Raw model (for completeness)
{
"meta": {
"id": "001ed2ee-b131-454d-a975-15cf60359e43",
"sha1": "3688841a9d6355c8a172e54bcfda47e17da736d5",
"sha256": "30aad32bae372bd55df77575e97effdcd08a1430166ea73c534b641fdab11dc7",
"filenames": [
"8bdm6aplus-v1b5.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:55:58",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:55:58",
"file": {
"type": "PK3",
"size": 124954,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3688841a9d6355c8a172e54bcfda47e17da736d5/3688841a9d6355c8a172e54bcfda47e17da736d5.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 140,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "VOXELDEF.txt",
"contents": "ICW0F=\"ICW0F\" {}\nICW0K=\"ICW0K\" {}\nCON0D=\"CON0D\" {}\nCON0E=\"CON0E\" {}\nCON0F=\"CON0F\" {}\nCON0G=\"CON0G\" {}\nITE0A=\"ITE0A\" {}\nITE0B=\"ITE0B\" {}\nITE0C=\"ITE0C\" {}\nITE0D=\"ITE0D\" {}\nITE0E=\"ITE0E\" {}\nITE0F=\"ITE0F\" {}\nITE0G=\"ITE0G\" {}"
},
{
"source": "pk3",
"name": "minimapdec.txt",
"contents": "#include \"minimap/MinimapMarkerPlacer.txt\"\n#include \"minimap/MinimapMarker.txt\"\n#include \"minimap/MinimapWeaponMarker.txt\"\n#include \"minimap/MinimapItemMarker.txt\"\n#include \"minimap/MinimapOtherMarker.txt\""
},
{
"source": "pk3",
"name": "projtransdec.txt",
"contents": "#include \"projtrans/projectilecode.txt\"\n#include \"projtrans/translationitem.txt\"\n#include \"projtrans/projectiletranslation.txt\"\n#include \"projtrans/projectiletranslationfx.txt\"\n#include \"projtrans/projectiletranslation2.txt\"\n#include \"projtrans/projectiletranslationonline.txt\"\n\n#include \"projtrans/shieldtranslation.txt\"\n\n#include \"projtrans/assisttranslation.txt\"\n#include \"projtrans/assisttranslationfx.txt\"\n\n#include \"projtrans/voxel.txt\"\n\n#include \"projtrans/misc.txt\"\n\n//#include \"projtrans/projectiletranslationno.txt\""
},
{
"source": "pk3",
"name": "itemr.txt",
"contents": "/*\nactor SmallHealthR : SmallHealth replaces SmallHealth\n{\ninventory.maxamount 0\n}\n\nactor BigHealthR : BigHealth replaces BigHealth\n{\ninventory.maxamount 0\n}\n\nactor MegaHealthR : MegaHealth replaces MegaHealth\n{\ninventory.maxamount 0\n}\n*/\n\nactor HealCent : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor SmallHealthR : BaseMM8BDMItem replaces SmallHealth\n{\ninventory.pickupmessage \"$PU_SMALLHEALTH\"\n+COUNTITEM\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawnLoop:\nHBAL AB 6\nloop\nPickup:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",20)\nstop\n}\n}\n\nactor BigHealthR : BaseMM8BDMItem replaces BigHealth\n{\nScale 2.0\ninventory.pickupmessage \"$PU_LARGEHEALTH\"\ninventory.pickupsound \"item/energyup/large\"\n+COUNTITEM\nStates\n{\nSpawnLoop:\nHBAL CD 6\nloop\nPickup:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",55)\nstop\n}\n}\n\nactor MegaHealthR : BaseMM8BDMItem replaces MegaHealth\n{\nScale 2.0\ninventory.pickupmessage \"Picked up a mega health capsule.\"\ninventory.pickupsound \"item/energyup/large\"\n+COUNTITEM\nStates\n{\nSpawnLoop:\nHBAL E 0\nEBAL F 0 A_JumpIf(tid!=0, 2)\nHBAL E 0 Thing_ChangeTID(0, 999)\nHBAL EF 6\nGoto SpawnLoop+3\nPickup:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",100)\nstop\n}\n}\n\nactor ETankR : ETank replaces ETank\n{\nStates\n{\nUse:\n//EBAL E 0 A_JumpIfHealthLower(100,\"Success\")\nEBAL E 0 A_JumpIf(CallACS(\"CanGainHealth\"),\"Success\")\nfail\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\n//EBAL E 0 HealThing(100)\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",100)\n//EBAL E 0 A_TakeInventory(\"ETank\",1)\nEBAL E 0 A_TakeInventory(\"ETankR\",1)\nfail\n}\n}\n\nactor LTankR : LTank replaces LTank\n{\nStates\n{\nUse:\n//EBAL E 0 A_JumpIfHealthLower(100,\"Success\")\nEBAL E 0 A_JumpIf(CallACS(\"CanGainHealth\"),\"Success\")\nfail\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\n//EBAL E 0 HealThing(100)\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",100)\n//EBAL E 0 A_TakeInventory(\"ETank\",1)\nEBAL E 0 A_TakeInventory(\"ETankR\",1) //glitch preservation :MegaKappaS:\nfail\n}\n}\n\nactor WTankR : WTank replaces WTank\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"BusterAmmo\",1,\"PickupSuccess\")\nfail\nPickupSuccess:\nTNT1 A 0 A_RailWait\nstop\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 ACS_Execute(992, 0, 100)\n//EBAL E 0 A_TakeInventory(\"WTank\",1)\nEBAL E 0 A_TakeInventory(\"WTankR\",1)\nfail\n}\n}\n\nactor MTankR : MTank replaces MTank\n{\nStates\n{\nUse:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\n//EBAL E 0 HealThing(100)\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",100)\nEBAL E 0 ACS_ExecuteAlways(992, 0, 0, 1)\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SmallHealthRMarker : SmallHealthMarker {}\nactor BigHealthRMarker : BigHealthMarker {}\nactor MegaHealthRMarker : MegaHealthMarker {}\nactor ETankRMarker : ETankMarker {}\nactor WTankRMarker : WTankMarker {}\nactor MTankRMarker : MTankMarker {}"
},
{
"source": "pk3",
"name": "megamanlo.txt",
"contents": "actor MegamanLO : Megaman replaces Megaman\n{\nplayer.startitem \"CheckLoadout\"\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"BaseFlagPack\", 1\n}\n\nactor CheckLoadout : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"USE_LO_CHECK\"),\"UseLoadout\")\nstop\nUseLoadout:\nTNT1 A 0 A_JumpIf(CallACS(\"LO_LMS_CHECK\")||CallACS(\"USE_LO_NOT_LMS_CHECK\"),\"UseLoadout2\")\nstop\nUseLoadout2:\nTNT1 A 0 A_GiveInventory(\"LoadOut\",1)\nstop\n}\n}\n\nactor LoadOut : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"LO_INSTAGIB_CHECK\"),\"PickupNo\")\nTNT1 A 0 A_GiveInventory(\"Once\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"LOADOUT_SETUP\",0)\nstop\nPickupNo:\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "teamvisual.txt",
"contents": "#include \"teamvisual/teamvisualgive.txt\"\n#include \"teamvisual/teamvisualbase.txt\"\n#include \"teamvisual/invisual.txt\"\n#include \"teamvisual/allyhealth.txt\"\n#include \"teamvisual/enemyhealth.txt\""
},
{
"source": "pk3",
"name": "edit/ShieldWarpEdit.txt",
"contents": "actor BaseShieldWarper : BaseShieldWarper0\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"ProjectileFXCode\",1)\ngoto \"Super::Spawn\"\n}\n}"
},
{
"source": "pk3",
"name": "edit/plantbarrieredit.txt",
"contents": "actor PlantBarrierHealer : PlantBarrierHealer0\n{\n\tStates\n\t{\n\tPickup:\n\t\t//TNT1 A 0 A_JumpIf(health >= 100, \"Failed\")\n\t\tTNT1 A 0 A_JumpIf(!CallACS(\"CanGainHealth\"), \"Failed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlantBarrierAmmoCooldown\", 1, \"Heal\")\n\t\tTNT1 A 0 A_GiveInventory(\"PlantBarrierAmmoCooldown\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlantBarrierAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tgoto Heal\n\tHeal:\n\t\t//TNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",1)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "edit/grabbusteredit.txt",
"contents": "actor GrabBusterHealPickup : GrabBusterHealPickup0\n{\n\tStates\n\t{\n\tPickup:\n\t\tGRBU I 0 A_PlaySoundEx(\"item/energyup\", \"voice\")\n\t\t//GRBU I 0 A_GiveInventory(\"Health\", 15)\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",15)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "edit/clownhpedit.txt",
"contents": "actor ClownHP : ClownHP0\n{\nstates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\", \"Body\")\n//TNT1 A 0 HealThing(10)\nTNT1 A 0 ACS_NamedExecuteWithResult(\"HealScript\",10)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "projtrans/projectilecode.txt",
"contents": "actor ProjectileCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_CheckFlag(\"CLIENTSIDEONLY\",\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"ProjectileCode1\",1)\nstop\nPickup2:\nTNT1 A 0 A_Log(\"ProjectileCode given to something clientside.\")\nstop\n}\n}\n\nactor ProjectileFXCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_CheckFlag(\"CLIENTSIDEONLY\",\"Pickup2\")\nTNT1 A 0 A_Log(\"ProjectileFXCode given to something not clientside.\")\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"ProjectileCode1\",1)\nstop\n}\n}\n\nactor ProjectileDCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_CheckFlag(\"CLIENTSIDEONLY\",\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"ProjectileDCode1\",1)\nstop\nPickup2:\nTNT1 A 0 A_Log(\"ProjectileDCode given to something clientside.\")\nstop\n}\n}\n\nactor ProjectileDFXCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_CheckFlag(\"CLIENTSIDEONLY\",\"Pickup2\")\nTNT1 A 0 A_Log(\"ProjectileDFXCode given to something not clientside.\")\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"ProjectileDCode1\",1)\nstop\n}\n}\n\nactor ProjectileBCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_CheckFlag(\"CLIENTSIDEONLY\",\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"ProjectileBCode1\",1)\nstop\nPickup2:\nTNT1 A 0 A_Log(\"ProjectileBCode given to something clientside.\")\nstop\n}\n}"
},
{
"source": "pk3",
"name": "projtrans/translationitem.txt",
"contents": "actor ProjectileCode1 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ProjectileSpawned\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"ProjectileSpawned\",1)\nTNT1 A 0 A_GiveInventory(\"ProjectileCode2\",1)\nstop\nPickup2:\nTNT1 A 0 A_Log(\"ProjectileCode1 given twice. wat\")\nstop\n}\n}\n\nactor ProjectileSpawned : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProjectileCode2 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"Check_ProjectileColor_Server\"),\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"TeamBlue\")\nTNT1 A 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"TeamRed\")\nTNT1 A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"TeamGreen\")\nTNT1 A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"TeamGold\")\nstop\nTeamBlue:\nTeamBlue1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",0)\nstop\nTeamRed:\nTeamRed1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",1)\nstop\nTeamGreen:\nTeamGreen1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",2)\nstop\nTeamGold:\nTeamGold1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",3)\nstop\n}\n}\n\nactor ProjectileDCode1 : ProjectileCode\n{\nstates\n{\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ProjectileSpawnedD\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"ProjectileSpawnedD\",1)\nTNT1 A 0 A_Jumpifinventory(\"ProjectileSpawned\",1,\"PickupNo\")\nTNT1 A 0 A_GiveInventory(\"ProjectileSpawned\",1)\nTNT1 A 0 A_GiveInventory(\"ProjectileCode2\",1)\nstop\nPickupNo:\nTNT1 A 0\nstop\nPickup2:\nTNT1 A 0 A_Log(\"ProjectileDCode1 given twice. wat\")\nstop\n}\n}\n\nactor ProjectileSpawnedD : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProjectileBCode1 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ProjectileSpawned\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"ProjectileSpawned\",1)\nTNT1 A 0 A_GiveInventory(\"ProjectileCode2\",1)\nstop\nPickup2:\nTNT1 A 0 //no log here\nstop\n}\n}"
},
{
"source": "pk3",
"name": "projtrans/projectiletranslation.txt",
"contents": "//Spawn: TNT1 A 0 nodelay A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\"\n//doesn't work on fastprojectiles and makes search snake crash\n\nactor MegaShot_C : MegaShot replaces MegaShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BassShot_C : BassShot replaces BassShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ProtoShot_C : ProtoShot replaces ProtoShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ProtoShot2_C : ProtoShot2 replaces ProtoShot2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ProtoShot3_C : ProtoShot3 replaces ProtoShot3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor AdaptorFist_C : AdaptorFist replaces AdaptorFist { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FistReturn_C : FistReturn replaces FistReturn { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MidShot_C : MidShot replaces MidShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ArrowShot_C : ArrowShot replaces ArrowShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ArrowFrag1_C : ArrowFrag1 replaces ArrowFrag1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ArrowFrag2_C : ArrowFrag2 replaces ArrowFrag2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DuoPunch_C : DuoPunch replaces DuoPunch { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DuoPunchReturn_C : DuoPunchReturn replaces DuoPunchReturn { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DuoPunchWire_C : DuoPunchWire replaces DuoPunchWire { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MidFist_C : MidFist replaces MidFist { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GigaFist_C : GigaFist replaces GigaFist { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BoostShot_C : BoostShot replaces BoostShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaArmFist_C : MegaArmFist replaces MegaArmFist { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaArmGrip_C : MegaArmGrip replaces MegaArmGrip { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaArmHand_C : MegaArmHand replaces MegaArmHand { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaArmReturn_C : MegaArmReturn replaces MegaArmReturn { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor RollingCutter_C : RollingCutter replaces RollingCutter { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ReturningCutter_C : ReturningCutter replaces ReturningCutter { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Gutrock_C : Gutrock replaces Gutrock { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GutrockDebris_C : GutrockDebris replaces GutrockDebris { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GutrockPickingup_C : GutrockPickingup replaces GutrockPickingup { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TempGutrock_C : TempGutrock replaces TempGutrock { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor HyperBomb_C : HyperBomb replaces HyperBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FireStorm_C : FireStorm replaces FireStorm { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FireShield1_C : FireShield1 replaces FireShield1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FireShield2_C : FireShield2 replaces FireShield2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FireShield3_C : FireShield3 replaces FireShield3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IceSlasher_C : IceSlasher replaces IceSlasher { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderBeam_C : ThunderBeam replaces ThunderBeam { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor OilShot_C : OilShot replaces OilShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor OilBlob_C : OilBlob replaces OilBlob { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor OilBlobFlame_C : OilBlobFlame replaces OilBlobFlame { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor OilSlider_C : OilSlider replaces OilSlider { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TimeSlow_C : TimeSlow replaces TimeSlow { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BubbleLeadStart_C : BubbleLeadStart replaces BubbleLeadStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BubbleLead_C : BubbleLead replaces BubbleLead { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor AirShot_C : AirShot replaces AirShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor AtomicFire1_C : AtomicFire1 replaces AtomicFire1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor AtomicFire2_C : AtomicFire2 replaces AtomicFire2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor AtomicFire3_C : AtomicFire3 replaces AtomicFire3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CrashBomb_C : CrashBomb replaces CrashBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LeafShield_C : LeafShield replaces LeafShield { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LeafShieldCounterShot_C : LeafShieldCounterShot replaces LeafShieldCounterShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MetalBlade_C : MetalBlade replaces MetalBlade { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IGMetalBlade_C : IGMetalBlade replaces IGMetalBlade { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor QuickBoomerang_C : QuickBoomerang replaces QuickBoomerang { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MagnetMissile_C : MagnetMissile replaces MagnetMissile { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor HardKnuckle_C : HardKnuckle replaces HardKnuckle { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GeminiLaser_C : GeminiLaser replaces GeminiLaser { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Needle_C : Needle replaces Needle { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SearchSnakeStart_C : SearchSnakeStart replaces SearchSnakeStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SearchSnake_C : SearchSnake replaces SearchSnake { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor UpSnake0_C : UpSnake0 replaces UpSnake0 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor UpSnake1_C : UpSnake1 replaces UpSnake1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor UpSnake2_C : UpSnake2 replaces UpSnake2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor UpSnake3_C : UpSnake3 replaces UpSnake3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor UpSnake4_C : UpSnake4 replaces UpSnake4 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DownSnake_C : DownSnake replaces DownSnake { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//color flicker instead of actor flicker\n//actor SearchSnakeStart_C : SearchSnakeStart replaces SearchSnakeStart { states { Spawn: SNAK AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor SearchSnake_C : SearchSnake replaces SearchSnake { states { Spawn: SNAK BB 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor UpSnake0_C : UpSnake0 replaces UpSnake0 { states { Spawn: SNAK CC 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor UpSnake1_C : UpSnake1 replaces UpSnake1 { states { Spawn: SNAK CC 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor UpSnake2_C : UpSnake2 replaces UpSnake2 { states { Spawn: SNAK CC 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor UpSnake3_C : UpSnake3 replaces UpSnake3 { states { Spawn: SNAK DD 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor UpSnake4_C : UpSnake4 replaces UpSnake4 { states { Spawn: SNAK DD 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor DownSnake_C : DownSnake replaces DownSnake { states { Spawn: SNAK EE 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ShadowBlade_C : ShadowBlade replaces ShadowBlade { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SparkShock_C : SparkShock replaces SparkShock { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TopRadius_C : TopRadius replaces TopRadius { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DiveMissile_C : DiveMissile replaces DiveMissile { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DrillBomb_C : DrillBomb replaces DrillBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustCrusher_C : DustCrusher replaces DustCrusher { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit1_C : DustBit1 replaces DustBit1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit2_C : DustBit2 replaces DustBit2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit3_C : DustBit3 replaces DustBit3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit4_C : DustBit4 replaces DustBit4 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit1C_C : DustBit1C replaces DustBit1C { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit2C_C : DustBit2C replaces DustBit2C { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit3C_C : DustBit3C replaces DustBit3C { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DustBit4C_C : DustBit4C replaces DustBit4C { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlashStopperStarter_C : FlashStopperStarter replaces FlashStopperStarter { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohShot1_C : PharaohShot1 replaces PharaohShot1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohShot2_C : PharaohShot2 replaces PharaohShot2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohShot3_C : PharaohShot3 replaces PharaohShot3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX1_C : PharaohFX1 replaces PharaohFX1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX2_C : PharaohFX2 replaces PharaohFX2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX3_C : PharaohFX3 replaces PharaohFX3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX4_C : PharaohFX4 replaces PharaohFX4 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX5_C : PharaohFX5 replaces PharaohFX5 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX6_C : PharaohFX6 replaces PharaohFX6 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX7_C : PharaohFX7 replaces PharaohFX7 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX8_C : PharaohFX8 replaces PharaohFX8 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX9_C : PharaohFX9 replaces PharaohFX9 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PharaohFX10_C : PharaohFX10 replaces PharaohFX10 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor RainFlushPod_C : RainFlushPod replaces RainFlushPod { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor RingBoomerang_C : RingBoomerang replaces RingBoomerang { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ReturningRing_C : ReturningRing replaces ReturningRing { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor StarCrash_C : StarCrash replaces StarCrash { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ChargeKick_C : ChargeKick replaces ChargeKick { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CrystalEye_C : CrystalEye replaces CrystalEye { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CrystalEyeBit_C : CrystalEyeBit replaces CrystalEyeBit { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GyroAttack_C : GyroAttack replaces GyroAttack { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GyroAttack2_C : GyroAttack2 replaces GyroAttack2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GyroAttack3_C : GyroAttack3 replaces GyroAttack3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor NapalmBomb_C : NapalmBomb replaces NapalmBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PowerStone_C : PowerStone replaces PowerStone { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaterWaveSpawner_C : WaterWaveSpawner replaces WaterWaveSpawner { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaterWave_C : WaterWave replaces WaterWave { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BlizzardAttack_C : BlizzardAttack replaces BlizzardAttack { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlameBlast_C : FlameBlast replaces FlameBlast { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlameWallPillar_C : FlameWallPillar replaces FlameWallPillar { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlamePillar_C : FlamePillar replaces FlamePillar { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor KnightCrush_C : KnightCrush replaces KnightCrush { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor KnightReturn_C : KnightReturn replaces KnightReturn { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PlantBarrier_C : PlantBarrier replaces PlantBarrier { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SilverTomahawk_C : SilverTomahawk replaces SilverTomahawk { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WindStormStart_C : WindStormStart replaces WindStormStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WindStorm_C : WindStorm replaces WindStorm { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor YamatoSpear_C : YamatoSpear replaces YamatoSpear { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FreezeCracker_C : FreezeCracker replaces FreezeCracker { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FreezeBit_C : FreezeBit replaces FreezeBit { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DangerWrap_C : DangerWrap replaces DangerWrap { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DangerWrapMine_C : DangerWrapMine replaces DangerWrapMine { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor JunkProjectile_C : JunkProjectile replaces JunkProjectile { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor JunkProjectile2_C : JunkProjectile2 replaces JunkProjectile2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ScorchWheel_C : ScorchWheel replaces ScorchWheel { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ScorchWheel2_C : ScorchWheel2 replaces ScorchWheel2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderBolt_C : ThunderBolt replaces ThunderBolt { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderBoltSplit_C : ThunderBoltSplit replaces ThunderBoltSplit { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WildCoil_C : WildCoil replaces WildCoil { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WildCoil2_C : WildCoil2 replaces WildCoil2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SlashClaw_C : SlashClaw replaces SlashClaw { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaBall_C : MegaBall replaces MegaBall { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaBallStart_C : MegaBallStart replaces MegaBallStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaBallDroppedStart_C : MegaBallDroppedStart replaces MegaBallDroppedStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaBallDropped_C : MegaBallDropped replaces MegaBallDropped { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MegaBallKicked_C : MegaBallKicked replaces MegaBallKicked { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor AstroCrush_C : AstroCrush replaces AstroCrush { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlameSwordTrail_C : FlameSwordTrail replaces FlameSwordTrail { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlameSwordTrail2_C : FlameSwordTrail2 replaces FlameSwordTrail2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlameSwordSpark_C : FlameSwordSpark replaces FlameSwordSpark { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlashBomb_C : FlashBomb replaces FlashBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlashBombExplosion_C : FlashBombExplosion replaces FlashBombExplosion { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor HomingSniper_C : HomingSniper replaces HomingSniper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IceWaveSpawner_C : IceWaveSpawner replaces IceWaveSpawner { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IceWaveIcicleWall_C : IceWaveIcicleWall replaces IceWaveIcicleWall { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IceWaveIcicleFloor_C : IceWaveIcicleFloor replaces IceWaveIcicleFloor { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TornadoHoldPod_C : TornadoHoldPod replaces TornadoHoldPod { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TornadoHold_C : TornadoHold replaces TornadoHold { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor HoldingTornado_C : HoldingTornado replaces HoldingTornado { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TornadoLifter_C : TornadoLifter replaces TornadoLifter { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaterBalloon_C : WaterBalloon replaces WaterBalloon { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TenguDash_C : TenguDash replaces TenguDash { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TenguSlash1_C : TenguSlash1 replaces TenguSlash1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TenguSlash2_C : TenguSlash2 replaces TenguSlash2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TenguBlade_C : TenguBlade replaces TenguBlade { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaveBurn_C : WaveBurn replaces WaveBurn { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaveBurnUW_C : WaveBurnUW replaces WaveBurnUW { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaveBurnerBubbleFX_C : WaveBurnerBubbleFX replaces WaveBurnerBubbleFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SpreadDrill_C : SpreadDrill replaces SpreadDrill { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MediumDrill1_C : MediumDrill1 replaces MediumDrill1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MediumDrill2_C : MediumDrill2 replaces MediumDrill2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SmallDrill1_C : SmallDrill1 replaces SmallDrill1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SmallDrill2_C : SmallDrill2 replaces SmallDrill2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CopyVision_C : CopyVision replaces CopyVision { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CopyShot_C : CopyShot replaces CopyShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MagicCard_C : MagicCard replaces MagicCard { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ReturningMagicCard_C : ReturningMagicCard replaces ReturningMagicCard { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor RemoteMine_C : RemoteMine replaces RemoteMine { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor RemoteMineExplosion_C : RemoteMineExplosion replaces RemoteMineExplosion { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IceWallSpawner_C : IceWallSpawner replaces IceWallSpawner { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor IceWall_C : IceWall replaces IceWall { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LightningBolt_C : LightningBolt replaces LightningBolt { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ConcreteShot_C : ConcreteShot replaces ConcreteShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ConcreteBlock_C : ConcreteBlock replaces ConcreteBlock { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TornadoBlow_C : TornadoBlow replaces TornadoBlow { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LaserTrident_C : LaserTrident replaces LaserTrident { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PlugBallStart_C : PlugBallStart replaces PlugBallStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PlugBall_C : PlugBall replaces PlugBall { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor HornetChaser_C : HornetChaser replaces HornetChaser { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MagmaBazooka1_C : MagmaBazooka1 replaces MagmaBazooka1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MagmaBazooka2_C : MagmaBazooka2 replaces MagmaBazooka2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor JewelShot_C : JewelShot replaces JewelShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BalladeCracker_C : BalladeCracker replaces BalladeCracker { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MirrorBuster1_C : MirrorBuster1 replaces MirrorBuster1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MirrorBuster2_C : MirrorBuster2 replaces MirrorBuster2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MirrorShotSmall_C : MirrorShotSmall replaces MirrorShotSmall { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MirrorShotMedium_C : MirrorShotMedium replaces MirrorShotMedium { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MirrorShotLarge_C : MirrorShotLarge replaces MirrorShotLarge { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ScrewCrusher_C : ScrewCrusher replaces ScrewCrusher { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor ChillShot_C : ChillShot replaces ChillShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ChillSpike_C : ChillSpike replaces ChillSpike { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WallSpike_C : WallSpike replaces WallSpike { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CeilingSpike_C : CeilingSpike replaces CeilingSpike { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CommandoBomb_C : CommandoBomb replaces CommandoBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CommandoBombSecondary_C : CommandoBombSecondary replaces CommandoBombSecondary { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CommandoWaveball_C : CommandoWaveball replaces CommandoWaveball { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ReboundStriker_C : ReboundStriker replaces ReboundStriker { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SolarBlaze_C : SolarBlaze replaces SolarBlaze { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SolarWave_C : SolarWave replaces SolarWave { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderWool_C : ThunderWool replaces ThunderWool { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderWoolLightninginator_C : ThunderWoolLightninginator replaces ThunderWoolLightninginator { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TripleBlade_C : TripleBlade replaces TripleBlade { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TripleBladeR_C : TripleBladeR replaces TripleBladeR { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaterShield_C : WaterShield replaces WaterShield { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WheelCutterSaw_C : WheelCutterSaw replaces WheelCutterSaw { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WheelBouncer_C : WheelBouncer replaces WheelBouncer { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WheelCutter_C : WheelCutter replaces WheelCutter { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BlackHoleCore_C : BlackHoleCore replaces BlackHoleCore { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BlackHolePart_C : BlackHolePart replaces BlackHolePart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BlackHoleSpiral_C : BlackHoleSpiral replaces BlackHoleSpiral { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BubbleBomb_C : BubbleBomb replaces BubbleBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BubbleBomb2_C : BubbleBomb2 replaces BubbleBomb2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DeepDigger_C : DeepDigger replaces DeepDigger { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor DeepDiggerBit_C : DeepDiggerBit replaces DeepDiggerBit { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GrabBuster_C : GrabBuster replaces GrabBuster { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GrabBusterHeal_C : GrabBusterHeal replaces GrabBusterHeal { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileLauncher_C : PhotonMissileLauncher replaces PhotonMissileLauncher { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissile_C : PhotonMissile replaces PhotonMissile { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SaltWater_C : SaltWater replaces SaltWater { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SaltWaterBit_C : SaltWaterBit replaces SaltWaterBit { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SparkChaser_C : SparkChaser replaces SparkChaser { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor MegaLaser_C : MegaLaser replaces MegaLaser { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LaserShot_C : LaserShot replaces LaserShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FlashStopper_C : FlashStopper replaces FlashStopper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor RainFlush_C : RainFlush replaces RainFlush { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor GravityHold_C : GravityHold replaces GravityHold { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor NoiseCrush_C : NoiseCrush replaces NoiseCrush { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor NoiseCrush2_C : NoiseCrush2 replaces NoiseCrush2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor ThunderClaw_C : ThunderClaw replaces ThunderClaw { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderClaw_CFX : ThunderClawFX {}\nactor BlackHoleBomb_C : BlackHoleBomb replaces BlackHoleBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor BlackHoleBombExplosion_C : BlackHoleBombExplosion replaces BlackHoleBombExplosion { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor SakugarneDriller_C : SakugarneDriller replaces SakugarneDriller { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor ElectricShockBurstStart_C : ElectricShockBurstStart replaces ElectricShockBurstStart { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor DuoPunchWireFX_C : DuoPunchWireFX replaces DuoPunchWireFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor FreezeFX_C : FreezeFX replaces FreezeFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LargeDrillShell_C : LargeDrillShell replaces LargeDrillShell { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor MediumDrillShell_C : MediumDrillShell replaces MediumDrillShell { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TornadoHoldEnd_C : TornadoHoldEnd replaces TornadoHoldEnd { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor CommandoBombWaveTrail_C : CommandoBombWaveTrail replaces CommandoBombWaveTrail { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WaterShieldSpawner_C : WaterShieldSpawner replaces WaterShieldSpawner { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderWoolLightning_C : ThunderWoolLightning replaces ThunderWoolLightning { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ThunderWoolRadius_C : ThunderWoolRadius replaces ThunderWoolRadius { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor LightningStartFX1_C : LightningStartFX1 replaces LightningStartFX1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LightningStartFX2_C : LightningStartFX2 replaces LightningStartFX2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor LightningBoltFX_C : LightningBoltFX replaces LightningBoltFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }"
},
{
"source": "pk3",
"name": "projtrans/projectiletranslationfx.txt",
"contents": "//clientside fx not covered by SXF_TRANSFERTRANSLATION\nactor BoosterFX_C : BoosterFX replaces BoosterFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor TrebleBoostTrail_C : TrebleBoostTrail replaces TrebleBoostTrail { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor TimeStopGFX_C : TimeStopGFX replaces TimeStopGFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor HardKnuckleFX_C : HardKnuckleFX replaces HardKnuckleFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor CentaurFlashFX_C : CentaurFlashFX replaces CentaurFlashFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor JunkSpawnFX_C : JunkSpawnFX replaces JunkSpawnFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor HomingCrosshair_C : HomingCrosshair replaces HomingCrosshair { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor BreakDashFX_C : BreakDashFX replaces BreakDashFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileHold1_C : PhotonMissileHold1 replaces PhotonMissileHold1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileHold2_C : PhotonMissileHold2 replaces PhotonMissileHold2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileHold3_C : PhotonMissileHold3 replaces PhotonMissileHold3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileHold4_C : PhotonMissileHold4 replaces PhotonMissileHold4 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileHold5_C : PhotonMissileHold5 replaces PhotonMissileHold5 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor TempDeepDigger_C : TempDeepDigger replaces TempDeepDigger { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor WheelCutterClimbFX_C : WheelCutterClimbFX replaces WheelCutterClimbFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\n\nactor BreakDashSparkFX_C : BreakDashSparkFX replaces BreakDashSparkFX { states {\nSpawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\"\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDFXCode\",1) goto \"Super::Death\"\n} }\n\n//things that spawn these can do so before translating\nactor ExplosionEffect1_C : ExplosionEffect1 replaces ExplosionEffect1 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor ExplosionEffect2_C : ExplosionEffect2 replaces ExplosionEffect2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor ExplosionEffect3_C : ExplosionEffect3 replaces ExplosionEffect3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\n\nactor SaltWaterSplash_C : SaltWaterSplash replaces SaltWaterSplash { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor SaltWaterWallSplash_C : SaltWaterWallSplash replaces SaltWaterWallSplash { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor SaltWaterBitDie_C : SaltWaterBitDie replaces SaltWaterBitDie { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor ScorchBit_C : ScorchBit replaces ScorchBit { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor DeepDiggerBreakFX_C : DeepDiggerBreakFX replaces DeepDiggerBreakFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }"
},
{
"source": "pk3",
"name": "projtrans/projectiletranslation2.txt",
"contents": "actor BlackHoleCore_D : BlackHoleCore_C replaces BlackHoleCore { states {\nSpawn: TNT1 A 0\nTNT1 A 0 A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\ngoto \"BlackHoleCore::Spawn+2\"\n} }\n\nactor BlackHoleBomb_D : BlackHoleBomb_C replaces BlackHoleBomb { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor DangerWrap_D : DangerWrap_C replaces DangerWrap { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor CrashBomb_D : CrashBomb_C replaces CrashBomb { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\nXDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::XDeath\"\n} }\n\nactor MegaBall_D : MegaBall_C replaces MegaBall { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\nBounce.Floor: MBAL \"#\" 0 A_GiveInventory(\"ProjectileBCode\",1) goto \"Super::Bounce.Floor\"\n} }\n\nactor MegaBallDropped_D : MegaBallDropped_C replaces MegaBallDropped { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\nBounce.Floor: MBAL \"#\" 0 A_GiveInventory(\"ProjectileBCode\",1) goto \"Super::Bounce.Floor\"\n} }\n\nactor MegaBallKicked_D : MegaBallKicked_C replaces MegaBallKicked { states {\nBounce.Actor: TNT1 A 0 A_GiveInventory(\"ProjectileBCode\",1) goto \"Super::Bounce.Actor\"\n} }\n\nactor TornadoHoldPod_D : TornadoHoldPod_C replaces TornadoHoldPod { states {\nXDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::XDeath\"\n} }\n\nactor RemoteMine_D : RemoteMine_C replaces RemoteMine { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\nXDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::XDeath\"\nCrash: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Crash\"\n} }\n\n///\n\nactor MidFist_D : MidFist_C replaces MidFist { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor GigaFist_D : GigaFist_C replaces GigaFist { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor OilShot_D : OilShot_C replaces OilShot { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor AirShot_D : AirShot_C replaces AirShot { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor PharaohShot3_D : PharaohShot3_C replaces PharaohShot3 { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor AstroCrush_D : AstroCrush_C replaces AstroCrush { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor IceWaveIcicleWall_D : IceWaveIcicleWall_C replaces IceWaveIcicleWall { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor IceWaveIcicleFloor_D : IceWaveIcicleFloor_C replaces IceWaveIcicleFloor { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor HoldingTornado_D : HoldingTornado_C replaces HoldingTornado { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor WaterBalloon_D : WaterBalloon_C replaces WaterBalloon { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor IceWallSpawner_D : IceWallSpawner_C replaces IceWallSpawner { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor IceWall_D : IceWall_C replaces IceWall { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor ConcreteShot_D : ConcreteShot_C replaces ConcreteShot { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\nactor ConcreteBlock_D : ConcreteBlock_C replaces ConcreteBlock { states {\nDeath: TNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1) goto \"Super::Death\"\n} }\n\n//\n\n//GigaFist_Campaign"
},
{
"source": "pk3",
"name": "projtrans/projectiletranslationonline.txt",
"contents": "actor ThunderWoolArc_O : ThunderWoolArc replaces ThunderWoolArc { +CLIENTSIDEONLY states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor LightningStartFX1_O : LightningStartFX1_C replaces LightningStartFX1 { -NONETID }\nactor LightningStartFX2_O : LightningStartFX2_C replaces LightningStartFX2 { -NONETID }\nactor LightningBoltFX_O : LightningBoltFX_C replaces LightningBoltFX { -NONETID }\nactor WrapExplosion_O : WrapExplosion replaces WrapExplosion { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor PhotonMissileExplosion_O : PhotonMissileExplosion replaces PhotonMissileExplosion { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor HomingSniperLockon_O : HomingSniperLockon replaces HomingSniperLockon\n{\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\n goto \"Super::Spawn\"\n XDeath:\n\t\t//TNT1 A 0 A_SpawnItemEx(\"HomingCrosshair\",8,0,8,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXTRANS)\n\t\tTNT1 A 1 A_GiveInventory(\"ProjectileDCode\",1)\n TNT1 A 1 A_SpawnItemEx(\"HomingCrosshair\",8,0,8,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXTRANS)\n stop\n }\n}\n\nactor ThunderClaw_O : ThunderClaw replaces ThunderClaw\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveInventory(\"ProjectileCode\",1)\ngoto \"Super::Spawn\"\n}\n}\n\nactor ThunderClaw_OFX : ThunderClawFX {}\n\nactor ThunderWoolLightning_O : ThunderWoolLightning replaces ThunderWoolLightning\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\n TNT1 A 0 A_JumpIf(z-floorz < 64, \"FloorCheck\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ThunderWoolLightning\", 0, 0, -64)\n goto SpawnWait\n FloorCheck:\n TNT1 A 0 A_JumpIf(z-floorz < 8, \"SpawnWait\")\n TNT1 A 0 A_SpawnItemEx(\"ThunderWoolLightning\", 0, 0, -(z-floorz))\n goto SpawnWait\n SpawnWait:\n //TNT1 A 0 A_SpawnItemEx(\"ThunderWoolLightningFX\", 0, 0, 0, 0, 0, 0, 0, SXF_WEPFXTRANS)\n\t\t//TNT1 A 2\n\t\tTNT1 A 1\n TNT1 A 0 A_SpawnItemEx(\"ThunderWoolLightningFX\", 0, 0, 0, 0, 0, 0, 0, SXF_WEPFXTRANS)\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor WheelCutterWallCheck_O : WheelCutterWallCheck replaces WheelCutterWallCheck\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\ngoto \"Super::Spawn\"\nDeath:\n//TNT1 A 0 A_SpawnItemEx(\"WheelCutterClimbFX\", 16, 0, frandom(-16, 16), 5, 0, 1, 180+frandom(-8, 8), SXF_WEPFXTRANS)\nTNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/wheelclimb\", \"body\")\nTNT1 A 0 A_GiveToTarget(\"WheelThruster\",1)\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"WheelCutterClimbFX\", 16, 0, frandom(-16, 16), 5, 0, 1, 180+frandom(-8, 8), SXF_WEPFXTRANS)\nTNT1 A 10\nstop\n}\n}\n\nactor WheelBounceSpawner_O : WheelBounceSpawner replaces WheelBounceSpawner\n{\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\n goto \"Super::Spawn\"\n Death:\n\t\t//TNT1 A 0 A_SpawnItemEx(\"ExplosionEffect1\", 0, 0, 20, 0, 0, 0, 0, SXF_WEPFXTRANS)\n\t\tTNT1 A 1 A_GiveInventory(\"ProjectileDCode\",1)\n TNT1 A 1 A_SpawnItemEx(\"ExplosionEffect1\", 0, 0, 20, 0, 0, 0, 0, SXF_WEPFXTRANS)\n stop\n }\n}"
},
{
"source": "pk3",
"name": "projtrans/shieldtranslation.txt",
"contents": "actor SakugarneWarper_C : SakugarneWarper replaces SakugarneWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\n\nactor LeafShieldWarper_C : LeafShieldWarper replaces LeafShieldWarper { }\nactor StarCrashWarper_C : StarCrashWarper replaces StarCrashWarper { }\nactor PlantBarrierWarper_C : PlantBarrierWarper replaces PlantBarrierWarper { }\nactor JunkShieldWarper_C : JunkShieldWarper replaces JunkShieldWarper { }\n\nactor SkullBarrierWarper_C : SkullBarrierWarper replaces SkullBarrierWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor ScorchWheelWarper_C : ScorchWheelWarper replaces ScorchWheelWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor JewelSatelliteWarper_C : JewelSatelliteWarper replaces JewelSatelliteWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor JewelSatelliteWarper2_C : JewelSatelliteWarper2 replaces JewelSatelliteWarper2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor JewelSatelliteWarper3_C : JewelSatelliteWarper3 replaces JewelSatelliteWarper3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor JewelSatelliteWarper4_C : JewelSatelliteWarper4 replaces JewelSatelliteWarper4 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\n\nactor AdaptorWings_C : AdaptorWings replaces AdaptorWings\n{\nStates\n{\nShield:\nSAPT F 0 ACS_NamedExecuteWithResult(\"Copy_Taget_Translation_Always\",0)\nSAPT F 1 A_Warp(AAPTR_TARGET, -12, 0, 18, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)\nloop\n}\n}\n\nactor TrebleBoostWings_C : TrebleBoostWings replaces TrebleBoostWings {}"
},
{
"source": "pk3",
"name": "projtrans/assisttranslation.txt",
"contents": "actor Rush_C : Rush replaces Rush { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Rush2_C : Rush2 replaces Rush2 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor EddieBomberEddie_C : EddieBomberEddie replaces EddieBomberEddie { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Eddie_C : Eddie replaces Eddie { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Rush3_C : Rush3 replaces Rush3 { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Reggae_C : Reggae replaces Reggae { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Tango_C : Tango replaces Tango { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TangoAttack_C : TangoAttack replaces TangoAttack { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Treble_C : Treble replaces Treble { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor EddieBomberBomb_C : EddieBomberBomb replaces EddieBomberBomb { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor BeatSupportReturn_C : BeatSupportReturn replaces BeatSupportReturn { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TrebleShot_C : TrebleShot replaces TrebleShot { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Item1Platform_C : Item1Platform replaces Item1Platform { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Item2Platform_C : Item2Platform replaces Item2Platform { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor RushTeleport_C : RushTeleport replaces RushTeleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Rush2Teleport_C : Rush2Teleport replaces Rush2Teleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TangoTeleport_C : TangoTeleport replaces TangoTeleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor TrebleTeleport_C : TrebleTeleport replaces TrebleTeleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor EddieBomberTeleport_C : EddieBomberTeleport replaces EddieBomberTeleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor EddieTeleport_C : EddieTeleport replaces EddieTeleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor ReggaeTeleport_C : ReggaeTeleport replaces ReggaeTeleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor Rush3Teleport_C : Rush3Teleport replaces Rush3Teleport { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n\nactor BeatSupportProjectile_C : BeatSupportProjectile replaces BeatSupportProjectile { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WireAdaptorHook_C : WireAdaptorHook replaces WireAdaptorHook { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\nactor WireAdaptorHook_CFX : WireAdaptorHookFX {}\n\n//actor WireAdaptorHookLong_C : WireAdaptorHookLong replaces WireAdaptorHookLong { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1) goto \"Super::Spawn\" } }\n//actor WireAdaptorHookLong_CFX : WireAdaptorHookLongFX {}"
},
{
"source": "pk3",
"name": "projtrans/assisttranslationfx.txt",
"contents": "actor RushJetWarper_C : RushJetWarper replaces RushJetWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor RushMarineWarper_C : RushMarineWarper replaces RushMarineWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor BeatTakeoffFX_C : BeatTakeoffFX replaces BeatTakeoffFX { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor BeatBoostWarper_C : BeatBoostWarper replaces BeatBoostWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }\nactor BeatSupportWarper_C : BeatSupportWarper replaces BeatSupportWarper { states { Spawn: TNT1 AA 0 A_GiveInventory(\"ProjectileFXCode\",1) goto \"Super::Spawn\" } }"
},
{
"source": "pk3",
"name": "projtrans/voxel.txt",
"contents": "const int SXF_TRANSVEL = (SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEVELOCITY);\n\nactor ExplosionEffect1T : ExplosionEffect1 {}\n\nactor VoxelSpawned : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor VoxelVisual\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\nscale 2.5\n+CLIENTSIDEONLY\nheight 0\nradius 0\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"OpenGLCheck\"),\"OpenGL\")\nTNT1 A 0 A_JumpIf(!CallACS(\"OpenGLCheck\"),\"Software\")\nTNT1 A 1\nstop\n}\n}\n\nactor VoxelVisualYBillboard : VoxelVisual { +FORCEYBILLBOARD }\n\nactor Item1Platform_V : Item1Platform replaces Item1Platform\n{\ntranslation \"0:255=0:255\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"VoxelSpawned\",1)\nTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\nTNT1 A 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nITEM A 0 A_Stop\nITEM A 0 A_ChangeFlag(MISSILE,0)\nITEM A 0 A_ChangeFlag(THRUGHOST,0)\n//ITEM ABABABABABABABAB 3\n//ITEM AZBZAZBZAZ 3\n\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelB\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1\nTNT1 AAA 1 A_SpawnItemEx(\"Item1PlatformVoxelA\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1\nGoto Death\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"VoxelSpawned\",1,\"Death2\")\nTNT1 A 1 A_GiveInventory(\"ProjectileDCode\",1)\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"ExplosionEffect1T\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor Item1PlatformVoxelA : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 A 1\nstop\nSoftware:\nITEM A 1\nstop\n}\n}\n\nactor Item1PlatformVoxelB : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 B 1\nstop\nSoftware:\nITEM B 1\nstop\n}\n}\n\nactor Item2Platform_V : Item2Platform replaces Item2Platform\n{\ntranslation \"0:255=0:255\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"VoxelSpawned\",1)\nTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\nTNT1 A 1 A_SpawnItemEx(\"Item2PlatformVoxelC\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nITEM C 0 A_Stop\nITEM C 0 A_ChangeFlag(RIPPER,1)\nITEM C 0 A_Cleartarget\nWaiting:\nITEM C 0 A_SpawnItemEx(\"Item2Detect\", 0, 0, 32)\n//ITEM C 3 A_SetUserVar(\"user_countdown\", user_countdown + 1)\nTNT1 A 0 A_SetUserVar(\"user_countdown\", user_countdown + 1)\nTNT1 AAA 1 A_SpawnItemEx(\"Item2PlatformVoxelC\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nITEM C 0 A_JumpIf(user_countdown == 50, \"Death\")\nITEM C 0 A_JumpIfInventory(\"Item2Flag\", 1, \"MoveStart\")\nLoop\nMoveStart:\nITEM D 0 ACS_NamedExecuteAlways(\"core_stickyLifts\",0,STICKYMODE_GUTSLIFT)\nITEM D 0 A_PlaySoundEx(\"weapon/superboost\", \"weapon\")\n//ITEM D 3 A_ChangeVelocity(2, 0, 0, CVF_REPLACE|CVF_RELATIVE)\n//ITEM E 3 A_ChangeVelocity(10, 0, 0, CVF_REPLACE|CVF_RELATIVE)\n//ITEM D 3 A_ChangeVelocity(18, 0, 0, CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_ChangeVelocity(2, 0, 0, CVF_REPLACE|CVF_RELATIVE)\nTNT1 AAA 1 A_SpawnItemEx(\"Item2PlatformVoxelD\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 A 0 A_ChangeVelocity(10, 0, 0, CVF_REPLACE|CVF_RELATIVE)\nTNT1 AAA 1 A_SpawnItemEx(\"Item2PlatformVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 A 0 A_ChangeVelocity(18, 0, 0, CVF_REPLACE|CVF_RELATIVE)\nTNT1 AAA 1 A_SpawnItemEx(\"Item2PlatformVoxelD\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nSpawn2:\n//ITEM ED 3\nTNT1 AAA 1 A_SpawnItemEx(\"Item2PlatformVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"Item2PlatformVoxelD\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nITEM D 0 A_ChangeVelocity(20, 0, 0, CVF_REPLACE|CVF_RELATIVE)\ngoto Spawn2\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"VoxelSpawned\",1,\"Death2\")\nTNT1 A 1 A_GiveInventory(\"ProjectileDCode\",1)\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"ExplosionEffect1T\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor Item2PlatformVoxelC : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 C 1\nstop\nSoftware:\nITEM C 1\nstop\n}\n}\n\nactor Item2PlatformVoxelD : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 D 1\nstop\nSoftware:\nITEM D 1\nstop\n}\n}\n\nactor Item2PlatformVoxelE : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 E 1\nstop\nSoftware:\nITEM E 1\nstop\n}\n}\n\nactor Item3Platform_V : Item3Platform replaces Item3Platform\n{\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"VoxelSpawned\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\n //ITEM F 1\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM F 0 A_Stop\n ITEM F 0 A_Cleartarget\n SpawnLoop:\n ITEM F 0 A_SpawnItemEx(\"Item3DetectE\", 0, 1, 0, 1, 0, 0, 0, SXF_ABSOLUTEANGLE|SXF_MULTIPLYSPEED)\n ITEM F 0 A_SpawnItemEx(\"Item3DetectN\", 0, 1, 0, 1, 0, 0, 90, SXF_ABSOLUTEANGLE|SXF_MULTIPLYSPEED)\n ITEM F 0 A_SpawnItemEx(\"Item3DetectW\", 0, 1, 0, 1, 0, 0, 180, SXF_ABSOLUTEANGLE|SXF_MULTIPLYSPEED)\n ITEM F 0 A_SpawnItemEx(\"Item3DetectS\", 0, 1, 0, 1, 0, 0, 270, SXF_ABSOLUTEANGLE|SXF_MULTIPLYSPEED)\n //ITEM F 4\n\t\tTNT1 AAAA 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM F 0 A_JumpIfInventory(\"Item3Flag\", 1, \"RiseStart\")\n //ITEM G 1 A_JumpIf(true, \"Death\")\n //wait\n\t\tSpawnLoopWait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Death\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseStart:\n ITEM F 0 A_JumpIfInventory(\"Item3FlagN\", 1, \"RiseStartN\")\n ITEM F 0 A_JumpIfInventory(\"Item3FlagS\", 1, \"RiseStartS\")\n ITEM F 0 A_JumpIfInventory(\"Item3FlagW\", 1, \"RiseStartW\")\n ITEM F 0 A_JumpIfInventory(\"Item3FlagE\", 1, \"RiseStartE\")\n //ITEM F 1 A_JumpIf(true, \"Death\")\n //wait\n\t\tRistStartWait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Death\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseStartE:\n ITEM F 0 A_SetAngle(0)\n goto Rise1\n RiseStartW:\n ITEM F 0 A_SetAngle(180)\n goto Rise1\n RiseStartN:\n ITEM F 0 A_JumpIfInventory(\"Item3FlagW\", 1, \"RiseStartNW\")\n ITEM F 0 A_JumpIfInventory(\"Item3FlagE\", 1, \"RiseStartNE\")\n ITEM F 0 A_SetAngle(90)\n //ITEM F 1 A_JumpIf(true, \"Rise1\")\n //wait\n\t\tRiseStartNWait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Rise1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseStartNW:\n ITEM F 0 A_SetAngle(135)\n goto Rise1\n RiseStartNE:\n ITEM F 0 A_SetAngle(45)\n goto Rise1\n RiseStartS:\n ITEM F 0 A_JumpIfInventory(\"Item3FlagW\", 1, \"RiseStartSW\")\n ITEM F 0 A_JumpIfInventory(\"Item3FlagE\", 1, \"RiseStartSE\")\n ITEM F 0 A_SetAngle(270)\n //ITEM F 1 A_JumpIf(true, \"Rise1\")\n //wait\n\t\tRiseStartSWait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Rise1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseStartSW:\n ITEM F 0 A_SetAngle(225)\n goto Rise1\n RiseStartSE:\n ITEM F 0 A_SetAngle(315)\n goto Rise1\n\n Rise1:\n ITEM F 0 ThrustThingZ(0, 24, 0, 0)\n RiseF1:\n ITEM F 0 A_PlaySoundEx(\"item/item3climb\", \"voice\")\n ITEM F 0 A_TakeInventory(\"Item3Flag\", 1)\n //ITEM F 2 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM F 0 A_JumpIf(ceilingz-z < 128+height, \"Halt\")\n ITEM F 0 A_JumpIfInventory(\"Item3Flag\", 1, \"RiseF2\")\n //ITEM F 1 A_JumpIf(true, \"Halt\")\n //wait\n\t\tRiseF1Wait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Halt\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseF2:\n ITEM F 0 A_TakeInventory(\"Item3Flag\", 1)\n //ITEM F 2 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM F 0 A_JumpIf(ceilingz-z < 128+height, \"Halt\")\n ITEM F 0 A_JumpIfInventory(\"Item3Flag\", 1, \"RiseFG\")\n //ITEM F 1 A_JumpIf(true, \"Halt\")\n //wait\n\t\tRiseF2Wait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Halt\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseFG:\n ITEM F 0 A_TakeInventory(\"Item3Flag\", 1)\n //ITEM FG 1 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM F 0 A_JumpIf(ceilingz-z < 128+height, \"Halt\")\n ITEM F 0 A_JumpIfInventory(\"Item3Flag\", 1, \"RiseG1\")\n //ITEM F 1 A_JumpIf(true, \"Halt\")\n //wait\n\t\tRiseFGWait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Halt\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseG1:\n ITEM F 0 A_TakeInventory(\"Item3Flag\", 1)\n //ITEM G 2 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM G 0 A_JumpIf(ceilingz-z < 128+height, \"Halt\")\n ITEM G 0 A_JumpIfInventory(\"Item3Flag\", 1, \"RiseG2\")\n //ITEM F 1 A_JumpIf(true, \"Halt\")\n //wait\n\t\tRiseG1Wait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Halt\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n RiseG2:\n ITEM F 0 A_TakeInventory(\"Item3Flag\", 1)\n //ITEM G 2 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Item3Detect\", 0, 1, 0, 1, 0, 0, 0, SXF_MULTIPLYSPEED)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM G 0 A_JumpIf(ceilingz-z < 128+height, \"Halt\")\n ITEM G 0 A_JumpIfInventory(\"Item3Flag\", 1, \"RiseF1\")\n //ITEM F 1 A_JumpIf(true, \"Halt\")\n //wait\n\t\tRiseG2Wait:\n\t\tTNT1 A 0 A_JumpIf(true, \"Halt\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tloop\n Halt:\n ITEM F 0 A_Stop\n ITEM F 0 A_PlaySoundEx(\"item/item3wait\", \"voice\")\n //ITEM FG 5\n\t\tTNT1 AAAAA 1 A_SpawnItemEx(\"Item3PlatformVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n\t\tTNT1 AAAAA 1 A_SpawnItemEx(\"Item3PlatformVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\n ITEM F 0 A_Countdown\n goto Halt+1\n //Death:\n //TNT1 A 0 A_SpawnItemEx(\"ExplosionEffect1\")\n //stop\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"VoxelSpawned\",1,\"Death2\")\nTNT1 A 1 A_GiveInventory(\"ProjectileDCode\",1)\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"ExplosionEffect1T\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n }\n}\n\nactor Item3PlatformVoxelF : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 F 1\nstop\nSoftware:\nITEM F 1\nstop\n}\n}\n\nactor Item3PlatformVoxelG : VoxelVisualYBillboard\n{\nstates\n{\nOpenGL:\nITE0 G 1\nstop\nSoftware:\nITEM G 1\nstop\n}\n}\n\nactor ConcreteShot_V : ConcreteShot replaces ConcreteShot\n{\ntranslation \"0:255=0:255\"\nStates\n{\nSpawn:\nTNT1 AA 0 A_GiveInventory(\"ProjectileCode\",1)\ngoto \"Super::Spawn\"\nDeath:\nTNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1)\nTNT1 A 0 A_ChangeFlag(NOGRAVITY, 1)\nTNT1 AAAA 1 A_SpawnItemEx(\"ConcreteShotVoxelD\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nCONC D 0 A_JumpIfCloser(48, \"XDeath\")\nCONC B 0 A_SpawnItemEx(\"ConcreteBlock\",0,0,0,0,0,0,0, SXF_ABSOLUTEANGLE)\nCONC E 0 A_PlaySoundEx(\"weapon/concreteblock\",\"Weapon\")\nstop\n}\n}\n\nactor ConcreteShotVoxelD : VoxelVisual\n{\nstates\n{\nOpenGL:\nCON0 D 1\nstop\nSoftware:\nCONC D 1\nstop\n}\n}\n\nactor ConcreteBlock_V : ConcreteBlock replaces ConcreteBlock\n{\ntranslation \"0:255=0:255\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\nTNT1 A 0 A_ClearTarget\nTNT1 A 1 A_SpawnItemEx(\"ConcreteBlockVoxelD\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nCONC E 0 A_ChangeFlag(TOUCHY, false)\nCONC E 0 A_ChangeFlag(MISSILE, false)\nCONC E 0 A_ChangeFlag(SOLID, true)\n//CONC EF 64\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelE\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nGoto Death\nDeath:\nTNT1 A 0 A_GiveInventory(\"ProjectileDCode\",1)\nTNT1 A 0 A_NoBlocking\n//CONC FG 3\nTNT1 AAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nTNT1 AAA 1 A_SpawnItemEx(\"ConcreteBlockVoxelG\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nstop\n}\n}\n\nactor ConcreteBlockVoxel : VoxelVisualYBillboard { scale 2.0 }\n\nactor ConcreteBlockVoxelD : ConcreteBlockVoxel\n{\nstates\n{\nOpenGL:\nCON0 D 1\nstop\nSoftware:\nCONC D 1\nstop\n}\n}\n\nactor ConcreteBlockVoxelE : ConcreteBlockVoxel\n{\nstates\n{\nOpenGL:\nCON0 E 1\nstop\nSoftware:\nCONC E 1\nstop\n}\n}\n\nactor ConcreteBlockVoxelF : ConcreteBlockVoxel\n{\nstates\n{\nOpenGL:\nCON0 F 1\nstop\nSoftware:\nCONC F 1\nstop\n}\n}\n\nactor ConcreteBlockVoxelG : ConcreteBlockVoxel\n{\nstates\n{\nOpenGL:\nCON0 G 1\nstop\nSoftware:\nCONC G 1\nstop\n}\n}\n\nactor IceWall_V : IceWall replaces IceWall\n{\ntranslation \"0:255=0:255\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"ProjectileCode\",1)\nTNT1 A 0 A_TakeInventory(\"IceWallFlag\",1,0,AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nSpawnLoop:\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIf(momx>1||momy>1||momx<-1||momy<-1,\"MoveBegin\")\nICWL F 0 Thing_Damage(0, 1)\nICWL F 0 A_Explode(11, 64, 0)\nloop\nMoveBegin:\nICWL F 0 ACS_NamedExecuteAlways(\"core_stickyLifts\",0,STICKYMODE_GUTSLIFT)\nICWL F 0 A_ChangeFlag(\"PUSHABLE\",0)\nICWL F 0 ACS_ExecuteAlways(994, 0, 1)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nAccelerate:\n/*\nICWL F 0 A_Recoil(-3)\nICWL FFFFF 1 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nICWL F 0 A_Recoil(-3)\nICWL FFFFF 1 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nICWL F 0 A_Recoil(-3)\nICWL FFFFF 1 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nICWL F 0 A_Recoil(-2)\nICWL FFFFF 1 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nICWL F 0 A_Recoil(-2)\nICWL FFFFF 1 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\n*/\nICWL F 0 A_Recoil(-3)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_Recoil(-3)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_Recoil(-3)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_Recoil(-2)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_Recoil(-2)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nMoving:\nICWL F 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nICWL F 0 Thing_Damage(0, 1)\nICWL F 0 A_JumpIfHealthLower(75,\"MovingLow\")\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelF\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nloop\nMovingLow:\nICWL K 0 A_JumpIfInventory(\"IceWallFlag\",1,\"Death\",AAPTR_TARGET)\nICWL K 0 Thing_Damage(0, 1)\nTNT1 A 1 A_SpawnItemEx(\"IceWallVoxelK\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nloop\nDeath:\nICWL K 0 A_TakeInventory(\"CutterFlag\", 1)\nICWL K 0 A_Stop\nICWL K 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nICWL K 0 A_ChangeFlag(\"SOLID\", 0)\nICWL K 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n//ICWL K 10\nTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"IceWallVoxelK\",0,0,0,momx,momy,momz,0,SXF_TRANSVEL)\nICWL LM 5\nstop\n}\n}\n\nactor IceWallVoxelF : VoxelVisual\n{\nstates\n{\nOpenGL:\nICW0 F 1\nstop\nSoftware:\nICWL F 1\nstop\n}\n}\n\nactor IceWallVoxelK : VoxelVisual\n{\nstates\n{\nOpenGL:\nICW0 K 1\nstop\nSoftware:\nICWL K 1\nstop\n}\n}"
}
]
},
"maps": []
}