//==============================================================================\nACTOR MarineRanger : InvisiblePlayer\n{\n\t+PLAYERPAWN.NOTHRUSTWHENINVUL\n\tHealth 90\n\tSpeed 1.2\n\tDamageFactor \"Normal\", 1.0\n\tGibHealth 10\n\tPainChance 255\n\tMass 90\n\tXScale 0.7\n\tYScale 0.75\n\n//==============================================================================\n// Complex Stats\n//==============================================================================\n\tPlayer.MaxHealth 90\n\tPlayer.AttackZOffset 14\n\tPlayer.SoundClass \"ARRGPL1\"\n\tPlayer.DisplayName \"Derrick Wolfe\"\n\tPlayer.Portrait ARRGPH1\n\tPlayer.SideMove 1.2\n\tPlayer.JumpZ 9\n\n//==============================================================================\n// Key Configuration\n//==============================================================================\n\tPlayer.Weaponslot 1, ARRGWPB, ARRGWPA\n\tPlayer.Weaponslot 2, ARRG1AD, ARRG1AC, ARRGWPD, ARRGWPC\n\tPlayer.Weaponslot 3, ARRGWPF, ARRGWPE\n\tPlayer.Weaponslot 4, ARRG1AH, ARRGWPH, ARRGWPG\n\tPlayer.Weaponslot 5, ARRGWPJ, ARRGWPI\n\tPlayer.Weaponslot 6, ARRGWPL, ARRGWPK\n\tPlayer.Weaponslot 7, ARRGWPN, ARRGWPM\n\n//==============================================================================\n// Starting Weapons\n//==============================================================================\n\tPlayer.StartItem \"ARRGWPIN\" //Intro\n//==============================================================================\n\tPlayer.StartItem \"ARRGWPC\"\n\tPlayer.StartItem \"ARRGWPA\"\n\tPlayer.StartItem \"ARRGWPI\"\n\tPlayer.StartItem \"ARCL1\", 45\n\tPlayer.StartItem \"ARTR1\", 10\n\n//==============================================================================\n// Starting Items\n//==============================================================================\n\tPlayer.StartItem \"RangerDummy\", 1\n\tPlayer.StartItem \"Action_Kick\",1\n\tPlayer.StartItem \"Action_KickCancel\", 1\n\tPlayer.StartItem \"ARWPPRE\", 1\n\n//==============================================================================\n// Weapon Reloads\n//==============================================================================\n\tPlayer.StartItem \"WBCReload\", 13\n\tPlayer.StartItem \"WBDReload\", 7\n\tPlayer.StartItem \"WBEReload\", 6\n\tPlayer.StartItem \"WBFReload\", 3\n\tPlayer.startitem \"WBGReload\", 45\n\tPlayer.startitem \"WBHReload\", 35\n\tPlayer.startitem \"WBJReload\", 1\n\tPlayer.startitem \"WBKReload\", 50\n\tPlayer.StartItem \"WBMReload\", 50\n\tPlayer.StartItem \"WBNReload\", 5\n//==============================================================================\n\tPlayer.StartItem \"UBCReload\", 16\n\tPlayer.StartItem \"UBDReload\", 9\n\tPlayer.StartItem \"VBDReload\", 18\n\tPlayer.startitem \"UBHReload\", 80\n//==============================================================================\n\tStates\n\t{\n\tSpawn:\n\t\tRANG A -1\n\t\tstop\n\tSee:\n\t\tRANG ABCD 4\n\t\tloop\n\tMissile:\n\t\tRANG E 8\n\t\tRANG F 4\n\t\tgoto Spawn\n\tMelee:\n\t\tBLAY F 4\n\t\tgoto Missile\n\tPain:\n\t\tRANG G 4\n\t\tRANG G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tRANG H 3\n\t\tRANG I 3 A_PlayerScream\n\t\tRANG J 3 A_NoBlocking\n\t\tRANG KLM 4\n\t\tRANG N -1\n\t\tStop\n\tXDeath:\n\t\tRANG H 5 A_TossGib\n\t\tRANG I 5 A_XScream\n\t\tRANG J 5 A_NoBlocking\n\t\tRANG KLM 5 A_TossGib\n\t\tRANG N -1 A_TossGib\n\t}\n}\n\n//==============================================================================\n// Marion Callahan (B.O.S.S. Foxtrot Team, Recon Squad)\n//==============================================================================\n// Basic Stats\n//==============================================================================\nACTOR MarineRecon : InvisiblePlayer\n{\n\t+PLAYERPAWN.NOTHRUSTWHENINVUL\n\tHealth 100\n\tSpeed 1.1\n\tDamageFactor \"Normal\", 1.0\n\tMass 100\n\tXScale 1.03\n\tYScale 1.06\n\n//==============================================================================\n// Complex Stats\n//==============================================================================\n\tPlayer.MaxHealth 100\n\tPainChance 255\n\tPlayer.SoundClass \"ARRCPL1\"\n\tPlayer.DisplayName \"Marion Callahan\"\n\tPlayer.Portrait ARRCPH1\n\tPlayer.SideMove 1.1\n\tPlayer.ViewHeight 40\n\tPlayer.AttackZOffset 15\n\tPlayer.MugShotMaxHealth -1\n\n//==============================================================================\n// Key Configuration\n//==============================================================================\n\tPlayer.Weaponslot 1, ARRCWPB, ARRCWPA\n\tPlayer.Weaponslot 2, ARRC1AD, ARRCWPD, ARRCWPC\n\tPlayer.Weaponslot 3, ARRCWPF, ARRCWPE\n\tPlayer.Weaponslot 4, ARRC1AG, ARRCWPH, ARRCWPG\n\tPlayer.Weaponslot 5, ARRCWPJ, ARRCWPI\n\tPlayer.Weaponslot 6, ARRCWPL, ARRCWPK\n\tPlayer.Weaponslot 7, ARRCWPN, ARRCWPM\n\n//==============================================================================\n// Starting Weapons\n//==============================================================================\n\tPlayer.StartItem \"ARRCWPIN\" //Intro\n//==============================================================================\n\tPlayer.StartItem \"ARRCWPC\"\n\tPlayer.StartItem \"ARRCWPA\"\n\tPlayer.StartItem \"ARRCWPI\"\n\tPlayer.StartItem \"ARCL1\", 45\n\tPlayer.StartItem \"ARTR1\", 10\n\n//==============================================================================\n// Starting Items\n//==============================================================================\n\tPlayer.StartItem \"ReconDummy\", 1\n\tPlayer.StartItem \"Action_Kick\",1\n\tPlayer.StartItem \"Action_KickCancel\", 1\n\tPlayer.StartItem \"ARWPPRE\", 1\n\n//==============================================================================\n// Weapon Reloads\n//==============================================================================\n\tPlayer.StartItem \"WCCReload\", 15\n\tPlayer.StartItem \"WCDReload\", 6\n\tPlayer.StartItem \"WCEReload\", 4 //18\n\tPlayer.startitem \"WCFReload\", 9\n\tPlayer.StartItem \"WCGReload\", 30\n\tPlayer.StartItem \"WCHReload\", 25\n\tPlayer.StartItem \"WCJReload\", 1\n\tPlayer.StartItem \"WCKReload\", 100\n\tPlayer.StartItem \"WCMReload\", 100\n\tPlayer.startitem \"WCNReload\", 10\n//==============================================================================\n\tPlayer.StartItem \"UCCReload\" 30\n\tPlayer.StartItem \"UCDReload\" 7\n\tPlayer.StartItem \"UCGReload\" 60\n//==============================================================================\n\tStates\n\t{\n\tSpawn:\n\t\tMCLN A -1\n\t\tLoop\n\tSee:\n\t\tMCLN ABCD 4\n\t\tLoop\n\tMissile:\n\t\tMCLN E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tMCLN F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tMCLN G 4\n\t\tMCLN G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tMCLN H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tDeath1:\n\t\tMCLN H 6 A_PlayerScream\n\t\tMCLN I 10\n\t\tMCLN J 6 A_NoBlocking\n\t\tMCLN K 6\n\t\tMCLN L -1\n\t\tStop\n\tXDeath:\n\t\tMCLN O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\tXDeath1:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tAltSkinDeath:\n\t\tMCLN H 6 A_PlayerScream\n\t\tMCLN I 10\n\t\tMCLN J 6 A_NoBlocking\n\t\tMCLN K 6\n\t\tMCLN L -1\n\t\tStop\n\tAltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Stella Gibson Ariyasu (M.E.T.A. Scientist)\n//==============================================================================\n// Basic Stats\n//==============================================================================\nACTOR MarineScientist : InvisiblePlayer\n{\n\t+PLAYERPAWN.NOTHRUSTWHENINVUL\n\tHealth 110\n\tSpeed 1.0\n\tDamageFactor \"Normal\", 1.0\n\tGibHealth 10\n\tPainChance 255\n\tMass 110\n\tXScale 0.85\n\tYScale 0.9\n\n//==============================================================================\n// Complex Stats\n//==============================================================================\n\tPlayer.MaxHealth 110\n\tPlayer.AttackZOffset 14\n\tPlayer.SoundClass \"ARSCPL1\"\n\tPlayer.DisplayName \"Stella Gibson\"\n\tPlayer.Portrait ARSCPH1\n\tPlayer.SideMove 1.0\n\tPlayer.JumpZ 9\n\n//==============================================================================\n// Key Configuration\n//==============================================================================\n\tPlayer.Weaponslot 1, ARSCWPB, ARSCWPA\n\tPlayer.Weaponslot 2, ARSC1DD, ARSCWPD, ARSCWPC, ARSC1DC\n\tPlayer.Weaponslot 3, ARSCWPF, ARSCWPE\n\tPlayer.Weaponslot 4, ARSCWPH, ARSC1DG, ARSCWPG\n\tPlayer.Weaponslot 5, ARSCWPJ, ARSCWPI\n\tPlayer.Weaponslot 6, ARSCWPL, ARSCWPK\n\tPlayer.Weaponslot 7, ARSCWPN, ARSCWPM\n\n//==============================================================================\n// Starting Weapons\n//==============================================================================\n\tPlayer.StartItem \"ARSCWPIN\" //Intro\n//==============================================================================\n\tPlayer.StartItem \"ARSCWPC\"\n\tPlayer.StartItem \"ARSCWPA\"\n\tPlayer.StartItem \"ARSCWPI\"\n\tPlayer.StartItem \"ARCL1\", 45\n\tPlayer.StartItem \"ARTR1\", 10\n\n//==============================================================================\n// Starting Items\n//==============================================================================\n\tPlayer.StartItem \"ScientistDummy\", 1\n\tPlayer.StartItem \"Action_Kick\",1\n\tPlayer.StartItem \"Action_KickCancel\", 1\n\tPlayer.StartItem \"ARWPPRE\", 1\n\n//==============================================================================\n// Weapon Reloads\n//==============================================================================\n\tPlayer.StartItem \"WDCReload\", 13\n\tPlayer.StartItem \"WDDReload\", 6\n\tPlayer.StartItem \"WDEReload\", 7\n\tPlayer.StartItem \"WDFReload\", 18\n\tPlayer.StartItem \"WDGReload\", 20\n\tPlayer.StartItem \"WDHReload\", 30\n\tPlayer.StartItem \"WDJReload\", 6\n\tPlayer.StartItem \"WDKReload\", 80\n\tPlayer.StartItem \"WDMReload\", 80\n\tPlayer.StartItem \"WDNReload\", 10\n//==============================================================================\n\tPlayer.StartItem \"UDCReload\", 16\n\tPlayer.StartItem \"UDDReload\", 12\n\tPlayer.StartItem \"UDGReload\", 40\n\tStates\n\t{\n\tSpawn:\n\t\tILLP A -1\n\t\tstop\n\tSee:\n\t\tILLP ABCD 4\n\t\tloop\n\tMissile:\n\t\tILLP E 8\n\t\tILLP F 4\n\t\tgoto Spawn\n\tMelee:\n\t\tILLP F 6\n\t\tgoto Missile\n\tPain:\n\t\tILLP G 4\n\t\tILLP G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tILLP H 3\n\t\tILLP I 3 A_PlayerScream\n\t\tILLP J 3 A_NoBlocking\n\t\tILLP KLM 4\n\t\tILLP N -1\n\t\tStop\n\tXDeath:\n\t\tNULL A 0\n\t\tILLP O 5 A_TossGib\n\t\tILLP P 5 A_XScream\n\t\tILLP Q 5 A_NoBlocking\n\t\tILLP RSTUV 5 A_TossGib\n\t\tILLP W -1 A_TossGib\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/AR-WFX.txt",
        "contents": "//==============================================================================\n// Aracnocide Weapon Effects\n//==============================================================================\n// Smoke\n//==============================================================================\n\nACTOR GunSmokeSpawner\n{\n\t+NOCLIP\n\t+DONTSPLASH\n    Speed 20\n\tStates\n    {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tNULL A 0 A_CustomMissile(\"ShotSmoke\",0,0,random(0,360),2,random(0,180))\n        Stop\n    }\n}\n\nACTOR ShotSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+DONTSPLASH\n\t+MISSILE\n\tRenderStyle Add\n\tScale  0.4\n\tAlpha  0.4\n\tRadius 0\n\tHeight 0\n\tSpeed  1\n\tStates\n\t{\n    Spawn:\n\t\tNULL A 1 A_SetTranslucent(0.25)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,19)\n\t\tSMOK ABCDEFGHIJKLMNOPQR 2 A_FadeOut(0.005)\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR CasingSmokes : ShotSmoke\n{\n\tXScale 0.035\n\tYScale 0.060\n\tRenderStyle Add\n\tStates\n\t{\n    Spawn:\n\t\tNULL A 1 A_SetTranslucent(0.25)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,19)\n\t\tSMOK ABCDEFGHIJKLMNOPQR 1 A_FadeOut(0.005)\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR CasingSmokesEnd : CasingSmokes\n{\n\tXScale 0.020\n\tYScale 0.095\n\tRenderStyle Add\n\tSpeed 8\n\tStates\n\t{\n    Spawn:\n\t\tNULL A 1 A_SetTranslucent(0.25)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,20)\n\t\tTNT1 A 0 ThrustThingz(0,1,0,0)\n\t\tSMOK ABCDEFGHIJKLMNOPQR 1 A_FadeOut(0.005)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Explosion spawner\n//==============================================================================\n\nACTOR MineBlastVisual //Aesthetic part comes from the Spring Mine by Mor'ladim.\n{\n   Speed 8\n   Radius 8\n   Height 5\n   RenderStyle Add\n   Alpha 0.45\n   Scale 0.55\n   PROJECTILE\n   +BRIGHT\n   +THRUACTORS\n   +MOVEWITHSECTOR\n   States\n   {\n   Spawn:\n      MBLS TTTTT 1\n      TNT1 A 0 A_SetTranslucent(0.1)\n      MBLS TTT 2 A_SetScale(0.3)\n\t  MBLS TT 2 A_SetScale(0.2)\n\t  MBLS T 1 A_SetScale(0.1)\n   Death:\n      TNT1 A 0\n      Stop\n   }\n}\n\nACTOR LMineExplosionVisuals  //Deals no damage.\n{\n   Projectile\n   Radius 8\n   Height 8\n   Speed 0\n   RenderStyle Add\n   Alpha 0.55\n   Scale 1.1\n   +NOCLIP\n   +THRUACTORS\n   +BRIGHT\n   +MOVEWITHSECTOR\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      Goto Death\n   Death:\n\t  TNT1 A 0 A_SetTranslucent(0.55,1)\n      BNG4 A 1 Bright\n      TNT1 A 0 A_SetScale(1.15)\n      BNG4 B 1 Bright\n      TNT1 A 0 A_SetScale(1.2)\n      BNG4 C 2 Bright\n      TNT1 A 0 A_SetScale(1.25)\n      BNG4 D 2 Bright\n\t  TNT1 A 0 A_SetScale(1.3)\n\t  BNG4 E 2 Bright\n\t  TNT1 A 0 A_SetScale(1.5)\n\t  BNG4 F 2 Bright\n\t  TNT1 A 0 A_SetScale(1.35)\n\t  BNG4 GHIJ 2 Bright\n\t  BNG4 K 2 Bright A_FadeOut(0.35)\n\t  BNG4 L 2 Bright A_FadeOut(0.35)\n\t  BNG4 M 2 Bright A_FadeOut(0.35)\n\t  BNG4 N 2 Bright A_FadeOut(0.35)\n\t  Stop\n   }\n}\n\nActor Explosmokes // Creds to TheSkyBug\n{\n\tprojectile\n\tradius 1\n\theight 1\n\tspeed 2\n\tdamage 0\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+THRUACTORS\n\tScale 1.15\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 Thing_ChangeTID(0,390)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,14)\n\tSMUK ABCD 4 A_SetTranslucent(0.45,1)\n\tSMUK EFGHIJKLM 4 A_FadeOut(0.05,1)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR ExplarticleSmokeSpawner : GunSmokeSpawner\n{\n    Speed 20\n    +NOCLIP\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tNULL AA 0 A_CustomMissile(\"ExplarticleSmoke\",0,0,random(0, 360),2,random(0, 180))\n       \tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR ExplarticleSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+MISSILE\n\tRenderStyle Add\n\tAlpha 0.8\n\tSpeed 1\n\tRadius\t\t0\n\tHeight\t\t0\n\tScale\t\t0.2\n\tStates\n {\n    Spawn:\n        NULL A 1 A_SetTranslucent(0.45)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,16)\n        SMUK ABCDEFGHIJKLMNO 2 A_FadeOut(0.005)\n\t\tTNT1 A 0\n        Stop\n    }\n}\n\nactor Explarticles //Creds to TheSkyBug\n{\n\trenderstyle add\n\tscale 0.03\n\tProjectile\n\t-NOGRAVITY\n\tspeed 12\n\tgravity 0.65\n\tradius 2\n\theight 2\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tgoto Fly\n\tFly:\n\t\tTNT1 A 0 A_SpawnItem(\"ExplarticleSmoke\")\n\t\tSPRK A 1 bright A_FadeOut(0.01)\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\n//End of file."
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/AR-Base.txt",
        "contents": "//==============================================================================\n// Aracnocide Weapon Base\n//==============================================================================\n\nACTOR AracnoWeapon : Weapon replaces Weapon\n{\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\tWeapon.Kickback 100\n\tWeapon.SelectionOrder 100\n\tInventory.PickupSound \"ARWP/WP0/PK1\"\n}\n\nACTOR BlakeWeapon : AracnoWeapon\n{\n\tWeapon.BobStyle   \"Smooth\"\n\tWeapon.BobSpeed \t2.05\n\tWeapon.BobRangeX \t0.30\n\tWeapon.BobRangeY \t0.40\n}\n\nACTOR DerrickWeapon : AracnoWeapon\n{\n\tWeapon.Bobstyle \"InverseAlpha\"\n  \tWeapon.Bobspeed \t1.40\n\tWeapon.Bobrangex \t0.40\n\tWeapon.Bobrangey \t0.20\n}\n\nACTOR MarionWeapon : AracnoWeapon\n{\n\tWeapon.BobStyle    \"Alpha\"\n\tWeapon.BobSpeed \t2.55\n\tWeapon.BobRangeX \t0.30\n\tWeapon.BobRangeY \t0.40\n}\n\nACTOR StellaWeapon : AracnoWeapon\n{\n\tWeapon.BobStyle \"InverseSmooth\"\n  \tWeapon.BobSpeed \t2.0\n\tWeapon.BobRangeX \t0.3\n\tWeapon.BobRangeY \t0.5\n}\n\n// Kicking Commands by WildWeasel (without ACS)\n\nACTOR Action_Kick : CustomInventory\n{\n   -INVBAR\n   +INVENTORY.UNDROPPABLE\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   States\n   {\n       Use:\n       TNT1 A 0 A_GiveInventory(\"KickToken\",1)\n       Fail\n   }\n}\n\nACTOR Action_KickCancel : CustomInventory\n{\n   -INVBAR\n   +INVENTORY.UNDROPPABLE\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   States\n   {\n       Use:\n       TNT1 A 0 A_TakeInventory(\"KickToken\",1)\n       Fail\n   }\n}\n\nACTOR KickToken : Inventory\n{\n   -INVBAR\n   +INVENTORY.UNDROPPABLE\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\n//END OF FILE"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/AR-Puffs.txt",
        "contents": "//==============================================================================\n// Puffs\n//==============================================================================\n// General\n//==============================================================================\n\nACTOR BulletSparks\n{\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+BOUNCELIKEHERETIC\n\tRenderStyle Add\n\tHealth\t4\n\tRadius\t2\n\tHeight\t3\n\tSpeed\t1\n\tAlpha\t1\n\tScale\t.032\n\tMass\t1\n\tStates\n\t{\n\tSpawn:\n\t\tBPUF A 1\n\t\tBPUF ABCDA 1\t\tBRIGHT A_SetTranslucent(.8,1)\n\t\tBPUF BCDABC 1\t\tBRIGHT A_SetTranslucent(.6,1)\n\t\tBPUF DABCDABC 1\t\tBRIGHT A_SetTranslucent(.4,1)\n\t\tBPUF DABCDABCDA 1\tBRIGHT A_SetTranslucent(.2,1)\n\t\tStop\n\t}\n}\n\nACTOR ARBullet_Puff : BulletPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+RANDOMIZE\n\t+FLOORCLIP\n\t+NOEXTREMEDEATH\n\tDecal BulletChip\n\tRenderStyle Add\n\tAlpha\t1\n\tRadius\t1\n\tHeight\t1\n\tSpeed   0\n\tMass\t10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tCrash:\n\t\tTNT1 A 0 A_Jump(94,\"AltCrash\")\n\t\tTNT1 A 0 A_SetScale(0.1)\n\t\tTNT1 A 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 AA 0 A_SpawnDebris(\"PixelDebris\")\n\t\tTNT1 A 0 A_SpawnItem(\"GunSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ricochet\")\n\t\tFLER A 2 BRIGHT\n\t\tStop\n\tAltCrash:\n\t\tTNT1 A 0 A_SetScale(0.1)\n\t\tTNT1 A 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SpawnItem(\"GunSmokeSpawner\")\n\t\tTNT1 AA 0 A_SpawnDebris(\"PixelDebris\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ricochet\")\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RicochetToggle\")==0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"RicochetBullet\",0,0,random(0,360),2,random(-40,40))\n\t\tFLER A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR RicochetBullet : FastProjectile\n{\n\t+GHOST\n\t+DROPOFF\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOTDMATCH\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+HEXENBOUNCE\n\t+FORCEXYBILLBOARD\n\tMass 1\n\tDamage 0\n\tRadius 1\n\tHeight 3\n\tSpeed 20\n\tSeeSound \"weapons/ricochet\"\n\tRenderstyle Add\n\tAlpha 1.0\n\tScale .025\n\tMissileType BulletTrail\n\tMissileHeight 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RicochetToggle\")==0,2)\n\t\tBPUF A 1 BRIGHT A_FadeOut(0.35)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BulletTrail\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n\tAlpha 1.0\n\tScale .025\n\tStates\n\t{\n\tSpawn:\n\t\tBPUF A 1 BRIGHT A_FadeOut(0.06)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RicochetSpark\")\n\t\tStop\n\t}\n}\n\nACTOR RicochetSpark : BulletSparks\n{\n\t-NOGRAVITY\n\t+DONTSPLASH\n\tBouncetype None\n\tRenderstyle Add\n\tAlpha 1.0\n\tRadius 3\n\tHeight 3\n\tScale .03\n\tGravity 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tBPUF A 1 BRIGHT A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\n//==============================================================================\n// Melee\n//==============================================================================\n\nACTOR FightPuff //Kicks\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"ARWP/WPO/MV1\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WPO/HT1\")\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WPO/MS1\")\n\t\tTNT1 A 0 A_SpawnItem(\"GunSmokeSpawner\",0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR AR_BluntPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"ARWP/WAA/FR1\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/FR1\",6)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/HT1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/FR1\",7)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/CR1\",6)\n\t\tTNT1 A 0 A_SpawnItem(\"BulletSparks\",0,0,0,0)\n\t\tBPUF A 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR AR_WoodPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"ARWP/WAA/FR1\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/FR1\",6)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WBA/HT1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GunSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/FR1\",7)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WBA/CR1\",6)\n\t\tNULL A 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR AR_CutPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"ARWP/WAA/FR1\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/FR1\",6)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WCA/HT1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAA/FR1\",7)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WDA/CR1\",6)\n\t\tTNT1 A 0 A_SpawnItem(\"BulletSparks\",0,0,0,0)\n\t\tBPUF A 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR AR_SawPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAB/HT1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAB/CR1\",6)\n\t\tTNT1 A 0 A_SpawnItem(\"BulletSparks\",0,0,0,0)\n\t\tBPUF A 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR AR_ShockPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+NOBLOOD\n\t+BLOODLESSIMPACT\n\t+FORCEPAIN\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tDamagetype Shock\n\tPainType   Shock\n\tActiveSound \"ARWP/WDB/HT1\"\n\tVSpeed 0\n\tScale 0.55\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WDB/HT1\")\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tMelee:\n\tCrash:\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WDB/CR1\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"GunSmokeSpawner\",0,0,0,0)\n\t\tWPGZ ABCDEF 2 BRIGHT A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Screen shake effect\n//==============================================================================\n\nACTOR WallShake\n{\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOSECTOR\n\t+NOCLIP\n\tHeight 8\n\tRadius 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 3 Radius_Quake(2,3,0,1,0)\n\t\tStop\n\t}\n}\n\nACTOR PixelDebris\n{\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+BOUNCELIKEHERETIC\n\tHealth\t4\n\tRadius\t2\n\tHeight\t3\n\tSpeed\t5\n\tScale\t0.2\n\tMass\t1\n\tStates\n\t{\n\tSpawn:\n\t\tWPPX A 1\n\t\tLoop\n\tDeath:\n\t\tWPPX A 175\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/AR-Casings.txt",
        "contents": "//==============================================================================\n// Factotum Weapon Casings\n//==============================================================================\n\nACTOR FKCasingBasis //(Creds to TheRailGunner)\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+BOUNCEONACTORS\n\t+FORCEXYBILLBOARD\n\tMass 10\n\tBounceType Doom\n\tBounceFactor 0.5\n\tWallBounceFactor 0.2\n}\n\n//==============================================================================\n// Light casing spawner\n//==============================================================================\n\nACTOR FKLightCasingSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"FKLightCasing\",-5,2,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR FKLightCasingSpawnL : FKLightCasingSpawn\n{\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"FKLightCasing\",-2,-23,frandom(80,100),2,frandom(40,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Light casing actor\n//==============================================================================\n\nACTOR FKLightCasing : FKCasingBasis\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.18 //0.09\n   \tWallBounceSound \"weapons/fkcasbnc\"\n\tBounceSound \t\"weapons/fkcasbnc\"\n\tDeathSound\t\t\"weapons/fkcasdth\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tFKCS ABCDEFGH 1 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tFKCS CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKCS CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tFKCS CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tFKCS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKCS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tFKCS GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy casing spawner\n//==============================================================================\n\nACTOR FKHeavyCasingSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"FKHeavyCasing\",-5,2,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy casing actor\n//==============================================================================\n\nACTOR FKHeavyCasing : FKCasingBasis\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.12 //0.12\n   \tWallBounceSound \"weapons/fkbrabnc\"\n\tBounceSound \t\"weapons/fkbrabnc\"\n\tDeathSound\t\t\"weapons/fkbradth\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tFKBR ABCDEFGH 1 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tFKBR CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKBR CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tFKBR CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tFKBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tFKBR GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Shotgun casing spawner\n//==============================================================================\n\nACTOR FKShellCasingSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"FKShellCasing\",-5,1,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Shotgun casing actor\n//==============================================================================\n\nACTOR FKShellCasing : FKCasingBasis\n{\n\tHeight 8\n\tRadius 4\n\tSpeed 9\n\tScale 0.12 //0.12\n\tWallBounceSound \"weapons/fkshlbnc\"\n\tBounceSound \t\"weapons/fkshlbnc\"\n\tDeathSound\t\t\"weapons/fkshldth\"\n\tStates\n   {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tFKSH ABCDEFGH 2 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tFKSH CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKSH CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tFKSH CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tFKSH GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKSH GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tFKSH GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n     Vanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\n//==============================================================================\n// Explosive casing spawner\n//==============================================================================\n\nACTOR FKExplosiveCasingSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"FKExplosiveCasing\",-5,12,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Explosive casing actor\n//==============================================================================\n\nACTOR FKExplosiveCasing : FKCasingBasis\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.20 //0.16\n   \tWallBounceSound \"weapons/fkhvybnc\"\n\tBounceSound \t\"weapons/fkhvybnc\"\n\tDeathSound\t\t\"weapons/fkhvydth\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tFKEX ABCDEFGH 1 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tFKEX CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKEX CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tFKEX CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tFKEX GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKEX GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tFKEX GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Revolver casing spawner\n//==============================================================================\n\nACTOR FKRevolverCasingSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"FKRevolverCasing\",-5,12,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Revolver casing actor\n//==============================================================================\n\nACTOR FKRevolverCasing : FKCasingBasis\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.24 //0.16\n   \tWallBounceSound \"weapons/fkcasbnc\"\n\tBounceSound \t\"weapons/fkcasbnc\"\n\tDeathSound\t\t\"weapons/fkcasdth\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tFKRV ABCDEFGH 1 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tFKRV CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKRV CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tFKRV CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tFKRV GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tFKRV GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tFKRV GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n// End of File."
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/AR-Spawners.txt",
        "contents": "//==============================================================================\n// Aracnocide weapon spawners\n//==============================================================================\n// Power Tool\n//==============================================================================\nACTOR ARWPSPB : CustomInventory replaces Chainsaw\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\tInventory.PickupMessage \"Obtained Weapon [Power Tool - Slot 1]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.75)\n\t\tWABP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.75)\n\t\tWBBP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWCBP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.65)\n\t\tWDBP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPB\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= RT-93C Chainsaw =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",25)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPB\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPB\",1,\"FL1PK\")\n\t\tNULL A 0 A_Print(\"= Nakashi RD-550 Rock Drill =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARFL1\",25)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPB\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPB\",1,\"FL1PK\")\n\t\tNULL A 0 A_Print(\"= H&H Tools F-4 Angle Grinder =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARFL1\",25)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPB\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPB\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= A&E Electro-Sparkshot =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",25)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPB\",1)\n\t\tStop\n\tBT1PK:\n\t\tNULL A 0 A_Print(\"= +25 Battery Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/BT1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",25)\n\t\tStop\n\tFL1PK:\n\t\tNULL A 0 A_Print(\"= +25 Fuel Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/FL1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARFL1\",25)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Light Pistol\n//==============================================================================\nACTOR ARWPSPC : CustomInventory replaces Pistol\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Light Pistol - Slot 2]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.20)\n\t\tWACP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.55)\n\t\tWBCP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.50)\n\t\tWCCP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWDCP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTR1AC\",1,\"CL1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPC\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= Beretta 92F =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",15)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPC\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRG1BC\",1,\"CL1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPC\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= Browning Hi-Power =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",15)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPC\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRC1CC\",1,\"CL1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPC\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= Bottini BF-002 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",15)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPC\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSC1DC\",1,\"CL1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPC\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= A&E SMART Pistol =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",15)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPC\",1)\n\t\tStop\n\tCL1PK:\n\t\tNULL A 0 A_Print(\"= +15 Light Pistol Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/CL1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",15)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy Pistol\n//==============================================================================\nACTOR ARWPSPD : CustomInventory\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Heavy Pistol - Slot 2]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.40)\n\t\tWADP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.25)\n\t\tWBDP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWCDP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.55)\n\t\tWDDP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTR2AD\",1,\"RV1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARTR1AD\",1,\"RV1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPD\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= Charter Bulldog =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPD\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRG2BD\",1,\"RV1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRG1BD\",1,\"RV1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPD\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= Desert Eagle =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPD\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRC1CD\",1,\"RV1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPD\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= S&W Model 29 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPD\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSC1DD\",1,\"RV1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPD\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= Mateba Unica 6 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPD\",1)\n\t\tStop\n\tRV1PK:\n\t\tNULL A 0 A_Print(\"= +12 Heavy Pistol Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/RV1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Shotgun\n//==============================================================================\nACTOR ARWPSPE : CustomInventory\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Shotgun - Slot 3]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.80)\n\t\tWAEP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.35)\n\t\tWBEP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.65)\n\t\tWCEP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.80)\n\t\tWDEP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPE\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= 1897 Trenchgun =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPE\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPE\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Bottini BF-001 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPE\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPE\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Alraune STP-98 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPE\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPE\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Franchi SPAS-12 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPE\",1)\n\t\tStop\n\tSH1PK:\n\t\tNULL A 0 A_Print(\"= +8 Shotgun Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/SH1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Super Shotgun\n//==============================================================================\nACTOR ARWPSPF : CustomInventory\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Super Shotgun - Slot 3]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.65)\n\t\tWAFP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.85)\n\t\tWBFP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.95)\n\t\tWCFP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.40)\n\t\tWDFP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPF\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Hawkfield Hunting =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPF\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPF\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Chiappa Triple Threat =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPF\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPF\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Hawkfield A.S.C. =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPF\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPF\",1,\"SH1PK\")\n\t\tNULL A 0 A_Print(\"= Armsel Striker-12 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPF\",1)\n\t\tStop\n\tSH1PK:\n\t\tNULL A 0 A_Print(\"= +8 Shotgun Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/SH2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARSH1\",8)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Submachinegun\n//==============================================================================\nACTOR ARWPSPG : CustomInventory replaces Chaingun\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Submachinegun - Slot 4]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.55)\n\t\tWAGP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.55)\n\t\tWBGP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.35)\n\t\tWCGP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.30)\n\t\tWDGP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPG\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= Maschinenpistole 40 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",30)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPG\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPG\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= MG-88 Enforcer =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",30)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPG\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRC1CG\",1,\"CL1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPG\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= Kendo-Ingallson Mark-84 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",30)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPG\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSC1DG\",1,\"CL1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPG\",1,\"CL1PK\")\n\t\tNULL A 0 A_Print(\"= Vz. 61 Skorpion =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",30)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPG\",1)\n\t\tStop\n\tCL1PK:\n\t\tNULL A 0 A_Print(\"= +30 Light Pistol Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/CL2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARCL1\",30)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Assault Rifle\n//==============================================================================\nACTOR ARWPSPH : CustomInventory\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Assault Rifle - Slot 4]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.45)\n\t\tWAHP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.40)\n\t\tWBHP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWCHP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.80)\n\t\tWDHP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTR1AH\",1,\"HC1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPH\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= Fallschirmjagergewehr 42 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",45)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPH\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRG1BH\",1,\"HC1PK\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPH\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= A&E DN-PDW 2015 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",45)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPH\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPH\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= FA-MAS F1 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",45)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPH\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPH\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= Fahur Type 21 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",45)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPH\",1)\n\t\tStop\n\tHC1PK:\n\t\tNULL A 0 A_Print(\"= +45 Rifle Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/HC1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",45)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Explosives\n//==============================================================================\nACTOR ARWPSPJ : CustomInventory replaces RocketLauncher\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Explosive - Slot 5]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.45)\n\t\tWAJP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.65)\n\t\tWBJP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.75)\n\t\tWCJP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWDJP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPJ\",1,\"EX1PK\")\n\t\tNULL A 0 A_Print(\"= Kessler FC-6B =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"AREX1\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPJ\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPJ\",1,\"EX1PK\")\n\t\tNULL A 0 A_Print(\"= Hunter TAC-Ex =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"AREX1\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPJ\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPJ\",1,\"EX1PK\")\n\t\tNULL A 0 A_Print(\"= M79-SE Launcher =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"AREX1\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPJ\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPJ\",1,\"EX1PK\")\n\t\tNULL A 0 A_Print(\"= Nimbus M721 EPMT =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"AREX1\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPJ\",1)\n\t\tStop\n\tEX1PK:\n\t\tNULL A 0 A_Print(\"= +6 Explosives Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/EX1/PK1\")\n\t\tNULL A 0 A_GiveInventory(\"AREX1\",6)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Thermals\n//==============================================================================\nACTOR ARWPSPK : CustomInventory replaces PlasmaRifle\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Thermal - Slot 6]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWAKP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.70)\n\t\tWBKP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWCKP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.90)\n\t\tWDKP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPK\",1,\"FL1PK\")\n\t\tNULL A 0 A_Print(\"= YX-6F Flamethrower =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARFL1\",50)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPK\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPK\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= C-001 Nitrogen Cannon =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",50)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPK\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPK\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= Segolia C-100 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",50)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPK\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPK\",1,\"FL1PK\")\n\t\tNULL A 0 A_Print(\"= E-Napalm-Ball Cannon =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARFL1\",50)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPK\",1)\n\t\tStop\n\tBT1PK:\n\t\tNULL A 0 A_Print(\"= +50 Battery Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/BT2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",50)\n\t\tStop\n\tFL1PK:\n\t\tNULL A 0 A_Print(\"= +50 Fuel Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/FL2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARFL1\",50)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Energy\n//==============================================================================\nACTOR ARWPSPL : CustomInventory replaces BFG9000\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Energy - Slot 6]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.75)\n\t\tWALP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.80)\n\t\tWBLP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.95)\n\t\tWCLP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.65)\n\t\tWDLP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPL\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= BFG-2704 Prototype =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",100)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPL\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPL\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= G-9V Black Hole Generator =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",100)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPL\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPL\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= Proton Crusher =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",100)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPL\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPL\",1,\"BT1PK\")\n\t\tNULL A 0 A_Print(\"= TSL-25 Uber Bolt =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",100)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPL\",1)\n\t\tStop\n\tBT1PK:\n\t\tNULL A 0 A_Print(\"= +100 Battery Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/BT2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARBT1\",100)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy Machinegun\n//==============================================================================\nACTOR ARWPSPM : CustomInventory\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Heavy Machinegun - Slot 7]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.80)\n\t\tWAMP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.50)\n\t\tWBMP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.60)\n\t\tWCMP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.65)\n\t\tWDMP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPM\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= TX-89PV Minigun =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",75)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPM\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPM\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= RMG-65 Wild Tiger =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",75)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPM\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPM\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= Ultimax 100 Mark III =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",75)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPM\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPM\",1,\"HC1PK\")\n\t\tNULL A 0 A_Print(\"= Custom Maschinengewehr 34 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",75)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPM\",1)\n\t\tStop\n\tHC1PK:\n\t\tNULL A 0 A_Print(\"= +75 Rifle Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/HC2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARHC1\",75)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy Rifle\n//==============================================================================\nACTOR ARWPSPN : CustomInventory\n{\n\t+LOOKALLAROUND\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Obtained Weapon [Heavy Rifle - Slot 7]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrooperDummy\",1,\"SpawnTrooper\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RangerDummy\",1,\"SpawnRanger\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ReconDummy\",1,\"SpawnRecon\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ScientistDummy\",1,\"SpawnScientist\")\n\t\tStop\n\tSpawnTrooper:\n\t\tTNT1 A 0 A_SetScale(0.95)\n\t\tWANP A -1\n\t\tStop\n\tSpawnRanger:\n\t\tTNT1 A 0 A_SetScale(0.45)\n\t\tWBNP A -1\n\t\tStop\n\tSpawnRecon:\n\t\tTNT1 A 0 A_SetScale(0.55)\n\t\tWCNP A -1\n\t\tStop\n\tSpawnScientist:\n\t\tTNT1 A 0 A_SetScale(0.55)\n\t\tWDNP A -1\n\t\tStop\n\tPickup:\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\", \t 1,\t\"Blake\")\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\", \t 1,\t\"Derrick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\", \t 1,\t\"Marion\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\", 1, \"Stella\")\n\tBlake:\n\t\tNULL A 0 A_JumpIfInventory(\"ARTRWPN\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= Sporterized KAR-98 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARTRWPN\",1)\n\t\tStop\n\tDerrick:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRGWPN\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= Remington 700 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARRGWPN\",1)\n\t\tStop\n\tMarion:\n\t\tNULL A 0 A_JumpIfInventory(\"ARRCWPN\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= H&K PSG-1 =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARRCWPN\",1)\n\t\tStop\n\tStella:\n\t\tNULL A 0 A_JumpIfInventory(\"ARSCWPN\",1,\"RV1PK\")\n\t\tNULL A 0 A_Print(\"= M14 Battle Rifle =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/WPN/PK3\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tNULL A 0 A_GiveInventory(\"ARSCWPN\",1)\n\t\tStop\n\tRV1PK:\n\t\tNULL A 0 A_Print(\"= +12 Heavy Pistol Ammo =\",5)\n\t\tNULL A 0 A_PlaySound(\"ARPK/RV2/PK2\")\n\t\tNULL A 0 A_GiveInventory(\"ARRV1\",12)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Double spawners\n//==============================================================================\n\nACTOR ARWPSP1 : RandomSpawner replaces Shotgun\n{\n\tDropItem \"ARWPSPE\" 256, 6\n\tDropItem \"ARWPSPH\" 256, 4\n}\n\nACTOR ARWPSP2 : RandomSpawner replaces SuperShotgun\n{\n\tDropItem \"ARWPSPF\" 256, 7\n\tDropItem \"ARWPSPM\" 256, 3\n}\n\nACTOR ARWPSP3 : RandomSpawner replaces Blursphere\n{\n\tDropItem \"ARWPSPD\" 256, 7\n\tDropItem \"ARWPSPN\" 256, 3\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/AR-Magazines.txt",
        "contents": "//==============================================================================\n// Weapon Magazines (credz to Captain J by some)\n//==============================================================================\n// Pistol clips\n//==============================================================================\nACTOR EmptyClip : FKCasingBasis\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.5\n}\n\n//==============================================================================\n// Bullet Link spawner\n//==============================================================================\n\nACTOR ARBulletLinkSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ARBulletLink\",-5,2,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR ARBulletLink : FKCasingBasis\n{\n    WallBounceSound \"ARWP/WP0/MG3BN\"\n\tBounceSound \"ARWP/WP0/MG3BN\"\n\tDeathSound \"ARWP/WP0/MG3BN\"\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.15\n\tStates\n   {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tARLK A 7 A_PlaySound(\"NULL\")\n\t\tARLK ABCDEFGH 4\n\t\tGoto Spawn+1\n\tDeath:\n\t\tARLK H 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\nACTOR ARMAG01 : EmptyClip\n{\n    WallBounceSound \"ARWP/WP0/MG1BN\"\n\tBounceSound \"ARWP/WP0/MG1BN\"\n\tDeathSound \"ARWP/WP0/MG1BN\"\n\tScale 0.5\n\tStates\n   {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK1M A 7 A_PlaySound(\"NULL\")\n\t\tFK1M ABCDEFGH 4\n\t\tGoto Spawn+1\n\tDeath:\n\t\tFK1M G 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\n//==============================================================================\n// Revolver cylinders\n//==============================================================================\nACTOR ARMAG02 : EmptyClip\n{\n    WallBounceSound \"ARWP/WP0/MG1BN\"\n\tBounceSound \"ARWP/WP0/MG1BN\"\n\tDeathSound \"ARWP/WP0/MG1BN\"\n\tScale 0.5\n\tStates\n   {\n   Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK2M A 7 A_PlaySound(\"NULL\")\n\t\tFK2M ABCDEFGH 4\n\t\tGoto Spawn+1\n\tDeath:\n\t\tFK2M G 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\n//==============================================================================\n// Slugger clip\n//==============================================================================\nACTOR ARMAG03 : EmptyClip\n{\n   \tWallBounceSound \"ARWP/WP0/MG2BN\"\n\tBounceSound \"ARWP/WP0/MG2BN\"\n\tDeathSound \"ARWP/WP0/MG2BN\"\n\tStates\n   {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK3M A 7 A_PlaySound(\"NULL\")\n\t\tFK3M ABCDEFGH 4\n\t\tGoto Spawn+1\n\tDeath:\n\t\tFK3M G 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\n//==============================================================================\n// Submachine guns clip\n//==============================================================================\nACTOR ARMAG04 : EmptyClip\n{\n    WallBounceSound \"ARWP/WP0/MG1BN\"\n\tBounceSound \"ARWP/WP0/MG1BN\"\n\tDeathSound \"ARWP/WP0/MG1BN\"\n\tScale 0.5\n\tStates\n   {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK4M A 7 A_PlaySound(\"NULL\")\n\t\tFK4M ABCDEFGH 4\n\t\tGoto Spawn+1\n\tDeath:\n\t\tFK4M G 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\n//==============================================================================\n// Assault rifle\n//==============================================================================\nACTOR ARMAG05 : EmptyClip\n{\n   \tWallBounceSound \"ARWP/WP0/MG2BN\"\n\tBounceSound \"ARWP/WP0/MG2BN\"\n\tDeathSound \"ARWP/WP0/MG2BN\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK5M A 7 A_PlaySound(\"NULL\")\n\t\tFK5M ABCDEFGH 4\n\t\tGoto Spawn+1\n\tDeath:\n\t\tFK5M G 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// C-Mag clip\n//==============================================================================\nACTOR ARMAG06 : EmptyClip\n{\n   \tWallBounceSound \"ARWP/WP0/MG2BN\"\n\tBounceSound \"ARWP/WP0/MG2BN\"\n\tDeathSound \"ARWP/WP0/MG2BN\"\n\tStates\n   {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK6M A 5 A_PlaySound(\"NULL\")\n\t\tFK6M ABCDEFGH 3\n\t\tGoto Spawn+1\n\tDeath:\n\t\tTNT1 A 0 A_Jump(256,\"Rest1\",\"Rest2\")\n\t\tGoto Rest1\n    Rest1:\n\t\tFK6M A 400\n\t\tFK6M AAAAA 1 A_Fadeout(0.1)\n\t\tTNT1 A 1\n\t\tStop\n    Rest2:\n\t\tFK6M E 400\n\t\tFK6M EEEEE 1 A_Fadeout(0.1)\n\t\tTNT1 A 1\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n   }\n}\n\n//==============================================================================\n// Drum clips\n//==============================================================================\nACTOR ARMAG07 : EmptyClip //Ultimax\n{\n   \tWallBounceSound \"ARWP/WP0/MG2BN\"\n\tBounceSound \"ARWP/WP0/MG2BN\"\n\tDeathSound \"ARWP/WP0/MG2BN\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK7M A 5 A_PlaySound(\"NULL\")\n\t\tFK7M ABCDEFGH 3\n\t\tGoto Spawn+1\n\tDeath:\n\t\tTNT1 A 0 A_SetScale(0.3)\n\t\tFK7M I 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Used Cell clip\n//==============================================================================\nACTOR ARMAG08 : EmptyClip //Energy Weapons\n{\n   \tWallBounceSound \"ARWP/WP0/MG1BN\"\n\tBounceSound \"ARWP/WP0/MG1BN\"\n\tDeathSound \"ARWP/WP0/MG1BN\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"MagazineToggle\")==0,\"Vanish\")\n\t\tFK8M A 5 A_PlaySound(\"NULL\")\n\t\tFK8M ABCDEFGH 3\n\t\tGoto Spawn+1\n\tDeath:\n\t\tTNT1 A 0 A_SetScale(0.3)\n\t\tFK8M E 250\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPA.txt",
        "contents": "//==============================================================================\n// Crowley & co. Crowbar\n//==============================================================================\n// A strong, heavy melee tool often used to break open doors and lift big\n// weights. Can be used as a excellent blunt weapon when on right hands.\n// Blake seems exactly like the guy who has those hands.\n//==============================================================================\nACTOR ARTRWPA : BlakeWeapon\n{\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.PickupSound \"weapons/CBUPS\"\n\tInventory.PickupMessage \"[Crowley & co. Crowbar]\"\n\tObituary \"%o got blunt'd by %k's crowbar.\"\n\tTag \"C&C Crowbar\"\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tWAAP A -1\n\t\tStop\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWAAG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAAG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReady:\n\t\tWAAG A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAAG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAAG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tWAAG A 1 Offset (5, 40)\n\t\tWAAG A 1 Offset (35, 88)\n\t\tWAAG A 1 Offset (75, 152)\n\tHold:\n\t\tTNT1 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Refire\n\tRealfire:\n\t\tNULL A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperBlow\")\n\t\tNULL A 0 A_Jump(192,2)\n\t\tNULL A 0 A_PlaySound(\"ARPL/TR1/PN1\",7)\n\t\tTNT1 A 2\n\t\tWAAF A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4 * Random(1, 10),TRUE,0,\"AR_BluntPuff\",80)\n\t\tWAAF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 2\n\t\tWAAG A 1 Offset (75, 152)\n\t\tWAAG A 1 Offset (55, 120)\n\t\tWAAG A 1 Offset (35, 88)\n\t\tWAAG A 1 Offset (15, 56)\n\t\tWAAG A 1 Offset (5, 40)\n\t\tGoto Ready\n\tSuperBlow:\n\t\tNULL A 0 A_Jump(192,2)\n\t\tNULL A 0 A_PlaySound(\"ARPL/TR1/PN1\",7)\n\t\tTNT1 A 1\n\t\tWAAF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(12 * Random(1, 10),TRUE,0,\"AR_BluntPuff\",80)\n\t\tWAAF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAAF J 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 1\n\t\tWAAG A 1 Offset (75, 152)\n\t\tWAAG A 1 Offset (35, 88)\n\t\tWAAG A 1 Offset (5, 40)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPB.txt",
        "contents": "//==============================================================================\n// UAC RT-93C Double Bladed Chainsaw\n//==============================================================================\n// A custom doubled bladed chainsaw made specially for killing spiders.\n// Cutting a tree down with this would be weird, but, hey,\n// who am i to stop you?\n//==============================================================================\nACTOR ChainsawIsOff : Inventory { Inventory.MaxAmount 1 }\nACTOR ARTRWPB : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.MELEEWEAPON\n\tWeapon.SlotNumber 1\n\tWeapon.Kickback 0\n\tWeapon.AmmoType1 \"ARBT1\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 25\n\tInventory.PickupMessage \"You got the UAC RT-93C Double-Bladed Chainsaw! Go find some Spiders!\"\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tScale 0.75\n\tTag \"RT-93C Chainsaw\"\n\tStates\n\t{\n\tReady:\n\t\tWABG C 1 A_WeaponReady\n\t\tNULL A 0 A_GiveInventory(\"ChainsawIsOff\",1)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tTurnOn:\n\t\tNULL A 0 A_JumpIfInventory(\"ARBT1\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Jump(100,\"TugFail\")\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/RV1\",6)\n\t\tWABR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tNULL A 0 A_AlertMonsters\n\t\tWABR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tNULL A 0 Radius_Quake(5,6,0,1,0)\n\t\tWABR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tNULL A 0 A_TakeInventory(\"ChainsawIsOff\",1)\n\t\tGoto TrueReady\n\tTugFail:\n\t\tNULL A 0 A_JumpIfInventory(\"ARBT1\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/DF1\",6)\n\t\tWABR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tNULL A 0 Radius_Quake(1,2,0,1,0)\n\t\tWABR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWABR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tNULL A 0 A_Refire\n\t\tGoto Ready\n\tTrueReady:\n\t\tWABG A 1 A_WeaponReady\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/ID1\",7,1,1)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-10)\n\t\tWABG B 1 A_WeaponReady\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-10)\n\t\tWABG C 1 A_WeaponReady\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-10)\n\t\tWABG B 1 A_WeaponReady\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-10)\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade2\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tUpgrade2:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto TrueReady\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tNULL A 0 A_GiveInventory(\"ChainsawIsOff\",1)\n\t\tWABG B 1 Offset(67, 100)\n\t\tWABG B 1 Offset(54, 81)\n\t\tWABG B 1 Offset(32, 69)\n\t\tWABG B 1 Offset(22, 58)\n\t\tWABG B 1 Offset(10, 47)\n\t\tWABG B 1 Offset(7, 39)\n\t\tWABG B 1 Offset(2, 34)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tNULL A 0 A_JumpIfInventory(\"ChainsawIsOff\",1,\"OffLower\")\n\t\tNULL A 0 A_StopSound(7)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/DF3\")\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",6)\n\t\tWABG B 1 Offset(0, 32)\n\t\tWABG B 1 Offset(2, 34)\n\t\tWABG B 1 Offset(7, 39)\n\t\tWABG B 1 Offset(10, 47)\n\t\tWABG B 1 Offset(22, 58)\n\t\tWABG B 1 Offset(32, 69)\n\t\tWABG B 1 Offset(54, 81)\n\t\tWABG B 1 Offset(67, 100)\n\t\tWABG B 1 A_Lower\n\t\tGoto TrueLower\n\tOffLower:\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/swap\",6)\n\t\tWABG B 1 Offset(0, 32)\n\t\tWABG B 1 Offset(2, 34)\n\t\tWABG B 1 Offset(7, 39)\n\t\tWABG B 1 Offset(10, 47)\n\t\tWABG B 1 Offset(22, 58)\n\t\tWABG B 1 Offset(32, 69)\n\t\tWABG B 1 Offset(54, 81)\n\t\tWABG B 1 Offset(67, 100)\n\t\tWABG B 1 A_Lower\n\t\tGoto TrueLower\n\tTrueLower:\n\t\tWABG B 1 A_Lower\n\t\tWait\n\tFire:\n\t\tWABG B 1 A_JumpIfInventory(\"ChainsawIsOff\",1,\"TurnOn\")\n\t\tWABG B 1\n\tRealFire:\n\t\tNULL A 0 A_JumpIfInventory(\"ARBT1\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/FR1\",6,1,1,1)\n\t\tWABF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6 * Random(1, 10),TRUE,0,\"AR_SawPuff\",80)\n\t\tNULL A 0 A_StopSound(7)\n\t\tWABF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 Radius_Quake(3,2,0,1,0)\n\t\tWABF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6 * Random(1, 10),TRUE,0,\"AR_SawPuff\",80)\n\t\tNULL A 0 A_TakeInventory(\"ARBT1\",1)\n\t\tNULL A 0 A_ReFire(\"RealFire\")\n\t\tWABF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/FR2\",6)\n\t\tNULL A 0 Radius_Quake(2,2,0,1,0)\n\t\tNULL A 0 A_StopSound(7)\n\t\tGoto TrueReady\n\tDryfire:\n\t\tNULL A 0 A_JumpIfInventory(\"ARBT1\",1,\"Ready\")\n\t\tNULL A 0 A_StopSound(7)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAB/DF2\",6)\n\t\tWABR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWABR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Print(\"Battery Drained.\")\n\t\tNULL A 0 Radius_Quake(1,2,0,1,0)\n\t\tWABR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWABR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWABR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWABR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWABR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_GiveInventory(\"ChainsawIsOff\",1)\n\t\tNULL A 0 A_Refire\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\tSpawn:\n\t\tWABP A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPC.txt",
        "contents": "//==============================================================================\n// Beretta 92F\n//==============================================================================\n// Blake Kliessen's main pistol, given to him by the leader of the former\n// Janitors. A mere Model 10 wouldn't be a good choice for fast insects.\n// Might not have a great accuracy, but the damage is a plus.\n//==============================================================================\nACTOR ARTRWPC : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType1 \"WACReload\"\n\tWeapon.AmmoUse1  1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"ARCL1\"\n\tWeapon.AmmoUse2  0\n\tWeapon.AmmoGive2 0\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tObituary \"%k eliminated %o with %p Beretta 92F.\"\n\tTag \"Beretta 92F\"\n\tScale 0.2\n\tStates\n\t{\n\tSpawn:\n\t\tWACP A -1\n\t\tStop\n\tReady:\n\t\tWACG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tWACG A 1 Offset(64,96)\n\t\tTNT1 A 1 A_Print(\"Upgrading your weapon...\",5)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WP0/BX1\",7)\n\t\tNULL A 0 Offset(-5,22)\n\t\tARUB ABCDEFG Random(6,18) BRIGHT\n\t\tTNT1 A 1 A_Print(\"Upgrade Successful!\\n\\n+25% Accuracy\\n+1 Extra Weapon\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARTR1AC\")\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\",9)\n\t\tNULL A 0 A_SelectWeapon (\"ARTR1AC\")\n\t\tNULL A 0 A_TakeInventory(\"ARTRWPC\")\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWACG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWACG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWACG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWACG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WACReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.990)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAC/FR1\",6)\n\t\tNULL A 0 A_FireBullets(4.2, 2.5, -1, 7,\"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"FKLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF A 1 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.7)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.1)\n\t\tWACF B 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF B 1 Offset(0,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF C 1 Offset(0,37)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF C 1 Offset(0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF D 1 Offset(0,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF D 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF E 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACF E 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACG A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tGoto Reload\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\tDryfire:\n\t\tWACG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPC/DF1\",5)\n\t\tWACG A 5 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"WACReload\", 15, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"ARCL1\", 1, \"ReloadWork\")\n\t\tWACG A 1 A_WeaponReady\n\t\tGoto Ready\n\tReloadWork:\n\t\tWACR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAC/RD1\",7)\n\t\tWACR C 7 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"ARMAG01\",-180,0,8,-5)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAC/RD2\",1)\n\t\tWACR D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACR E 6 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReloadLoop:\n\t\tNULL A 0 A_TakeInventory(\"ARCL1\", 1)\n\t\tNULL A 0 A_GiveInventory(\"WACReload\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"WACReload\", 15, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARCL1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadFinish:\n\t\tWACR F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACR G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWACR H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}\n\nACTOR WACReload : Ammo\n{\n\tInventory.MaxAmount 15\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPD.txt",
        "contents": "//==============================================================================\n// Charter Arms Bulldog .44 Revolver\n//==============================================================================\n// A weapon known for its size and power it has. A snubnose revolver\n// which can deal a deadly damage to most living walking things,\n// being them human or interdimensional spiders.\n//==============================================================================\nACTOR ARTRWPD : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOFIRE\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType1 \"WADReload\"\n\tWeapon.AmmoUse1  1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"ARRV1\"\n\tWeapon.AmmoUse2  0\n\tWeapon.AmmoGive2 0\n\tInventory.PickupMessage \"Charter Arms Bulldog.\"\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tObituary \"%o wasn't counting five or six. even %k's Bulldog doesn't know.\"\n\tTag \"Charter Bulldog\"\n\tScale 0.4\n\tStates\n\t{\n\tReady:\n\t\tWADG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tWADG A 1 Offset(64,96)\n\t\tTNT1 A 1 A_Print(\"Upgrading your weapon...\",5)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WP0/BX1\",7)\n\t\tNULL A 0 Offset(-5,22)\n\t\tARUB ABCDEFG Random(6,18) BRIGHT\n\t\tTNT1 A 1 A_Print(\"Upgrade Successful!\\n\\n+25% Accuracy\\n+25% Damage\\n+1 Ammo Capacity\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARTR1AD\")\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\",9)\n\t\tNULL A 0 A_SelectWeapon (\"ARTR1AD\")\n\t\tNULL A 0 A_TakeInventory(\"ARTRWPD\")\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWADF G 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWADF G 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWADF G 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWADF G 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WADReload\",1,1)\n\t\tGoto Dryfire\n\t\tWADF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.985)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAD/FR1\",6)\n\t\tNULL A 0 A_FireBullets(2.8, 1.9, -1, 23, \"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADF B 1 Offset(0,37) BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -1.0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWADF B 1 Offset(0,48)\n\t\tWADF C 1 Offset(0,44)\n\t\tWADF D 1 Offset(0,42)\n\t\tWADF E 1 Offset(0,40)\n\t\tWADF F 1 Offset(0,38)\n\t\tWADF G 1 Offset(0,36)\n\t\tWADF H 1 Offset(0,35)\n\t\tWADF I 1 Offset(0,34)\n\t\tWADF J 1 Offset(0,33)\n\t\tWADF K 2 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltFire:\n\t\tGoto Reload\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light1\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tGoto LightDone\n\tDryfire:\n\t\tWADF A 4 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADG A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPD/DF1\",5)\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"WADReload\", 5, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"ARRV1\", 1, \"ReloadWork\")\n\t\tWADG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadWork:\n\t\tWADR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAD/RD1\",7)\n\t\tWADR M 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR N 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR O 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR P 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR Q 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR R 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR S 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR T 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR U 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR V 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR W 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR X 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR Y 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADR Z 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\t// Second reload sequence\n\t\tWADS A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS E 13 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"ARMAG02\",-180,0,8,-5)\n\tReloadLoop:\n\t\tNULL A 0 A_TakeInventory(\"ARRV1\", 1)\n\t\tNULL A 0 A_GiveInventory(\"WADReload\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"WADReload\", 5, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARRV1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadFinish:\n\t\tWADS F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS J 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS M 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS N 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS O 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS P 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS Q 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS R 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS S 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS T 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS U 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS V 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS W 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS X 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAD/RD2\",1)\n\t\tWADS Y 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADS Z 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\t// Third reload sequence\n\t\tWADT A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT J 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT M 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWADT N 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n \tSpawn:\n\t\tWADP A -1\n\t\tStop\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}\n\nACTOR WADReload : Ammo\n{\n\tInventory.MaxAmount 5\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPE.txt",
        "contents": "//==============================================================================\n// Winchester 1897 Trenchgun\n//==============================================================================\n// New Sprites from Fistful of Frags, rendered by SomeOtherDoomGuy\n//==============================================================================\n// It is obvious that Blake as a thing for old-fashioned weapons.\n// That's no surprise; he has a beautiful gun collection at home.\n// As all collectors, one piece takes a bigger place for him\n// Ye old trenchgun is his favorite weapon, followed only by the FG-42.\n//==============================================================================\nACTOR ARTRWPE : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType1 \"WAEReload\"\n\tWeapon.AmmoUse1  1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"ARSH1\"\n\tWeapon.AmmoUse2  0\n\tWeapon.AmmoGive2 0\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.PickupMessage \"Winchester 1897 Trenchgun\"\n\tObituary \"%k blown %o a new hole, thanks to %p TrenchGun.\"\n\tTag \"1897 Trenchgun\"\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tWAEP A -1\n\t\tStop\n\tReady:\n\t\tWAEG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAEG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAEG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tNULL A 0 A_TakeInventory(\"ShotgunReloading\", 1)\n\t\tWAEG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAEG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WAEReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.975)\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunReloading\",1,\"ReloadFinish\")\n\t\tNULL A 0 A_Playsound(\"ARWP/WAE/FR1\",6)\n\t\tNULL A 0 A_FireBullets(4.9, 3.1, 5, 13, \"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEF A 1 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -2.0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAEG B 1 Offset(0,39)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEG B 1 Offset(0,37)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEG B 1 Offset(0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEG B 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEG B 5 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC D 4 A_PlaySound(\"ARWP/WAE/PM1\",7)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC E 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC E 1 Offset(-1,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC F 1 Offset(-2,42)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC F 1 Offset(-4,46)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC F 1 Offset(-5,50)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"FKShellCasingSpawn\",345-random(-8,8),0,-16,-30,-15)\n\t\tWAEC F 1 Offset(-4,46)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC E 1 Offset(-2,42)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC E 1 Offset(-1,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC E 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEC A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltFire:\n\t\tGoto Reload\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light1\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tGoto LightDone\n\tDryfire:\n\t\tWAEG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPE/DF1\",5)\n\t\tWAEG C 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"WAEReload\", 6, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"ARSH1\", 1, \"ReloadWork1\")\n\t\tWAEG A 1 A_WeaponReady\n\t\tGoto Ready\n\tReloadWork1:\n\t\tNULL A 0 A_GiveInventory(\"ShotgunReloading\",1)\n\t\tNULL A 0 A_JumpIfInventory(\"WAEReload\",1,\"ReloadWork2\")\n\t\tNULL A 0 A_GiveInventory(\"ChamberLoading\", 1)\n\tReloadWork2:\n\t\tWAEG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReloadLoop:\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tWAER H 3 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER I 1 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAE/RD1\",CHAN_WEAPON)\n\t\tWAER I 1 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER J 1 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_TakeInventory(\"ARSH1\",1)\n\t\tNULL A 0 A_GiveInventory(\"WAEReload\",1)\n\t\tWAER K 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER L 3 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIfInventory(\"ChamberLoading\", 1, \"ReloadPump\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAEReload\", 6, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARSH1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadPump:\n\t\tWAEL A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAE/PM1\",5)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL G 1 Offset(0,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL G 1 Offset(0,44)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL G 1 Offset(0,48)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL H 1 Offset(0,52)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL H 1 Offset(0,49)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL H 1 Offset(0,46)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL G 1 Offset(0,43)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL G 1 Offset(0,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL G 1 Offset(0,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL F 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAEL A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_TakeInventory(\"ChamberLoading\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"ARSH1\",1,\"Reloadloop\")\n\tReloadFinish:\n\t\tNULL A 0 A_TakeInventory(\"ShotgunReloading\", 1)\n\t\tWAER F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAER A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}\n\nACTOR ShotgunReloading: Inventory {}\nACTOR ChamberLoading: Inventory {}\n\nACTOR WAEReload : Ammo\n{\n  Inventory.MaxAmount 6\n  +IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPF.txt",
        "contents": "//==============================================================================\n// Hawkfield Jackal Double-Hunting Coachgun\n//==============================================================================\n// Blasting monsters all those years with the most magnificent weaponry\n// avaiable might be cool and all, but, nothing in this world beats the feeling\n// we get from crushing our enemies with an old and powerful weapon as\n// the double barrel shotgun, boomstick, or whatever you wanna call.\n//\n// The Hawkfield Jackal provides you those good feelings by porting a walnut\n// wooden stock for softening your grip, blue cobalt steel barrel finish,\n// monokriss trigger and conversors from 12 gauge to 20, 28, and .410.\n//\n// Too bad Blake forgot his conversors at home.\n//==============================================================================\nACTOR ARTRWPF : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 3\n\tWeapon.Kickback 180\n\tWeapon.AmmoType \"WAFReload\"\n\tWeapon.AmmoGive  0\n\tWeapon.AmmoUse   0\n\tWeapon.AmmoType2 \"ARSH1\"\n\tWeapon.AmmoGive2 0\n\tInventory.PickupMessage \"Hawkfield Jackal Double-Hunting Coachgun\"\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tTag \"Hawkfield Jackal\"\n\tScale 0.65\n\tStates\n\t{\n\tSpawn:\n\t\tWAFP A -1\n\t\tStop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WAFReload\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARSH1\",1,2)\n\t\tWAFG A 1 A_WeaponReady\n\t\tLoop\n\t\tWAFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAFG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAFG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWAFG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAFG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 2, \"FireRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 1, 1)\n\t\tGoto Reload\n\t\tNULL A 0 A_TakeInventory(\"WAFReload\", 1)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+3)\n\t\tNULL A 0 A_ZoomFactor(0.980)\n\t\tNULL A 0 Radius_Quake (3, 4, 0, 1, 0)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/FR1\",6)\n\t\tNULL A 0 A_FireBullets(5.3, 3.4, 8, 11, \"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFU A 2 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -3.5)\n\t\tWAFG C 1 Offset(-4,44)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG C 1 Offset(-3,42)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG D 1 Offset(-2,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG D 1 Offset(-1,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 1 Offset(0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 3 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFireRight:\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 1, 1)\n\t\tGoto Reload\n\t\tNULL A 0 A_TakeInventory(\"WAFReload\", 1)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+3)\n\t\tNULL A 0 A_ZoomFactor(0.980)\n\t\tNULL A 0 Radius_Quake(3,4,0,1,0)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/FR1\",7)\n\t\tNULL A 0 A_FireBullets(5.3, 3.4, 8, 11, \"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFU B 2 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -3.5)\n\t\tWAFG C 1 Offset(4,44)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG C 1 Offset(3,42)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG D 1 Offset(2,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG D 1 Offset(1,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 1 Offset(0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 3 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 2, \"FireDouble\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 1, \"Fire\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 0, \"Reload\")\n\tFireDouble:\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 1, 1)\n\t\tGoto Reload\n\t\tNULL A 0 A_TakeInventory(\"WAFReload\", 2)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+3)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.965)\n\t\tNULL A 0 Radius_Quake (3, 4, 0, 1, 0)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/FR4\",6)\n\t\tNULL A 0 A_FireBullets(10.6, 6.9, 16, 11, \"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFU C 2 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -3.5)\n\t\tWAFG D 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG D 1 Offset(0,51)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG D 1 Offset(0,48)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG C 1 Offset(0,44)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG C 1 Offset(0,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG C 1 Offset(0,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG C 1 Offset(0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 1 Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\tReload: //Reloading Code is from BlackRockShooter's Highway To Hell mod. props to him.\n\t    NULL A 0 A_JumpIfInventory(\"ARSH1\", 1, 1)\n        Goto Ready\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 1, \"ReloadSingle\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 0, \"ReloadDouble\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 0, \"Ready\")\n\t\tWAFG A 1 Offset(0,33)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/DF1\",5)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 5 Offset(0,32)\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 0, \"ReloadDouble\")\n\tReloadDouble: //also SgtMarkIV for the reloading frames, modified by YVF.\n\t\tWAFR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/OP1\",1)\n\t\tNULL A 0 A_FireCustomMissile(\"FKShellCasingSpawn\",0,0,-3,-5)\n\t\tNULL A 0 A_FireCustomMissile(\"FKShellCasingSpawn\",0,0,-2,-5)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR I 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL L 1 Offset(1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL M 1 Offset(2,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReloadWork\n\tReloadSingle:\n\t\tWAFR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/OP1\",1)\n\t\tNULL A 0 A_FireCustomMissile(\"FKShellCasingSpawn\", 0, 0, -2, -5)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL J 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL K 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL L 1 Offset(1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL M 1 Offset(2,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReloadWork\n\tReloadWork:\n\t\tNULL A 0 A_GiveInventory(\"WAFReload\")\n\t\tNULL A 0 A_TakeInventory(\"ARSH1\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"WAFReload\", 0, \"ReloadEnd\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARSH1\", 1, \"ReloadWork\")\n\t\tGoto ReloadEnd\n\tReloadEnd:\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/LD1\",5)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL N 1 Offset(3,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFL O 1 Offset(4,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 8 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR J 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAF/CL1\",7)\n\t\tWAFR L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR M 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR N 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR O 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR P 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR Q 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFR R 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAFG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 Offset(0,32)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}\n\nACTOR WAFReload : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPG.txt",
        "contents": "//==============================================================================\n// Schmeisser Maschinenpistole 40 (MP-40)\n//==============================================================================\n// A true classic, and also the \"must have\" of any gun collector.\n// Blake has a real thing for weapons from the past century war,\n// and this is one of the most fun toys of his box.\n//==============================================================================\nACTOR ARTRWPG : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoType1 \"WAGReload\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"ARCL1\"\n\tWeapon.AmmoGive2 0\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.PickupMessage \"Maschinenistole 40\"\n\tTag \"MP40\"\n\tScale 0.55\n\tStates\n\t{\n\tSpawn:\n\t\tWAGP A -1\n\t\tStop\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAGG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAGG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWAGG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAGG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReady:\n\t\tWAGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tFire:\n\t\tNULL A 0 A_Jump(96,\"Fire2\")\n\t\tNULL A 0 A_Jump(96,\"Fire3\")\n\t\tNULL A 0 A_Jump(96,\"Fire4\")\n\tFire1:\n\t\tNULL A 0 A_JumpIfInventory(\"WAGReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.990)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAG/FR1\",6)\n\t\tNULL A 0 A_FireBullets(4.9, 2.9, -1, 8,\"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"FKLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGF A 1 Offset(0,35) BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.1)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG C 1 Offset(-1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.5)\n\t\tWAGG C 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.1)\n\t\tWAGG C 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_ReFire\n\t\tWAGG C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFire2:\n\t\tNULL A 0 A_JumpIfInventory(\"WAGReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.990)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAG/FR1\",7)\n\t\tNULL A 0 A_FireBullets(4.9, 2.9, -1, 8,\"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"FKLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGF B 1 Offset(0,36) BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.1)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG C 1 Offset(1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.5)\n\t\tWAGG C 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.1)\n\t\tWAGG C 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_ReFire\n\t\tWAGG C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFire3:\n\t\tNULL A 0 A_JumpIfInventory(\"WAGReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.990)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAG/FR1\",6)\n\t\tNULL A 0 A_FireBullets(4.9, 2.9, -1, 8,\"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"FKLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGF C 1 Offset(0,35) BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.1)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG C 1 Offset(-1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.5)\n\t\tWAGG C 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.1)\n\t\tWAGG C 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_ReFire\n\t\tWAGG C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFire4:\n\t\tNULL A 0 A_JumpIfInventory(\"WAGReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.990)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAG/FR1\",7)\n\t\tNULL A 0 A_FireBullets(4.9, 2.9, -1, 8,\"ARBullet_Puff\")\n\t\tNULL A 0 A_FireCustomMissile(\"FKLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGF D 1 Offset(0,36) BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.1)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG C 1 Offset(1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.5)\n\t\tWAGG C 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.1)\n\t\tWAGG C 1 Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_ReFire\n\t\tWAGG C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGG D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light1\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tGoto LightDone\n\tAltFire:\n\t\tGoto Reload\n\tDryFire:\n\t\tWAGG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPG/DF1\",5)\n\t\tWAGG A 10 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"WAGReload\", 32, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"ARCL1\", 1, \"ReloadWork\")\n\t\tWAGG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadWork:\n\t\tWAGR A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR J 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAG/RD1\",1)\n\t\tWAGR K 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR L 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR M 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR N 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR O 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR P 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR P 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"ARMAG04\",-180,0,8,-5)\n\tReloadLoop:\n\t\tNULL A 0 A_TakeInventory(\"ARCL1\", 1)\n\t\tNULL A 0 A_GiveInventory(\"WAGReload\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"WAGReload\", 32, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARCL1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadFinish:\n\t\tWAGR Q 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR R 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR S 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR T 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Playsound(\"ARWP/WAG/RD2\",5)\n\t\tWAGR K 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAGR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}\n\nACTOR WAGReload : Ammo\n{\n\tInventory.MaxAmount 32\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPH.txt",
        "contents": "//==============================================================================\n// Fallschirmjägergewehr 42\n//==============================================================================\n// The second most loved weapon by Blake. This german automatic rifle fires\n// heavy rounds at full auto capable of piercing through most monsters at the\n// cost of a bigger recoil.\n//==============================================================================\nACTOR ARTRWPH : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoType1 \"WAHReload\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"ARHC1\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.Pickupmessage \"Fallschirmjagergewehr 42.\"\n\tTag \"FG42\"\n\tScale 0.45\n\tStates\n\t{\n\tReady:\n\t\tWAHG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tWAHG A 1 Offset(64,96)\n\t\tTNT1 A 1 A_Print(\"Upgrading your weapon...\",5)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WP0/BX1\",7)\n\t\tNULL A 0 Offset(-5,22)\n\t\tARUB ABCDEFG Random(6,18) BRIGHT\n\t\tTNT1 A 1 A_Print(\"Upgrade Successful!\\n\\n+25% Accuracy\\n+25% Damage\\n+1 Zooming Scope\",5)\n\t\tNULL A 0 A_GiveInventory(\"ARTR1AH\")\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\",9)\n\t\tNULL A 0 A_SelectWeapon (\"ARTR1AH\")\n\t\tNULL A 0 A_TakeInventory(\"ARTRWPH\")\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAHG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAHG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWAHG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAHG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_Jump(64,\"Fire2\")\n\t\tNULL A 0 A_Jump(80,\"Fire3\")\n\t\tNULL A 0 A_Jump(96,\"Fire4\")\n\tFire1:\n\t\tNULL A 0 A_JumpIfInventory(\"WAHReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_Playsound(\"ARWP/WAH/FR1\",6)\n\t\tNULL A 0 Radius_Quake(2,2,0,1,0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.985)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_FireCustomMissile(\"FKHeavyCasingSpawn\",345+frandom(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireBullets(5.6, 3.3, -1, 10,\"ARBullet_Puff\")\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHF A 1 BRIGHT Offset(0,37)\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.5)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(-1,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Refire\n\t\tGoto Ready\n\tFire2:\n\t\tNULL A 0 A_JumpIfInventory(\"WAHReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_Playsound(\"ARWP/WAH/FR1\",7)\n\t\tNULL A 0 Radius_Quake(2,2,0,1,0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.985)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_FireCustomMissile(\"FKHeavyCasingSpawn\",345+frandom(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireBullets(5.6, 3.3, -1, 10,\"ARBullet_Puff\")\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHF B 1 BRIGHT Offset(0,37)\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.6)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(1,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Refire\n\t\tGoto Ready\n\tFire3:\n\t\tNULL A 0 A_JumpIfInventory(\"WAHReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_Playsound(\"ARWP/WAH/FR1\",6)\n\t\tNULL A 0 Radius_Quake(2,2,0,1,0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.985)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_FireCustomMissile(\"FKHeavyCasingSpawn\",345+frandom(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireBullets(5.6, 3.3, -1, 10,\"ARBullet_Puff\")\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHF C 1 BRIGHT Offset(0,37)\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.7)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(-1,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Refire\n\t\tGoto Ready\n\tFire4:\n\t\tNULL A 0 A_JumpIfInventory(\"WAHReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_Playsound(\"ARWP/WAH/FR1\",7)\n\t\tNULL A 0 Radius_Quake(2,2,0,1,0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.985)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_FireCustomMissile(\"FKHeavyCasingSpawn\",345+frandom(-8,8),0,-4,-5,0)\n\t\tNULL A 0 A_FireBullets(5.6, 3.3, -1, 10,\"ARBullet_Puff\")\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHF D 1 BRIGHT Offset(0,37)\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -0.4)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(1,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHG A 1 Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tGoto Reload\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light1\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tGoto LightDone\n\tDryFire:\n\t\tWAHG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPH/DF1\",5)\n\t\tWAHG A 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"WAHReload\", 20, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"ARHC1\", 1, \"ReloadWork\")\n\t\tWAHG A 1 A_WeaponReady\n\t\tGoto Ready\n\tReloadWork:\n\t\tWAHR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAH/RD1\",1)\n\t\tWAHR H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR I 5 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"ARMAG05\",-180,0,8,-5)\n\t\tWAHR I 8 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR I 8 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReloadLoop:\n\t\tNULL A 0 A_TakeInventory(\"ARHC1\", 1)\n\t\tNULL A 0 A_GiveInventory(\"WAHReload\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"WAHReload\", 20, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARHC1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadFinish:\n\t\tWAHR I 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR H 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n \t\tWAHR G 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAH/RD2\",5)\n\t\tWAHR F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAHR A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\tSpawn:\n\t\tWAHP A -1\n\t\tStop\n\t}\n}\n\nACTOR WAHReload : Ammo\n{\n\tInventory.MaxAmount 20\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPI.txt",
        "contents": "//==============================================================================\n// Dynamite\n//==============================================================================\n// \"Why trust silly grenades? They could kill ya too easily!\" - Says Blake.\n//\n// He prefers the old and stylish dynamite, the powerload.\n// Just like any explosive, keep a safe distance and have fun!\n//==============================================================================\nACTOR GetOnWithIt : Inventory { Inventory.MaxAmount 150 }\nACTOR ARTRWPI : BlakeWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 5\n\tWeapon.AmmoType1 \"ARTR1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tInventory.Pickupmessage \"Dynamite\"\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tScale 0.75\n\tTag \"Dynamite\"\n\tStates\n\t{\n\tReady: //It has to be like this. I think.\n\t\tWAIG A Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG B Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG C Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG D Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG E Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG F Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG G Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tWAIG H Random(1,2) BRIGHT A_WeaponReady\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARTR1\",1,1)\n\t\tGoto Drylower\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAIG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG B 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG C 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG D 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG E 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG F 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG G 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAIG H 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tDrylower:\n\t\tNULL A 0 A_PlaySound(\"ARWP/WP0/DN1\",6)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tWAIG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG B 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG C 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG D 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG E 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG F 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG G 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAIG H 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReadyNoAmmo:\n\t\tTNT1 A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tFire:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tWAIF A 1 Offset(5, 40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(25, 72)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(45, 104)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(65, 136)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1 Offset(75, 152)\n\t\tNULL A 0// A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 1// A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_GunFlash\n\t\tNULL A 0// A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF A 3// A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAI/LT1\",6)\n\t\tWAIF A 3// A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAI/FS1\",7)\n\t\tTNT1 A 1 A_ReFire(\"Hold\")\n\t\tGoto Realfire\n\tHold:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\", 150, \"Realfire\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAI/FS1\",1,1,1)\n\t\tNULL A 0 A_GiveInventory(\"GetOnWithIt\",1)\n\t\tNULL A 0 A_Refire\n\tRealfire:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 Offset(-20,32)\n\t\tWAIF B 1 Offset (65, 136)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF C 1 Offset (45, 104)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF C 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF D 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF E 1 Offset (5, 40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAI/TR1\",7)\n\t\tNULL A 0 A_FireCustomMissile(\"TNT\")\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF E 1 Offset (5, 40)\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF E 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF D 1 Offset (25, 72)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF D 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF C 1 Offset (45, 104)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF C 1 Offset (55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF B 1 Offset (65, 136)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIF B 1 Offset (75, 152)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 12 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG A 1 Offset (75, 152)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG B 1 Offset (65, 136)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG C 1 Offset (55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG D 1 Offset (45, 104)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG E 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG F 1 Offset (25, 72)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG G 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAIG H 1 Offset (5, 40)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 17 BRIGHT A_Light1\n\t\tTNT1 A 17 BRIGHT A_Light2\n\t\tGoto LightDone\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\tSpawn:\n\t\tWAIP A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dynamite projectile\n//==============================================================================\n\nACTOR TNT\n{\n\tRadius 5\n\tHeight 4\n\tSpeed 20\n\tDamage 40\n\tMass 40\n\tProjectile\n\t+CANBOUNCEWATER\n\t-NOGRAVITY\n\t-GRENADETRAIL\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+SHOOTABLE\n\t+SKYEXPLODE\n\tBounceType \"Doom\"\n\tActiveSound \"ARWP/WAI/FS1\"\n\tDeathSound  \"misc/explosion\"\n\tBounceSound \"ARWP/WAI/BN1\"\n\tObituary \"$OB_GRENADE\"\n\tDamageType Grenade\n\tDecal Scorch\n\tBounceFactor 0.4\n\tVar int user_lmine;\n\tGravity 0.6\n\tScale 0.3\n\tAlpha 1.2\n\tStates\n\t{\n\tSpawn:\n\t    WAIB A 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB A 1 BRIGHT A_LoopActiveSound\n\t\tWAIB B 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB B 1 BRIGHT A_LoopActiveSound\n\t\tWAIB C 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB C 1 BRIGHT A_LoopActiveSound\n\t\tWAIB D 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB D 1 BRIGHT A_LoopActiveSound\n\t\tWAIB E 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB E 1 BRIGHT A_LoopActiveSound\n\t\tWAIB F 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB F 1 BRIGHT A_LoopActiveSound\n\t\tWAIB G 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB G 1 BRIGHT A_LoopActiveSound\n\t\tWAIB H 1 BRIGHT A_SpawnItemEx(\"GunSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWAIB H 1 BRIGHT A_LoopActiveSound\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 1 A_Explode(128,128)\n\t\tTNT1 A 0 A_PlaySound(\"Misc/Explosion\",7)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WP0/HF1\",5,1,0,1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake (2,36,0,15,0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"Explarticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Explosmokes\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SetScale(0.8)\n\t\tTNT1 A 0 A_SetTranslucent(0.65,1)\n\tBlast:\n\t\tTNT1 A 0 A_CustomMissile(\"MineBlastVisual\",0,0,user_lmine,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SetUserVar(\"user_lmine\",user_lmine+1)\n\t\tTNT1 A 0 A_JumpIf(user_lmine==360,\"EndBlast\")\n\t\tLoop\n\tEndBlast:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"EndGround\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",TRUE)\n\t\tARX1 ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\tEndGround:\n\t\tTNT1 A 0 A_SetScale(1.1)\n\t\tTNT1 A 0 A_PlaySound(\"Misc/Explosion\",7)\n\t\tARX2 ABCDEFGHIJKLMN 2 BRIGHT\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPJ.txt",
        "contents": "//==============================================================================\n// Kessler FC-6B \"Frag Cannon\"\n//==============================================================================\n// A versatile grenade launcher mainly used for controlling smaller riots.\n// Fires bouncing grenades that explode and deal high damage. Keep distance\n// from the projectiles and you'll be safe.\n//==============================================================================\nACTOR InsertingGrenade: Inventory {}\nACTOR GrenadeInserted : Inventory {}\n\nACTOR ARTRWPJ : BlakeWeapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOFIRE\n\tWeapon.SlotNumber 5\n\tWeapon.AmmoType1 \"WAJReload\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"AREX1\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0 //6\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.Pickupmessage \"Kessler FC-6B \\\"Frag Cannon\\\" Grenade Launcher.\"\n\tScale 0.45\n\tTag \"Kessler FC-6B\"\n\tStates\n\t{\n\tSpawn:\n\t\tWAJP A -1\n\t\tStop\n\tReady:\n\t\tWAJG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tDeselect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",7)\n\t\tWAJG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAJG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWAJG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAJG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WAJReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_Playsound(\"ARWP/WAJ/FR1\",6)\n\t\tNULL A 0 Radius_Quake(2,2,0,1,0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_ZoomFactor(0.980)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade40mm\")\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF A 1 Offset (0,39) BRIGHT\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tNULL A 0 A_SetPitch(pitch -1.5)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWAJF B 1 Offset (0,48)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF B 1 Offset (0,44)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF B 1 Offset (0,42)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF B 1 Offset (0,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF C 1 Offset (0,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF C 1 Offset (0,37)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF C 1 Offset (0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF D 1 Offset (0,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJF D 1 Offset (0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJG A 1 Offset (0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJG A 1 Offset (0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltFire:\n\t\tGoto Reload\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light1\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tGoto LightDone\n\tDryfire:\n\t\tWAJG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPJ/DF1\",5)\n\t\tWAJG A 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"WAJReload\", 6, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"AREX1\", 1, \"ReloadWork\")\n\t\tWAJG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadWork:\n\t\tNULL A 0 A_GiveInventory(\"InsertingGrenade\",1)\n\t\tWAJG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReloadLoop:\n\t\tWAJR C 9 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJR D 5 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAJ/LD1\",1)\n\t\tWAJR D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"FKExplosiveCasingSpawn\",-180,0,8,-5)\n\t\tNULL A 0 A_TakeInventory(\"AREX1\",1)\n\t\tNULL A 0 A_GiveInventory(\"WAJReload\",1)\n\t\tNULL A 0 A_JumpIfInventory(\"WAJReload\", 6, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"InsertingGrenade\",1,\"Reloaded\")\n\t\tNULL A 0 A_JumpIfInventory(\"AREX1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloaded:\n\t\tNULL A 0 A_Giveinventory(\"GrenadeInserted\")\n\t\tNULL A 0 A_TakeInventory(\"InsertingGrenade\",1)\n\t\tNULL A 0 A_JumpIfInventory(\"InsertingGrenade\",1,\"Reloaded\")\n\t\tNULL A 0 A_JumpIfInventory(\"AREX1\",1,\"Reloadloop\")\n\tReloadFinish:\n\t\tWAJR C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJR B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAJG B 4 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Jumpifinventory(\"GrenadeInserted\",1,\"ReloadFinish2\")\n\tReloadFinish2:\n\t\tNULL A 0 A_takeinventory(\"GrenadeInserted\",1)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\t}\n}\n\n//==============================================================================\n// Kessler FC-6B projectile\n//==============================================================================\n\nACTOR Grenade40mm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 30\n\tDamage 27\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t-GRENADETRAIL\n\t+CANBOUNCEWATER\n\t-BOUNCEONACTORS\n\t+BRIGHT\n\tBounceType \"Doom\"\n\tGravity 0.80\n\tSeeSound \"\"\n\tDeathSound  \"misc/explosion\"\n\tDamageType \"Explode\"\n\tObituary \"%k played some hot ball toss at %o.\"\n\tVar int user_lmine;\n\tDecal Scorch\n\tBounceSound \"ARWP/WAJ/BN1\"\n\tObituary \"Boom.\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 A_SetScale(0.25)\n\t\tWAJB B 1 A_SpawnItem(\"GunSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 1 A_Explode(128,128)\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WP0/HF1\",5,1,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"Misc/Explosion\",7)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake (2,36,0,15,0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItemEx(\"Scorchmaker\",0,0,0,5,0,0,0,0)\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"Explarticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Explosmokes\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SetScale(0.8)\n\t\tTNT1 A 0 A_SetTranslucent(0.65,1)\n\tBlast:\n\t\tTNT1 A 0 A_CustomMissile(\"MineBlastVisual\",0,0,user_lmine,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SetUserVar(\"user_lmine\",user_lmine+1)\n\t\tTNT1 A 0 A_JumpIf(user_lmine==360,\"EndBlast\")\n\t\tLoop\n\tEndBlast:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"EndGround\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",TRUE)\n\t\tARX1 ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\tEndGround:\n\t\tTNT1 A 0 A_SetScale(1.1)\n\t\tTNT1 A 0 A_PlaySound(\"Misc/Explosion\",7)\n\t\tARX2 ABCDEFGHIJKLMN 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR WAJReload : Ammo\n{\n\tInventory.MaxAmount 6\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPK.txt",
        "contents": "//==============================================================================\n// YX-6F \"Arachno-Roaster\" Flamethrower.\n//==============================================================================\n// A jerry-rigged flamethrower perfect to be used against spiders.\n// Can be fueled with most known types of gasoline and diesel.\n//==============================================================================\nACTOR ARTRWPK : BlakeWeapon\n{\n\t+DONTSPLASH\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 6\n\tWeapon.AmmoType1 \"WAKReload\"\n\tWeapon.AmmoUse1  1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"ARFL1\"\n\tWeapon.AmmoUse2  0\n\tWeapon.AmmoGive2 0\n\tweapon.Kickback 20\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.PickupMessage \"YX-6F \\\"Arachno-Roaster\\\" Flamethrower.\"\n\tTag \"YX-6F Flamethrower\"\n\tScale 0.6\n\tStates\n\t{\n\tReady:\n\t\tWAKG A Random(1,3)BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tWAKG B Random(1,3)BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tWAKG C Random(1,3)BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tTNT1 A 0 A_PlaySound(\"ARWP/WAK/ID2\", 7, 1, 1)\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/ID1\",6)\n\t\tWAKG D 1 Offset (64,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (56,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (48,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (40,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (32,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (24,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (16,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWAKG D 1 Offset (8,0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tNULL A 0 A_StopSound(7)\n\t\tNULL A 0 A_StopSound(6)\n\t\tNULL A 0 A_StopSound(5)\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\")\n\t\tWAKG D 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWAKG D 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"WAKReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 Radius_Quake(2,1,0,1,0)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/FR1\",6,1)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG A 1 BRIGHT Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG B 1 BRIGHT Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG C 1 BRIGHT Offset(0,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"Charizard\",0,1,0,-5,0)\n\t\tWAKF A 1 BRIGHT\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKF B 1 BRIGHT\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_ReFire\n\t\tNULL A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\tWAKG A 1 BRIGHT Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/ID1\",1)\n\t\tWAKG B 1 BRIGHT Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG C 1 BRIGHT Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tHold:\n\t\tNULL A 0 A_JumpIfInventory(\"WAKReload\",1,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 Radius_Quake(2,1,0,1,0)\n\t\tNULL A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySoundEX(\"ARWP/WAK/FR2\", \"SoundSlot5\", 1)\n\t\tWAKF A 1 BRIGHT Offset(-1,34)A_FireCustomMissile(\"Charizard\",0,1,0,-5,0)\n\t\tWAKF B 1 BRIGHT Offset(2, 35)A_FireCustomMissile(\"Charizard\",0,1,0,-5,0)\n\t\tWAKF A 1 BRIGHT Offset(1, 37)A_FireCustomMissile(\"Charizard\",0,1,0,-5,0)\n\t\tWAKF B 1 BRIGHT Offset(-2,36)A_FireCustomMissile(\"Charizard\",0,1,0,-5,0)\n\t\tNULL A 0 A_ReFire\n\t\tNULL A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG A 1 BRIGHT Offset(0,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/ID1\",6,1)\n\t\tWAKG B 1 BRIGHT Offset(0,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG C 1 BRIGHT Offset(0,32)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltFire:\n\t\tGoto Reload\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n\tDryfire:\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 A_StopSound(7)\n\t\tNULL A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\tWAKG D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPK/DF1\",7)\n\t\tWAKG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReload:\n\t\tNULL A 0 A_StopSoundEx(\"SoundSlot7\")\n\t\tNULL A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\tNULL A 0 A_JumpIfInventory(\"WAKReload\", 200, 2)\n\t\tNULL A 0 A_JumpIfInventory(\"ARFL1\", 1, \"ReloadWork\")\n\t\tWAKG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadWork:\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,33)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,35)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,37)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,39)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,41)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,42)\n\t\tWAKR A 3\n\t\tWAKR B 3\n\t\tWAKR C 3\n\t\tWAKR D 2\n\t\tWAKR E 2\n\t\tWAKR F 2\n\t\tWAKR G 2\n\t\tWAKR H 2\n\t\tWAKR I 2\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD1\",6)\n\t\tWAKR J 2\n\t\tWAKR G 4\n\t\tWAKR H 4\n\t\tWAKR I 2\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD1\",6)\n\t\tWAKR J 2\n\t\tWAKR G 4\n\t\tWAKR H 4\n\t\tWAKR I 2\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD1\",6)\n\t\tWAKR J 2\n\tReloadLoop:\n\t\tNULL A 0 A_TakeInventory(\"ARFL1\", 1)\n\t\tNULL A 0 A_GiveInventory(\"WAKReload\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"WAKReload\", 200, \"ReloadFinish\")\n\t\tNULL A 0 A_JumpIfInventory(\"ARFL1\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadFinish:\n\t\tWAKR G 2\n\t\tWAKR F 2\n\t\tWAKR E 2\n\t\tWAKR D 2\n\t\tWAKR C 2\n\t\tWAKR B 2\n\t\tWAKR A 2\n\t\tWAKG D 1 Offset(-3,44)\n\t\tNULL A 0\n\t\tWAKG D 1 Offset(-3,46)\n\t\tNULL A 0\n\t\tWAKG D 1 Offset(-3,48)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD2\",7)\n\t\tWAKG D 8\n\t\tWAKG D 8\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD2\",7)\n\t\tWAKG D 8\n\t\tWAKG D 8\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD2\",7)\n\t\tWAKG D 8\n\t\tWAKG D 8\n\t\tWAKG D 3\n\t\tWAKR A 2\n\t\tWAKR B 2\n\t\tWAKR C 2\n\t\tWAKR D 2\n\t\tWAKR E 2\n\t\tWAKR F 2\n\t\tWAKR G 2\n\t\tWAKR J 2\n\t\tWAKR I 2\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD1\",6)\n\t\tWAKR H 4\n\t\tWAKR G 4\n\t\tWAKR J 2\n\t\tWAKR I 2\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD1\",6)\n\t\tWAKR H 4\n\t\tWAKR G 4\n\t\tWAKR J 2\n\t\tWAKR I 2\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/RD1\",6)\n\t\tWAKR H 2\n\t\tWAKR G 2\n\t\tWAKR F 2\n\t\tWAKR E 2\n\t\tWAKR D 2\n\t\tWAKR C 2\n\t\tWAKR B 2\n\t\tWAKR A 2\n\t\tWAKG D 1 Offset(-1,52)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,50)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,48)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,46)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-3,44)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-3,42)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-4,40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-3,38)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-2,36)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(-1,34)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAKG D 1 Offset(0,32)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAK/ID1\",6,1)\n\t\tGoto Ready\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\tSpawn:\n\t\tWAKP A -1\n\t\tStop\n\t}\n}\n\nACTOR WAKReload : Ammo\n{\n\tInventory.MaxAmount 200\n\t+IGNORESKILL\n}\n\n//==============================================================================\n// Flame Spray Taken Directly from Strife with edits (Marked with *)\n//==============================================================================\n\nACTOR Charizard\n{\n\tSpeed 35\n\tHeight 11\n\tRadius 8\n\tMass 10\n\tDamage 3\n\tDamageType Fire\n\tReactionTime 7\n\tProjectile\n\t+NOGRAVITY\n\t+STRIFEDAMAGE\n\t+FIREDAMAGE\n\t+NOBLOOD\n\t+BLOODLESSIMPACT\n\tMaxStepHeight 4\n\tRenderStyle Add\n\tAlpha 1.5\n\tSeeSound \"\"\n\tDecal \"Revenantscorch\"\n\tObituary \"$OB_MPFLAMETHROWER\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 NoDelay A_Countdown\n\t\tWAKB A 1 BRIGHT A_SetScale(0.6)\n\t\tWAKB B 1 BRIGHT A_SetScale(0.65)\n\t\tWAKB C 1 BRIGHT A_SetScale(0.7)\n\t\tWAKB D 1 BRIGHT A_SetScale(0.75)\n\t\tWAKB E 1 BRIGHT A_SetScale(0.8)\n\t\tWAKB F 1 BRIGHT A_SetScale(0.85)\n\t\tWAKB G 1 BRIGHT A_SetScale(0.9)\n\tDeath:\n\t\tWAKB HIJKLMNOP 1 BRIGHT A_Fadeout(0.02)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Blake/ARTRWPL.txt",
        "contents": "//==============================================================================\n// BFG 2704 Prototype\n//==============================================================================\n// A weapon that fires a high temperature projectile which dessecates and kills\n// almost every living form in the room. But don't worry;\n// you are protected behind it.\n//==============================================================================\nACTOR ARTRWPL : BlakeWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\tWeapon.SelectionOrder 2800\n\tWeapon.SlotNumber 6\n\tWeapon.AmmoType \"ARBT1\"\n\tWeapon.AmmoUse 50\n\tWeapon.AmmoGive 0\n\tInventory.ForbiddenTo MarineRanger, MarineRecon, MarineScientist\n\tInventory.PickupMessage \"The BFG-2704 Proto! Oh, yes.\"\n\tTag \"BFG-2704 Proto\"\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tWALG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAL/ID1\",7,1,1)\n\t\tNULL A 0 A_JumpIfInventory(\"KickToken\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"UpgradeToken\", 1, \"Upgrade\")\n\t\tLoop\n\tUpgrade:\n\t\tNULL A 0 A_Print(\"Invalid Action.\",2)\n\t\tNULL A 0 A_TakeInventory(\"UpgradeToken\")\n\t\tNULL A 0 A_GiveInventory(\"ARWPBOX\",1)\n\t\tGoto Ready\n\tSelect:\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/UP1\",7)\n\t\tWALG A 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWALG A 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tNULL A 0 A_StopSound(7)\n\t\tNULL A 0 A_Playsound(\"ARWP/WP0/DN1\",6)\n\t\tWALG A 1 Offset (8, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (16, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (24, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (32, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (40, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (48, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (56, 0) A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tWALG A 1 Offset (64, 0) A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"ARBT1\",50,1)\n\t\tGoto Dryfire\n\t\tNULL A 0 A_StopSound(7)\n\t\tWALF A 3 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(0.995)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAL/FR1\",7)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF B 3 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(0.990)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 3 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(0.985)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF D 3 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(0.980)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF E 3 BRIGHT\n\t\tNULL A 0 A_ZoomFactor(0.975)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF F 3 BRIGHT Offset(0,65)\n\t\tNULL A 0 A_ZoomFactor(1.000)\n\t\tNULL A 0 A_FireCustomMissile(\"NewBFGBall\")\n\t\tNULL A 0 A_SetBlend(\"Green\", 0.4, 35)\n\t\tNULL A 0 A_Gunflash\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+3.0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_SetPitch(pitch -6.5)\n\t\tNULL A 0 A_PlaySound(\"ARWP/WAL/FR2\",6)\n\t\tNULL A 0 Radius_Quake (2, 14, 0, 15, 0)\n\t\tWALF C 2 Offset(0,62) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,58) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,54) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,49) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,46) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,42) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,38) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,36) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,34) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 Offset(0,33) A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF C 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF B 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF B 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALF A 2 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-8)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWALG A 10 A_ReFire\n\t\tGoto Ready\n\tDryfire:\n\t\tNULL A 0 A_StopSound(7)\n\t\tNULL A 0 A_JumpIfInventory(\"ARBT1\", 1, \"Ready\")\n\t\tNULL A 0 A_PlaySound(\"ARWP/WPL/DF1\",7)\n\t\tNULL A 0 A_Print(\"Battery Drained.\")\n\t\tWALG A 8 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 4 BRIGHT A_Light1\n\t\tTNT1 A 5 BRIGHT A_Light2\n\t\tGoto LightDone\n//==============================================================================\n// Kick Actions\n//==============================================================================\n\tKick:\n\t\tNULL A 0 A_JumpIfInventory(\"RangerDummy\",1,\"RangerKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"TrooperDummy\",1,\"TrooperKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ReconDummy\",1,\"ReconKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"ScientistDummy\",1,\"ScientistKick\")\n\tTrooperKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWAOF A 1 Offset(-10,32)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWAOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-3)\n\t\tWAOF D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(6,0,0,\"FightPuff\")\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWAOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWAOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tRangerKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWBOF A 1 Offset(-10,32)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWBOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(4,0,0,\"FightPuff\")\n\t\tWBOF I 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWBOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWBOF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReconKick:\n\t\tTNT1 A 2 Offset(-10,36)\n\t\tWCOF A 1 Offset(-10,32)\n\t\tWCOF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWCOF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-2)\n\t\tWCOF G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(8,0,0,\"FightPuff\")\n\t\tWCOF H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+1)\n\t\tWCOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF J 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF K 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWCOF L 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tScientistKick:\n\t\tTNT1 A 5 Offset(-10,36)\n\t\tWDOF A 2 Offset(-10,32)\n\t\tWDOF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Takeinventory(\"KickToken\",1)\n\t\tWDOF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(-1)\n\t\tWDOF E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_CustomPunch(2,0,0,\"FightPuff\")\n\t\tWDOF F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWDOF H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tWDOF I 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tGoto Ready\n\tSpawn:\n\t\tWALP A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// BFG Projectiles, credits to Z86\n//==============================================================================\n\nACTOR NewBFGBall : BFGBall\n{\n\tSpeed 20\n\tDamage 100\n\tSeeSound \"\"\n\tDeathSound  \"ARWP/WAL/BL2\"\n\tActiveSound \"ARWP/WAL/BL1\"\n\tObituary \"%o got disintegrated by %k's BFG.\"\n\tDecal BFGScorch1\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 A_LoopActiveSound\n\t\tWALB ABCDE 1 BRIGHT A_SpawnItemEx(\"BFGStuffSpawner\",0,0,0,(momx),(momy),(momz),0,SXF_ABSOLUTEMOMENTUM)\n\t\tNULL A 0 A_SpawnItem(\"BFGWave\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BFGSpray\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"BFGParticle2\", 0, 0, 0,  (FRandom(-5,5)), (FRandom(-5,5)), (FRandom(-5,5)), 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"BFGParticle2\", 0, 0, 0,  (FRandom(-5,5)), (FRandom(-5,5)), (FRandom(-5,5)), 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"BFGParticle2\", 0, 0, 0,  (FRandom(-5,5)), (FRandom(-5,5)), (FRandom(-5,5)), 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"BFGParticle2\", 0, 0, 0,  (FRandom(-5,5)), (FRandom(-5,5)), (FRandom(-5,5)), 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)\n\t\tBFE1 ABCDEF 3 BRIGHT\n\t\tBFE1 FFFF 2 Bright A_FadeOut(0.35)\n\t\tNULL A 10\n\t\tStop\n\t}\n}\n\n//ACTORS taken from Z86's weapon test mod.\n\nActor BFGStuffSpawner\n{\n\t+CLIENTSIDEONLY\n\tprojectile\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_SpawnItemEx (\"BFGVapour\", 0, 0, 0,  (momx*0.2), (momy*0.2), (momz*0.2), 0, SXF_ABSOLUTEMOMENTUM)\n\t\tNULL A 0 A_Jump(128,2)\n\t\tNULL A 0 A_SpawnItemEx (\"BFGParticle1\", 0, 0, 0,  (momx+(FRandom(-2.1,2.1))), (momy+(FRandom(-2.1,2.1))), (momz+(FRandom(-2.1,2.1))), 0, SXF_ABSOLUTEMOMENTUM)\n\t\tNULL A 0 A_SpawnItemEx (\"BFGParticle1\", 0, 0, 0,  (momx+(FRandom(-2.1,2.1))), (momy+(FRandom(-2.1,2.1))), (momz+(FRandom(-2.1,2.1))), 0, SXF_ABSOLUTEMOMENTUM)\n\t\tNULL A 1\n\t\tstop\n\t}\n}\n\nActor BFGVapour\n{\n\t+CLIENTSIDEONLY\n\tprojectile\n\tRenderStyle Add\n\tAlpha 0.2\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 3\n\tLoopy:\n\t\tWALC ABCDEFGHIJKL 1 BRIGHT A_FadeOut(0.01)\n\t\tloop\n\t}\n}\n\nActor BFGWave\n{\n\t+CLIENTSIDEONLY\n\tprojectile\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 3\n\t\tWALE A 1 BRIGHT A_FadeOut(0.01)\n\t\tgoto Spawn+1\n\t}\n}\n\nActor BFGParticle1\n{\n\t+CLIENTSIDEONLY\n\tprojectile\n\tRenderStyle Add\n\tAlpha 0.7\n\tScale 0.1\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 2\n\tLoopy:\n\t\tWALD A 1 BRIGHT A_FadeOut(0.02)\n\t\tloop\n\t}\n}\n\nActor BFGParticle2\n{\n\t+CLIENTSIDEONLY\n\tprojectile\n\t+NOBLOCKMAP\n\t+NOINTERACTION\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.1\n\tStates\n\t{\n\tSpawn:\n\t\tWALD A 1 BRIGHT A_FadeOut(0.01)\n\t\tloop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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