Raw model (for completeness)
{
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"sha1": "00fe234e0ac54d09cb3a19323cb0366d888a1828",
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"complex-doom-invasion_0.99.8.pk3"
],
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"engines": [],
"iwad": [],
"filename": null,
"added": "2021/04/17 13:42:44",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
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"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021/04/17 13:42:44",
"file": {
"type": "PK3",
"size": 164561463,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/00fe234e0ac54d09cb3a19323cb0366d888a1828/00fe234e0ac54d09cb3a19323cb0366d888a1828.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"CDM01",
"CDM02",
"CDM03",
"CDM04",
"CDM05",
"CDM06",
"CDM07",
"CDM08",
"CDM09",
"CDM10",
"CDM11",
"CDM12",
"CDM13",
"CDM14",
"CDM15",
"CDM16",
"CDM17",
"CDM18",
"CDM19",
"CDM20",
"CDM21",
"CDM22",
"CDM23",
"CDM24",
"CDMBOSS",
"TEST01"
],
"counts": {
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}
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"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"decorate/player.txt\"\n#include \"decorate/allies.txt\"\n#include \"decorate/oldweapons.txt\"\n#include \"decorate/new_weapons/newweapons.txt\"\n#include \"decorate/new_weapons/utilitygun.txt\"\n#include \"decorate/new_weapons/fieldcommanduplink.txt\"\n#include \"decorate/weaponspot.txt\"\n#include \"decorate/morphed_classes/vehicle_basemech.txt\"\n#include \"decorate/morphed_classes/vehicle_tank.txt\"\n#include \"decorate/morphed_classes/vehicle_missiletank.txt\"\n#include \"decorate/morphed_classes/vehicle_plasmatank.txt\"\n#include \"decorate/morphed_classes/vehicle_flametank.txt\"\n#include \"decorate/morphed_classes/vehicle_prototype.txt\"\n#include \"decorate/morphed_classes/vehicle_grinder.txt\"\n#include \"decorate/morphed_classes/vehicle_assaulttank.txt\"\n#include \"decorate/morphed_classes/vehicle_attackhelicopter.txt\"\n#include \"decorate/morphed_classes/vehicle_assaulthelicopter.txt\"\n#include \"decorate/morphed_classes/vehicle_assaultmecha.txt\"\n#include \"decorate/morphed_classes/suit_maxsoldier.txt\"\n#include \"decorate/morphed_classes/suit_jettrooper.txt\"\n#include \"decorate/morphed_classes/suit_enforcer.txt\"\n#include \"decorate/morphed_classes/suit_necrosuit.txt\"\n#include \"decorate/morphed_classes/suit_battlesuit.txt\"\n#include \"decorate/morphed_classes/suit_purifierbot.txt\"\n#include \"decorate/morphed_classes/demon_cydestroyer.txt\"\n#include \"decorate/morphed_classes/demon_bombelemental.txt\"\n#include \"decorate/morphed_classes/demon_belphegor.txt\"\n#include \"decorate/morphed_classes/demon_babydarkdemolisher.txt\"\n#include \"decorate/morphed_classes/demon_diabolist.txt\"\n#include \"decorate/morphed_classes/demon_specilos.txt\"\n#include \"decorate/morphed_classes/demon_cardihilator.txt\"\n#include \"decorate/morphed_classes/demon_infernodemon.txt\"\n#include \"decorate/morphed_classes/demon_cerebralcommander.txt\"\n#include \"decorate/morphed_classes/demon_hellishavatar.txt\"\n#include \"decorate/morphed_classes/legendary_revenant.txt\"\n#include \"decorate/morphed_classes/legendary_behemoth.txt\"\n#include \"decorate/morphed_classes/legendary_cybernoble.txt\"\n#include \"decorate/morphed_classes/legendary_redeemer.txt\"\n#include \"decorate/morphed_classes/legendary_tormentor.txt\"\n#include \"decorate/morphed_classes/fun_iconofsin.txt\"\n#include \"decorate/newitems.txt\"\n#include \"decorate/itemspot.txt\"\n#include \"decorate/healthspot.txt\"\n#include \"decorate/powerupspot.txt\"\n#include \"decorate/runespot.txt\"\n#include \"decorate/oldmonsters.txt\"\n#include \"decorate/newmonsters.txt\"\n#include \"decorate/monsterspot.txt\"\n#include \"decorate/randomspot.txt\"\n#include \"decorate/wtfmonsters.txt\"\n#include \"decorate/minibosses/legendarysentient.txt\"\n#include \"decorate/minibosses/legendarycyberdemon.txt\"\n#include \"decorate/minibosses/augmentedannihilator.txt\"\n#include \"decorate/minibosses/cardihilatordemolisher.txt\"\n#include \"decorate/minibosses/cardihilation.txt\"\n#include \"decorate/finalbosses/lordarchon.txt\"\n#include \"decorate/finalbosses/terminator.txt\"\n#include \"decorate/finalbosses/darkcyberlord.txt\"\n#include \"decorate/finalbosses/hitler.txt\"\n#include \"decorate/finalbosses/legendaryannihilator.txt\"\n#include \"decorate/finalbosses/sabaoth.txt\"\n#include \"decorate/finalbosses/daemonium.txt\"\n#include \"decorate/finalbosses/aracnorbqueen.txt\"\n#include \"decorate/finalbosses/azazel.txt\"\n#include \"decorate/finalbosses/corruption.txt\"\n#include \"decorate/finalbosses/cerebralcommander.txt\"\n#include \"decorate/finalbosses/arcradimus.txt\"\n#include \"decorate/finalbosses/toxicmaster.txt\"\n#include \"decorate/finalbosses/hellfirecyberdemon.txt\"\n#include \"decorate/finalbosses/maephisto.txt\"\n#include \"decorate/finalbosses/ministerofhell.txt\"\n#include \"decorate/finalbosses/naziwarmachine.txt\"\n#include \"decorate/finalbosses/tankdaedabus.txt\"\n#include \"decorate/finalbosses/elementalofhell.txt\"\n#include \"decorate/finalbosses/generalroastrock.txt\"\n#include \"decorate/finalbosses/crownedone.txt\"\n#include \"decorate/finalbosses/dementedterminator.txt\"\n#include \"decorate/finalbosses/headofhades.txt\"\n#include \"decorate/finalbosses/hellfirecardinal.txt\"\n#include \"decorate/finalbosses/legendarycardinal.txt\"\n#include \"decorate/finalbosses/truelegendarycardinal.txt\"\n#include \"decorate/stuff.txt\"\n#include \"decorate/sfx.txt\"\n#include \"decorate/replace.txt\""
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "WEAPONSECTION Complex-Doom-Invasion\nSETSLOT 1 \"NewMelee\" \"Hand Grenade\" \"Land Mine\" \"Chainsaw \" \"LegendaryChainsaw\" \"EpicBlade\"\nSETSLOT 2 \"Handgun\" \"Demon Tech Pistol\"\nSETSLOT 3 \"Combat Shotgun\" \"Assault Shotgun \" \"Double Barrel Shotgun\" \"Quad Barrel Shotgun\" \"Hexa-Shotgun \" \"PulseShotgun\" \"Demon Tech Ballista\" \"ExplosiveSSG\" \"Legendary Assault Shotgun\" \"Legendary Quad Shotgun\"\nSETSLOT 4 \"Assault Rifle\" \"MP40\" \"Minigun \" \"RapidShotgun\" \"Explosive Minigun \" \"Triple Rotary Minigun\" \"Demon Tech Minigun\" \"Legendary Light Machine Gun\"\nSETSLOT 5 \"Rocket Launcher\" \"Grenade Launcher\" \"BehemothCannon\" \"DoubleGrenadeLauncher\" \"MineLauncher\" \"HomingRocketLauncher\" \"M79GrenadeLauncher\" \"Demon Tech Rocket Launcher\" \"QuadRocketLauncher\" \"Legendary Plasmatic Cannon \"\nSETSLOT 6 \"Freezer Rifle\" \"Plasma Rifle\" \"Railgun \" \"PlasmaRepeater\" \"PlasmaCaster\" \"Demon Tech Rifle \" \"Demon Tech Railgun\" \"Demon Tech Repeater\" \"ExplosiveRailgun\" \"Legendary Plasmatic Rifle\" \"Legendary Gauss Cannon\"\nSETSLOT 7 BFG9500 \"BFG10K \" \"EFG9000\" \"BFG4700\" \"BFG3500\" \"HellStormBFG\" \"Demon Tech BFG10K\" \"Demon Tech Devastator\" \"Proto-D-BFG\" \"D-BFG\" \"Legendary BFG \"\nSETSLOT 8 \"SniperRifle\" \"Pulverizer\"\nSETSLOT 9 \"TechVulcan\" \"TechErasus\"\nSETSLOT 0 \"UtilityGun\" \"OpenDeck\" \"UACFieldCommandUplink\""
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "world/jumpad JUMPPAD\n$playersound\tMech\tmale\t*pain100\tNONE\n$playersound\tMech\tmale\t*pain75\t\tNONE\n$playersound\tMech\tmale\t*pain50\t\tNONE\n$playersound\tMech\tmale\t*pain25\t\tNONE\n$playersound\tMech\tmale\t*land\t\tNONE\n$playersound\tMech\tmale\t*grunt\t\tNONE\n$playersound\tMech\tmale\t*jump\t\tNONE\n$playersound\tMech\tmale\t*usefail\tNONE\n$playersound\tMech\tmale\t*xdeath\t\tMECHEXIT\n$playersound\tMech\tmale\t*taunt\t\tMECHENTR\n$playersound Mech \tmale *death\t\tMECHEXIT\n$playersound\tMech\tmale\t*gibbed\t\tMECHEXIT\n\nBabyCaco/Sight CACOBSIT\nBabyCaco/Pain CACOBPAI\nBabyCaco/Death CACOBDTH\nBabyCaco/Active BABYACT\nBabyCaco/Melee\tBABYBITE\n\nPaladin/Sight\tHPALSIT\nPaladin/Active\tHPALACT\nPaladin/Pain\tHPALPAIN\nPaladin/Death\tHPALDTH\nPaladin/XDeath\tHPALXDTH\nPaladin/Swing\tHPALSWG\nPaladin/Melee\tHPALHIT\nPaladin/Shoot\tHPALATK\nPaladin/Hit\t\tHPALHIT2\nPaladin/Grenade\tHPALGREN\nPaladin/Bounce\tHPALBNC\nPaladin/Explode\tHPALEXPL\nPaladin/Step\tHPALSTEP\n\nmonster/termsit tsight\nmonster/termpin tpain1\nmonster/termdth tdeath\n$random Terminator/termact { termact1 termact2 }\ntermact1\t\tdsteract\ntermact2\t\tdsteact2\n$random Terminator/terstepA { terstep1 terstep2 }\nterstep1\t\t dststep1\nterstep2\t\t dststep2\nstar/fire starfir\nstar/load1 RSLOAD1\nstar/load2 RSLOAD2\nstar/load3 RSLOAD3\nstar/explode starexp\nplasmaminigun/fire PMGUN\nboss/teleport BTELEP\n\ndarkannih/see DANISEE\nBFG/charge BIGCHAR1\n\nnazisg/fire NZSHTFIR\nnazisg/pump NZSHTPMP\n\nsupersoldier/see BOS1ST01\nsupersoldier/pain BOS1PAIN\nsupersoldier/death BOS1DT01\nsupersoldier/idle BOS1SACT\n\nelitesoldier/see BOS2ST01\nelitesoldier/pain BOS2PAIN\nelitesoldier/death BOS2DT01\nelitesoldier/idle BOS2SACT\n\ntodesritter/sight TODSSEE\ntodesritter/death TODSDTH\n\nnazicommander/sight SSCOMSEE\nnazicommander/death SSCOMDIE\n\nhitler/lostmech NZHITMCH\n\nSteam/Loop\tSTEMLOOP\nSteam/Fire\tSTEMFIRE\n\nglass/break GLASSB\nglass/break2 GLASS2\n\nmap/airstrike AIRSTRIK\nmap/airnobomb AIRSTRI2\n\nztank/see DSZTANK1\nztank/attack DSZTGUN\nztank/pain DSZTANKP\nztank/death DSZTANKD\nztank/Run DSZTANK2\n\nmech/reload1 RELOAD1\nmech/reload2 RELOAD2\nmech/reload3 RELOAD3\nmech/reload4 RELOAD4\nmech/reload5 RELOAD5\nmech/enter MECHENTR\nmech/exit MECHEXIT\n\nmrl/fire MRLFIRE\nrpg/fly RPGFLY\nrpg/fire RPGFIRE\n$limit rpg/fire 0\n$rolloff rpg/fire 1200 3000\nthumper/explode THUMEXP\n$limit thumper/explode 0\n$rolloff thumper/explode 1200 3000\n\nplasmagun/fire PLASFIRE\nplasma/exp PLASEXP\n\nplasmacaster/fire PLCASFIR\nplasmacaster/fly PLCASFLY\nplasmacaster/explode PLCASEXP\n\nPlasmaCaster/Charge PLCCHR\nPlasmaCaster/Full PLCFULL\nPlasmaCaster/Reload PLCREL\nPlasmaCaster/Shot PLCFIRE\nPlasmaCaster/Hit PLCHIT\n\nbonus/card RENCARD\n\nweapon/warn WEAPWARN\n\nworld/alarm1 ALARM1\nworld/alarm6 ALARM6\nworld/alarm9 ALARM9\n$limit world/alarm9 0\n$rolloff world/alarm9 500 2000\n$ambient 16 world/alarm9 point continuous 0.5\n\nworld/waiting WAITING\n$limit world/waiting 0\n$ambient 17 world/waiting point continuous 0.5\n\nfire/weak FIRELOP1\nfire/normal FIRELOP2\n\nFlare/Loop\tFLARLOOP\n\nwizard/sight dwizact\nwizard/death dwizdth\n\nPoe/Sight POESIGHT\nPoe/Death POEDIE\npoe/Active POEACTIV\n$Random Poe/Pain { Poe/Pain1 Poe/Pain2 }\nPoe/Pain1 POEPAIN\nPoe/Pain2 POEPAIN2\nFakePoe/Death FKPOEDIE\n\narchonlord/see PYLDSEE\nmega/explosion MEGAEXP\n\ninfo/airstrike AIRCOMS\n\nsoulgenerator/pickup GENEPIK\n\nm60/fire M60FIRE\n$limit m60/fire 0\n\nFountain/Loop DSWFOUNT\n\nsniper/clip SNIPCLIP\nsniper/fire SNIPFIRE\nsniper/fire2 SNIPFIR2\n$rolloff sniper/fire 1200 3000\n$limit sniper/fire 0\n$rolloff sniper/fire2 1200 3000\n$limit sniper/fire2 0\n\ncrate/pickup CRATEPIK\n\nsmoke/trap SMKTRAP\n$limit smoke/trap 0\n$rolloff smoke/trap 1200 3000\n\nmp45/fire MP45FIRE\n$limit mp45/fire 0\n\nmp46/fire MP46FIRE\n$limit mp46/fire 0\n\nbrifle/fire\tBRFIRE\n$limit brifle/fire 0\n$rolloff brifle/fire 500 2000\n\nweapons/arifle\tdscgun\n$limit weapons/arifle 0\n\nasg/fire DSASGFR1\n$limit asg/fire 0\n\n$random player/see\t\t{ player/see1 player/see2 player/see3 }\nplayer/see1\t\t\tALERT1\nplayer/see2\t\t\tALERT2\nplayer/see3 ALERT3\n$random player/active\t\t{ player/active1 player/active2 player/active3 player/active4 player/active5 player/active6 }\n$random player/acctive\t\t{ player/active1 player/active2 player/active3 player/active4 }\nplayer/active1\t\t\tIDLE1a\nplayer/active2\t\t\tIDLE2a\nplayer/active3\t\t\tIDLE3a\n$random player/death\t\t{ player/death1 player/death2 player/death3 }\nplayer/death1\t\t\tDSPLDETH\nplayer/death2\t\t\tDSPDIEHI\nplayer/death3\t\t\tDEATH3\n\nsentry/see SENTSEE\nsentry/beep SENTACT\nsentry/warn SENTWRN\nsentry/die SENTDIE\n\ntimebomb/start\tTBOBSTRT\ntimebomb/loop\tTBOBLOOP\ntimebomb/stop\tTBOBSTOP\n\nMiniRocketFire DSRLAUNC\nMiniRocketFly DSRFLITE\nMiniRocketExpl DSMISLHT\n\nutility/build BUILD\n$limit utility/build 0\n\nvulcan/altfire VULCFIR2\n\nplasmashotgun/fire PLSGFIRE\nplasmashotgun/load PLSGLOAD\n\nTPortalLoop tp_loop\nTPZap1\ttp_zap1\nTPZap2\ttp_zap2\n$random TPortalZap {TPZap1 TPZap2}\nTPortalFade tp_fade\nTPortalAppear tp_app\n\nskull1 \t\t\tskull1\nskull2 \t\t\tskull2\nskull3 \t\t\tskull3\nskull4 \t\t\tskull4\nskullattack \tskull5\nskulldie \t\tskull6\nskullchips\t\tdsrocks\njitpain1 \t\tjitpain1\njitpain2 \t\tjitpain2\njitpain3 \t\tjitpain3\njitpain4 \t\tjitpain4\nskultaunt \t\tskultau\n\n$random skullact {skull1 skull2 skull3 skull4}\n$random jitpain {jitpain1 jitpain2 jitpain3 jitpain4}\n\nTheOni/See Aosee\n\nOVLOSIT OVLOSIT\nOVLOATK OVLOATK\nOVLOPAIN OVLOPAIN\nOVLODEAT OVLODEAT\n\nLeech/Fire\tDSLEECH\n\njetpack/fly JETJUMP\nweapons/cyborgplasmafire DSBLSHT3\nweapons/cyborgplasmahit\t DSSONHIT\n\ncreeperact \t\tcreep1\ncreeperattack \tcreep2\ncreeperpain \tcreep3\ncreeperdie \t\tcreep4\nCreeperBall \tdscurse\ncreeptaunt \t\tcreeptau\n\nsabaoth/see SBTHSEE\nsabaoth/idle SBTHACT\nsabaoth/death SBTHDIE\n\ntrash/explode TRASHEXP\n\nsad/explain SADNESS\n\n$random thunder/hit {thunder/hit1 thunder/hit2}\nthunder/hit1 THNDS01\nthunder/hit2 THNDS02\n\nazazel/see AZASEE\nazazel/idle AZAIDL\n$rolloff azazel/idle 1200 3000\nazazel/attack AZAATK\n$rolloff azazel/attack 1200 3000\nweapons/devexp dsdevexp\nweapons/devzap dsdevzap\nweapons/devlit dsdevlit\nstrike/warm\tion_warm\nstrike/fire\tion_fire\n\naracnorb/sight\t\tdsaracst\naracnorb/death\t\tdsaracdt\naracnorb/attack\t\tdsaracfr\naracnorb/melee\t\tdsaracml\n\nqueen/sight quesit\nqueen/pain quepain\nqueen/death quedie\nqueen/active queact\nqueen/fire qbfgfire\nqueen/hit qbfghit\nelectricplasma/shoot PZAPSEE\nelectricplasma/hit PZAPHIT\n\ncybdemo/death CYBDEDIE\n\nstoneimp/hit SIMPMELE\nstone/bounce dspunch\nstone/death\t dsstndth\nstone/sight\t dsstnsit\nstone/melee DSSTNATK\n\nsuicide/run ZBMBGO\nsuicide/loop ZBMBLO\n\ncracko/see s_cracko\ncracko/pain p_cracko\ncrack/see cracksee\ncrack/death crackdth\n\nmonster/helsit dshelsit\nmonster/helac1 dshelac1\nmonster/helac2 dshelac2\n$random monster/helact \t { monster/helac1 monster/helac2 }\nmonster/helpai dshelpai\nmonster/heldth dsheldth\nmonster/heltel dsheltels\n\niceexplode\tSHARDS1B\n$limit iceexplode 9999\n$limit weapons/icehit 9999\n\nicespike frosty2\n\npyro/bomb DSRDSHOT\npyro/bombhit DSRDHIT\npyro/blast DP_ATTAC\npyro/flamepoof DSHITW\npyro/explosion DSPIPEX1\npyro/blastexplosion DSFRBXPL\ndarkinquisitor/darkmatterdie inqdrkxp\n\nMageShardFire SNOW5\nMageShardExplode \tSNOW6\n\npainlord/barrageball 64firsht\npainlord/barrageballblast 64firxpl\npainlord/ripper spit6\n\nCorruption/See DSCORSIT\n\n$RANDOM Corruption/Pain { pai1 pai2 }\npai1 DIABLOH1\npai2 DIABLOH2\n\nCorruption/Act DSCORACT\n\nCorruption/dth DSCORRD\n\nCorruption/Talk DSTALK2\nCorruption/Talk2 DSTALK6\n\n$RANDOM CIMPSIT { CIMPSIT1 CIMPSIT2 }\nCIMPSIT1\tCIMPCIT1\nCIMPSIT2\tCIMPSIT2\n$RANDOM CIMPDTH { CIMPDTH1 CIMPDTH2 }\nCIMPDTH1\tCIMPDTH1\nCIMPDTH2\tCIMPDTH2\nCIMPPAIN\tCIMPPAIN\nCIMPACT\t\tCIMPACT\n\ncyberbaron/see CBAR2SIT\n\nMiniNuke/ex NUKEEX\n\nbagel/see BAGACT\nbagel/active BAGACT\nbagel/pain BAGPAI\nbagel/death BAGDIE\nbagel/melee1 BAGME1\nbagel/melee2 BAGME2\nbagel/melee3 BAGME3\n\npotato/pop POP\npotato/bounce PBOUNCE\nbagel/kill PDEATH\n\ndaemonium/see DAESEE\n\nPainLordOriginal/Sight PALOSEES\nPainLordOriginal/Active PALOACTS\nPainLordOriginal/Pain PALOPAIN\nPainLordOriginal/Death PALODIES\nki/hit01 K_hit1\nki/hit02 K_hit2\n$random ki/hit { ki/hit01 ki/hit02 }\n\nISIS/See DSALSEE\nISIS/Die DSALDIE\n$random ISIS/Taunt { allahuackbar2 allahuackbar3 allahuackbar4 allahuackbar5 allahuackbar6 allahuackbar7 allahuackbar8 allahuackbar9 allahuackbar10 }\nallahuackbar1\tDSALLAH1\nallahuackbar2\tDSALLAH2\nallahuackbar3\tDSALLAH3\nallahuackbar4\tDSALLAH4\nallahuackbar5\tDSALLAH5\nallahuackbar6\tDSALLAH6\nallahuackbar7\tDSALLAH7\nallahuackbar8\tDSALLAH8\nallahuackbar9\tDSALLAH9\nallahuackbar10\tDSALLAH0\n\n$rolloff ISIS/taunt 500 2000\n$rolloff ISIS/See 500 2000\n$rolloff ISIS/Die 500 2000\n\nCommander/See DSCOMSIT\nCommander/Die DSCOMDTH\nCommander/Attack DSCOMATK\nSeekerBFG10K/Start SKBFG10S\nSeekerBFG10K/Cool SKBFG10C\n\n$rolloff SeekerBFG10K/Start 500 2000\n$rolloff SeekerBFG10K/Cool 500 2000\n$rolloff Commander/Attack 500 2000\n\ntrapped/crate WTFBOOM\n\n$random SpecCommando/See {SpecOps/See1 SpecOps/See2}\n$random SpecOps/See {SpecOps/See3 SpecOps/See4}\nSpecOps/See1 SPECSEE1\nSpecOps/See2 SPECSEE2\nSpecOps/See3 SPECSEE3\nSpecOps/See4 SPECSEE4\n$random SpecCommando/Idle {SpecOps/Idle1 SpecOps/Idle2 SpecOps/Idle3}\n$random SpecOps/Idle {SpecOps/Idle4 SpecOps/Idle5 SpecOps/Idle6}\nSpecOps/Idle1 SPECIDL1\nSpecOps/Idle2 SPECIDL2\nSpecOps/Idle3 SPECIDL3\nSpecOps/Idle4 SPECIDL4\nSpecOps/Idle5 SPECIDL5\nSpecOps/Idle6 SPECIDL6\n$random SpecCommando/Pain {SpecOps/Pain1 SpecOps/Pain2 SpecOps/Pain3 SpecOps/Pain4}\n$random SpecOps/Pain {SpecOps/Pain5 SpecOps/Pain6 SpecOps/Pain7 SpecOps/Pain8}\nSpecOps/Pain1 SPECPAI1\nSpecOps/Pain2 SPECPAI2\nSpecOps/Pain3 SPECPAI3\nSpecOps/Pain4 SPECPAI4\nSpecOps/Pain5 SPECPAI5\nSpecOps/Pain6 SPECPAI6\nSpecOps/Pain7 SPECPAI7\nSpecOps/Pain8 SPECPAI8\n$random SpecCommando/Death {SpecOps/Death1 SpecOps/Death2 SpecOps/Death3 SpecOps/Death4}\n$random SpecOps/Death {SpecOps/Death5 SpecOps/Death6 SpecOps/Death7}\nSpecOps/Death1 SPECDIE1\nSpecOps/Death2 SPECDIE2\nSpecOps/Death3 SPECDIE3\nSpecOps/Death4 SPECDIE4\nSpecOps/Death5 SPECDIE5\nSpecOps/Death6 SPECDIE6\nSpecOps/Death7 SPECDIE7\n\ndrone/see DRONSEE\ndrone/act DRONACT\ndrone/die DRONDIE\ndrone/fire DRONATK\n\nb1battlebot/see BTB1SEE\n$random b1battlebot/idle {b1battlebot/idle1 b1battlebot/idle2 b1battlebot/idle3 b1battlebot/idle4}\nb1battlebot/idle1 BTB1IDL1\nb1battlebot/idle2 BTB1IDL2\nb1battlebot/idle3 BTB1IDL3\nb1battlebot/idle4 BTB1IDL4\n$random b1battlebot/death {b1battlebot/death1 b1battlebot/death2 b1battlebot/death3 b1battlebot/death4 b1battlebot/death5 b1battlebot/death6 b1battlebot/death7}\nb1battlebot/death1 BTB1DIE1\nb1battlebot/death2 BTB1DIE2\nb1battlebot/death3 BTB1DIE3\nb1battlebot/death4 BTB1DIE4\nb1battlebot/death5 BTB1DIE5\nb1battlebot/death6 BTB1DIE6\nb1battlebot/death7 BTB1DIE7\nb1battlebot/melee BTB1MELE\nb1battlebot/step BTB1STEP\n$limit b1battlebot/step 0\n\n$random b2battlebot/see {b2battlebot/see1 b2battlebot/see2}\nb2battlebot/see1 BTB2SEE1\nb2battlebot/see2 BTB2SEE2\n$random b2battlebot/idle {b2battlebot/idle1 b2battlebot/idle2}\nb2battlebot/idle1 BTB2IDL1\nb2battlebot/idle2 BTB2IDL2\n$random b2battlebot/death {b2battlebot/death1 b2battlebot/death2}\nb2battlebot/death1 BTB2DIE1\nb2battlebot/death2 BTB2DIE2\nb2battlebot/step BTB2STEP\n$limit b2battlebot/step 0\n\ntimefreeze/effect1 TIMEFRZ1\ntimefreeze/effect2 TIMEFRZ2\ntimefreeze/effect3 TIMEFRZ3\n\npowerups/protection PWRPROT\npowerups/damage PWRDAMG\npowerups/thunder PWRTHUN\npowerups/holy PWRHOLY\npowerups/terror PWRTERR\npowerups/fate PWRFATE\npowerups/revenge \t PWRREVG\npowerups/annihilation PWRANNI\npowerups/epic PWREPIC\npowerups/wicked PWRWICK\npowerups/luck PWRLUCK\npowerups/ignorance PWRIGNO\npowerups/terminator\t\t PWRTERM\npowerups/spread PWRSPRD\npowerups/random PWRRAND\n\nannihilationhole/start ANHLSTRT\nannihilationhole/loop ANHLLOOP\nannihilationhole/end ANHLEND\n\nmega/supply MSUPPLY\n\nfullpack/pickup FULLPACK\n\n$random ssenforcer/see {ssenforcer/see1 ssenforcer/see2 ssenforcer/see3 ssenforcer/see4 ssenforcer/see5}\nssenforcer/see1 SSENFSI1\nssenforcer/see2 SSENFSI2\nssenforcer/see3 SSENFSI3\nssenforcer/see4 SSENFSI4\nssenforcer/see5 SSENFSI5\n$random ssenforcer/idle {ssenforcer/idle1 ssenforcer/idle2 ssenforcer/idle3 ssenforcer/idle4}\nssenforcer/idle1 SSENFAC1\nssenforcer/idle2 SSENFAC2\nssenforcer/idle3 SSENFAC3\nssenforcer/idle4 SSENFAC4\n$random ssenforcer/death {ssenforcer/death1 ssenforcer/death2 ssenforcer/death3 ssenforcer/death4}\nssenforcer/death1 SSENFDI1\nssenforcer/death2 SSENFDI2\nssenforcer/death3 SSENFDI3\nssenforcer/death4 SSENFDI4\n\n$rolloff HFCyb/see\t 1000 3500\n$Volume HFCyb/see 5.0\n$rolloff HFCyb/Active\t 1000 3500\nHfCyber/see HFCYSIG\n$Random HFCyber/Active { HFCyber/active1 HFCyber/active2 HFCyber/active3 HFCyber/active4 }\nHFCyber/active1\t\t\tHFCYACT1\nHFCyber/active2\t\t\tHFCYACT2\nHFCyber/active3\t\t\tHFCYACT3\nHFCyber/active4\t\t\tHFCYACT4\n$Random HFCyber/Pain { HFCyber/Pain1 HFCyber/Pain2 }\nHFCyber/Pain1\t\t\t\tHFCYPAI1\nHFCyber/Pain2\t\t\t\tHFCYPAI2\n$rolloff HFCyb/Pain1\t 1000 3500\n$rolloff HFCyb/Pain2\t 1000 3500\n$Volume HFCyb/Pain1 5.0\n$Volume HFCyb/Pain2 5.0\nhfcyb/rocket dscanfir\nNewcyber/death\t\t\tdshcydth\n$rolloff HFCyb/laugh\t 1000 3500\nHFCyb/Laugh HFCYLAU\n$rolloff HFCyb/laugh2\t 1000 3500\nHFCyb/Laugh2 HFCYLAU2\nHFCyb/PyroShotF PCNNFI\n\nannouncer/firefight FFIGHT\n\nlessermutant/painr\t LMPAIN\nlessermutant/deathr\t LMDEATH\nlessermutant/activer LMIDLE\nlessermutant/seer\t LMSEE\nlessermutant/attackr LMATCK\n\nweapons/skulfi dsskulfi\nweapons/bloodx dsbloodx\n\nTImp/Sight DSTIMSIT\nTimp/Idle DSTIMACT\nTimp/Pain DSTIMPAI\nTimp/Death DSTIMDTH\n\nToxicKnight/See TKNGSEE\nToxicKnight/Pain TKNGPAI\nToxicKnight/Death TKNGDIE\n\n$random toxicdemon/pain { toxicdemon/hurt1 toxicdemon/hurt2 toxicdemon/hurt3 toxicdemon/hurt4 }\ntoxicdemon/hurt1 \tTOXDPN1\ntoxicdemon/hurt2 \tTOXDPN2\ntoxicdemon/hurt3 \tTOXDPN3\ntoxicdemon/hurt4 \tTOXDPN4\n$random toxicdemon/active { toxicdemon/groan1 toxicdemon/groan2 }\ntoxicdemon/groan1 \tTOXDGN1\ntoxicdemon/groan2 \tTOXDGN2\n$random toxicdemon/meleegrowl { toxicdemon/attack1 toxicdemon/attack2 }\ntoxicdemon/melee\t\tDSCLAW\ntoxicdemon/attack1 \tTOXDAK1\ntoxicdemon/attack2 \tTOXDAK2\ntoxicdemon/sight \t\tTOXDSEE\ntoxicdemon/stealth\t\tTOXDSTTH\ntoxicdemon/death \tTOXDDTH\ntoxicdemon/fire \tTOXDFIRE\ntoxicdemon/firehit \tTOXDFHIT\n\ntorturedsoul/sight dstrtsit\ntorturedsoul/pain dstrtpn\ntorturedsoul/death dstrtdth\ntorturedsoul/active dstrtact\n\nmechs/necrosuit/miniguns/fire NMINFIR\nmechs/necrosuit/miniguns/spin NMINSPI\nmechs/necrosuit/miniguns/down NMINDWN\nmechs/necrosuit/missiles/fire NMISFIR\nmechs/necrosuit/switch NWEPSWT\n\nDarkPaladin/Sight\tDPALSIT\nDarkPaladin/Active\tDPALACT\nDarkPaladin/Pain\tDPALPAIN\nDarkPaladin/Death\tDPALDTH\n\n$volume mechs/necrosuit/miniguns/fire 2.0\n$volume mechs/necrosuit/miniguns/spin 2.0\n$volume mechs/necrosuit/miniguns/down 2.0\n$volume mechs/necrosuit/missiles/fire 2.0\n$volume mechs/necrosuit/switch 2.0\n\n$playeralias PBattleSuit male *pain100 monster/termpin\n$playeralias PBattleSuit male *pain75 monster/termpin\n$playeralias PBattleSuit male *pain50 monster/termpin\n$playeralias PBattleSuit male *pain25 monster/termpin\n$playeralias PBattleSuit male *death monster/termdth\n$playeralias PBattleSuit male *usefail monster/termsit\n$playeralias PBattleSuit male *grunt monster/termsit\n$playeralias PBattleSuit male *land monster/termsit\n$playeralias PBattleSuit male *jump monster/termsit\n$playeralias PBattleSuit male *taunt warmachine/idle\n\n$playeralias PCydestroyer male *pain100 cydes/pain\n$playeralias PCydestroyer male *pain75 cydes/pain\n$playeralias PCydestroyer male *pain50 cydes/pain\n$playeralias PCydestroyer male *pain25 cydes/pain\n$playeralias PCydestroyer male *death cydes/death\n$playeralias PCydestroyer male *usefail cbaron/active\n$playeralias PCydestroyer male *grunt cbaron/active\n$playeralias PCydestroyer male *land cbaron/active\n$playeralias PCydestroyer male *jump cbaron/active\n$playeralias PCydestroyer male *taunt cydes/sight\n\n$playeralias PBombElemental male *pain100 bomb/pain\n$playeralias PBombElemental male *pain75 bomb/pain\n$playeralias PBombElemental male *pain50 bomb/pain\n$playeralias PBombElemental male *pain25 bomb/pain\n$playeralias PBombElemental male *death bomb/pain\n$playeralias PBombElemental male *usefail bomb/sight\n$playeralias PBombElemental male *grunt bomb/sight\n$playeralias PBombElemental male *land bomb/sight\n$playeralias PBombElemental male *jump bomb/sight\n$playeralias PBombElemental male *taunt bomb/sight\n\n$playeralias PBelphegor male *pain100 superbaron/pain\n$playeralias PBelphegor male *pain75 superbaron/pain\n$playeralias PBelphegor male *pain50 superbaron/pain\n$playeralias PBelphegor male *pain25 superbaron/pain\n$playeralias PBelphegor male *death superbaron/death\n$playeralias PBelphegor male *usefail superbaron/act\n$playeralias PBelphegor male *grunt superbaron/act\n$playeralias PBelphegor male *land superbaron/act\n$playeralias PBelphegor male *jump superbaron/act\n$playeralias PBelphegor male *taunt superbaron/scream\n\n$playeralias PDiabolist male *pain100 vile/pain\n$playeralias PDiabolist male *pain75 vile/pain\n$playeralias PDiabolist male *pain50 vile/pain\n$playeralias PDiabolist male *pain25 vile/pain\n$playeralias PDiabolist male *death avile/death\n$playeralias PDiabolist male *usefail Monster/diaact\n$playeralias PDiabolist male *grunt Monster/diaact\n$playeralias PDiabolist male *land Monster/diaact\n$playeralias PDiabolist male *jump Monster/diaact\n$playeralias PDiabolist male *taunt Monster/diasit\n\n$playeralias PSpecilos male *pain100 Specilos/Pain\n$playeralias PSpecilos male *pain75 Specilos/Pain\n$playeralias PSpecilos male *pain50 Specilos/Pain\n$playeralias PSpecilos male *pain25 Specilos/Pain\n$playeralias PSpecilos male *death Specilos/Death\n$playeralias PSpecilos male *usefail Specilos/Idle\n$playeralias PSpecilos male *grunt Specilos/Idle\n$playeralias PSpecilos male *land Specilos/Idle\n$playeralias PSpecilos male *jump Specilos/Idle\n$playeralias PSpecilos male *taunt Specilos/See\n\n$playeralias PBabyDarkDemolisher male *pain100 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *pain75 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *pain50 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *pain25 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *death minidemo/death\n$playeralias PBabyDarkDemolisher male *usefail minidemo/active\n$playeralias PBabyDarkDemolisher male *grunt minidemo/active\n$playeralias PBabyDarkDemolisher male *land minidemo/active\n$playeralias PBabyDarkDemolisher male *jump minidemo/active\n$playeralias PBabyDarkDemolisher male *taunt minidemo/sight\n\n$playeralias PCardihilator male *pain100 Cardihilator/Pain\n$playeralias PCardihilator male *pain75 Cardihilator/Pain\n$playeralias PCardihilator male *pain50 Cardihilator/Pain\n$playeralias PCardihilator male *pain25 Cardihilator/Pain\n$playeralias PCardihilator male *death Cardihilator/Death\n$playeralias PCardihilator male *usefail Cardinal/Active\n$playeralias PCardihilator male *grunt Cardinal/Active\n$playeralias PCardihilator male *land Cardinal/Active\n$playeralias PCardihilator male *jump Cardinal/Active\n$playeralias PCardihilator male *taunt Cardihilator/Sight\n\n$playeralias PInfernoDemon male *pain100 infernodemon/idle\n$playeralias PInfernoDemon male *pain75 infernodemon/idle\n$playeralias PInfernoDemon male *pain50 infernodemon/idle\n$playeralias PInfernoDemon male *pain25 infernodemon/idle\n$playeralias PInfernoDemon male *death infernodemon/death\n$playeralias PInfernoDemon male *usefail infernodemon/idle\n$playeralias PInfernoDemon male *grunt infernodemon/idle\n$playeralias PInfernoDemon male *land infernodemon/idle\n$playeralias PInfernoDemon male *jump infernodemon/idle\n$playeralias PInfernoDemon male *taunt infernodemon/see\n\n$playeralias PCerebralCommander male *pain100 arachnophyte/pain\n$playeralias PCerebralCommander male *pain75 arachnophyte/pain\n$playeralias PCerebralCommander male *pain50 arachnophyte/pain\n$playeralias PCerebralCommander male *pain25 arachnophyte/pain\n$playeralias PCerebralCommander male *death arachnophyte/death\n$playeralias PCerebralCommander male *usefail arachnophyte/pain\n$playeralias PCerebralCommander male *grunt arachnophyte/pain\n$playeralias PCerebralCommander male *land arachnophyte/pain\n$playeralias PCerebralCommander male *jump arachnophyte/pain\n$playeralias PCerebralCommander male *taunt arachnophyte/sight\n\n$playeralias PHellishAvatar male *pain100 HellishAvatar/Idle\n$playeralias PHellishAvatar male *pain75 HellishAvatar/Pain\n$playeralias PHellishAvatar male *pain50 HellishAvatar/Pain\n$playeralias PHellishAvatar male *pain25 HellishAvatar/Pain\n$playeralias PHellishAvatar male *death HellishAvatar/Death\n$playeralias PHellishAvatar male *usefail HellishAvatar/Idle\n$playeralias PHellishAvatar male *grunt HellishAvatar/Idle\n$playeralias PHellishAvatar male *land HellishAvatar/Idle\n$playeralias PHellishAvatar male *jump HellishAvatar/Idle\n$playeralias PHellishAvatar male *taunt HellishAvatar/See\n\n$playeralias PLegendaryRevenant male *pain100 legendaryrevenant/pain\n$playeralias PLegendaryRevenant male *pain75 legendaryrevenant/pain\n$playeralias PLegendaryRevenant male *pain50 legendaryrevenant/pain\n$playeralias PLegendaryRevenant male *pain25 legendaryrevenant/pain\n$playeralias PLegendaryRevenant male *death legendaryrevenant/death\n$playeralias PLegendaryRevenant male *usefail legendaryrevenant/attack2\n$playeralias PLegendaryRevenant male *grunt legendaryrevenant/idle\n$playeralias PLegendaryRevenant male *land legendaryrevenant/idle\n$playeralias PLegendaryRevenant male *jump legendaryrevenant/idle\n$playeralias PLegendaryRevenant male *taunt legendaryrevenant/see\n\n$playeralias PLegendaryBehemoth male *pain100 FreezerBehe/Pain\n$playeralias PLegendaryBehemoth male *pain75 FreezerBehe/Pain\n$playeralias PLegendaryBehemoth male *pain50 FreezerBehe/Pain\n$playeralias PLegendaryBehemoth male *pain25 FreezerBehe/Pain\n$playeralias PLegendaryBehemoth male *death FreezerBehe/Death\n$playeralias PLegendaryBehemoth male *usefail manc/idle\n$playeralias PLegendaryBehemoth male *grunt manc/idle\n$playeralias PLegendaryBehemoth male *land manc/idle\n$playeralias PLegendaryBehemoth male *jump manc/idle\n$playeralias PLegendaryBehemoth male *taunt FreezerBehe/Sight\n\n$playeralias PLegendaryCyberNoble male *pain100 lcnoble/pain\n$playeralias PLegendaryCyberNoble male *pain75 lcnoble/pain\n$playeralias PLegendaryCyberNoble male *pain50 lcnoble/pain\n$playeralias PLegendaryCyberNoble male *pain25 lcnoble/pain\n$playeralias PLegendaryCyberNoble male *death lcnoble/death\n$playeralias PLegendaryCyberNoble male *usefail lcnoble/active\n$playeralias PLegendaryCyberNoble male *grunt lcnoble/active\n$playeralias PLegendaryCyberNoble male *land lcnoble/active\n$playeralias PLegendaryCyberNoble male *jump lcnoble/active\n$playeralias PLegendaryCyberNoble male *taunt lcnoble/see\n\n$playeralias PLegendaryRedeemer male *pain100 redeemer/pain\n$playeralias PLegendaryRedeemer male *pain75 redeemer/pain\n$playeralias PLegendaryRedeemer male *pain50 redeemer/pain\n$playeralias PLegendaryRedeemer male *pain25 redeemer/pain\n$playeralias PLegendaryRedeemer male *death redeemer/death\n$playeralias PLegendaryRedeemer male *usefail redeemer/idle\n$playeralias PLegendaryRedeemer male *grunt redeemer/idle\n$playeralias PLegendaryRedeemer male *land redeemer/idle\n$playeralias PLegendaryRedeemer male *jump redeemer/idle\n$playeralias PLegendaryRedeemer male *taunt redeemer/see\n\n$playeralias PLegendaryTormentor male *pain100 legbanished/pain\n$playeralias PLegendaryTormentor male *pain75 legbanished/pain\n$playeralias PLegendaryTormentor male *pain50 legbanished/pain\n$playeralias PLegendaryTormentor male *pain25 legbanished/pain\n$playeralias PLegendaryTormentor male *death legbanished/death\n$playeralias PLegendaryTormentor male *usefail legbanished/idle\n$playeralias PLegendaryTormentor male *grunt legbanished/idle\n$playeralias PLegendaryTormentor male *land legbanished/idle\n$playeralias PLegendaryTormentor male *jump legbanished/idle\n$playeralias PLegendaryTormentor male *taunt legbanished/see\n\nkamikaze/powerup KAMIKAZ\n\nboss/laught1 TBBCSPT1\nboss/laught2 TBBCSPT2\nboss/laught3 TBBCSPT3\nboss/laught4 TBBCSPT4\n\nweapons/pulseshotgun/pump PSGPUMP\nweapons/pulseshotgun/add PSGADD\n\nnothing/inside NOTHIN\n5extra/lives D5LIVES\n\n$random All { ALL1 ALL8 ALL3 ALL4 ALL6 ALL5 ALL2 BLA }\nALL3 ALL3\nALL4 ALL4\nALL6 ALL6\nALL5 ALL5\nALL2 ALL2\nBLA BLA\nALL1\tALL1\nALL8\tALL8\nSPEAK SPEAK\n$random All/DEATH { JIHAD }\nJIHAD JIHAD\n$playeralias\tMuhammad\tmale\t*taunt\t\tALL\n$playeralias\tMuhammad\tmale *death All/DEATH\n$playeralias\tMuhammad\tmale *usefail SPEAK\n\nWeapons/dbfgup DBFGUP\nWeapons/dbfgready DBFGRDY\nWeapons/dbfgcharge DBFGCHRG\nWeapons/dbfgcharge2 DBFGCH2\nWeapons/dbfgfire DBFGFIRE\nWeapons/dbfgfire2 DBFGFIR2\nWeapons/dbfgball DBFGBALL\nWeapons/dbfgwave DBFGWAVE\nWeapons/dbfgexplode DBFGEX\nWeapons/dbfgexplode2 DBFGEX2\nWeapons/dbfgcooldown DBFGCD\nWeapons/dbfgcooldown2 DBFGCD2\n$rolloff Weapons/dbfgball 256 1280\n$rolloff Weapons/dbfgwave 96 768\n$rolloff Weapons/dbfgcharge 400 2200\n$rolloff Weapons/dbfgcharge2 400 2200\n$rolloff Weapons/dbfgfire 600 2200\n$rolloff Weapons/dbfgfire2 600 2200\n$rolloff Weapons/dbfgexplode 1024 2560\n$rolloff Weapons/dbfgexplode2 800 1800\n$limit Weapons/dbfgexplode2 0\nmisc/w_pkup2\t\tdswpu\n\nsupporttank/see SPTTSEE\nsupporttank/death SPTTDIE\n\nerasus/load ERALOAD\nerasus/fire ERAFIRE\nerasus/fly ERAFLY\nerasus/explode ERAEXP\n\nefg/charge1 EFGCHRG1\nefg/charge2 EFGCHRG2\nefg/charge3 EFGCHRG3\nweapon/warn WEAPWARN\nweapon/off WEAPOFF\nweapon/cool WEAPCOOL\n\nfrostimp/see FROSTSEE\nfrostimp/death FROSTDTH\nfrostimp/boom FROSTBOO\nfrostimp/impact FROSTIMP\nfrostimp/missile FROSTMIS\nfrostimp/freeze FROSTFRE\nfrostimp/shatter FROSTSHA\n\n$random maephisto/see {maephisto/see1 maephisto/see2}\n$random maephisto/idle {maephisto/idle1 maephisto/idle2 maephisto/idle3 maephisto/idle4 maephisto/idle5}\nmaephisto/see1 MAESEE1\nmaephisto/see2 MAESEE2\nmaephisto/charge MAECHRG\nmaephisto/laser MAELAZR\nmaephisto/death MAEDETH\nmaephisto/idle1 MAEIDL1\nmaephisto/idle2 MAEIDL2\nmaephisto/idle3 MAEIDL3\nmaephisto/idle4 MAEIDL4\nmaephisto/idle5 MAEIDL5\n\ncharge\t\tcharge\nlaser\t\tlaser\n$random sight { sight1 sight2 }\nsight1\t\tsight1\nsight2\t\tsight2\ndeath\t\tdeath\n$random idl3 { idl31 idl32 idl33 idl34 idl35 }\nidl31\t\tidl31\nidl32\t\tidl32\nidl33\t\tidl33\nidl34\t\tidl34\nidl35\t\tidl35\n\nweapons/enforcer/fire EWPFIRE\nweapons/enforcer/add EWPADD\nweapons/enforcer/spin EWPSPIN\nweapons/enforcer/reload EWPREL\nweapons/enforcer/shield EWPSHLD\n\nDGL/fire DGLANCH\n\ninfernodemon/see INFDSEE\ninfernodemon/idle INFDIDL\ninfernodemon/death INFDDIE\ninfernodemon/step INFDSTP\nweapons/firex3 dsfirex3\n\nhellchampion/shieldmissile CHPBLSH\n\nMinisterOfHell/See MINHLSEE\nMinisterOfHell/Idle MINHLIDL\nMinisterOfHell/Death MINHLDIE\n\n$random tank/fire {tank/fire1 tank/fire2 tank/fire3 tank/fire4}\ntank/fire1 TANKFIR1\ntank/fire2 TANKFIR2\ntank/fire3 TANKFIR3\ntank/fire4 TANKFIR4\ntank/active TANKIDLE\ntank/move TANKMOVE\n$rolloff tank/active 600 2200\n$rolloff tank/move 600 2200\n$rolloff warthog/move 600 2200\n$rolloff tank/fire 1500 4000\n\nartillery/fly ARTFLY\nartillery/explode ARTEXP\n$limit artillery/fly 0\n$rolloff artillery/explode 500 2000\nhminigun/fire2 MINFIR2\n//$limit hminigun/fire2 0\n$rolloff hminigun/fire2 1200 3000\n\nDWraith/See\t3WRTSIGH\n$Random DWraith/Idle {3WRTIDL1 3WRTIDL2 3WRTIDL3 3WRTIDL4}\n3WRTIDL1\t3WRTIDL1\n3WRTIDL2\t3WRTIDL2\n3WRTIDL3\t3WRTIDL3\n3WRTIDL4\t3WRTIDL4\n$Random DWraith/Active\t{3WRTACT1 3WRTACT2}\n3WRTACT1\t3WRTACT1\n3WRTACT2\t3WRTACT2\n$Random DWraith/Attack\t{3WRTATK1 3WRTATK2}\n3WRTATK1\t3WRTATK1\n3WRTATK2\t3WRTATK2\n$Random DWraith/Hit\t{3WRTHIT1 3WRTHIT2 3WRTHIT3}\n3WRTHIT1\t3WRTHIT1\n3WRTHIT2\t3WRTHIT2\n3WRTHIT3\t3WRTHIT3\n$Random DWraith/Pain\t{3WRTPAI1 3WRTPAI2 3WRTPAI3}\n3WRTPAI1\t3WRTPAI1\n3WRTPAI2\t3WRTPAI2\n3WRTPAI3\t3WRTPAI3\n$Random DWraith/Death\t{3WRTDEA1 3WRTDEA2 3WRTDEA3 3WRTDEA4}\n3WRTDEA1\t3WRTDEA1\n3WRTDEA2\t3WRTDEA2\n3WRTDEA3\t3WRTDEA3\n3WRTDEA4\t3WRTDEA4\n\n$random Fodder/See { FODDERSEE1 FODDERSEE2 }\nFODDERSEE1\tFODDSEE1\nFODDERSEE2\tFODDSEE2\n$random Fodder/Active { FODDERACT1 FODDERACT2 }\nFODDERACT1\tFODDACT1\nFODDERACT2\tFODDACT2\nFodder/Pain\tFODDPAIN\n$random Fodder/Death { FODDERDIE1 FODDERDIE2 }\nFODDERDIE1\tFODDDIE1\nFODDERDIE2\tFODDDIE2\nFodder/Melee FODDCLAW\nFodder/Attack FODDATK\n\nM79/Fire M79FIRE1\nM79/Close M79CLOSE\nM79/Open M79OPEN1\nM79/S-Out M79LOAD1\nM79/S-In M79LOAD2\n$rolloff M79/Fire 500 2000\n$limit M79/Fire 0\n\ncbaron/metal cmetal\n\n$random juggernaut/death\t\t { misc/dsjudth1 misc/dsjudth2 misc/dsjudth3 misc/dsjudth4 misc/dsjudth5 }\nmisc/dsjudth1 dsjudth1\nmisc/dsjudth2 dsjudth2\nmisc/dsjudth3 dsjudth3\nmisc/dsjudth4 dsjudth4\nmisc/dsjudth5 dsjudth5\n$random juggernaut/sight\t{ misc/dsjugsit misc/dsjugsi2 misc/dsjugsi3 misc/dsjugsi4}\nmisc/dsjugsit dsjugsit\nmisc/dsjugsi2 dsjugsi2\nmisc/dsjugsi3 dsjugsi3\nmisc/dsjugsi4 dsjugsi4\n$random juggernaut/pain\t\t { misc/dsjupai1 misc/dsjupai2 misc/dsjupai3 misc/dsjupai4 }\nmisc/dsjupai1 dsjupai1\nmisc/dsjupai2 dsjupai2\nmisc/dsjupai3 dsjupai3\nmisc/dsjupai4 dsjupai4\njuggernaut/explo\tdsjugexp\n\nwarmachine/see NZWRSEE\n$random warmachine/idle { warmachine/idle1 warmachine/idle2 warmachine/idle3 warmachine/idle4 }\nwarmachine/idle1 NZWRIDL1\nwarmachine/idle2 NZWRIDL2\nwarmachine/idle3 NZWRIDL3\nwarmachine/idle4 NZWRSEE\n$random warmachine/death { warmachine/death1 warmachine/death2 warmachine/death3 warmachine/death4 warmachine/death5 }\nwarmachine/death1 NZWRDIE1\nwarmachine/death2 NZWRDIE2\nwarmachine/death3 NZWRDIE3\nwarmachine/death4 NZWRDIE4\nwarmachine/death5 NZWRDIE5\n\nbfg3500/fire BFG35CH\nbfg3500/explode BFG35EX\n$rolloff bfg3500/explode 1200 3000\n$limit bfg3500/explode 0\n\n//Legendary LMG\nweapons/LMGFire1 \tLMGFIRE\nweapons/LMGFire2 \tLMGFIRE2\nweapons/LMGFire3 \tLMGFIRE3\nweapons/LMGFire4 \tLMGFIRE4\n$random weapons/LMGFire { weapons/LMGFire1 weapons/LMGFire2 weapons/LMGFire3 weapons/LMGFire4 }\nweapons/LMGReload1 LMGIN\nweapons/LMGReload2 LMGOUT\nweapons/LMGReload3 LMGCOCK\n\nmexcivanrevenant/active1 FSKLT1\nmexcivanrevenant/active2 FSKLT2\n$random mexcivanrevenant/active { mexcivanrevenant/active1 mexcivanrevenant/active2 }\nmexcivanrevenant/death FSKLD\n\nSpoon/sight SPOON1\nSpoon/active SPOON3\nSpoon/melee SPOON2\nSpoon/death SPOON3\n\nEyesoreBite\t\t\tDSFREAK2\nEyesoreAct1\t\t\tDSFREAK3\nEyesoreAct2\t\t\tDSFREAK4\nEyesoreDie\t\t\tDSFREAK5\nEyesoreSpit\t\t\tDSFREAK6\n$Random EyesoreAct\t{ EyesoreAct1 EyesoreAct2 }\nSEyesoreBite\t\tDSFREK2\nSEyesoreAct1\t\tDSFREK3\nSEyesoreAct2\t\tDSFREK4\nSEyesoreDie\t\t\tDSFREK5\n$Random\tSEyesoreAct\t{ SEyesoreAct1 SEyesoreAct2 }\n\nauganni/see AGANISIT\n\nASmarker/use\t\tSNDARST1\nASmarker/on1\t\tSNDARST2\nASmarker/on2\t\tSNDARST3\n\nForceBarrier/On\t\tDSFRCON\nForceBarrier/Off\tDSFRCOFF\nForceBarrier/Loop\tDSFRCLOP\nDSZAPHT1\tDSZAPHT1\nDSZAPHT2\tDSZAPHT2\nDSZAPHT3\tDSZAPHT3\n$random ForceBarrier/Hit\t{ DSZAPHT1 DSZAPHT2 DSZAPHT3 }\n$limit ForceBarrier/Hit\t0\n\nDecHol/use\t\tSNDDEC\n\nlootbox/open LTBXOPEN\n$random lootbox/sound\t{ lootbox/sound1 lootbox/sound2 }\nlootbox/sound1 LTBXSND1\nlootbox/sound2 LTBXSND2\n\nDiabeetus/sound DBEETUS\n\nclown/see CLOWNTN1\nclown/active CLOWNTN2\nclown/surprise CLOWNTN3\nclown/death CLOWNDIE\n\nweapons/diasht \t dsdiasht\nweapons/hrlexp2 dshrl3xp\nweapons/hrlfir2 DS2RLFIR\n\nerasus/up ERAGUP\nvulcan/up VULCUP\nsniper/up SNIPUP\nrepeater/up REAPUP\nefg9000/up EFG9UP\nm79/up MGR79UP\nutilgun/up UTILUP\nquadrl/up QDRLUP\ndoublegl/up DBGLUP\nplasmasg/up PLSGUP\nhrl/up HRLUP\ndprotobfg/up DPROTUP\nuplink/up UPLNKUP\n\ndtechrocketlauncher/up DTROKUP\ndtballista/up DTBALUP\ndtpistol/up DTPISUP\ndtpistol/fire DTPISFIR\n\nuplink/fire UPLNFIR\nuplink/menu UPLNKMN\nuplink/exit UPLNKET\n\n$random crate/pain\t\t\t\t{crate/pain1 crate/pain2 crate/pain3}\ncrate/pain1\t\t\t\t\t\tBOXHRT1\ncrate/pain2\t\t\t\t\t\tBOXHRT2\ncrate/pain3\t\t\t\t\t\tBOXHRT3\n$random crate/break\t\t\t\t{crate/break1 crate/break2 crate/break3}\ncrate/break1\t\t\t\t\tBOXDIE1\ncrate/break2\t\t\t\t\tBOXDIE2\ncrate/break3\t\t\t\t\tBOXDIE3\n\nFlare/Light\tFLARLITE\nFlare/Loop\tFLARLOOP\n$Volume Flare/Light 0.5\n$Volume Flare/Loop 0.5\n$Limit Flare/Loop 5\n\nlegendarycrystal/take LGCRYSP\nlegpowersphere/take LGPWPIK\nlegpowersphere/use LGPWUSE\n\ndemontechminigun/fire1 DTMNFIR1\ndemontechminigun/fire2 DTMNFIR2\n\n$random weapons/dtrailf { DTRGF1 DTRGF2 DTRGF3 }\nDTRGF1 DTRAILF1\nDTRGF2 DTRAILF2\nDTRGF3 DTRAILF3\nweapons/dtrailgunhum DTRAHUM\nweapons/dtrailgunhum2 DTRAHUM2\nweapons/pickupdtrg DTRGUP\nweapons/dtrgloop DTRGLOOP\nweapons/dtrgselect DTRGSL\n\nshrek/see SHRKSEE\nshrek/pain SHRKPAI\nshrek/death SHRKDIE\n\nsonic/see DSSONIC0\nsonic/pain DSSONIC5\nsonic/jump DSSONIC1\nsonic/dash DSSONIC8\nsonic/death DSSONIC3\nsonic/melee DSSONIC6\nsonic/ring DSSONIC4\n\nattackhelicopter/loop HELILOP\n$rolloff attackhelicopter/loop 1200 3000\n$Limit attackhelicopter/loop 5\n\nmap/mysticpoweron MAPPOW\nmap/secretfound REVEAL\n\nminion/see dsdknsit\nminion/pain dsdknpai\nminion/death dsdkndth\nminion/idle dsdknact\nminion/swing dsdknswg\nminion/dart DSDKNDRT\n\nmonster/dknmsl dsdknmsl\nweapons/boom1 dsboom1\nweapons/boltfi dsboltfi\nweapons/firex4 dsfirex4\n\nvaporbomb/drop VPBBSHOT\nvaporbomb/explode VPBBEXPL\n\nsonicbomb/boom SONCBOOM\nsonicbomb/explosion SONCEXP\n\nsysmicdetonation/loop SYSMLOOP\nsystemic/flame SYSMFIRE\n\norbital/bombardment ORBTBOMB\n\nHellFireBaron/sight\t\t\t\t\tDSHFBSIT\nHellFireBaron/death\t\t\t\t\tDSHFBDTH\n\nwidowmaker/beep\t\t\tFXBEEP4x\nwidowmaker/launch WDMKLNCH\nwidowmaker/sight WDMKSIGT\nwidowmaker/death WDMKDETH\nwidowmaker/pain WDMKPAIN\n\n$Random War/Sight { WARRSIG1 WARRSIG2 }\nWARRSIG1 WARRSIG1\nWARRSIG2 WARRSIG2\n$Random War/Active { WARRACT1 WARRACT2 WARRACT3 WARRACT4 WARRACT5 }\nWARRACT1 WARRACT1\nWARRACT2 WARRACT2\nWARRACT3 WARRACT3\nWARRACT4 WARRACT4\nWARRACT5 WARRACT5\n$Random War/Attack { WARRATK1 WARRATK2 WARRATK3 WARRATK4 }\nWARRATK1 WARRATK1\nWARRATK2 WARRATK2\nWARRATK3 WARRATK3\nWARRATK4 WARRATK4\nWar/Pain\tWARRPAIN\nWar/Death\tWARRDTH\n\nHellion/ballfire\tdsslshot\nHellion/balldth\t\tdsslshdt\nHellionTracerFire PLRBURN\nHellionTracerHit IMPACT3\n\nCBCaco/See\t\tCCACSI\n$RANDOM CBCaco/Pain { CCACPAI1 CCACPAI2 CCACPAI3 }\nCCACPAI1 CCACPAI1\nCCACPAI2 CCACPAI2\nCCACPAI3 CCACPAI3\n$RANDOM CBCaco/Death { CCACDTH1 CCACDTH2 }\nCCACDTH1 CCACDTH1\nCCACDTH2 CCACDTH2\n$RANDOM CBCaco/Active { CCACACT1 CCACACT2 CCACACT3 }\nCCACACT1 CCACACT1\nCCACACT2 CCACACT2\nCCACACT3 CCACACT3\nHellStaff/Fire\t\t\tHSFIRE\nHellStaff/Explode\t\tHSEXP\n\nChaosSoul/Sight\t\t\tCHSOULSI\nChaosSoul/Pain\t\t\tCHSOULPA\nChaosSoul/Active\t\tCHSOULAC\n$RANDOM ChaosSoul/Death { CHSOULD1 CHSOULD2 CHSOULD3 CHSOULD4 }\nCHSOULD1 CHSOULD1\nCHSOULD2 CHSOULD2\nCHSOULD3 CHSOULD3\nCHSOULD4 CHSOULD4\n\nChaosElemental/Sight\tCHELSIG\nChaosElemental/Active\tCHELACT\nChaosElemental/Pain\t\tCHELPAI\nChaosElemental/Death\tCHELDTH\nNetherLightning\t\t\tNLITE\nBFlan/LightningExp\tBFLALITX\n$rolloff BFlan/LightningExp 800 2200\n\n$random weapons/vorpalbladeswing {weapons/vorpalbladeswing1 weapons/vorpalbladeswing2 weapons/vorpalbladeswing3}\nweapons/vorpalbladeswing1\t\tDSVORPS1\nweapons/vorpalbladeswing2\t\tDSVORPS2\nweapons/vorpalbladeswing3\t\tDSVORPS3\nsword/hit\t\tDSKNIFE\nsword/miss\t\tDSKNIFE2\nsword/wall\t\tDSKNIFE3\n\nLesserCardinal/BFGCharge\t\tMCRDBFG\n$rolloff LesserCardinal/BFGCharge\t400 2200\nLesserCardinal/BFGFire\t\t\tMCRDFIR\n$rolloff LesserCardinal/BFGFire\t400 2200\nLesserCardinal/BFGIdle\t\t\tMCRDIDL\nLesserCardinal/Laugh\t\t\tMCRDCOMT\n$rolloff LesserCardinal/Laugh\t400 2200\n\nCardDemo/death CADEDH1\nCardDemo/sight CADEST1\nCardDemo/laugh CADELA1\nCardDemo/pain1 CADEPA1\nCardDemo/pain2 CADEPA2\n$random CardDemo/pain { CardDemo/pain1 CardDemo/pain2 }\n\nobelisk/active OBLKIDL\nobelisk/fire OBLKFIR\n$rolloff obelisk/fire 1200 3000\n\nsonicemitter/explode SNCEEXP\n\nweapons/legChainSawIdle\t\tLCHSIDLE\nweapons/legChainSawAttack\tLCHSATK\n\nlegendayrailgun/fire LRAIFIRE\n$rolloff legendayrailgun/fire 400 2200\nWeapons/ClusterBoom CLUSTERE\n$rolloff Weapons/ClusterBoom 400 2200\n\nLegendaryQuadShotgun/QuadFire LQSFIRA\n$random LegendaryQuadShotgun/DualFire {LegendaryQuadShotgun/DualFire1 LegendaryQuadShotgun/DualFire2}\nLegendaryQuadShotgun/DualFire1 LQSFIRB\nLegendaryQuadShotgun/DualFire2 LQSFIRC\nLegendaryQuadShotgun/Up LQSUP\nLegendaryQuadShotgun/Open LQSOPN\nLegendaryQuadShotgun/Close LQSCLS\nLegendaryQuadShotgun/Load LQSLOAD\n\nArchdukeOfHell/See ARDUSEE\nArchdukeOfHell/Idle ARDUIDL\nArchdukeOfHell/Death ARDUDIE\nArchdukeOfHell/Flame ARDUFLM\n\nJudgeOfPurgatory/See JUPUSEE\nJudgeOfPurgatory/Pain JUPUPAI\nJudgeOfPurgatory/Idle JUPUIDL\nJudgeOfPurgatory/Death JUPUDIE\nJudgeOfPurgatory/Rage JUPURAG\n$rolloff JudgeOfPurgatory/Rage 800 3500\n\nInfernalEmperor/See IFPESEE\nInfernalEmperor/Pain IFPEPAI\nInfernalEmperor/Death IFPEDIE\nInfernalEmperor/Hammer IFPEHAM\n\nHellishAvatar/See AVATSEE\nHellishAvatar/Attack AVATATK\nHellishAvatar/Idle AVATIDL\nHellishAvatar/Pain AVATPAI\nHellishAvatar/Death AVATDIE\nHellishAvatar/Charge AVATCHG\nHellishAvatar/Ice AVATICE\n\n$random hellboss/step {hellboss/step1 hellboss/step2 hellboss/step3}\nhellboss/step1 BOSSTEP1\nhellboss/step2 BOSSTEP2\nhellboss/step3 BOSSTEP3\n\nPestilenceSee\t\tBANSIT\nPestilenceActive\tBANACT\nPestilencePain\t\tBANPN\nPestilenceDEath\t\tBANDTH\n\nPOWEROFF\tPOWEROFF\nPOWERON POWERON\nSYSTDOWN\tSYSTDOWN\nEMERGENC\tEMERGENC\nJAILOPEN JAILOPEN\n\nroaster/fire\t\t\t\t\t\t\tROSTMACH\n$limit roaster/fire 0\n$rolloff roaster/fire 3000 10000\nroaster/start\t\t\t\t\t\t\tROSTWIND\n$limit roaster/start 0\n$rolloff roaster/start 3000 10000\nroaster/stop\t\t\t\t\t\t\tROSTSTOP\n$limit roaster/stop 0\n$rolloff roaster/stop 3000 10000\nroaster/loop\t\t\t\t\t\t\tROSTLOOP\n$limit roaster/loop 0\n$rolloff roaster/loop 3000 10000\nroaster/prep\t\t\t\t\t\t\tROSTPREP\n$limit roaster/prep 0\n$rolloff roaster/prep 3000 10000\nroaster/leg\t\t\t\t\t\t\tLEGMISL\n$limit roaster/leg 0\n$rolloff roaster/prep 3000 10000\nroaster/shoulder\t\t\t\t\tSHOLMISL\n$limit roaster/shoulder 0\n$rolloff roaster/prep 3000 10000\nroaster/javelin\t\t\t\t\tJAVEMISL\n$limit roaster/javelin 0\n$rolloff roaster/prep 3000 10000\nROSTSEE1\t\t\t\t\t\tROSTSEE1\nROSTSEE2\t\t\t\t\t\tROSTSEE2\nROSTSEE3\t\t\t\t\t\tROSTSEE3\nROSTSEE4\t\t\t\t\t\tROSTSEE4\nROSTSEE5\t\t\t\t\t\tROSTSEE5\nROSTSEE6\t\t\t\t\t\tROSTSEE6\nROSTSEE7\t\t\t\t\t\tROSTSEE7\nROSTSEE8\t\t\t\t\t\tROSTSEE8\nROSTSEE9\t\t\t\t\t\tROSTSEE9\nROSTSE10\t\t\t\t\t\tROSTSE10\nROSTSE11\t\t\t\t\t\tROSTSE11\n$random roaster/sight { ROSTSEE1 ROSTSEE2 ROSTSEE3 ROSTSEE4 ROSTSEE5 ROSTSEE6 ROSTSEE7 ROSTSEE8\tROSTSEE9 ROSTSE10 ROSTSE11 }\n$rolloff roaster/sight 1200 2500\nROSTDIE1\t\t\t\t\t\tROSTDIE1\nROSTDIE2\t\t\t\t\t\tROSTDIE2\nROSTDIE3\t\t\t\t\t\tROSTDIE3\nROSTDIE4\t\t\t\t\t\tROSTDIE4\nROSTDIE5\t\t\t\t\t\tROSTDIE5\n$random roaster/death { ROSTDIE1 ROSTDIE2 ROSTDIE3 ROSTDIE4 ROSTDIE5 }\n$rolloff roaster/death 3200 4500\nROSTIDL1\t\t\t\t\t\tROSTIDL1\nROSTIDL2\t\t\t\t\t\tROSTIDL2\nROSTIDL3\t\t\t\t\t\tROSTIDL3\nROSTIDL4\t\t\t\t\t\tROSTIDL4\n$random roaster/idle { ROSTIDL1 ROSTIDL2 ROSTIDL3 ROSTIDL4 }\nROSTPAN1\t\t\t\t\t\tROSTPAN1\nROSTPAN2\t\t\t\t\t\tROSTPAN2\nROSTPAN3\t\t\t\t\t\tROSTPAN3\n$random roaster/pain { ROSTPAN1 ROSTPAN2 ROSTPAN3 }\nroaster/boom\t\t\t\t\tROSTBOOM\n$rolloff \t\t\troaster/boom\t700 2500\n$limit roaster/boom 0\n$volume roaster/boom 2.0\nroaster/distant\t\t\t\tNADEDIST\n$rolloff \t\t\troaster/distant\t3000 7500\n$limit roaster/distant 0\n$volume roaster/distant 0.5\nROSTSTP1\t\t\t\t\t\tROSTSTP1\nROSTSTP2\t\t\t\t\t\tROSTSTP2\nROSTSTP3\t\t\t\t\t\tROSTSTP3\nROSTSTP4\t\t\t\t\t\tROSTSTP4\n$random roaster/step { ROSTSTP1 ROSTSTP2 ROSTSTP3 ROSTSTP4 }\n$random roaster/stepquiet { ROSTSTP1 ROSTSTP2 ROSTSTP3 ROSTSTP4 }\n$volume roaster/stepquiet 0.5\n\nIllus/Active\tILLSACTI\nIllus/Death\t ILLSDEAT\nIllus/Melee\t ILLSMELE\nIllus/Shield\tILLSSHLD\nIllus/Sight\t ILLSSIGH\nIllus/BlastFire\tILLSBFIR\nIllus/BlastHit\tILLSBHIT\n\n$random Barney/Sound { Barney/Sound1 Barney/Sound2 }\nBarney/Sound1 DSBARN01\nBarney/Sound2 DSBARN02\nBarney/Pain DSBARN03\n\nSanta/See SANTSEE\nSanta/Pain SANTPAIN\nSanta/Death SANTDIE\n$random Santa/Idle { Santa/Idle1 Santa/Idle2 Santa/Idle3 }\nSanta/Idle1 SANTIDL1\nSanta/Idle2 SANTIDL2\nSanta/Idle3 SANTIDL3\n$random StarTwinkle {StarTwinkle1 StarTwinkle2 StarTwinkle3}\nStarTwinkle1\tTWINK1\nStarTwinkle2\tTWINK2\nStarTwinkle3\tTWINK3\nStarHit\t\t\tSTARDIE\nHollyThrow\t\tHOLLYTRW\nHollyLand\t\tHOLLYLAN\nHollySpike\t\tHOLLYOUT\nHollyHit\t\tHOLLYHIT\nPresentExplode\tR_EXP3\n\nMineLauncher/Fire MINEFIRE\nMineLauncher/Up MINEUP\n\nmap/attack DTTACK\nmap/alarm DLARM\nmap/beep DBEEP\n\nCrownedOne/See\t\t\t\t\tCRWNSEE\nCrownedOne/Die\t\t\t\t\tCRWNDIE\nCrownedOne/Pain\t\t\t\tCRWNPAIN\nCrownedOne/Act\t\t\t\t\tCRWNACT\nCrownedOne/Attack1\t\t\t\tCRWNAT1\nCrownedOne/Attack2\t\t\t\tCRWNAT2\nCrownedOne/Attack3\t\t\t\tCRWNAT3\n$random CrownedOne/Attack { CrownedOne/Attack1 CrownedOne/Attack2 CrownedOne/Attack3 }\n\nFlamethrower/Fire\tFMTRFIRE\nFlamethrower/Hit\tFMTRHIT\nFlamethrower/Flame\tFMTRFLAM\n\nmap/gen2off\tPOWEROF2\n\nbattlelord/see OVLOSIT\nbattlelord/pain OVLOPAIN\nbattlelord/death OVLODEAT\nbattlelord/shot hgshot1\nbattlelord/shothit hgshot2\n$limit battlelord/shot 0\n$limit battlelord/shothit 0\n\nMissilePod/Fire\t\tMPODFIRE\nMissilePod/Hit\t\tMPODHIT\nMissilePod/Explode\tMPODXP\nMissilePad/Up\t\tMPODPUP\n\nBFG4700/Fire \t\t\t\tBFG8FIRE\nBFG4700/Hit \t\t\t\tBFG8HIT\nBFG47000/Beep0 \t\t\t\tBFG8BEP0\nBFG47000/Beep1 \t\t\t\tBFG8BEP1\nBFG47000/Beep2 \t\t\t\tBFG8BEP2\nBFG47000/Beep3 \t\t\t\tBFG8BEP3\nBFG4700FastShot/Boom\t\tBFG8HIT2\nBFG4700FastShot/Fire\t\tBFG8SHT2\n\n$rolloff BFG4700FastShot/Boom 900 2000\n$rolloff BFG4700FastShot/Fire 800 2400\n\nHomingRocketLauncher/Shot HMRLSHOT\n\nBPinky/Death BPDEATH\nBPinky/Pain BPPAIN\nBPinky/Bite BPBITE\nBPinky/Sight BPSEE\nBPinky/Idle BPGRUMBL\n$random Barks { BPBark BPBark2 }\nBPBark\tBPBark\nBPBark2 BPBark2\n\ndigger/fire DIGRFIRE\n$rolloff digger/fire\t700 1400\n\n$random digger/explode { XEXPL_1 XEXPL_2 XEXPL_3 XEXPL_4 XEXPL_5 XEXPL_6 XEXPL_7 XEXPL_8}\n$rolloff digger/explode\t800 2500\nXEXPL_1 XEXPL1\nXEXPL_2 XEXPL2\nXEXPL_3 XEXPL3\nXEXPL_4 XEXPL4\nXEXPL_5 XEXPL5\nXEXPL_6 XEXPL6\nXEXPL_7 XEXPL7\nXEXPL_8 XEXPL8\n\nWeapons/KarasawaHit\t KSAWHIT\nWeapons/KarasawaFire KSAWFIRE\nWeapons/KarasawaCharge KSAWCHRG\n\nHead/death scardeth\nHead/sight scarsigh\nscaract1 scaract1\nscaract2 scaract2\n$RANDOM Head/active { scaract1 scaract2 }\nscarpain1 scarpai1\nscarpain2 scarpai2\n$RANDOM Head/pain { scarpain1 scarpain2 }\n\nSpecilos/See SPCLSSIT\nSpecilos/Death SPCLSDTH\nSpecilos/Pain SPCLSPAI\nSpecilos/Idle SPCLSACT\nSpecilos/Attack SPCLSATK\nSpecilos/Spike SPCLSSPK\nSpecilos/Boom SPCLSBOMP\n\nBersekerOfHell/See DROTSIT\nBersekerOfHell/Idle DROTATK\nBersekerOfHell/Pain DROTPAIN\nBersekerOfHell/Death DROTDIE\n\nTimeRune/Activation TMRNACT\nTimeRune/TickTock TMRNTIK\n\nExpSSG/Fire\t\tESSGFIR\nExpSSG/Fire2\tESSGFIR2\n\nExplosiveRailgun/Fire\t \tFBFIRE\n$rolloff ExplosiveRailgun/Fire\t400 2200\nExplosiveRailgun/Charge \tFIRECHAR\n$rolloff ExplosiveRailgun/Charge\t400 2200\n\n$rolloff weapons/Hcharge10k 400 2200\nweapons/Hcharge10k\t\tHsbfg10k\n$rolloff weapons/Hbfg10kfire 600 2200\nweapons/Hbfg10kfire\t\tHsbfgfir\nweapons/Hbfg10kidle\t\tHs10kidl\nweapons/Hbfg10kcooldown\tHs10kcdn\nweapons/Hbfg10kexplode HS10KEXP\n$rolloff weapons/Hbfg10kexplode 1200 3000\n\nObserver/see\t\tdfsee\nObserver/pain\t\tdfpain\nObserver/death\t\tdfdie\nObserver/idle\t\tdfidle\nmonster/obvatk\t\tdsobvatk\nmonster/obvhit\t\tdsobvhit\n\nCyberSlayer/Sight\tHERASIG\nCyberSlayer/Active\tHERAACT\nCyberSlayer/Pain\tHERAPAI\nCyberSlayer/Death\tHERADHT\n\nCyberBrute/Pain\t\t\tDSNBPAIN\nCyberBrute/Active\t\tDSNBSACT\nCyberBrute/Walk\t\t\tDSNBWALK\nCyberBrute/See1\t\t\tDSNBSIT1\nCyberBrute/See2\t\t\tDSNBSIT2\nCyberBrute/See3\t\t\tDSNBSIT3\nCyberBrute/Death1\t\tDSNBDTH1\nCyberBrute/Death2\t\tDSNBDTH2\nCyberBrute/Death3\t\tDSNBDTH3\n$random CyberBrute/Death { CyberBrute/Death1 CyberBrute/Death2 CyberBrute/Death3 }\n$random CyberBrute/See { CyberBrute/See1 CyberBrute/See2 CyberBrute/See3 }\n\nISULPAI1\t\t\t\tISULPAI1\nISULPAI2\t\t\t\tISULPAI2\nISULPAI3\t\t\t\tISULPAI3\nSoulOfPurgatory/Death\t\tISULDIE\nSoulOfPurgatory/Active\t\tISULACT\nSoulOfPurgatory/Sight\t\tISULSIT\n$Random SoulOfPurgatory/Pain { ISULPAI1 ISULPAI2 ISULPAI3 }\n\nElementalOfPurgatory/Sight\t\tdshelsit\nElementalOfPurgatory/Active1\tdshelac1\nElementalOfPurgatory/Active2\tdshelac2\nElementalOfPurgatory/Pain\t\tdshelpai\nElementalOfPurgatory/Death\t\tdsheldth\n$random ElementalOfPurgatory/Active { ElementalOfPurgatory/Active1 ElementalOfPurgatory/Active2 }\n\nOverlordOfPurgatory/Sight\tSTEL1\nOverlordOfPurgatory/Active\tSTEL2\nOverlordOfPurgatory/Pain\tSTEL3\nOverlordOfPurgatory/Death\tDSOVLDTH\n\nweapons/nailfire NAILFIRE\n\nMaledict/Active MALEACT\nMaledict/Bounce MALEBNC\nMaledict/Boom MALEBOOM\nsound/wingflap WINGFLAP\nDoomWraithSpawn\tDSWRADIE\n\nWeapons/RepeaterFire\t\tREPGFIRE\nWeapons/RepeaterHit REPGHIT\nWeapons/RepeaterSpinup\t\tREPGSPIN\nWeapons/RepeaterSpindown\tREPGSTOP\nDemonTechRepeater/Pickup\t\tPLREPICK\nDemonTechRepeater/Draw\t\t\tPLREUP\n\nIfrit/Sight\t\tDSHIFSIG\nIfrit/Death\t\tDSHIFDTH\nIfrit/Active\tDSHIFACT\n$random Ifrit/Pain { DSHIFPA1 DSHIFPA2 }\nDSHIFPA1 DSHIFPA1\nDSHIFPA2 DSHIFPA2\n\nSummoner/Sight\t\t\t\tSUMNSEE\nSummoner/Active\t\t\t\tSUMNACT\nSummoner/Pain\t\t\t\tSUMNPAI\nSummoner/Death\t\t\t\tSUMNDTH\nSummoner/Start\t\t\t\tSUMNSTRT\nSummoner/Drain\t\t\t\tSUMNDRN\n\nHellFrostEmperor/See HFEPSEE\nHellFrostEmperor/Idle HFEPACT\nHellFrostEmperor/Attack1 HFEPATCK1\nHellFrostEmperor/Attack2 HFEPATCK2\nHellFrostEmperor/Attack3 HFEPATCK3\nDeathSound \"Legcyber/death\"\nPainSound \"InfernalEmperor/Pain\"\nFrozenOrb/Explode FRZOEXP\n$random FrozemStomp { FrozemStomp1 FrozemStomp2 }\nFrozemStomp1 FRZOSTP1\nFrozemStomp2 FRZOSTP2\n\nAssaultWarlord/Sight\tASWASIT\nAssaultWarlord/Active\tASWAACT\nAssaultWarlord/Pain\t\tASWAPAI\nAssaultWarlord/Death\tASWADTH\n\nHellFireCyHunter/Sight\tCYHUSIT\nHellFireCyHunter/Active\tCYHUACT\nHellFireCyHunter/Pain\tCYHUPAI\nHellFireCyHunter/Death\tCYHUDTH\n\nNaziBaronVonSchmitt/See NBVSSEE\nNaziBaronVonSchmitt/Death NBVSDTH\n\nNaziGeneralAkhanov/See NGENSEE\n\nConquerorLich/Sight\t\tCQLICSEE\nConquerorLich/Active\tCQLICACT\nConquerorLich/Pain\t\tCQLICPAI\nConquerorLich/Death\t\tCQLICDTH\n\nPulverizer/Up\t\tPLVZUP\nPulverizer/Fire\t\tPLVZFIRE\nPulverizer/In\tPLVZIN\nPulverizer/Out\tPLVZOUT\nPulverizer/Rod\t\tPLVZROD\nPulverizer/Loop\t\tPLVZLOOP\nPulverizer/End\t\tPLVZEND\n\nHeavyChaingun/Sart\t\t\tRPSGSTRT\nHeavyChaingun/Loop\t\t\tRPSGLOOP\nHeavyChaingun/Down\t\t\tRPSGDOWN\ncsgun/windup\t\t\t\tSGCDSTRT\n\nCardihilation/See\tCHDLSIGT\n$random Cardihilation/Active { Cardihilation/Active1 Cardihilation/Active2 Cardihilation/Active3 Cardihilation/Active4 }\nCardihilation/Active1\tCHDLACT1\nCardihilation/Active2\tCHDLACT2\nCardihilation/Active3\tCHDLACT3\nCardihilation/Active4\tCHDLACT4\n$random Cardihilation/Pain { Cardihilation/Pain1 Cardihilation/Pain2 }\nCardihilation/Pain1\t\tCHDLPAI1\nCardihilation/Pain2\t\tCHDLPAI2\nCardihilation/Laught\tCHLDLAUG\nCardihilation/Death\t\tCHDLDETH\n\nMonolithOfSin/Slot AMBOSLOT\nMonolithOfSin/Death2 AMBOSJE\nMonolithOfSin/Sight AMBOSSIT\nMonolithOfSin/Pain AMBOSPN\nMonolithOfSin/Attack AMBOSCUB\nMonolithOfSin/Death AMBOSDTH\nMonolithOfSin/Fire AMBOSPIT\n\n$Limit MonolithOfSin/Fire 0\n$rolloff MonolithOfSin/Fire 300 2400\n$Limit MonolithOfSin/Slot 0\n$rolloff MonolithOfSin/Slot 350 2400\n$Limit MonolithOfSin/Death2 0\n$rolloff MonolithOfSin/Death2 350 2400\n$Limit MonolithOfSin/Sight 0\n$rolloff MonolithOfSin/Sight 250 2400\n$Limit MonolithOfSin/Pain 0\n$rolloff MonolithOfSin/Pain 200 2400\n$Limit MonolithOfSin/Attack 0\n$rolloff MonolithOfSin/Attack 250 2400\n$Limit MonolithOfSin/Death 0\n$rolloff MonolithOfSin/Death 200 2400\n\nDarkHellRazer/Sight\t\tDRHRSIT\nDarkHellRazer/Active\tDRHRACT\nDarkHellRazer/Attack\tDRHRATK\nDarkHellRazer/Pain\t\tDRHRPAI\nDarkHellRazer/Death\t\tDRHRDHT\n\nTripleMinigun/FireLoop 8HAINFIR\nTripleMinigun/FireDecay 8HAINDEC\nTripleMinigun/Pickup 8HAINLOD\nTripleMinigun/Raise 8HAINUP\nTripleMinigun/Lower 8HAINDWN\nTripleMinigun/Motor 8HAINMOT\nWeapons/Chaingun/Ammo 8HAINAMO\n\nTerminator/Fire TRMFIRE\nTerminator/Hit TRMDTH\n\nArchbaronOfHell/See\t\tARCBRSEE\nArchbaronOfHell/Death\tARCBRDIE\n\nInfernalKnight/Sight\tSTYXSIT\nInfernalKnight/Active\tSTYXACT\nInfernalKnight/Pain\t\tSTYXPAI\nInfernalKnight/Death\tSTYXDTH\n\nHellFireCardinal/Sight \t\tHFCDSIT\nHellFireCardinal/Death\t\tHFCDTH\nHellFireCardinal/Laugh \t\tHFLAUG1\nHellFireCardinal/Charge \tHFCWEP1\nFireBlast/Exp HFEXP1\n\n$rolloff HellFireCardinal/Death\t\t1000 3500\n$rolloff HellFireCardinal/Laugh\t\t1000 3500\n$rolloff HellFireCardinal/Charge\t1000 3500\n$rolloff FireBlast/Exp\t \t\t\t1000 3500\n\nimplord/maceswing maceswng"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "//================\n// Fullscreen HUD\n//================\n\nHeight 32;\nMonoSpaceFonts True, \"0\";\n\nMugShot \"GodAnimated\", Health2\n{\n {GOD00, GOD01, GOD02} 17;\n}\n\nMugShot \"XDeath\"\n{\n XDTH0 3;\n XDTH1 1;\n XDTH2 2;\n XDTH3 2;\n XDTH4 -1;\n}\n\nStatusBar FullScreen, FullScreenOffsets\n{\n DrawMugshot 5, AnimatedGodMode, XDeathFace, 88, -38;\n\n InInventory PowerStrength\n {\n DrawImage \"ZERKA0\", 22, -4, CenterBottom;\n }\n InInventory Not PowerStrength\n {\n DrawImage \"MEDIA0\", 22, -4, CenterBottom;\n }\n\n\t//Display Lives\n\tInInventory Not IsKamikaze\n\t{\n\t\tDrawString CONFONT, Cyan, \"Lives :\\ci \", 250, 675, 0;\n\t\tDrawNumber 2, CONFONT, White, Ammo Lives, 243, 675, 0, White, 10, Green, 20;\n\t}\n\tInInventory IsKamikaze\n\t{\n\t\tDrawString CONFONT, Cyan, \"Lives :\\ci Kamikaze\", 250, 675, 0;\n\t}\n\n\tInInventory CanHold\n\t{//Display Charging Atttack\n\t\tInInventory Not CanHalfHold\n\t\t{\n\t\t\tDrawString CONFONT, White, \"Charge Level : \", 250, 650, 0;\n\t\t\tDrawNumber 2, CONFONT, White, Ammo AttackCharge, 243, 650, 0, White, 10, Green, 20;\n\t\t\tInInventory AttackCharge, 10{DrawNumber 2, CONFONT, White, Ammo AttackCharge, 243, 650, 0, Red, 10, Green, 20;}\n\t\t}\n\t\tInInventory CanHalfHold\n\t\t{\n\t\t\tDrawString CONFONT, White, \"Charge Level : \", 250, 650, 0;\n\t\t\tDrawNumber 2, CONFONT, White, Ammo AttackCharge, 243, 650, 0, White, 10, Green, 20;\n\t\t\tInInventory AttackCharge, 5{DrawNumber 2, CONFONT, White, Ammo AttackCharge, 243, 650, 0, Cyan, 10, Green, 20;}\n\t\t\tInInventory AttackCharge, 10{DrawNumber 2, CONFONT, White, Ammo AttackCharge, 243, 650, 0, Red, 10, Green, 20;}\n\t\t}\n\t}\n\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, DrawShadow, 84, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, DrawShadow, 84, -22, 0, Red, 25, Green, 51;\n\n DrawImage ArmorIcon, 22, -27, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 84, -41, 0, Red, 25, Blue, 101;\n\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGreen, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Green, 100, Green, 201;\n\n DrawImage AmmoIcon2, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGreen, Ammo2, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo2, WhenNotZero, DrawShadow, -27, -41, 0, Green, 10, Green, 21;\n\n DrawImage \"HDCPA0\", -14, -108;\n\tDrawNumber 3, INDEXFONT, White, Ammo BulletMag, -16, -108;\n\tDrawImage \"HDSLA0\", -16, -101;\n\tDrawNumber 3, INDEXFONT, White, Ammo NewShell, -16, -101;\n\tDrawImage \"HDRKA0\", -15, -94;\n\tDrawNumber 3, INDEXFONT, White, Ammo Missile, -16, -94;\n\tDrawImage \"HDCLA0\", -14, -87;\n\tDrawNumber 3, INDEXFONT, White, Ammo NewCell, -16, -87;\n\tDrawImage \"HDTKA0\", -14, -80;\n\tDrawNumber 3, INDEXFONT, White, Ammo DemonAmmo, -16, -80;\n\n DrawImage \"HDLCA0\", -14, -73;\n DrawNumber 3, INDEXFONT, White, Ammo LegendaryBulletMag, -16, -73;\n DrawImage \"LHELB0\", -14, -66;\n DrawNumber 3, INDEXFONT, White, Ammo LegendaryShell, -16, -66;\n DrawImage \"HDTKB0\", -14, -59;\n DrawNumber 3, INDEXFONT, White, Ammo LDemonAmmo, -16, -59;\n\n DrawImage \"IGRNA0\", -32, -54;\n DrawNumber 3, INDEXFONT, White, HandGrenadeAmmo, -37, -59;\n DrawImage \"HMINA0\", -49, -54;\n DrawNumber 3, INDEXFONT, White, MineAmmo, -59, -59;\n\n DrawSwitchableImage WeaponSlot 2, \"HUDNUM2\", \"HU2NUM2\", -69, -50;\n DrawSwitchableImage WeaponSlot 3, \"HUDNUM3\", \"HU2NUM3\", -61, -50;\n DrawSwitchableImage WeaponSlot 4, \"HUDNUM4\", \"HU2NUM4\", -53, -50;\n DrawSwitchableImage WeaponSlot 5, \"HUDNUM5\", \"HU2NUM5\", -45, -50;\n DrawSwitchableImage WeaponSlot 6, \"HUDNUM6\", \"HU2NUM6\", -37, -50;\n DrawSwitchableImage WeaponSlot 7, \"HUDNUM7\", \"HU2NUM7\", -29, -50;\n DrawSwitchableImage WeaponSlot 8, \"HUDNUM8\", \"HU2NUM8\", -21, -50;\n\n DrawSwitchableImage BlueCard && BlueSkull, \"\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", -14, 4;\n DrawSwitchableImage YellowCard && YellowSkull, \"\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", -14, 13;\n DrawSwitchableImage RedCard && RedSkull, \"\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", -14, 22;\n\n DrawSelectedInventory INDEXFONT, -102, -32, -70, -12, White;\n\n\tInInventory LegendaryRuneItem, 1 {DrawImage \"LGRNA0\", 22, -57, CenterBottom;}\n\tInInventory LuckRune, 1 {DrawImage \"RUNEA0\", 22, -57, CenterBottom;}\n\tInInventory HasRegenerationRune, 1 {DrawImage \"RUNEB0\", 22, -57, CenterBottom;}\n\tInInventory HasStrenghtRune, 1 {DrawImage \"RUNEC0\", 22, -57, CenterBottom;}\n\tInInventory HasResistanceRune, 1 {DrawImage \"RUNED0\", 22, -57, CenterBottom;}\n\tInInventory HasRageRune, 1 {DrawImage \"RUNEE0\", 22, -57, CenterBottom;}\n\tInInventory HasHasteRune, 1 {DrawImage \"RUNEF0\", 22, -57, CenterBottom;}\n\tInInventory HasDrainRune, 1 {DrawImage \"RUNEG0\", 22, -57, CenterBottom;}\n\tInInventory HasSpreadRune, 1 {DrawImage \"RUNEH0\", 22, -57, CenterBottom;}\n\tInInventory HasTerrorRune, 1 {DrawImage \"RUNEJ0\", 22, -57, CenterBottom;}\n\tInInventory HasRevengeRune, 1 {DrawImage \"RUNEK0\", 22, -57, CenterBottom;}\n\tInInventory HasSummonerRune, 1 {DrawImage \"RUNEL0\", 22, -57, CenterBottom;}\n\tInInventory HasHighJumpRune, 1 {DrawImage \"RUNEM0\", 22, -57, CenterBottom;}\n\tInInventory HasPowerupRune, 1 {DrawImage \"RUNEN0\", 22, -57, CenterBottom;}\n\tInInventory HasProsperityRune, 1 {DrawImage \"RUNEO0\", 22, -57, CenterBottom;}\n\tInInventory HasTimeRune, 1 {DrawImage \"RUNEP0\", 22, -57, CenterBottom;}\n\n\tInInventory IsKamikaze, 1 {DrawImage \"KAMIA0\", 54, -57, CenterBottom;}\n\n\tInInventory RespawnSupply, 1 {DrawImage \"ITM3Q0\", 144, -7, CenterBottom;}\n //InInventory RespawnSupply, 2 {DrawImage \"ITM3Q0\", 184, -7, CenterBottom;}\n\t//InInventory RespawnSupply, 3 {DrawImage \"ITM3Q0\", 224, -7, CenterBottom;}\n InInventory RespawnSupply, 1{DrawNumber 2, CONFONT, White, Ammo RespawnSupply, 147, -9, 0, Blue, 10, Blue, 20;}\n\n\tIsSelected \"Cydestroyer-Weapons\"{drawimage \"BR2SA1\", 70, -70, centerbottom;}\n\tIsSelected \"BombElemental-Weapons\"{drawimage \"INFPA1\", 70, -70, centerbottom;}\n\tIsSelected \"Belphegor-Weapons\"{drawimage \"NBRNA1\", 70, -70, centerbottom;}\n\tIsSelected \"BabyDarkDemolisher-Weapons\"{drawimage \"DMSPA1D1\", 70, -70, centerbottom;}\n\tIsSelected \"Diabolist-Weapons\"{drawimage \"DIABA1D1\", 70, -70, centerbottom;}\n\tIsSelected \"Specilos-Weapons\"{drawimage \"SPC2A1D1\", 70, -70, centerbottom;}\n\tIsSelected \"Cardihilator-Weapons\"{drawimage \"CARHA1\", 70, -70, centerbottom;}\n\tIsSelected \"InfernoDemon-Weapons\"{drawimage \"INFDA1\", 70, -70, centerbottom;}\n\tIsSelected \"CerebralCommander-Weapons\"{drawimage \"COMMA1\", 70, -70, centerbottom;}\n\tIsSelected \"HellishAvatar-Weapons\"{drawimage \"AVATA1C1\", 70, -70, centerbottom;}\n\tIsSelected \"LegendaryRevenant-Weapons \"{drawimage \"LREVA1D1\", 70, -70, centerbottom;}\n\tIsSelected \"LegendaryBehemoth-Weapons\"{drawimage \"LEG2A1D1\", 70, -70, centerbottom;}\n\tIsSelected \"LegendaryCyberNoble-Weapons\"{drawimage \"LCBSA1\", 70, -70, centerbottom;}\n\tIsSelected \"LegendaryRedeemer-Weapons\"{drawimage \"LREDA1\", 70, -70, centerbottom;}\n\tIsSelected \"LegendaryTormentor-Weapons\"{drawimage \"LPAIA1\", 70, -70, centerbottom;}\n}\n\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, White;\n}\n\n//=============\n// StatBar HUD\n//=============\n\nStatusBar Normal\n{\n DrawImage \"CSTBAR\", 0, 168;\n\n GameMode Cooperative, Deathmatch, Teamgame\n {\n DrawImage Translatable \"STFBANY\", 143, 169;\n }\n\n DrawImage \"STTPRCNT\", 90, 171;\n DrawImage \"STTPRCNT\", 221, 171;\n\n DrawMugshot 5, AnimatedGodMode, XDeathFace, 143, 168;\n\n InInventory Not PowerStrength\n {\n DrawImage \"STHELT\", 55, 191;\n }\n\n InInventory PowerStrength\n {\n DrawImage \"STHELT\", 50, 191;\n DrawImage \"HBERZK\", 92, 188;\n }\n\n \t//Display Lives\n\tInInventory Not IsKamikaze\n\t{\n\t\tDrawString CONFONT, Cyan, \"L :\\ci \", 73, 125, 0;\n\t\tDrawNumber 2, CONFONT, White, Ammo Lives, 66, 125, 0, White, 10, Green, 20;\n\t}\n\tInInventory IsKamikaze\n\t{\n\t\tDrawString CONFONT, Cyan, \"L :\\ci Kam\", 73, 125, 0;\n\t}\n\n \tInInventory CanHold\n\t{//Display Charging Atttack\n\t\tInInventory Not CanHalfHold\n\t\t{\n\t\t\tDrawString CONFONT, White, \"Charge : \", 73, 115, 0;\n\t\t\tDrawNumber 2, CONFONT, White, Ammo AttackCharge, 66, 115, 0, White, 10, Green, 20;\n\t\t\tInInventory AttackCharge, 10{DrawNumber 2, CONFONT, White, Ammo AttackCharge, 66, 115, 0, Red, 10, Green, 20;}\n\t\t}\n\t\tInInventory CanHalfHold\n\t\t{\n\t\t\tDrawString CONFONT, White, \"Charge : \", 73, 115, 0;\n\t\t\tDrawNumber 2, CONFONT, White, Ammo AttackCharge, 66, 115, 0, White, 10, Green, 20;\n\t\t\tInInventory AttackCharge, 5{DrawNumber 2, CONFONT, White, Ammo AttackCharge, 66, 115, 0, Cyan, 10, Green, 20;}\n\t\t\tInInventory AttackCharge, 10{DrawNumber 2, CONFONT, White, Ammo AttackCharge, 66, 115, 0, Red, 10, Green, 20;}\n\t\t}\n\t}\n\n DrawImage \"STARMR\", 195, 191;\n\n DrawSwitchableImage ArmorType StartingArmor, \"\", \"HARMSV\", 182, 188;\n DrawSwitchableImage ArmorType ModdedGreenArmor, \"\", \"HARMGR\", 182, 188;\n DrawSwitchableImage ArmorType ModdedBlueArmor, \"\", \"HARMBL\", 182, 188;\n DrawSwitchableImage ArmorType RedArmor, \"\", \"HARMRE\", 182, 188;\n\n DrawNumber 3, INDEXFONT, Gold, Ammo BulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, Gold, Ammo NewShell, 319, 176;\n DrawNumber 3, INDEXFONT, Gold, Ammo Missile, 319, 182;\n DrawNumber 3, INDEXFONT, Gold, Ammo NewCell, 319, 188;\n DrawNumber 3, INDEXFONT, Gold, Ammo DemonAmmo, 319, 194;\n\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, 90, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 90, 171, 0, Red, 25, Green, 51;\n\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, 221, 171, 0, Red, 25, Blue, 101;\n\n\t//DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0, Green;\n //DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Green, 2, Green, 5;\n\n\tDrawNumber 3, HUDFONT_DOOM, DarkGreen, Ammo1, DrawShadow, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, 44, 171, 0, Green, 100, Green, 201;\n\n DrawNumber 3, INDEXFONT, Gold, HandGrenadeAmmo, 282, 194;\n DrawNumber 3, INDEXFONT, Gold, MineAmmo, 266, 194;\n\n DrawSwitchableImage WeaponSlot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n DrawSwitchableImage WeaponSlot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n DrawSwitchableImage WeaponSlot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n DrawSwitchableImage WeaponSlot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n DrawSwitchableImage WeaponSlot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n DrawSwitchableImage WeaponSlot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\n DrawSwitchableImage BlueCard && BlueSkull, \"\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 236, 169;\n DrawSwitchableImage YellowCard && YellowSkull, \"\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 236, 179;\n DrawSwitchableImage RedCard && RedSkull, \"\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 236, 189;\n\n DrawSelectedInventory INDEXFONT, 250, 165, 278, 172, Gold;\n}\n\nStatusBar Inventory, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, White;\n}"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server int cdm_startlives = 1;\nserver int cdm_manyplayers = 8;\nserver int cdm_playerboost = 2;\nserver bool cdm_cheats = TRUE;\nserver bool cdm_hard = FALSE;\nserver bool cdm_bonuscrate = TRUE;\nserver bool cdm_bonuscrate_drop = TRUE;\nserver bool cdm_invasiongate = TRUE;\nserver bool cdm_invasiongateforced = FALSE;\nserver float cdm_bonuscrate_chance = 1;\n\nuser bool cdm_protip = TRUE;\nuser bool cdm_ally_tele = TRUE;\nuser bool cdm_auto_bonus_crate = FALSE;\nuser bool cdm_auto_epic_crate = FALSE;\n\nuser int cdi_rune_0 = 0;\nuser int zcdm_powerups_1 = 0;\nuser int zcdm_powerups_2 = 0;\nuser int zcdm_powerups_3 = 0;\nuser int zcdm_powerups_4 = 0;\nuser int zcdm_powerups_5 = 0;\nuser int zcdm_powerups_6 = 0;\nuser int zcdm_powerups_7 = 0;\nuser int zcdm_powerups_8 = 0;\nuser int zcdm_powerups_9 = 0;\nuser int zcdm_powerups_10 = 0;\nuser int zcdm_powerups_11 = 0;\nuser int zcdm_powerups_12 = 0;\nuser int zcdm_powerups_13 = 0;\nuser int zcdm_powerups_14 = 0;\nuser int zcdm_powerups_15 = 0;\nuser int zcdm_powerups_16 = 0;\nuser int zcdm_powerups_17 = 0;\nuser int zcdm_powerups_18 = 0;\nuser int zcdm_powerups_19 = 0;\nuser int zcdm_powerups_20 = 0;\nuser int zcdm_powerups_21 = 0;\nuser int zcdm_powerups_22 = 0;\nuser int zcdm_powerups_23 = 0;\nuser int zcdm_powerups_24 = 0;\nuser int zcdm_powerups_25 = 0;\nuser int zcdm_powerups_26 = 0;\nuser int zcdm_powerups_27 = 0;\nuser int zcdm_powerups_28 = 0;\nuser int zcdm_runes_1 = 0;\nuser int zcdm_runes_2 = 0;\nuser int zcdm_runes_3 = 0;\nuser int zcdm_runes_4 = 0;\nuser int zcdm_runes_5 = 0;\nuser int zcdm_runes_6 = 0;\nuser int zcdm_runes_7 = 0;\nuser int zcdm_runes_8 = 0;\nuser int zcdm_runes_9 = 0;\nuser int zcdm_runes_10 = 0;\nuser int zcdm_runes_11 = 0;\nuser int zcdm_runes_12 = 0;\nuser int zcdm_runes_13 = 0;\nuser int zcdm_runes_14 = 0;"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "//===================\n// Custom Levels\n//===================\n\nDefaultMap\n{\n\tKeepFullInventory\n\t//ActivateOwnDeathSpecials\n\tAllowRespawn\n\tNoInFighting\n\tAirSupply = 99999\n}\n\nEpisode TEST01\n{\n\tName = \"Testing Map\"\n\tNoSkillMenu\n}\n\nEpisode CDM01\n{\n\tName = \"Complex Doom Maps\"\n}\n\nMap TEST01 lookup \"Test Map\"\n{\n\tLevelNum = 100\n\tSky1 = \"STSKY8\"\n\tActivateOwnDeathSpecials\n}\n\nMap CDM01 lookup \"Medieval Nation\"\n{\n\tLevelNum = 101\n\tSky1 = \"STSKY1\"\n\tMusic = \"D_CDM01\"\n\tNext = \"CDM02\"\n}\n\nMap CDM02 lookup \"Forbidden Area\"\n{\n\tLevelNum = 102\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM02\"\n\tNext = \"CDM03\"\n}\n\nMap CDM03 lookup \"Playground\"\n{\n\tLevelNum = 103\n\tSky1 = \"STSKY1\"\n\tMusic = \"D_CDM03\"\n\tNext = \"CDM04\"\n}\n\nMap CDM04 lookup \"Nazi & Demons Part-1\"\n{\n\tLevelNum = 104\n\tSky1 = \"STSKY7\"\n\tMusic = \"D_CDM04\"\n\tNext = \"CDM05\"\n}\n\nMap CDM05 lookup \"Infested Facility\"\n{\n\tLevelNum = 105\n\tSky1 = \"STSKY5\"\n\tMusic = \"D_CDM05\"\n\tNext = \"CDM06\"\n}\n\nMap CDM06 lookup \"Dark City\"\n{\n\tLevelNum = 106\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM06\"\n\tNext = \"CDM07\"\n}\n\nMap CDM07 \"Canyon Adventures\"\n{\n\tLevelNum = 107\n\tSky1 = \"SKY02\"\n\tMusic = \"D_CDM07\"\n\tNext = \"CDM08\"\n}\n\nMap CDM08 \"Underground Laboratory\"\n{\n\tLevelNum = 108\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM08a\"\n\tNext = \"CDM09\"\n}\n\nMap CDM09 \"Country Gardens\"\n{\n\tLevelNum = 109\n\tSky1 = \"SKY02\"\n\tMusic = \"D_CDM09\"\n\tNext = \"CDM10\"\n}\n\nMap CDM10 \"Castle Of Corruption\"\n{\n\tLevelNum = 110\n\tSky1 = \"STSKY9\"\n\tMusic = \"D_CDM10\"\n\tNext = \"CDM11\"\n}\n\nMap CDM11 \"Dark Side of the Moon\"\n{\n\tLevelNum = 111\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM11\"\n\tNext = \"CDM12\"\n}\n\nMap CDM12 lookup \"Hell\"\n{\n\tLevelNum = 112\n\tSky1 = \"STSKY7\"\n\tMusic = \"D_CDM12\"\n\tNext = \"CDM13\"\n}\n\nMap CDM13 lookup \"Toxic Entrepot\"\n{\n\tLevelNum = 113\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM13\"\n\tNext = \"CDM14\"\n}\n\nMap CDM14 lookup \"Between The 4 Gates\"\n{\n\tLevelNum = 114\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM14\"\n\tNext = \"CDM15\"\n}\n\nMap CDM15 lookup \"Nazi & Demons Part-2\"\n{\n\tLevelNum = 115\n\tSky1 = \"STSKY7\"\n\tMusic = \"D_CDM15\"\n\tNext = \"CDM16\"\n}\n\nMap CDM16 lookup \"Ancient Purgatory\"\n{\n\tLevelNum = 116\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM16\"\n\tNext = \"CDM17\"\n}\n\nMap CDM17 lookup \"Hitler's Secret Bunker\"\n{\n\tLevelNum = 117\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM17\"\n\tNext = \"CDM18\"\n}\n\nMap CDM18 lookup \"Onata Highway\"\n{\n\tLevelNum = 118\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM18a\"\n\tNext = \"CDM19\"\n}\n\nMap CDM19 lookup \"Temple of the Millenium\"\n{\n\tLevelNum = 119\n\tSky1 = \"SKY02\"\n\tMusic = \"D_CDM19\"\n\tNext = \"CDM20\"\n}\n\nMap CDM20 lookup \"Prison Outbreak\"\n{\n\tLevelNum = 120\n\tSky1 = \"SKY02\"\n\tMusic = \"D_CDM20\"\n\tNext = \"CDM21\"\n}\n\nMap CDM21 lookup \"Sunset Valley\"\n{\n\tLevelNum = 121\n\tSky1 = \"STSKY9\"\n\tMusic = \"D_CDM21\"\n\tNext = \"CDM22\"\n}\n\nMap CDM22 lookup \"Warp Room\"\n{\n\tLevelNum = 122\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM22\"\n\tNext = \"CDM23\"\n}\n\nMap CDM23 lookup \"Dungeons of Purgatory\"\n{\n\tLevelNum = 123\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM23\"\n\tNext = \"CDM24\"\n}\n\nMap CDM24 lookup \"Celestial Station\"\n{\n\tLevelNum = 124\n\tSky1 = \"STSKY14\"\n\tMusic = \"D_CDM24\"\n\tNext = \"CDMBOSS\"\n}\n\nMap CDMBOSS lookup \"The Tower of Sin\"\n{\n\tLevelNum = 199\n\tSky1 = \"STSKY1\"\n\tMusic = \"D_CDBOSS\"\n\tNext = \"CDM01\"\n}"
},
{
"source": "pk3",
"name": "CMPGNINF.txt",
"contents": "{\n mapname = cdm01\n gamemode = invasion\n wavelimit = 7\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm02\n gamemode = invasion\n wavelimit = 9\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm03\n gamemode = invasion\n wavelimit = 8\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm04\n gamemode = invasion\n wavelimit = 12\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm05\n gamemode = invasion\n wavelimit = 12\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm06\n gamemode = invasion\n wavelimit = 10\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm07\n gamemode = invasion\n wavelimit = 9\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm08\n gamemode = invasion\n wavelimit = 11\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm09\n gamemode = invasion\n wavelimit = 7\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm10\n gamemode = invasion\n wavelimit = 9\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm11\n gamemode = invasion\n wavelimit = 13\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm12\n gamemode = invasion\n wavelimit = 17\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm13\n gamemode = invasion\n wavelimit = 13\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm14\n gamemode = invasion\n wavelimit = 8\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm15\n gamemode = invasion\n wavelimit = 15\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm16\n gamemode = invasion\n wavelimit = 13\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm17\n gamemode = invasion\n wavelimit = 10\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm18\n gamemode = invasion\n wavelimit = 13\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm19\n gamemode = invasion\n wavelimit = 18\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm20\n gamemode = invasion\n wavelimit = 15\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm21\n gamemode = invasion\n wavelimit = 12\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm22\n gamemode = invasion\n wavelimit = 15\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm23\n gamemode = invasion\n wavelimit = 13\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdm24\n gamemode = cooperative\n wavelimit = 16\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}\n\n{\n mapname = cdmboss\n gamemode = invasion\n wavelimit = 4\n dmflags = 8519940\n dmflags2 = 2098432\n compatflags = 67108864\n}"
},
{
"source": "pk3",
"name": "SKININFO.txt",
"contents": "{\nName = HRL-Marine\nClass = \"Doom Guy\"\nSprite = PHRL\nCrouchSprite = PHRC\nHidden = True\n}\n\n{\nName = Repeater-Marine\nClass = \"Doom Guy\"\nSprite = PSTN\nCrouchSprite = PSNC\nHidden = True\n}\n\n{\nName = Sniper-Marine\nClass = \"Doom Guy\"\nSprite = PSNP\nCrouchSprite = PSPC\nHidden = True\n}\n\n{\nName = DBFG-Marine\nClass = \"Doom Guy\"\nSprite = PBDB\nCrouchSprite = PDBC\nHidden = True\n}\n\n{\nName = EFG9K-Marine\nClass = \"Doom Guy\"\nSprite = PRDM\nCrouchSprite = PRDM\nHidden = True\n}\n\n{\nName = LegLMG-Marine\nClass = \"Doom Guy\"\nSprite = PLLM\nCrouchSprite = PLLC\nHidden = True\n}\n\n{\nName = Util-Marine\nClass = \"Doom Guy\"\nSprite = PBAK\nCrouchSprite = PBPC\nHidden = True\n}\n\n{\nName = Sword-Marine\nClass = \"Doom Guy\"\nSprite = PZSAA1\nCrouchSprite = PZSAA1\nHidden = True\n}\n\n{\nName = \"LegendaryRailgun-Marine\"\nClass = \"Doom Guy\"\nSprite = PLRG\nCrouchSprite = PLRC\nHidden = True\n}\n\n{\nName = DTBallista-Marine\nClass = \"Doom Guy\"\nSprite=PDTB\nCrouchSprite=PDBX\nHidden = True\n}\n\n{\nName = DTRepeater-Marine\nClass = \"Doom Guy\"\nSprite = PREP\nCrouchSprite = PRPC\nHidden = True\n}\n\n{\nName = DTechRailgun-Marine\nClass = \"Doom Guy\"\nSprite = PDTR\nCrouchSprite = PDTX\nHidden = True\n}\n\n{\nName = LegendaryChainsaw-Marine\nClass = \"Doom Guy\"\nSprite=PLCS\nCrouchSprite=PCCS\nHidden = True\n}\n\n{\nName = LegendarySSG-Marine\nClass = \"Doom Guy\"\nSprite=P2SG\nCrouchSprite=PCSG\nHidden = True\n}\n\n{\nName = Chaingun-Marine\nClass = \"Doom Guy\"\nSprite=PLA4\nCrouchSprite=PL4C\nHidden = True\n}\n\n//Extra Skins\n{\nName = \"Muhammad\"\nClass = \"Doom Guy\"\nDSTAUNT = ALL\nDSDEATH = All/DEATH\nFACE = STF\nHidden = True\n}"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "PointLight SmallWhiteLight{Color 1.0 1.0 1.0 Size 28}\nPointLight MediumWhiteLight{Color 1.0 1.0 1.0 Size 60}\nPointLight BigWhiteLight{Color 1.0 1.0 1.0 Size 150}\n\nPointLight SmallBlueLight{Color 0.0 0.0 1.0 Size 28}\nPointLight MediumBlueLight{Color 0.0 0.0 1.0 Size 60}\nPointLight BigBlueLight{Color 0.0 0.0 1.0 Size 150}\n\nPointLight SmallCyanLight{Color 0.0 0.5 1.0 Size 28}\nPointLight MediumCyanLight{Color 0.0 0.5 1.0 Size 60}\nPointLight BigCyanLight{Color 0.0 0.5 1.0 Size 150}\n\nPointLight SmallOrangeLight{Color 1.0 0.25 0.0 Size 28}\nPointLight MediumOrangeLight{Color 1.0 0.25 0.0 Size 60}\nPointLight BigOrangeLight{Color 1.0 0.25 0.0 Size 150}\n\nPointLight SmallGreenLight{Color 0.0 1.0 0.0 Size 28}\nPointLight MediumGreenLight{Color 0.0 1.0 0.0 Size 60}\nPointLight BigGreenLight{Color 0.0 1.0 0.0 Size 150}\n\nPointLight SmallYellowLight{Color 1.0 1.0 0.0 Size 28}\nPointLight MediumYellowLight{Color 1.0 1.0 0.0 Size 60}\nPointLight BigYellowLight{Color 1.0 1.0 0.0 Size 150}\n\nPointLight SmallRedLight{Color 1.0 0.0 0.0 Size 28}\nPointLight MediumRedLight{Color 1.0 0.0 0.0 Size 60}\nPointLight BigRedLight{Color 1.0 0.0 0.0 Size 150}\n\nPointLight SmallPurpleLight{Color 1.0 0.0 1.0 Size 28}\nPointLight MediumPurpleLight{Color 1.0 0.0 1.0 Size 60}\nPointLight BigPurpleLight{Color 1.0 0.0 1.0 Size 150}\n\nFlickerLight PaladinBall1\n{\nColor 0.8 0. 0\nSize 8\nSecondarySize 12\nChance 0.2\n}\n\nObject PaladinBall{Frame HPLB { Light PaladinBall1 }}\n\nFlickerLight Missile1a\n{\nColor 1 0.7 0\nSize 36\nSecondarySize 44\nChance 0.2\n}\n\nObject TeleportedBomb{Frame TBOM { Light Missile1a }}\n\nObject PlayerHomRocket{Frame HMIS { Light Missile1a }}\nObject PlayerHomRocket1{Frame HMIS { Light Missile1a }}\nObject PlayerHomRocket2{Frame HMIS { Light Missile1a }}\nObject PlayerHomRocket3{Frame HMIS { Light Missile1a }}\nObject PlayerHomRocket4{Frame HMIS { Light Missile1a }}\nObject MHomRocket{Frame HMIS { Light Missile1a }}\nObject DiggerGrenade{Frame 5DKP { Light Missile1a }}\nObject DiggerGrenadeContinue{Frame 5DKP { Light Missile1a }}\nObject BersekerDiggerGrenade{Frame 5DKP { Light Missile1a }}\nObject BersekerDiggerGrenadeContinue{Frame 5DKP { Light Missile1a }}\nObject M79GrenadeLauncher{Frame M79G { Light Missile1a }}\n\nFlickerLight BFG9500Ball1a\n{\nColor 0 0.8 0\nSize 46\nSecondarySize 62\nChance 0.2\n}\n\nObject DTBFG10KBall{Frame CGS1 { Light BFG9500Ball1a }}\n\nFlickerLight TerminatorRedStar1\n{\nColor 0.8 0. 0\nSize 46\nSecondarySize 62\nChance 0.2\n}\n\nObject TerminatorRedStar{Frame STAR { Light TerminatorRedStar1 }}\nObject TerminatorRedStar{Frame STAR { Light TerminatorRedStar1 }}\nObject TerminatorPulse{Frame STAR { Light TerminatorRedStar1 }}\n\nFlickerLight TerminatorPlasmaPuff1\n{\nColor 0.8 0. 0\nSize 12\nSecondarySize 18\nChance 0.2\n}\n\nObject TerminatorPlasmaPuff{Frame RFOG { Light TerminatorPlasmaPuff1 }}\nObject VulcanPlasmaPuff{Frame RFOG { Light TerminatorPlasmaPuff1 }}\nObject ShockTrooperPlasmaPuff{Frame RFOG { Light TerminatorPlasmaPuff1 }}\n\nFlickerLight DarkNobleFastBall1\n{\nColor 1.0 1.0 1.0\nOffSet 0 26 0\nSize 42\nSecondarySize 50\nChance 0.2\nSubtractive 1\n}\n\nObject DarkNobleFastBall{Frame HESK { Light DarkNobleFastBall1 }}\n\nFlickerLight DarkNobleSeekBall1\n{\nColor 1.0 1.0 1.0\nOffSet 0 26 0\nSize 64\nSecondarySize 70\nChance 0.2\nSubtractive 1\n}\n\nObject DarkNobleSeekBall{Frame HESK { Light DarkNobleSeekBall1 }}\nObject DarkNobleSeekBall2{Frame HESK { Light DarkNobleSeekBall1 }}\n\nFlickerLight DarkNobleBall1\n{\nColor 0.8 0. 0\nSize 8\nSecondarySize 12\nChance 0.2\n}\n\nObject DarkNobleBall{Frame DNB1 { Light DarkNobleBall1 }}\n\nFlickerLight DarkNobleSoul1\n{\nColor 1 0.6 0\nSize 32\nSecondarySize 42\nChance 0.2\n}\n\nObject DarkNobleSoul{Frame BAL1 { Light DarkNobleSoul1 }}\n\nPointLight BigWhiteLight\n{\nColor 1.0 1.0 1.0\nSize 150\n}\n\nObject LightPost{ Frame PSTEA { Light BigWhiteLight }}\n\nObject CeilingLight{ Frame CLIGA { Light MediumWhiteLight }}\n\nFlickerLight FBall1\n{\nColor 0.4 0 0.8\nSize 32\nSecondarySize 38\nChance 0.2\n}\n\nPointLight FBallExplode1a\n{\nColor 0.4 0 0.8\nOffSet 0 0 0\nSize 36\n}\n\nPointLight FBallExplode2a\n{\nColor 0.4 0 0.8\nOffSet 0 0 0\nSize 32\n}\n\nPointLight FBallExplode3a\n{\nColor 0.4 0 0.8\nOffSet 0 0 0\nSize 26\n}\n\nObject PlasmaReapShot\n{\nFrame FS03A { Light FBall1a }\nFrame FS03B { Light FBall1a }\nFrame FS03H { Light FBallExplode1a }\nFrame FS03I { Light FBallExplode2a }\nFrame FS03J { Light FBallExplode3a }\n}\n\nObject PlasmaProj{ Frame PLST { Light SmallBlueLight }}\nObject ZPlasmaProj{ Frame PLST { Light SmallBlueLight }}\nObject ShotgunPlasmaPuff{Frame BFOG { Light SmallBlueLight }}\n\nObject PlasmaCasterProj{ Frame STR2 { Light MediumBlueLight }}\nObject RailgunProj{ Frame TNT1 { Light MediumBlueLight }}\nObject ZPlasmaCasterProj{ Frame STR2 { Light MediumBlueLight }}\nObject ZRailgunProj{ Frame TNT1 { Light MediumBlueLight }}\n\nObject MRLFastRocket{ Frame MIS7 { Light MediumOrangeLight }}\nObject MRLSeekRocket{ Frame MIS8 { Light MediumOrangeLight }}\nObject ZMRLFastRocket{ Frame MIS7 { Light MediumOrangeLight }}\nObject ZMRLSeekRocket{ Frame MIS8 { Light MediumOrangeLight }}\nObject AugmentedAnnihilatorRocket{ Frame MIS7 { Light MediumOrangeLight }}\n\nObject DTechBalistaRapidShot{ Frame FVN1 { Light SmallGreenLight }}\n\nObject DemonTechRepeaterProjectile\n{\n\tFrame S4B4 { Light BonusCrateLight }\n\tFrame BRB2 { Light BonusCrateLight }\n}\n\nObject ActiveFlare{ Frame FLAF { Light MediumGreenLight }}\nObject WeaponCrateFlare{ Frame FLAF { Light MediumGreenLight }}\nObject DemonTechRepeaterPuff{ Frame MIS3 { Light MediumGreenLight }}\n\nObject MiniLight{ Frame MLIGA { Light SmallWhiteLight }}\n\nObject NewWallTorch{ Frame WLTR { Light MediumYellowLight }}\nObject ChandelierOn{ Frame CHAN { Light MediumYellowLight }}\nObject MiniTankShoot{Frame MIS2 {Light MediumYellowLight}}\n\nPointLight BonusCrateLight\n{\nColor 1.0 1.0 0.0\nSize 28\nOffSet 0 30 0\n}\n\nObject BonusCrate{ Frame UCRT { Light BonusCrateLight }}\nObject TrappedCrate{ Frame UCRT { Light BonusCrateLight }}\nObject BonusCratePickup{ Frame UCRT { Light BonusCrateLight }}\nObject LegendaryPresentCrate{ Frame UCRT { Light BonusCrateLight }}\nObject PresentPartyCrate{ Frame UCRT { Light BonusCrateLight }}\n\nObject LegendaryChainsawRipper\n{\n\tFrame SAWS { Light BonusCrateLight }\n\tFrame SAWE { Light BonusCrateLight }\n}\n\nObject PlayerTankShoot{Frame G69X {Light BigYellowLight}}\n\nObject MarineBeacon{ Frame BEAC { Light SmallRedLight }}\nObject TSMarineBeacon{ Frame BEAC { Light SmallRedLight }}\nObject TimedBomb\n{\nFrame YERO { Light SmallRedLight }\nFrame YERB { Light SmallRedLight }\n}\n\nObject AmmoPackMarker{ Frame ASAT { Light SmallGreenLight }}\nObject PurifierBotMarker{ Frame PUSU { Light SmallGreenLight }}\nObject PurifierDroneMarker{ Frame PUSB { Light SmallGreenLight }}\nObject BackPackMarker{ Frame BPAK { Light SmallGreenLight }}\nObject PortableMedkitMarker{ Frame PME3 { Light SmallGreenLight }}\nObject ArmorPlateMarker{ Frame ARMP { Light SmallGreenLight }}\nObject ExtraArmorMarker{ Frame ARME { Light SmallGreenLight }}\nObject DemonAmmoBoxMarker{ Frame DAMO { Light SmallGreenLight }}\nObject BonusCrateMarker{ Frame UCRT { Light SmallGreenLight }}\nObject ReinforcementCardMarker{ Frame SAMO { Light SmallGreenLight }}\nObject DemonicChaliceMarker{ Frame IMOT { Light SmallGreenLight }}\nObject SkullOfPowerMarker{ Frame SKUT { Light SmallGreenLight }}\nObject MisteryBoxMarker{ Frame LBX1 { Light SmallGreenLight }}\nObject FullRefilePackMarker{ Frame BPK0 { Light SmallGreenLight }}\nObject DeployableShieldMarker{ Frame DEPS { Light SmallGreenLight }}\nObject HealthDispenserMarker{ Frame BARM { Light SmallGreenLight }}\nObject ArmorShardsDispenserMarker{ Frame BARM { Light SmallGreenLight }}\nObject AmmoDispenserMarker{ Frame BARM { Light SmallGreenLight }}\nObject SentryGunMarker{ Frame SENT { Light SmallGreenLight }}\nObject RangeSentryGunMarker{ Frame SET2 { Light SmallGreenLight }}\nObject SniperSentryGunMarker{ Frame SET3 { Light SmallGreenLight }}\nObject ShotgunSentryGunMarker{ Frame SET4 { Light SmallGreenLight }}\nObject FlameSentryGunMarker{ Frame SET5 { Light SmallGreenLight }}\nObject PlasmaSentryGunMarker{ Frame SET6 { Light SmallGreenLight }}\nObject RocketSentryGunMarker{ Frame SET7 { Light SmallGreenLight }}\nObject HeavySentryGunMarker{ Frame S3NT { Light SmallGreenLight }}\nObject RailgunSentryGunMarker{ Frame SET8 { Light SmallGreenLight }}\nObject MissileSentryGunMarker{ Frame SET9 { Light SmallGreenLight }}\nObject SonicEmitterMarker{ Frame SNCE { Light SmallGreenLight }}\nObject ObeliskOfLightMarker{ Frame OBLK { Light SmallGreenLight }}\nObject QuadBarrelShotgunMarker{ Frame QSGP { Light SmallGreenLight }}\nObject MinigunMarker{ Frame MNGN { Light SmallGreenLight }}\nObject GrenadeLauncher{ Frame GRLN { Light SmallGreenLight }}\nObject RailgunMarker{ Frame SRCG { Light SmallGreenLight }}\nObject DemonTechRifleMarker{ Frame DTEP { Light SmallGreenLight }}\nObject PulseShotgunMarker{ Frame STBE { Light SmallGreenLight }}\nObject Hexa-ShotgunMarker{ Frame HSGP { Light SmallGreenLight }}\nObject BFG9500Marker{ Frame BF95 { Light SmallGreenLight }}\nObject BFG10KMarker{ Frame BFG2 { Light SmallGreenLight }}\nObject DemonTechDevastatorMarker{ Frame BFUG { Light SmallGreenLight }}\nObject MaxSoldierMarker{ Frame STBE { Light SmallGreenLight }}\nObject JetTrooperMarker{ Frame STBE { Light SmallGreenLight }}\nObject EnforcerMarker{ Frame AGRD { Light SmallGreenLight }}\nObject NecroSuitMarker{ Frame ARMO { Light SmallGreenLight }}\nObject ScoutDroneMarker{ Frame DRON { Light SmallGreenLight }}\nObject BattleDroneD1Marker{ Frame BDRO { Light SmallGreenLight }}\nObject ScoutBotMarker{ Frame SBOT { Light SmallGreenLight }}\nObject BattleBotB1Marker{ Frame BTB1 { Light SmallGreenLight }}\nObject BattleBotB2Marker{ Frame BTB2 { Light SmallGreenLight }}\nObject BattleDroneD2Marker{ Frame BDR2 { Light SmallGreenLight }}\nObject BattleBotB3Marker{ Frame BTB3 { Light SmallGreenLight }}\nObject BattleBotB4Marker{ Frame BTB4 { Light SmallGreenLight }}\nObject MegaSupportTankMarker{ Frame BTB4 { Light SmallGreenLight }}\nObject UACCommandPostMarker{ Frame UCMP { Light SmallGreenLight }}\nObject ExplosiveBarrelMarker{ Frame BAR1 { Light SmallGreenLight }}\nObject OilBarrelMarker{ Frame OILD { Light SmallGreenLight }}\nObject TechBarrelMarker{ Frame BART { Light SmallGreenLight }}\nObject DemonTechBarrelMarker{ Frame BART { Light SmallGreenLight }}\nObject DevastatorBarrelMarker{ Frame BART { Light SmallGreenLight }}\nObject SSSentryGunMarker{ Frame TORO { Light SmallGreenLight }}\nObject SSScoutBotMarker{ Frame EDS2 { Light SmallGreenLight }}\nObject SSBattleBotMarker{ Frame LOBE { Light SmallGreenLight }}\nObject SSMeleeBotMarker{ Frame EDS2 { Light SmallGreenLight }}\nObject SSSuperBattleBotMarker{ Frame RHAN { Light SmallGreenLight }}\nObject SSEradicatorMarker{ Frame PANZ { Light SmallGreenLight }}\n\nflickerlight2 TPortNormal\n{\n Color 0.5 0.5 0.7\n Size 40\n secondarySize 56\n interval 0.01\n offset 0 32 0\n}\n\nflickerlight2 TPortZap\n{\n Color 0.45 0.45 0.9\n Size 88\n secondarySize 128\n interval 0.01\n offset 0 32 0\n}\n\nObject DTechSpider\n{\nFrame DTSDG { Light BabyDemolisherLight1 }\nFrame DTSDH { Light BabyDemolisherLight2 }\n}\n\nObject DTechSpider~\n{\nFrame DTSDG { Light BabyDemolisherLight1 }\nFrame DTSDH { Light BabyDemolisherLight2 }\n}\n\nObject BabyDarkDemolisher\n{\nFrame DMSPG { Light BabyDemolisherLight1 }\nFrame DMSPH { Light BabyDemolisherLight2 }\nFrame DMSPQ { Light DDemolisherAttack1 }\nFrame DMSPR { Light DDemolisherAttack1 }\n}\n\nObject BabyDarkDemolisher~\n{\nFrame DMSPG { Light BabyDemolisherLight1 }\nFrame DMSPH { Light BabyDemolisherLight2 }\nFrame DMSPQ { Light DDemolisherAttack1 }\nFrame DMSPR { Light DDemolisherAttack1 }\n}\n\nObject LACThrownMine1\n{\nFrame LLINB\t{ Light BlueMineLight1 }\n}\n\nObject LACLiveMine1\n{\nFrame LLINB\t{ Light BlueMineLight1 }\n}\n\nObject LegZombie1\n{\nFrame LPOSA { Light SmallLegLight }\nFrame LPOSB { Light SmallLegLight }\nFrame LPOSC { Light SmallLegLight }\nFrame LPOSD { Light SmallLegLight }\nFrame LPOSE { Light SmallLegLight }\nFrame LPOSF { Light SmallLegLight }\nFrame LPOSG { Light SmallLegLight }\nFrame LPOSQ { Light SmallLegLight }\n}\n\nObject LegendaryAssaultCaptain1\n{\nFrame LASGA { Light SmallLegLight }\nFrame LASGB { Light SmallLegLight }\nFrame LASGC { Light SmallLegLight }\nFrame LASGD { Light SmallLegLight }\nFrame LASGE { Light SmallLegLight }\nFrame LASGF { Light SmallLegLight }\nFrame LASGG { Light SmallLegLight }\nFrame LASGZ { Light SmallLegLight }\n}\n\nObject LegendaryCyberdemon1\n{\nFrame CYBRA { Light BigLegLight }\nFrame CYBRB { Light BigLegLight }\nFrame CYBRC { Light BigLegLight }\nFrame CYBRD { Light BigLegLight }\nFrame CYBRE { Light BigLegLight }\nFrame CYBRF { Light BigLegLight }\nFrame CYBRG { Light BigLegLight }\nFrame CYBRZ { Light BigLegLight }\nFrame LBE3A { Light BigLegLight }\nFrame LBE3B { Light BigLegLight }\nFrame LBE3C { Light BigLegLight }\nFrame LBE3D { Light BigLegLight }\nFrame LBE3E { Light BigLegLight }\nFrame LBE3F { Light BigLegLight }\nFrame LBE3G { Light BigLegLight }\n}\n\nObject LegendaryCyberdemonWeak\n{\nFrame CYBRA { Light BigLegLight }\nFrame CYBRB { Light BigLegLight }\nFrame CYBRC { Light BigLegLight }\nFrame CYBRD { Light BigLegLight }\nFrame CYBRE { Light BigLegLight }\nFrame CYBRF { Light BigLegLight }\nFrame CYBRG { Light BigLegLight }\nFrame CYBRZ { Light BigLegLight }\nFrame LBE3A { Light BigLegLight }\nFrame LBE3B { Light BigLegLight }\nFrame LBE3C { Light BigLegLight }\nFrame LBE3D { Light BigLegLight }\nFrame LBE3E { Light BigLegLight }\nFrame LBE3F { Light BigLegLight }\nFrame LBE3G { Light BigLegLight }\n}\n\nObject LegendaryCyberdemonVeryWeak\n{\nFrame CYBRA { Light BigLegLight }\nFrame CYBRB { Light BigLegLight }\nFrame CYBRC { Light BigLegLight }\nFrame CYBRD { Light BigLegLight }\nFrame CYBRE { Light BigLegLight }\nFrame CYBRF { Light BigLegLight }\nFrame CYBRG { Light BigLegLight }\nFrame CYBRZ { Light BigLegLight }\nFrame LBE3A { Light BigLegLight }\nFrame LBE3B { Light BigLegLight }\nFrame LBE3C { Light BigLegLight }\nFrame LBE3D { Light BigLegLight }\nFrame LBE3E { Light BigLegLight }\nFrame LBE3F { Light BigLegLight }\nFrame LBE3G { Light BigLegLight }\n}\n\nObject LegendarySentient1\n{\nFrame LUPR { Light BigLegLight }\n}\n\nObject LegendaryImp1\n{\nFrame LEGNA { Light SmallLegLight }\nFrame LEGNB { Light SmallLegLight }\nFrame LEGNC { Light SmallLegLight }\nFrame LEGND { Light SmallLegLight }\nFrame LEGNE { Light SmallLegLight }\nFrame LEGNF { Light SmallLegLight }\nFrame LEGNG { Light SmallLegLight }\nFrame LEGNH { Light SmallLegLight }\nFrame LEGMF { Light SmallLegLight }\n}\n\nObject LegendaryHellKnight1\n{\nFrame LNBLA { Light MediumLegLight }\nFrame LNBLB { Light MediumLegLight }\nFrame LNBLC { Light MediumLegLight }\nFrame LNBLD { Light MediumLegLight }\nFrame LNBLE { Light MediumLegLight }\nFrame LNBLF { Light MediumLegLight }\nFrame LNBLG { Light MediumLegLight }\nFrame LNBLS { Light MediumLegLight }\nFrame LNBLT { Light MediumLegLight }\nFrame LNBLP { Light MediumLegLight }\nFrame LNBLQ { Light MediumLegLight }\nFrame LNBLR { Light MediumLegLight }\nFrame LNBLU { Light MediumLegLight }\n}\n\nObject LegendaryRevenant1\n{\nFrame LREVA { Light MediumLegLight }\nFrame LREVB { Light MediumLegLight }\nFrame LREVC { Light MediumLegLight }\nFrame LREVD { Light MediumLegLight }\nFrame LREVE { Light MediumLegLight }\nFrame LREVF { Light MediumLegLight }\nFrame LREVG { Light MediumLegLight }\nFrame LREVH { Light MediumLegLight }\nFrame LREVI { Light MediumLegLight }\nFrame LREVJ { Light MediumLegLight }\nFrame LREVK { Light MediumLegLight }\nFrame LREVR { Light MediumLegLight }\nFrame LREVS { Light MediumLegLight }\nFrame LREVT { Light MediumLegLight }\nFrame LREVL { Light MediumLegLight }\n}\n\nObject LegendaryAnnihilator1\n{\nFrame LANIA { Light BigLegLight }\nFrame LNIIA { Light BigLegLight }\nFrame LANIB { Light BigLegLight }\nFrame LANIC { Light BigLegLight }\nFrame LANID { Light BigLegLight }\nFrame LANIE { Light BigLegLight }\nFrame LANIF { Light BigLegLight }\nFrame LANIG { Light BigLegLight }\n}\n\nObject LegendaryAnnihilatorWeak\n{\nFrame LANIA { Light BigLegLight }\nFrame LNIIA { Light BigLegLight }\nFrame LANIB { Light BigLegLight }\nFrame LANIC { Light BigLegLight }\nFrame LANID { Light BigLegLight }\nFrame LANIE { Light BigLegLight }\nFrame LANIF { Light BigLegLight }\nFrame LANIG { Light BigLegLight }\n}\n\nObject Velocirator1\n{\nFrame HIABA { Light SmallGreenLight }\nFrame HIABB { Light SmallGreenLight }\nFrame HIABC { Light SmallGreenLight }\nFrame HIABD { Light SmallGreenLight }\nFrame HIABE { Light SmallGreenLight }\nFrame HIABF { Light SmallGreenLight }\nFrame HIABG { Light SmallGreenLight }\nFrame HIABH { Light SmallGreenLight }\nFrame HIABI { Light SmallGreenLight }\nFrame HIABJ { Light SmallGreenLight }\nFrame HIABK { Light SmallGreenLight }\nFrame HIABL { Light SmallGreenLight }\nFrame HIABM { Light SmallGreenLight }\nFrame HIABN { Light SmallGreenLight }\nFrame HIABO { Light SmallGreenLight }\nFrame HIABP { Light SmallGreenLight }\nFrame HIABQ { Light SmallGreenLight }\nFrame HIA2A { Light SmallGreenLight }\nFrame HIA2B { Light SmallGreenLight }\nFrame HIA2C { Light SmallGreenLight }\n}\n\nObject LegendaryBehemoth1\n{\nFrame LEG2A { Light MediumLegLight }\nFrame LEG2B { Light MediumLegLight }\nFrame LEG2C { Light MediumLegLight }\nFrame LEGIC { Light MediumLegLight }\nFrame LEG2D { Light MediumLegLight }\nFrame LEG2E { Light MediumLegLight }\nFrame LEG2F { Light MediumLegLight }\nFrame LEG2G { Light MediumLegLight }\nFrame LEG2H { Light MediumLegLight }\nFrame LEG2I { Light MediumLegLight }\nFrame LEG2J { Light MediumLegLight }\n}\n\nObject LegendaryFiend1\n{\nFrame LFNDA { Light SmallLegPinkyLight }\nFrame LFNDB { Light SmallLegPinkyLight }\nFrame LFNDC { Light SmallLegPinkyLight }\nFrame LFNDD { Light SmallLegPinkyLight }\nFrame LFNDE { Light SmallLegPinkyLight }\nFrame LFNDF { Light SmallLegPinkyLight }\nFrame LFNDG { Light SmallLegPinkyLight }\nFrame LFNDH { Light SmallLegPinkyLight }\nFrame LFNDP { Light SmallLegPinkyLight }\nFrame LFNDQ { Light SmallLegPinkyLight }\n}\n\nObject LegendaryCyberNoble1\n{\nFrame LCBSA { Light MediumLegLight }\nFrame LCBSZ { Light MediumLegLight }\nFrame LCBSB { Light MediumLegLight }\nFrame LCBSC { Light MediumLegLight }\nFrame LCBSD { Light MediumLegLight }\nFrame LCBSE { Light MediumLegLight }\nFrame LCBSF { Light MediumLegLight }\nFrame LCBSG { Light MediumLegLight }\nFrame LCBSS { Light MediumLegLight }\nFrame LCBST { Light MediumLegLight }\nFrame LCBSP { Light MediumLegLight }\nFrame LCBSQ { Light MediumLegLight }\nFrame LCBSR { Light MediumLegLight }\n}\n\nObject LegendaryRedeemer1\n{\nFrame LREDA { Light MediumLegLight }\nFrame LREDB { Light MediumLegLight }\nFrame LREDC { Light MediumLegLight }\nFrame LREDD { Light MediumLegLight }\nFrame LREDE { Light MediumLegLight }\nFrame LREDF { Light MediumLegLight }\nFrame LREDG { Light MediumLegLight }\nFrame LREDH { Light MediumLegLight }\nFrame LREDJ { Light MediumLegLight }\nFrame LREDK { Light MediumLegLight }\nFrame LREDL { Light MediumLegLight }\n}\n\nObject ProtectionSphere{Frame LFS9 { Light ProtectionSphereLight }}\nObject NewDoomSphere{Frame D00M { Light NewDoomSphere1 }}\nObject HolySphere{Frame HOLY { Light ModdedMegaSphere1 }}\nObject ThunderSphere{Frame THDS { Light ProtectionSphereLight }}\nObject TerrorSphere{Frame TRSP { Light UltraSphere1 }}\nObject FateSphere{Frame FASP { Light ModdedSoulSphere1 }}\nObject RevengeSphere{Frame RVSP { Light ProtectionSphereLight }}\nObject AnnihilationSphere{Frame ANSP { Light ModdedMegaSphere1 }}\nObject EpicSphere{Frame EPSP { Light NewDoomSphere1 }}\nObject WickedSphere{Frame WKSP { Light WickedSphereLight }}\nObject LuckSphere{Frame LUSP { Light ProtectionSphereLight }}\nObject IgnoranceSphere{Frame INSP { Light ModdedMegaSphere1 }}\nObject TerminatorSphere{Frame TCSE { Light TerminatorSphere1 }}\nObject SpreadSphere{Frame RGSP { Light NewDoomSphere1 }}\n\nObject RandomSphere\n{\n\tFrame SOUL { Light ModdedSoulSphere1 }\n\tFrame LISP { Light LifeSphere1 }\n\tFrame MEGA { Light ModdedMegaSphere1 }\n\tFrame ARSP { Light UltraSphere1 }\n\tFrame PINV { Light ModdedInvulnerabilitySphere1 }\n\tFrame CARN { Light UnbelieveSphere1 }\n\tFrame SINV { Light ProtectionSphereLight }\n\tFrame PINS { Light ModdedBlurSphere1 }\n\tFrame LFS9 { Light ProtectionSphereLight }\n\tFrame D00M { Light NewDoomSphere1 }\n\tFrame HOLY { Light ModdedMegaSphere1 }\n\tFrame HOLY { Light ModdedMegaSphere1 }\n\tFrame THDS { Light ProtectionSphereLight }\n\tFrame TRSP { Light UltraSphere1 }\n\tFrame FASP { Light ModdedSoulSphere1 }\n\tFrame RVSP { Light HasteSphereL1 }\n\tFrame ANSP { Light ModdedMegaSphere1 }\n\tFrame EPSP { Light NewDoomSphere1 }\n\tFrame WKSP { Light WickedSphereLight }\n\tFrame LUSP { Light ProtectionSphereLight }\n\tFrame INSP { Light ModdedMegaSphere1 }\n\tFrame TCSE { Light TerminatorSphere1 }\n\tFrame RGSP { Light NewDoomSphere1 }\n}\n\nPointLight WickedSphereLight\n{\nColor 0.0 1.0 0.0\nOffSet 0 30 0\nSize 52\n}\n\nPointLight ProtectionSphereLight\n{\nColor 1.0 0.25 0.0\nOffSet 0 30 0\nSize 52\n}\n\nPointLight NewDoomSphere1\n{\nColor 0.8 0 0\nOffSet 0 30 0\nSize 52\n}\n\nPointLight TerminatorSphere1\n{\nColor 0.1 0.9 1.0\nOffSet 0 30 0\nSize 52\n}\n\nObject DemonRune{Frame DRUN { Light ProtectionSphereLight }}\nObject DemonRuneItem{Frame DRUN { Light ProtectionSphereLight }}\nObject PresentPartyDemonRune{Frame DRUN { Light ProtectionSphereLight }}\nObject RuneOfTheAbomination{Frame DRUN { Light ProtectionSphereLight }}\nObject RuneOfTheAbominationItem{Frame DRUN { Light ProtectionSphereLight }}\nObject PresentPartyAbominationRune{Frame DRUN { Light ProtectionSphereLight }}\nObject LegendaryDemonRune{Frame LDRN { Light ModdedSoulSphere1 }}\nObject LegendaryDemonRuneItem{Frame LDRN { Light ModdedSoulSphere1 }}\nObject PresentPartyLegDemonRune{Frame LDRN { Light ModdedSoulSphere1 }}\n\nObject DroneThrownMine\n{\nFrame LMINB\t{ Light MineLight1 }\n}\n\nObject DroneLiveMine\n{\nFrame LMINB\t{ Light MineLight1 }\n}\n\nObject LegendaryCardinal1\n{\nFrame LARDA { Light BigLegLight }\nFrame LARDB { Light BigLegLight }\nFrame LARDC { Light BigLegLight }\nFrame LARDD { Light BigLegLight }\nFrame LARDE { Light BigLegLight }\nFrame LARDF { Light BigLegLight }\nFrame LARDG { Light BigLegLight }\n}\n\nObject TrueLegendaryCardinal1\n{\nFrame TLRDA { Light BigLegLight }\nFrame TLRDB { Light BigLegLight }\nFrame TLRDC { Light BigLegLight }\nFrame TLRDD { Light BigLegLight }\nFrame TLRDE { Light BigLegLight }\nFrame TLRDF { Light BigLegLight }\nFrame TLRDG { Light BigLegLight }\nFrame TLRUA { Light BigLegLight }\nFrame TLRUB { Light BigLegLight }\nFrame TLR2A { Light BigLegLight }\nFrame TLR2B { Light BigLegLight }\nFrame TLR2C { Light BigLegLight }\nFrame TLR2D { Light BigLegLight }\nFrame TLR2E { Light BigLegLight }\nFrame TLR2F { Light BigLegLight }\nFrame TLR2G { Light BigLegLight }\nFrame TLR2H { Light BigLegLight }\nFrame TLR3A { Light BigLegLight }\nFrame TLR3B { Light BigLegLight }\nFrame TLR3C { Light BigLegLight }\nFrame TLR3D { Light BigLegLight }\nFrame TLR3E { Light BigLegLight }\nFrame TLR3F { Light BigLegLight }\nFrame TLR3G { Light BigLegLight }\nFrame TLR3H { Light BigLegLight }\n}\n\nObject NerfedCyberGuruBall{Frame YBALA { Light GBallLight }}\nObject NerfedFakeCyberGuruBall{Frame YBALA { Light GBallLight }}\nObject FakeLegCardi2{Frame LARD { Light BigLegLight }}\nObject FakeLegCardi2b{Frame LARD { Light BigLegLight }}\nObject FakeTLegCardi2{Frame TLRD { Light BigLegLight }}\nObject FakeTLegCardi2b{Frame TLRD { Light BigLegLight }}\nObject FakeTLegCardi3{Frame TLRD { Light BigLegLight }}\nObject FakeTLegCardi3b{Frame TLRD { Light BigLegLight 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StrobeRayBlue{Frame BAL1C {Light BLUESTROBE }}\nPointLight GREENSTROBE{Color 0.0 0.4 0.0 Size 48}\nObject StrobeRayGreen{Frame BAL1C {Light GREENSTROBE }}\nPointLight REDSTROBE{Color 0.4 0.0 0.0 Size 48}\nObject StrobeRayRed{Frame BAL1C {Light REDSTROBE }}\nPointLight YELLOWSTROBE{Color 0.4 0.2 0.0 Size 48}\nObject StrobeRayYellow{Frame BAL1C {Light YELLOWSTROBE }}\n\nObject New10KProjectile { Frame TRA2 { Light BFG9500Ball1 } }\nObject M10KProjectile { Frame TRA2 { Light BFG9500Ball1 } }\n\nPointLight EpicCrateLight\n{\nColor 0.4 0.4 1.0\nSize 75\nOffSet 0 30 0\n}\n\nObject M10KEx\n{\nFrame BFE1A { Light BFG15KBallExplode1 }\nFrame BFE1B { Light BFG15KBallExplode2 }\nFrame BFE1C { Light BFG15KBallExplode3 }\nFrame BFE1D { Light BFG15KBallExplode4 }\nFrame BFE1E { Light BFG15KBallExplode5 }\nFrame BFE1F { Light BFG15KBallExplode6 }\n}\n\nObject EpicCratePickup { Frame UCRT { Light EpicCrateLight } }\nObject EpicCrate { Frame UCRT { Light EpicCrateLight } }\nObject PresentPartyEpicCrate { Frame UCRT { Light EpicCrateLight } }\n\nPointLight BFG3500BallLight\n{\nColor 0.4 0.4 1.0\nSize 75\n}\n\nObject BFG3500Ball\n{\nFrame BFS9 { Light BFG3500BallLight }\nFrame BFE9 { Light BFG3500BallLight }\n}\n\nObject Proto-D-BFGBall2\n{\nFrame LRBA { Light BFG3500BallLight }\n}\n\nPointLight BFG3500SprayExplode1\n{\nColor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 32\n}\n\nPointLight BFG3500SprayExplode2\n{\nColor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 34\n}\n\nPointLight BFG3500SprayExplode3\n{\nColor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 36\n}\n\nPointLight BFG3500SprayExplode4\n{\nColor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 32\n}\n\nObject BFG3500Spray\n{\nFrame BSS9A { Light BFG3500SprayExplode1 }\nFrame BSS9B { Light BFG3500SprayExplode2 }\nFrame BSS9C { Light BFG3500SprayExplode3 }\nFrame BSS9D { Light BFG3500SprayExplode4 }\n}\n\nObject ProtonCannonProj{Frame NPSB { Light PETROVECPROJECTILE }}\nObject LegBehProtonCannonProj{Frame NPSB { Light PETROVECPROJECTILE }}\nObject PlayerLehBehProntonBolt{Frame 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BombSuicide2\n{\nFrame INFP { Light BombEleLight1 }\n}\n\nObject LegendaryCannonProjBlueStar\n{\nFrame LRB1 { Light BigBlueLight }\n}\n\nObject MLegendaryCannonProjBlueStar\n{\nFrame LRB1 { Light BigBlueLight }\n}\n\nObject PlayerLegCyberNobleLegendaryCannonProjBlueStar\n{\nFrame LRB1 { Light BigBlueLight }\n}\n\nObject MLegendaryCannonProj\n{\nFrame LRBA { Light LMissile1a }\nFrame LRB3 { Light LMissile1a }\n}\n\nObject MLegendaryCannonBall\n{\nFrame LRB1 { Light LMissile1a }\n}\n\nObject TStrikeBeacon { Frame TBEC {Light BigRedLight} }\n\nPULSELight DecoyHologram\n{\n Color 1.0 1.0 1.0\n Size 12\n SecondarySize 20\n Interval 1.0\n Offset 0 0 0\n}\n\nObject PlayerNewExplosiveTracer\n{\nFrame MISLB { Light DevilBallExplode1 }\nFrame MISLC { Light DevilBallExplode2 }\nFrame MISLD { Light DevilBallExplode3 }\n}\n\nObject PlayerSentientBFG9500Ball\n{\nFrame BFR3 { Light RBFG9500Ball1 }\nFrame BRE3A { Light RBFG9500BallExplode1 }\nFrame BRE3B { Light RBFG9500BallExplode2 }\nFrame BRE3C { 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}\nFrame LCBSZ { Light MediumLegLight }\nFrame LCBSB { Light MediumLegLight }\nFrame LCBSC { Light MediumLegLight }\nFrame LCBSD { Light MediumLegLight }\nFrame LCBSE { Light MediumLegLight }\nFrame LCBSF { Light MediumLegLight }\nFrame LCBSG { Light MediumLegLight }\nFrame LCBSS { Light MediumLegLight }\nFrame LCBST { Light MediumLegLight }\nFrame LCBSP { Light MediumLegLight }\nFrame LCBSQ { Light MediumLegLight }\nFrame LCBSR { Light MediumLegLight }\nFrame LCBSH { Light MediumLegLight }\n}\n\nObject Legendary_Redeemer\n{\nFrame LREDA { Light MediumLegLight }\nFrame LREDB { Light MediumLegLight }\nFrame LREDC { Light MediumLegLight }\nFrame LREDD { Light MediumLegLight }\nFrame LREDE { Light MediumLegLight }\nFrame LREDF { Light MediumLegLight }\nFrame LREDG { Light MediumLegLight }\nFrame LREDH { Light MediumLegLight }\nFrame LREDJ { Light MediumLegLight }\nFrame LREDK { Light MediumLegLight }\nFrame LREDL { Light MediumLegLight }\n}\n\nObject Legendary_Tormentor\n{\nFrame LPAIA { 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PlayerV2NewRocket { Frame MIS8A { Light Missile1 } }\nObject PlayerV2NewRocket2 { Frame MIS8A { Light Missile1 } }\nObject PlayerV2NewRocket3 { Frame MIS8A { Light Missile1 } }\nObject PlayerV2NewRocket4 { Frame MIS8A { Light Missile1 } }\n\nFlickerLight FLARE\n{\n Color 1.0 0.3 0.3\n Size 42\n secondarySize 40\n Chance 0.05\n offset 0 16 0\n}\n\nObject ActiveFlare{Frame FL4R { Light FLARE }}\nObject WeaponCrateFlare{Frame FL4R { Light FLARE }}\n\nPointLight LegendaryCrystalLight\n{\nColor 0 0 0.8\nOffSet 0 16 0\nSize 42\n}\n\nObject LegendaryPowerShard{Frame PPOS { Light LegendaryCrystalLight }}\n\nFlickerLight LegendaryPowerSphereLight\n{\nColor 0.8 0.4 0\nOffSet 0 8 0\nSize 15\nSecondarySize 25\nChance 0.2\n}\n\nObject LegendaryPowerSphere\n{\nFrame GARD {Light LegendaryPowerSphereLight}\n}\n\nObject UFCUTacticalCrateBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUWeaponCrateBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUEmergencyTacticalBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUMaxSoldierBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUJetTrooperBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUEnforcerBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUTankBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUPlasmaTankBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUMissileTankBeacon{ Frame UCBCB { Light MediumGreenLight }}\nObject UFCUMarineSquadBeacon{ Frame UCBCC { Light MediumBlueLight }}\nObject UFCUMarineShotgunSquadBeacon{ Frame UCBCC { Light MediumBlueLight }}\nObject UFCUMarineRocketSquadBeacon{ Frame UCBCC { Light MediumBlueLight }}\nObject UFCUMarinePlasmaSquadBeacon{ Frame UCBCC { Light MediumBlueLight }}\nObject UFCUArgentVaporBombBeacon{ Frame UCBCD { Light MediumRedLight }}\nObject UFCUArgentSonicBombBeacon{ Frame UCBCD { Light MediumRedLight }}\nObject UFCUArgentSysmicDetonationBeacon{ Frame UCBCD { Light MediumRedLight }}\nObject UFCUAirStrikeBeacon{ Frame 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42\n}\n\nObject DemonTechRocket\n{\nFrame MIS3A { Light DCMissile1 }\nFrame MIS3B { Light DCMissileExplode1 }\nFrame MIS3C { Light DCMissileExplode2 }\nFrame MIS3D { Light DCMissileExplode3 }\nFrame MIS3E { Light DCMissileExplode4 }\n}\n\nObject MineLauncherProj\n{\nFrame LMINB\t{ Light MineLight1 }\n}\n\nPointLight FloatingMineProjLight\n{\nColor 1.0 0.0 0.0\nSize 70\n}\n\nObject FloatingMineProj\n{\nFrame FLMNA\t{ Light FloatingMineProjLight }\n}\n\nObject BFG4700Ball\n{\nFrame PLST\t{ Light MineLight1 }\n}\n\nObject BFG4700Ball { Frame PLST {Light BigRedLight} }\n\nPointLight VeryBigRedLight\n{\nColor 1.0 0.0 0.0\nSize 150\n}\n\nObject BFG4700FastShot\n{\nFrame RBLL { Light BigRedLight }\nFrame TNT1 { Light VeryBigRedLight }\nFrame MIS3C { Light DCMissileExplode2 }\nFrame MIS3D { Light DCMissileExplode3 }\nFrame MIS3E { Light DCMissileExplode4 }\n}\n\nObject Specilos\n{\nFrame SPC2A { Light InfernoVileFire1 }\nFrame SPC2B { Light InfernoVileFire1 }\nFrame SPC2C { Light 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BG3XA0 { Light DBFG10KSHOT }\n Frame BG3XB0 { Light DBFG10KSHOT }\n Frame BG3XC0 { Light DBFG10KSHOT_X1 }\n Frame BG3XD0 { Light DBFG10KSHOT_X2 }\n Frame BG3XE0 { Light DBFG10KSHOT_X3 }\n}\n\nObject MarineT3DBFG10kShot\n{\n Frame BG3XA0 { Light DBFG10KSHOT }\n Frame BG3XB0 { Light DBFG10KSHOT }\n Frame BG3XC0 { Light DBFG10KSHOT_X1 }\n Frame BG3XD0 { Light DBFG10KSHOT_X2 }\n Frame BG3XE0 { Light DBFG10KSHOT_X3 }\n}\n\npointLight DBFGBALL\n{\n color 0.0 0.5 1.0\n size 160\n}\n\nFlickerLight DBFGBALL_X1\n{\n color 0.2 0.6 1.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nFlickerLight DBFGBALL_X2\n{\n color 0.3 0.65 1.0\n size 104\n secondarySize 112\n chance 0.3\n}\n\nFlickerLight DBFGBALL_X3\n{\n color 0.5 0.75 1.0\n size 120\n secondarySize 128\n chance 0.3\n}\n\nFlickerLight DBFGBALL_X4\n{\n color 0.2 0.4 0.7\n size 56\n secondarySize 64\n chance 0.3\n}\n\nFlickerLight DBFGBALL_X5\n{\n color 0.1 0.2 0.3\n size 48\n secondarySize 56\n chance 0.3\n}\n\nObject PlayerT3DBFGBall\n{\n Frame D3PP { Light DBFGBALL }\n}\n\nObject MarineT3DBFGBall\n{\n Frame D3PP { Light DBFGBALL }\n}\n\npulseLight DBFGBOOM\n{\n color 0.0 0.5 1.0\n size 48\n secondarysize 192\n interval 0.4\n}\n\npulseLight DBFGSMLBOOM\n{\n color 0.0 0.5 1.0\n size 24\n secondarysize 96\n interval 0.4\n}\n\npulseLight DBFGLRGBOOM\n{\n color 0.0 0.5 1.0\n size 96\n secondarysize 384\n interval 0.4\n}\n\nObject T3DBFGBoltExp\n{\n Frame D3PX { Light DBFGBOOM }\n}\n\nObject T3DBFGBoltExpB\n{\n Frame D3P1 { Light DBFGBOOM }\n}\n\nObject T3DBFGBoltExpC\n{\n Frame D3P2 { Light DBFGBOOM }\n}\n\nObject T3DBFGBoltSmlExpB\n{\n Frame D3P1 { Light DBFGSMLBOOM }\n}\n\nObject T3DBFGBoltSmlExpC\n{\n Frame D3P2 { Light DBFGSMLBOOM }\n}\n\nObject T3DBFGBoltLrgExpB\n{\n Frame D3P1 { Light DBFGLRGBOOM }\n}\n\nObject T3DBFGBoltLrgExpC\n{\n Frame D3P2 { Light DBFGLRGBOOM }\n}\n\nObject T3DBFGExtra\n{\n Frame BG3EA { Light DBFGBALL }\n Frame BG3EB { Light DBFGBALL_X1 }\n Frame BG3EC { Light DBFGBALL_X4 }\n Frame BG3ED { Light DBFGBALL_X5 }\n}\n\nObject PulverizerProjectile{Frame HRODA { Light Missile1 }}\nObject BouncingPulverizerProjectile{Frame HRODA { Light Missile1 }}\nObject PulverizerProjectileWall{Frame HRODA { Light Missile1 }}\n\nObject MarineBulletPuff\n{\nFrame PUFFA { Light PuffLight }\nFrame PUFFB { Light PuffLight }\n}\n\nObject SniperBulletPuff\n{\nFrame PUFFA { Light PuffLight }\nFrame PUFFB { Light PuffLight }\n}\n\nObject HellBulletPuff\n{\nFrame PUFFA { Light PuffLight }\nFrame PUFFB { Light PuffLight }\n}\n\nFlickerLight LegPuffLight\n{\nColor 0.0 0.0 1.0\nOffSet 0 0 0\nSize 6\nSecondarySize 8\nChance 0.3\n}\n\nObject LegMarineBulletPuff\n{\nFrame PUFFA { Light LegPuffLight }\nFrame PUFFB { Light LegPuffLight }\n}\n\nObject LegendaryPlayerBulletPuff\n{\nFrame PUFFA { Light LegPuffLight }\nFrame PUFFB { Light LegPuffLight }\n}\n\nObject PlayerLegCyberLegendaryPlayerBulletPuff\n{\nFrame PUFFA { Light LegPuffLight }\nFrame PUFFB { Light LegPuffLight }\n}\n\nObject DTPistolMissileBullet\n{\nFrame TRA2{Light SmallGreenLight}\nFrame TNT1{Light SmallGreenLight}\n}\n\nObject GreenExpMissileBullet\n{\nFrame TRA2{Light SmallGreenLight}\nFrame TNT1{Light SmallGreenLight}\n}\n\nObject DTMinigunSoulRage{Frame SPI2{Light SmallGreenLight}}\n\nObject SmallMissile\n{\nFrame PMSL{Light SmallOrangeLight}\nFrame TNT1{Light SmallOrangeLight}\n}\n\nObject M79Grenade\n{\nFrame GRND{Light BigOrangeLight}\nFrame MISL{Light BigOrangeLight}\n}\n\nObject ZM79Grenade\n{\nFrame GRND{Light BigOrangeLight}\nFrame MISL{Light BigOrangeLight}\n}\n\nObject NewFreezeBlast\n{\nFrame ISHR{Light SmallCyanLight}\nFrame TNT1{Light SmallCyanLight}\n}\n\nObject NewZombieFreezeBlast\n{\nFrame ISHR{Light SmallCyanLight}\nFrame TNT1{Light SmallCyanLight}\n}\n\nObject PlasmaCasterBall\n{\nFrame TNT1{Light SmallBlueLight}\nFrame VNFX{Light SmallBlueLight}\n}\n\nObject FlameShot{Frame TNT1{Light SmallCyanLight}}\nObject ZombieFlameShot{Frame TNT1{Light SmallCyanLight}}\n\nObject ExplosiveRailgunImpact{Frame TNT1{Light MediumOrangeLight}}\nObject NobleExplosiveRailgunImpact{Frame TNT1{Light MediumOrangeLight}}\n\nObject LegGaussProj\n{\nFrame TNT1{Light MediumBlueLight}\nFrame CBR4{Light MediumBlueLight}\n}\n\nObject LegGaussProj\n{\nFrame TNT1{Light MediumBlueLight}\nFrame CBR4{Light MediumBlueLight}\n}\n\nObject LegendaryCannonBall{Frame LRB1{Light MediumBlueLight}}\n\nObject VulcanLazer{Frame TNT1{Light SmallRedLight}}\nObject SSVulcanLazer{Frame TNT1{Light SmallRedLight}}\nObject ErasusProj{Frame TNT1{Light BigRedLight}}\nObject DErasusProj{Frame TNT1{Light BigRedLight}}\nObject ErasusSmallProj{Frame TNT1{Light SmallRedLight}}\n\nObject MRLSeekRocket{ Frame MIS8 { Light MediumOrangeLight }}\n\nObject EFGRocket\n{\nFrame MIS7{Light MediumOrangeLight}\nFrame MISL{Light MediumOrangeLight}\n}\n\nObject EFGSeekRocket\n{\nFrame MIS8{Light MediumOrangeLight}\nFrame MISL{Light MediumOrangeLight}\n}\n\nObject EFGFusionNuke\n{\nFrame NKS1{Light BigOrangeLight}\nFrame TNT1{Light BigOrangeLight}\n}\n\nObject SawScreech\n{\nFrame FX57{Light PuffLight}\nFrame FX58{Light PuffLight}\n}\n\nObject PlayerLegSawScreech\n{\nFrame FX97{Light SmallBlueLight}\nFrame FX98{Light SmallBlueLight}\n}\n\nObject Mech_Tank{Frame MTNKB{Light MediumYellowLight}Frame MTNKC{Light MediumYellowLight}}\nObject Mech_Tank_Used1{Frame MTNKB{Light MediumYellowLight}Frame MTNKC{Light MediumYellowLight}}\nObject Mech_Tank_Used2{Frame MTNKB{Light MediumYellowLight}Frame MTNKC{Light MediumYellowLight}}\nObject Mech_Tank_Used3{Frame MTNKB{Light MediumYellowLight}Frame MTNKC{Light MediumYellowLight}}\nObject Mech_PlasmaTank{Frame MTPKD{Light MediumCyanLight}Frame MTPKE{Light MediumCyanLight}}\nObject Mech_PlasmaTank_Used1{Frame MTPKD{Light MediumCyanLight}Frame MTPKE{Light MediumCyanLight}}\nObject Mech_PlasmaTank_Used2{Frame MTPKD{Light MediumCyanLight}Frame MTPKE{Light MediumCyanLight}}\nObject Mech_PlasmaTank_Used3{Frame MTPKD{Light MediumCyanLight}Frame MTPKE{Light MediumCyanLight}}\nObject Mech_MissileTank{Frame MTRKD{Light MediumOrangeLight}Frame MTRKE{Light MediumOrangeLight}}\nObject Mech_MissileTank_Used1{Frame MTRKD{Light MediumOrangeLight}Frame MTRKE{Light MediumOrangeLight}}\nObject Mech_MissileTank_Used2{Frame MTRKD{Light MediumOrangeLight}Frame MTRKE{Light MediumOrangeLight}}\nObject Mech_MissileTank_Used3{Frame MTRKD{Light MediumOrangeLight}Frame MTRKE{Light MediumOrangeLight}}\nObject MRLMissile{Frame AMIS{Light MediumYellowLight}Frame TNT1{Light MediumYellowLight}}\nObject Mech_FlameTank{Frame MTFKD{Light MediumOrangeLight}Frame MTFKE{Light MediumOrangeLight}}\nObject Mech_FlameTank_Used1{Frame MTFKD{Light MediumOrangeLight}Frame MTFKE{Light MediumOrangeLight}}\nObject Mech_FlameTank_Used2{Frame MTFKD{Light MediumOrangeLight}Frame MTFKE{Light MediumOrangeLight}}\nObject Mech_FlameTank_Used3{Frame MTFKD{Light MediumOrangeLight}Frame MTFKE{Light MediumOrangeLight}}\nObject FlameTankFlames{Frame FIR1{Light SmallOrangeLight}Frame FRFX{Light SmallOrangeLight}}\nObject FlameTankFlames2{Frame FIR1{Light SmallOrangeLight}Frame FRFX{Light SmallOrangeLight}}\nObject FlameTankNapalmBall{ Frame WARN { Light MediumOrangeLight }}\nObject NapalmFireFlare{ Frame WARF { Light SmallOrangeLight }}\nObject FlameTankFire{ Frame WARF { Light SmallOrangeLight }}\nObject Mech_Prototype{Frame ROB0E{Light MediumYellowLight}Frame ROB0F{Light MediumYellowLight}}\nObject Mech_Prototype_Used1{Frame ROB0E{Light BigYellowLight}Frame ROB0F{Light BigYellowLight}}\nObject Mech_Prototype_Used2{Frame ROB0E{Light BigYellowLight}Frame ROB0F{Light BigYellowLight}}\nObject Mech_Prototype_Used3{Frame ROB0E{Light BigYellowLight}Frame ROB0F{Light BigYellowLight}}\nObject MiniRocket{Frame MICR{Light SmallYellowLight}Frame H2BL{Light SmallYellowLight}}\nObject ZMiniRocket{Frame MICR{Light SmallYellowLight}Frame H2BL{Light SmallYellowLight}}\nObject MaxMiniRocket{Frame MICR{Light SmallYellowLight}Frame H2BL{Light SmallYellowLight}}\nObject NecroSuitMiniRocket{Frame MICR{Light SmallYellowLight}Frame H2BL{Light SmallYellowLight}}\nObject RPGRocket{Frame MIS2{Light BigOrangeLight}Frame MISL{Light BigOrangeLight}}\nObject ZRPGRocket{Frame MIS2{Light BigOrangeLight}Frame MISL{Light BigOrangeLight}}\nObject GrinderRocket{Frame MIS2{Light MediumOrangeLight}Frame MISL{Light MediumOrangeLight}}\nObject MiniTankShoot{Frame MIS2{Light MediumOrangeLight}Frame MISL{Light MediumOrangeLight}}\nObject TankMinigunProj{Frame MG74{Light SmallYellowLight}Frame TRAC{Light SmallYellowLight}}\nObject ZTankMinigunProj{Frame MG74{Light SmallYellowLight}Frame TRAC{Light SmallYellowLight}}\nObject PlayerTankShoot{Frame CSHO{Light BigYellowLight}Frame TNT1{Light BigYellowLight}}\nObject ZTankShoot{Frame CSHO{Light BigYellowLight}Frame TNT1{Light BigYellowLight}}\nObject HeavyRocket{Frame MIS9{Light MediumOrangeLight}Frame MISL{Light MediumOrangeLight}}\nObject BersekerHeavyRocket{Frame MIS9{Light MediumOrangeLight}Frame MISL{Light MediumOrangeLight}}\nObject JetTrooperPlasmaBall{ Frame JTB1 { Light MediumBlueLight }}\nObject CacoBotPlasmaBall{ Frame JTB1 { Light MediumBlueLight }}\n\nObject PlasmaCannonBall{Frame TNT1{Light BigCyanLight}Frame BFE9{Light BigCyanLight}}\nObject Mech_AssaultMecha{Frame AMECH{Light BigCyanLight}Frame AMECI{Light BigCyanLight}}\nObject Mech_AssaultMecha_Used1{Frame AMECH{Light BigCyanLight}Frame AMECI{Light BigCyanLight}}\nObject Mech_AssaultMecha_Used2{Frame AMECH{Light BigCyanLight}Frame AMECI{Light BigCyanLight}}\nObject Mech_AssaultMecha_Used3{Frame AMECH{Light BigCyanLight}Frame AMECI{Light BigCyanLight}}\nObject Suit_JetTrooper{Frame SUT2A{Light MediumYellowLight}Frame SUT2F{Light MediumYellowLight}Frame SUT2G{Light MediumYellowLight}Frame SUT2E{Light MediumYellowLight}}\nObject Suit_MaxSoldier{Frame SUT1E{Light MediumCyanLight}Frame SUT1F{Light MediumCyanLight}}\nObject PlasmaBeamProj{Frame TNT1{Light SmallCyanLight}Frame AP2X{Light SmallCyanLight}}\nObject Suit_Enforcer{Frame AGRDF { Light MediumYellowLight }}\nObject Mech_NecroSuit{Frame ARMOF{Light MediumYellowLight}Frame ARMOH{Light MediumYellowLight}}\nObject Mech_NecroSuit_Used1{Frame ARMOF{Light MediumYellowLight}Frame ARMOH{Light MediumYellowLight}}\nObject Mech_NecroSuit_Used2{Frame ARMOF{Light MediumYellowLight}Frame ARMOH{Light MediumYellowLight}}\nObject Mech_NecroSuit_Used3{Frame ARMOF{Light MediumYellowLight}Frame ARMOH{Light MediumYellowLight}}\nObject Mech_BattleSuit{Frame BTB4H{Light MediumCyanLight}Frame BTB4F{Light MediumGreenLight}}\nObject Mech_BattleSuit_Used1{Frame BTB4H{Light MediumCyanLight}Frame BTB4F{Light MediumGreenLight}}\nObject Mech_BattleSuit_Used2{Frame BTB4H{Light MediumCyanLight}Frame BTB4F{Light MediumGreenLight}}\nObject Mech_BattleSuit_Used3{Frame BTB4H{Light MediumCyanLight}Frame BTB4F{Light MediumGreenLight}}\nObject Mech_PurifierBot{ Frame PUSUF { Light MediumRedLight }}\nObject Mech_PurifierBot_Used1{Frame PUSUF {Light MediumRedLight }}\nObject Mech_PurifierBot_Used2{Frame PUSUF {Light MediumRedLight }}\nObject Mech_PurifierBot_Used3{Frame PUSUF {Light MediumRedLight }}\nObject PurifierDrone{ Frame PUSBE { Light MediumRedLight }}\nObject RifleGrenade{Frame GRND { Light Missile1 }}\nObject PlayerCydRocket{Frame CBRK { Light Missile1 }}\n\nObject PlayerCyd15K\n{\nFrame CFS1 { Light BossBFG15KBall1 }\nFrame CFE1A { Light BossBFG15KBallExplode1 }\nFrame CFE1B { Light BossBFG15KBallExplode2 }\nFrame CFE1C { Light BossBFG15KBallExplode3 }\nFrame CFG9A { Light BossBFG15KBallExplode4 }\nFrame CFG9B { Light BossBFG15KBallExplode5 }\nFrame CFG9C { Light BossBFG15KBallExplode6 }\nFrame CFG9D { Light BossBFG15KBallExplode7 }\nFrame CFG9E { Light BossBFG15KBallExplode8 }\nFrame CFG9F { Light BossBFG15KBallExplode9 }\n}\n\nObject Demon_Cydestroyer\n{\nFrame BR3SB { Light ZOMBIEATK }\nFrame BR3SE { Light ZOMBIEATK }\n}\n\nObject PlayerCydSuperBall{Frame RRBA { Light MediumRedLight }Frame MMSD { Light MediumRedLight }}\nObject PlayerCydSuperSmallBall{Frame RRB3 { Light MediumRedLight }Frame TNT1 { Light MediumRedLight }}\n\nObject PlayerBombBall\n{\nFrame PBMBA { Light ArchonBall1 }\nFrame PBMBB { Light ArchonBall1 }\n}\n\nObject PlayerBombBreath\n{\nFrame FIR1 { Light BruiserBall1 }\n}\n\nObject PlayerBombRictusProj\n{\nFrame RICT { Light SoulFire1 }\nFrame MISL { Light SoulFire1 }\n}\n\nObject PlayerCyNobleBall\n{\nFrame BAL7A { Light CyNobleBall1 }\nFrame BAL7B { Light CyNobleBall1 }\nFrame BAL7C { Light CyNobleBallExplode1 }\nFrame BAL7D { Light CyNobleBallExplode2 }\nFrame BAL7E { Light CyNobleBallExplode3 }\n}\n\nObject PlayerKnightFastBall\n{\nFrame HATCA { Light KnightFBall1 }\nFrame HATCB { Light KnightFBall1 }\nFrame HATCC { Light KnightFBall1 }\nFrame HATCD { Light KnightFBallExplode1 }\nFrame HATCE { Light KnightFBallExplode2 }\nFrame HATCF { Light KnightFBallExplode3 }\nFrame HATCG { Light KnightFBallExplode4 }\n}\n\nObject PlayerDukeBall\n{\nFrame BRB2 { Light DBall2 }\n}\n\nObject PlayerHDComet\n{\nFrame HCMT { Light DukeComet1 }\n}\n\nObject PlayerDukeSpike\n{\nFrame FTRD { Light DukeFire1 }\n}\n\nObject PlayerDukeFire\n{\nFrame FTRD { Light DukeFire1 }\n}\n\nObject Demon_BabyDarkDemolisher\n{\nFrame DMSPQ {Light MediumGreenLight}\nFrame DMSPR {Light MediumGreenLight}\nFrame DMSPG {Light MediumGreenLight}\nFrame DMSPH {Light MediumGreenLight}\n}\n\nObject PlayerFastBBall\n{\nFrame HLK1 { Light BruiserBall1 }\n}\n\nObject PlayerDiabolistTracer{Frame TNT1{Light MediumOrangeLight}Frame FTRA{Light MediumOrangeLight}}\nObject PlayerDiabolistFireMissile{Frame VBAL{Light MediumOrangeLight}Frame CFFX{Light MediumOrangeLight}}\n\nObject NewPlayerLegRevBall\n{\nFrame LRB1 { Light LMissile1a }\n}\n\nObject NewPlayerLegRevBall2\n{\nFrame LRB2 { Light LegRevBall2Light }\n}\n\nObject NewPlayerLegRevSmallBall3\n{\nFrame LRBA { Light LegRevBall2Light }\nFrame LRB3 { Light LegRevBall2Light }\n}\n\nObject NewPlayerLegRevBall3\n{\nFrame LRBA { Light LMissileExplode3a }\nFrame MMSD { Light LegRevBall2Light }\n}\n\nObject NewPlayerLegRevRailgunProj\n{\nFrame TNT1 { Light LMissile1a }\n}\n\nObject NewPlayerLegRevRocket\n{\nFrame LROCA { Light LMissile1a }\nFrame LROCB { Light LMissile1a }\nFrame LROCC { Light LMissileExplode1a }\nFrame LROCD { Light LMissileExplode2a }\nFrame LROCE { Light LMissileExplode3a }\n}\n\nObject PlayerLegendaryRocket\n{\nFrame LROCA { Light LMissile1 }\nFrame LROCB { Light LMissile1 }\nFrame LROCC { Light LMissileExplode1 }\nFrame LROCD { Light LMissileExplode2 }\nFrame LROCE { Light LMissileExplode3 }\n}\n\nObject PlayerLegendaryHomingRocket\n{\nFrame LMISA { Light LMissile1 }\n}\n\nObject PlayerLegNobleBall\n{\nFrame LBA1A { Light LegNobleBall1 }\nFrame LBA1B { Light LegNobleBall1 }\nFrame LBA1C { Light LegNobleBallExplode1 }\nFrame LBA1D { Light LegNobleBallExplode2 }\nFrame LBA1E { Light LegNobleBallExplode3 }\n}\n\nObject PlayerLegNobleBall3\n{\n Frame LBA3A { Light LegNobleGD5 }\n Frame LBA3B { Light LegNobleGD6 }\n Frame LBA3C { Light LegNobleGD7 }\n Frame LBA3E { Light LegNobleGD8 }\n}\n\nObject LegNobleBall4{Frame LBA4{Light BigBlueLight}Frame LBA2{Light BigBlueLight}}\nObject PlayerLegNobleBall4{Frame LBA4{Light BigBlueLight}Frame LBA2{Light BigBlueLight}}\n\nObject PlayerLegBehComet\n{\nFrame LHTB { Light LegNobleCM1 }\nFrame BCOM { Light LegNobleCM2 }\n}\n\nObject PlayerLegBehBlueFire\n{\nFrame BEFR { Light LMissile1a }\n}\n\nObject PlayerLegBehBFGBall\n{\nFrame LTB1A { Light BBFG9500Ball1 }\nFrame LTB1B { Light BBFG9500Ball1 }\nFrame LTB1C { Light BBFG9500BallExplode1 }\nFrame LTB1D { Light BBFG9500BallExplode2 }\nFrame LTB1E { Light BBFG9500BallExplode3 }\nFrame LTB1F { Light BBFG9500BallExplode4 }\nFrame LTB1G { Light BBFG9500BallExplode5 }\nFrame LTB1H { Light BBFG9500BallExplode6 }\n}\n\nObject PlayerLegBehFlame\n{\nFrame FIB1 { Light LMissile1a }\n}\n\nObject PlayerLegBanBall1{Frame LAN1 { Light LMissile1a }}\nObject PlayerLegBanBall2{Frame LAN2 { Light BBFG9500Ball1 }}\nObject PlayerLegBanBall3{Frame LAN3 { Light LMissile1a }}\nObject PlayerLegBanLostSoul{Frame BVSP { Light LMissile1a }}\nObject PlayerLegendarySoulProj{Frame LSOL { Light BBFG9500Ball1 }}\n\nObject PlayerLegRedBall{Frame LRD1 { Light LMissile1a }}\nObject PlayerLegRedFastBall{Frame LRD7 { Light LMissile1a }}\nObject PlayerLegRedLaser{Frame LRD2 { Light LMissile1a }}\nObject PlayerLegRedVoidTracker{Frame LRD3 { Light LegImpSeekBallExplode3 }}\nObject PlayerLegRedThunderBall{Frame LRD5 { Light BBFG9500Ball1 }}\n\nObject PlayerLegRedTrapProj\n{\nFrame LRD4{ Light LegImpSeekBallExplode3 }\nFrame LROC{ Light LegImpSeekBallExplode3 }\n}\n\nObject PlayerLegRedStormBolt\n{\nFrame TNT1 { Light LegSentientStormBolt1 }\nFrame LFE3 { Light LegSentientStormBolt1 }\n}\n\nObject Demon_Cardihilator\n{\nFrame CARH { Light BossFire1 }\n}\n\nObject PlayerRainCometSpawner\n{\nFrame CMRA { Light BruiserComet1 }\n}\n\nObject PlayerRainComet\n{\nFrame COMT { Light Comet1 }\n}\n\nObject PlayerCardinalRed10KEx\n{\nFrame CFE1 { Light BFG9500EnergyBall1 }\n}\n\nObject Demon_CerebralCommander\n{\nFrame COMM { Light BossFire1 }\n}\n\nObject Demon_InfernoDemon\n{\nFrame INFDF { Light MediumOrangeLight }\nFrame INFDU { Light MediumOrangeLight }\nFrame INFDH { Light MediumOrangeLight }\n}\n\nObject IFDBall{Frame B4L3 { Light SmallOrangeLight }}\nObject PlayerIFDBall{Frame B4L3 { Light SmallOrangeLight }}\n\nObject PlayerIFDBombElementalBall\n{\nFrame PBMBA { Light ArchonBall1 }\nFrame PBMBB { Light ArchonBall1 }\n}\n\nObject IFDBombElementalBall\n{\nFrame PBMBA { Light ArchonBall1 }\nFrame PBMBB { Light ArchonBall1 }\n}\n\nObject PlayerIFDFamineTracer\n{\nFrame NREBA { Light ArchonBall1 }\nFrame NREBB { Light ArchonBall1 }\n}\n\nObject IFDFamineTracer\n{\nFrame NREBA { Light ArchonBall1 }\nFrame NREBB { Light ArchonBall1 }\n}\n\nObject PlayerIFDCacomentalTracer\n{\nFrame HEFXA { Light HeadBall1 }\nFrame HEFXB { Light HeadBall1 }\nFrame HEFXC { Light HeadBallExplode1 }\nFrame HEFXD { Light HeadBallExplode2 }\nFrame HEFXE { Light HeadBallExplode3 }\nFrame HEFXF { Light HeadBallExplode4 }\nFrame HEFXG { Light HeadBallExplode5 }\nFrame HEFXH { Light HeadBallExplode6 }\n}\n\nObject IFDCacomentalTracer\n{\nFrame HEFXA { Light HeadBall1 }\nFrame HEFXB { Light HeadBall1 }\nFrame HEFXC { Light HeadBallExplode1 }\nFrame HEFXD { Light HeadBallExplode2 }\nFrame HEFXE { Light HeadBallExplode3 }\nFrame HEFXF { Light HeadBallExplode4 }\nFrame HEFXG { Light HeadBallExplode5 }\nFrame HEFXH { Light HeadBallExplode6 }\n}\n\nObject PlayerArchonLordMegaBall{Frame CMRA{Light BigOrangeLight}Frame COMT{Light BigOrangeLight}}\n\nObject IFDBruiserDemonComet\n{\nFrame COMT { Light Comet1 }\n}\n\nObject PlayerIFDBruiserDemonComet\n{\nFrame COMT { Light Comet1 }\n}\n\nObject PlayerIFDPyroDemonComet\n{\nFrame PCMT { Light PyroComet1 }\n}\n\nObject IFDPyroDemonComet\n{\nFrame PCMT { Light PyroComet1 }\n}\n\nObject HAComet{Frame HCMT { Light MediumRedLight }}\nObject HACometDeath{Frame HCMT { Light MediumRedLight }}\nObject IFDHellArchonComet{Frame HCMT { Light MediumRedLight }}\nObject PlayerIFDHellArchonComet{Frame HCMT { Light MediumRedLight }}\nObject HABall{Frame BAL7 { Light SmallRedLight }}\nObject IFDHellArchonBall{Frame BAL7 { Light SmallRedLight }}\nObject PlayerIFDHellArchonBall{Frame BAL7 { Light SmallRedLight }}\n\nObject Demon_HellishAvatar\n{\nFrame AVATK { Light BigOrangeLight }\nFrame AVATL { Light BigOrangeLight }\nFrame AVATI { Light BigCyanLight }\nFrame AVATJ { Light BigCyanLight }\nFrame AVATG { Light BigWhiteLight }\nFrame AVATH { Light BigWhiteLight }\nFrame AVATE { Light BigRedLight }\nFrame AVATF { Light BigRedLight }\n}\n\nObject PAvatarFireTracer{Frame CFFX{Light MediumOrangeLight}Frame CFCF{Light MediumOrangeLight}}\nObject PAvatarFireTracer2{Frame CFFX{Light MediumOrangeLight}Frame CFCF{Light MediumOrangeLight}}\nObject PAvatarThunderBall{Frame ORP2 { Light MediumRedLight }}\nObject AzazelThunder{Frame THND { Light BigRedLight }}\nObject PAvatarWindSlicer{Frame PR0J{Light MediumWhiteLight}Frame BF31{Light MediumWhiteLight}}\nObject PAvatarIceMegaBall{Frame V5PL { Light BigCyanLight }}\nObject PAvatarIceMediumBall{Frame SHEX { Light LMissile1a }}\nObject PAvatarIceSmallBall{Frame ISHR { Light LMissile1a }}\nObject PAvatarFire{Frame DFIR { Light DiabFireFX1 }}\n\nObject ReinforcementCard{Frame SAMO { Light SmallBlueLight }}\n\nObject SoulDispenser\n{\nFrame BSOUA { Light SmallBlueLight }\nFrame BSOUB { Light SmallBlueLight }\nFrame BSOUC { Light SmallBlueLight }\nFrame BSOUD { Light SmallBlueLight }\n}\n\nObject ArmorDispenser{Frame BARMA { Light SmallBlueLight }}\nObject CardDispenser{Frame BCARA { Light SmallBlueLight }}\nObject HealthDispenser{Frame BARMF { Light SmallRedLight }}\nObject ArmorShardsDispenser{Frame BARME { Light SmallGreenLight }}\nObject AmmoDispenser{Frame BARMH { Light SmallWhiteLight }}\n\nObject NewArmorBonusTimed\n{\nFrame ARSDB { Light ArmorBonusLight1 }\n}\n\nObject ModdedGreenArmorTimed\n{\nFrame ARM1A { Light ModdedGreenArmor1 }\nFrame ARM1B { Light ModdedGreenArmor2 }\n}\n\nObject ArmorChargeTimed\n{\nFrame ACRGA { Light ArmorCharge1}\nFrame ACRGB { Light ArmorCharge1}\n}\n\nObject ArmorBoosterTimed\n{\nFrame ABSTA { Light ArmorCharge1}\nFrame ABSTB { Light ArmorCharge1}\n}\n\nObject NewCellPackTimed\n{\nFrame CE2PA { Light NewCellPack1 }\nFrame CE2PB { Light NewCellPack2 }\nFrame CE2PC { Light NewCellPack3 }\nFrame CE2PD { Light NewCellPack4 }\nFrame CE2PE { Light NewCellPack5 }\nFrame CE2PF { Light NewCellPack6 }\nFrame CE2PG { Light NewCellPack7 }\n}\n\nObject LegendaryMarineBeacon{Frame BEAC { Light SmallCyanLight }}\nObject TrapFlame{Frame FIR1{Light SmallOrangeLight}}\n\nObject LuckRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject RegenerationRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject StrengthRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject ResistanceRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject RageRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject HasteRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject SpreadRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject RevengeRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject SummonerRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject HighJumpRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject TimeRunePickup{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject ProsperityRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject PowerupRuneItem{Frame RUN3 { Light ModdedMegaSphere1 }}\nObject LegendaryRunePickup{Frame LGRNA { Light LegendaryRune1 } }\n\nObject MinerDrone{Frame DRAN{Light SmallRedLight}}\n\nObject MegaSupplyBoxMarker01{Frame SUPB{Light SmallGreenLight}}\nObject MegaSupplyBoxMarker02{Frame SUPB{Light SmallGreenLight}}\nObject MegaSupplyBoxMarker03{Frame SUPB{Light SmallGreenLight}}\nObject MegaSupplyBoxMarker04{Frame SUPB{Light MediumGreenLight}}\nObject MegaSupplyBoxMarker05{Frame SUPB{Light MediumGreenLight}}\nObject MegaSupplyBoxMarker06{Frame SUPB{Light MediumGreenLight}}\nObject MegaSupplyBoxMarker07{Frame SUPB{Light BigGreenLight}}\nObject MegaSupplyBoxMarker08{Frame SUPB{Light BigGreenLight}}\nObject MegaSupplyBoxMarker09{Frame SUPB{Light BigGreenLight}}\nObject PresentCrate{Frame UCRT{Light SmallRedLight}}\nObject PresentPartyWeapon{Frame UCRT{Light SmallRedLight}}\nObject PresentPartyPowerup{Frame UCRT{Light SmallRedLight}}\nObject PresentCrate{Frame UCRT{Light SmallRedLight}}\nObject PresentCrate{Frame UCRT{Light SmallRedLight}}\n\nObject LegendaryMegaSupplyBoxMarker01{Frame SUPB{Light SmallYellowLight}}\nObject LegendaryMegaSupplyBoxMarker02{Frame SUPB{Light SmallYellowLight}}\nObject LegendaryMegaSupplyBoxMarker03{Frame SUPB{Light SmallYellowLight}}\nObject LegendaryMegaSupplyBoxMarker04{Frame SUPB{Light MediumYellowLight}}\nObject LegendaryMegaSupplyBoxMarker05{Frame SUPB{Light MediumYellowLight}}\nObject LegendaryMegaSupplyBoxMarker06{Frame SUPB{Light 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ArmageddonChalice{Frame DETO{Light SmallYellowLight}}\n\nObject ModdedSoulSphere2\n{\nFrame SOULA { Light ModdedSoulSphere1 }\nFrame SOULB { Light ModdedSoulSphere1 }\nFrame SOULC { Light ModdedSoulSphere1 }\nFrame SOULD { Light ModdedSoulSphere1 }\n}\n\nObject NewHealthBonus2\n{\nFrame SMBSA { Light HealthBonusLight1 }\nFrame SMBSB { Light HealthBonusLight1 }\nFrame SMBSC { Light HealthBonusLight1 }\nFrame SMBSD { Light HealthBonusLight1 }\n}\n\nObject NewArmorBonus2\n{\nFrame ARSDB { Light ArmorBonusLight1 }\n}\n\nObject ModdedGreenArmor2\n{\nFrame ARM1A { Light ModdedGreenArmor1 }\nFrame ARM1B { Light ModdedGreenArmor2 }\n}\n\nObject ModdedBlueArmor2\n{\nFrame ARM2A { Light ModdedBlueArmor1 }\nFrame ARM2B { Light ModdedBlueArmor2 }\n}\n\nObject ModdedBlurSphere2\n{\nFrame PINSA { Light ModdedBlurSphere1 }\nFrame PINSB { Light ModdedBlurSphere1 }\nFrame PINSC { Light ModdedBlurSphere2 }\nFrame PINSD { Light ModdedBlurSphere2 }\n}\n\nObject ModdedMegaSphere2\n{\nFrame MEGA { Light 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ForgottenOneBomb\n{\nFrame FRGO { Light SoulFire1 }\n}\n\nObject HFCyberRainCometNull\n{\nFrame ZAP5 { Light BruiserComet1 }\n}\n\nObject HellFireFallingComet\n{\nFrame G001 { Light Comet1 }\n}\n\nObject PentaFire\n{\nFrame CFCF { Light SmallOrangeLight }\n}\n\nObject HFWalkFire\n{\nFrame HFWF { Light SmallOrangeLight }\n}\n\nObject HFCyberRocket\n{\nFrame CROCA { Light Missile1 }\nFrame CROCB { Light Missile1 }\nFrame CROCC { Light MissileExplode1 }\nFrame CROCD { Light MissileExplode2 }\nFrame CROCE { Light MissileExplode3 }\n}\n\nObject PyroShot{Frame HFBA{Light BigOrangeLight}}\nObject PyroShot2{Frame HFBA{Light BigOrangeLight}}\nObject FuelExplosion02{Frame RPEX{Light MediumOrangeLight}}\n\nObject HFCyberFire\n{\nFrame XXBF { Light PyroFire1 }\n}\n\nObject ATracerPuff{Frame FTRA{Light SmallOrangeLight}}\nObject HFCyberTracer{Frame FTRA{Light MediumOrangeLight}}\nObject HFCyberTracer2{Frame FTRA{Light MediumOrangeLight}}\n\nObject CyberSeekingComet\n{\nFrame BHTB { Light Comet1 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20}\nPointLight RuneSmallWhiteLight {Color 1.0 1.0 1.0 OffSet 0 0 0 Size 20}\nPointLight RuneSmallPurpleLight {Color 1.0 0.0 1.0 OffSet 0 0 0 Size 20}\nPointLight RuneSmallCyanLight{Color 0.0 0.5 1.0 Size 20}\nPointLight RuneSmallBlueLight{Color 0.0 0.0 1.0 Size 20}\n\nObject PlayerResistanceParticle{Frame EFXT{Light RuneSmallGreenLight}}\nObject PlayerRegenerationParticle{Frame EFXT{Light RuneSmallRedLight}}\nObject PlayerSpreadParticle{Frame SUMC{Light RuneSmallWhiteLight}}\nObject PlayerLuckParticle{Frame RUNE{Light RuneSmallGreenLight}}\nObject PlayerRageParticle{Frame SPFX{Light RuneSmallRedLight}}\nObject PlayerRevengeParticle{Frame SPFX{Light SmallLegLightPlayer}}\nObject PlayerStrenghtParticle{Frame PTCL{Light RuneSmallRedLight}}\nObject PlayerHighJumpParticle{Frame W2AX{Light RuneSmallWhiteLight}}\nObject PlayerSummonerParticle{Frame FS2S{Light RuneSmallRedLight}}\nObject PlayerProsperityParticle{Frame BFXP{Light RuneSmallPurpleLight}}\nObject PlayerDrainParticle{Frame 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SET7I{Light SmallOrangeLight}\n}\n\nObject HeavySentryGunProj{Frame TRAC{Light SmallYellowLight}}\nObject RailgunSentryGun{Frame SET8B{Light MediumCyanLight}}\nObject MRailgunProj{Frame TNT1{Light MediumCyanLight}}\nObject DemonTechRailgunSentryGun{Frame SET0B{Light SmallGreenLight}}\nObject MissileSentryGunRocket{ Frame MIS7 { Light MediumOrangeLight }Frame MISL { Light MediumOrangeLight }}\nObject SonicEmitterFlare{Frame SPKB{Light BigCyanLight}}\nObject SonicEmitterProj{ Frame TEFX { Light BigCyanLight }Frame TXP1 { Light BigCyanLight }}\nObject ObeliskFlare{Frame SPKR{Light BigRedLight}}\nObject ObeliskProj{Frame TNT1{Light BigRedLight}}\n\nObject ThrownGrenade\n{\nFrame MISLB { Light DevilBallExplode1 }\nFrame MISLC { Light DevilBallExplode2 }\nFrame MISLD { Light DevilBallExplode3 }\n}\n\nObject MGrenade\n{\nFrame MISLB { Light DevilBallExplode1 }\nFrame MISLC { Light DevilBallExplode2 }\nFrame MISLD { Light DevilBallExplode3 }\n}\n\nObject MExplosiveTracer\n{\nFrame MISLB { 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UACGuyPlasmaCaster{Frame PIONF{Light SmallCyanLight}}\nObject UACGuyRailgun{Frame SRPLF{Light SmallCyanLight}}\nObject UACGuyDTRailgun{Frame PDTRF{Light SmallGreenLight}}\nObject UACGuyDTRifle{Frame PRAIF{Light SmallGreenLight}}\nObject UACGuyBFG9K{Frame PLA7F{Light SmallGreenLight}}\nObject UACGuyBFG10K{Frame PB10F{Light SmallGreenLight}}\nObject UACGuyDTBFG{Frame PPYRF{Light SmallGreenLight}}\nObject UACGuyDBFG{Frame PBDBF{Light SmallCyanLight}}\n\nObject LegendaryMarine\n{\nFrame PLEG{Light SmallLegLight}\nFrame LGSA{Light SmallLegLight}\nFrame LCNN{Light SmallLegLight}\nFrame PLEG{Light SmallLegLight}\n}\n\nObject MLegendaryRifleShot\n{\nFrame BTPR { Light LTechProj1 }\n}\n\nObject MLegendaryCannonProj\n{\nFrame LRBA { Light LMissile1a }\nFrame LRB3 { Light LMissile1a }\n}\n\nObject MLegendaryCannonBall\n{\nFrame LRB1 { Light LMissile1a }\n}\n\nObject ScoutDrone{Frame DRONC{Light SmallRedLight}}\nObject DroneProj{Frame TNT1{Light SmallRedLight}}\nObject MPulseProj{Frame TNT1{Light 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FS03H { Light FBallExplode1 }\nFrame FS03I { Light FBallExplode2 }\nFrame FS03J { Light FBallExplode3 }\n}\n\nObject PistolZombie{Frame P0SSF { Light ZOMBIEATK }}\nObject PyroZombie{Frame FLMZF { Light ZOMBIEATK }}\n\nObject ZGrenade\n{\nFrame MISLB { Light MissileExplode1 }\nFrame MISLC { Light MissileExplode2 }\nFrame MISLD { Light MissileExplode3 }\n}\n\nObject ZombieSpecops{Frame ZMCHF { Light ZOMBIEATK }}\nObject ZombieSpecops2{Frame ZSP2F { Light ZombiePlasma1 }}\nObject ZombieSpecops3{Frame ZPS1F { Light ZOMBIEATK }}\nObject ZombieSpecops4{Frame ZSP4F { Light ZOMBIEATK }}\nObject ZombieSpecops5{Frame ZSP5F { Light ZOMBIEATK }}\nObject ZombieSpecops6{Frame ZSP6F { Light ZOMBIEATK }}\nObject ZombieSpecops7{Frame ZSP7E { Light ZOMBIEATK }Frame ZSP7F { Light ZOMBIEATK }}\nObject ZombieSpecops8{Frame ZPS6F { Light ZOMBIEATK }}\nObject ZombieSpecops9{Frame ZSP8F { Light ZOMBIEATK }}\nObject ZombieSpecops10{Frame ZSP9E { Light ZOMBIEATK }Frame ZSP9F { Light ZOMBIEATK }}\nObject ZombieSpecops11{Frame ZPS2F { Light ZOMBIEATK }}\nObject ZombieSpecops12{Frame ZPS3F { Light ZombieBFG1 }}\nObject ZombieSpecops13{Frame ZPS4F { Light ZombieBFG1 }}\nObject ZombieSpecops14{Frame PYRZF { Light ZombieDTBFG }}\nObject ZombieSpecops15{Frame ZPS5F { Light ZombieDTBFG }}\nObject ZombieSpecops16{Frame ZPS7E { Light ZOMBIEATK }Frame ZPS7F { Light ZOMBIEATK }}\nObject ZombieSpecops17{Frame ZPS8F { Light ZombieRail1 }}\nObject ZombieSpecops18{Frame ZPS0F { Light ZombieDemonTech1 }}\nObject ZombieSpecops19{Frame ZPS9F { Light ZOMBIEATK }}\nObject ZombieSpecops20{Frame ZSP0G { Light ZOMBIEATK }}\nObject PGMZombie{Frame ZSN2F { Light ZOMBIEATK }}\n\nObject SniperZombie{Frame ZSNPF { Light ZOMBIEATK }}\n\nObject FakePhazoFastShot\n{\nFrame PPB2A { Light PhazoFastShot1 }\nFrame PPB2B { Light PhazoFastShot1 }\nFrame PPB2C { Light PhazoFastShotExplode1 }\nFrame PPB2D { Light PhazoFastShotExplode2 }\nFrame PPB2E { Light PhazoFastShotExplode3 }\n}\n\nObject NewSpiderMastermind\n{\nFrame SPIDG { Light DemolisherAttack1 }\nFrame SPIDH { Light DemolisherAttack1 }\nFrame SPIDJ { Light DemolisherExplode1 }\nFrame SPIDK { Light DemolisherExplode1 }\nFrame SPIDL { Light DemolisherExplode1 }\nFrame SPIDM { Light DemolisherExplode1 }\nFrame SPIDN { Light DemolisherExplode1 }\nFrame SPIDO { Light DemolisherExplode1 }\nFrame SPIDP { Light DemolisherExplode1 }\nFrame SPIDQ { Light DemolisherExplode1 }\nFrame SPIDR { Light DemolisherExplode1 }\n}\n\nObject Arachnophyte\n{\nFrame APIT { Light BossFire1 }\n}\n\nObject DemolisherMkII\n{\nFrame DMK2 { Light BossFire1 }\n}\n\nObject NewCyberdemon\n{\nFrame CYB2F { Light BossFire1 }\nFrame CYB2G { Light BossFire1 }\nFrame CYB2H { Light BossFire1 }\nFrame CYB2I { Light BossFire1 }\nFrame CYB2J { Light BossFire1 }\nFrame CYB2K { Light BossFire1 }\nFrame CYB2L { Light BossFire1 }\nFrame CYB2M { Light BossFire1 }\nFrame CYB2N { Light BossFire1 }\nFrame CYB2O { Light BossFire1 }\n}\n\nObject NewCyberdemon~\n{\nFrame CYB2F { Light BossFire1 }\nFrame CYB2G { Light BossFire1 }\nFrame CYB2H { Light BossFire1 }\nFrame CYB2I { Light BossFire1 }\nFrame CYB2J { Light BossFire1 }\nFrame CYB2K { Light BossFire1 }\nFrame CYB2L { Light BossFire1 }\nFrame CYB2M { Light BossFire1 }\nFrame CYB2N { Light BossFire1 }\nFrame CYB2O { Light BossFire1 }\n}\n\nObject MinigunCyberdemon\n{\nFrame ZYBRF { Light BossFire1 }\nFrame ZYBRG { Light BossFire1 }\nFrame ZYBRH { Light BossFire1 }\nFrame ZYBRI { Light BossFire1 }\nFrame ZYBRJ { Light BossFire1 }\nFrame ZYBRK { Light BossFire1 }\nFrame ZYBRL { Light BossFire1 }\nFrame ZYBRM { Light BossFire1 }\nFrame ZYBRN { Light BossFire1 }\nFrame ZYBRO { Light BossFire1 }\n}\n\nObject Apprentice\n{\nFrame C4RD { Light BossFire1 }\n}\n\nObject ZombieTank{Frame ZTNKD { Light ZOMBIEATK }Frame ZTNKE { Light ZOMBIEATK }}\nObject ZombieTankCamping{Frame ZTNKD { Light ZOMBIEATK }Frame ZTNKE { Light ZOMBIEATK }}\nObject ZombiePlasmaTank{Frame ZPTKD { Light ZombiePlasma1 }Frame ZPTKE { Light ZombiePlasma1 }}\nObject ZombiePlasmaTankCamping{Frame ZPTKD { Light ZombiePlasma1 }Frame ZPTKE { Light ZombiePlasma1 }}\nObject ZombieMissileTank{Frame ZMTKD { Light ZOMBIEATK }Frame ZMTKE { Light ZOMBIEATK }}\nObject ZombieMissileTankCamping{Frame ZMTKD { Light ZOMBIEATK }Frame ZMTKE { Light ZOMBIEATK }}\n\nObject Aracnorb{Frame ACNBC { Light ZOMBIEATK }}\nObject Aracnorb2{Frame ACNBC { Light ZOMBIEATK }}\nObject AracnorbBall{Frame ACNF { Light SmallYellowLight }}\n\nObject CyberDemolisher\n{\nFrame CYDEI { Light DemolisherAttack1 }\nFrame CYDEL { Light DemolisherAttack1 }\nFrame CYDEG { Light DemolisherAttack2 }\nFrame CYDEH { Light DemolisherAttack3 }\nFrame CYDEM { Light DemolisherExplode1 }\nFrame CYDEN { Light DemolisherExplode1 }\nFrame CYDEO { Light DemolisherExplode1 }\nFrame CYDEP { Light DemolisherExplode1 }\nFrame CYDEQ { Light DemolisherExplode1 }\nFrame CYDER { Light DemolisherExplode1 }\nFrame CYDES { Light DemolisherExplode1 }\nFrame CYDET { Light DemolisherExplode1 }\nFrame CYDEU { Light DemolisherExplode1 }\nFrame CYDEV { Light DemolisherExplode1 }\n}\n\nObject CCrackoDemon\n{\nFrame HED9A { Light BombEleLight1 }\nFrame HED9B { Light BombEleLight1 }\nFrame HED9C { Light BombEleLight1 }\nFrame HED9D { Light BombEleLight1 }\nFrame HED9E { Light BombEleLight1 }\nFrame HED9F { Light BombEleLight1 }\nFrame HED9G { Light BombEleLight1 }\nFrame HED9H { Light BombEleLight1 }\nFrame HED9I { Light BombEleLight1 }\nFrame HED9J { Light BombEleLight1 }\n}\n\nObject FrostComet{Frame FCMT { Light MediumCyanLight }}\nObject Frostmissile3{Frame FCMT { Light MediumCyanLight }}\nObject Frostmissile3{Frame ISHR { Light LMissile1a }Frame SHEX { Light LMissile1a }}\n\nObject SnowStormBomb{Frame FX05 { Light MediumCyanLight }Frame SHEX { Light LMissile1a }}\nObject SnowStormBomb2{Frame FX09 { Light MediumCyanLight }Frame SHEX { Light LMissile1a }}\nObject SnowStormBomb3{Frame FX05 { Light MediumCyanLight }Frame SHEX { Light LMissile1a }}\nObject Frostbite{Frame ISHR { Light LMissile1a }Frame TNT1 { Light LMissile1a }}\n\nObject CorruptBaronBall{Frame CCB2 { Light SmallWhiteLight }}\nObject WComet{Frame CCBM { Light MediumWhiteLight }}\nObject MiniFireBall{Frame DCMF { Light ArchonBall1 }}\nObject SeekerComet{Frame COMT { Light Comet1 }}\nObject PyroBlast{Frame SBL2 { Light Comet1 }}\nObject PyroBlast2{Frame SBL2 { Light Comet1 }}\nObject FirebombExplosion1{Frame FRME { Light Comet1 }}\nObject FirebombExplosion2{Frame FRME { Light Comet1 }}\nObject FirebombExplosion3{Frame FRME { Light Comet1 }}\nObject PPyroBall{Frame RBAL { Light Comet1 }}\nObject MiniIceSpike{Frame ICPL { Light SmallCyanLight }}\nObject DarkBarrageBall{Frame VLBB { Light SmallBlueLight }Frame ICE2 { Light SmallBlueLight }}\nObject BlueVolcanoTBlast{Frame VBSB { Light SmallBlueLight }Frame VLBE { Light SmallBlueLight }}\nObject DarkRipper{Frame BBAL { Light MediumBlueLight }Frame FX18 { Light MediumBlueLight }}\nObject DarkRipperSpike{Frame BONE { Light SmallWhiteLight }Frame 6PUF { Light SmallWhiteLight }}\nObject DarkMatterBall{Frame DMGB { Light MediumBlueLight }Frame TNT1 { Light MediumBlueLight }}\nObject DarkMatterBall2{Frame DMGB { Light MediumBlueLight }Frame TNT1 { Light MediumBlueLight }}\nObject IUBall{Frame IMBL { Light BigCyanLight }Frame BXPO { Light BigCyanLight }}\nObject FUBall{Frame FMBL { Light BigOrangeLight }}\n\nObject ExplosiveMelee\n{\nFrame MISLB { Light DevilBallExplode1 }\nFrame MISLC { Light DevilBallExplode2 }\nFrame MISLD { Light DevilBallExplode3 }\n}\n\nObject AfritBall\n{\nFrame FRTM { Light Comet1 }\n}\n\nObject HellFireIfrit\n{\nFrame HIFRA { Light BabySentientFire1 }\nFrame HIFRB { Light BabySentientFire1 }\nFrame HIFRC { Light BabySentientFire1 }\nFrame HIFRD { Light BabySentientFire1 }\nFrame HIFRE { Light BabySentientFire1 }\nFrame HIFRF { Light BabySentientFire1 }\nFrame HIFRG { Light BabySentientFire1 }\nFrame HIFRH { Light BabySentientFire1 }\n}\n\nObject HellFireIfrit~\n{\nFrame HIFRA { Light BabySentientFire1 }\nFrame HIFRB { Light BabySentientFire1 }\nFrame HIFRC { Light BabySentientFire1 }\nFrame HIFRD { Light BabySentientFire1 }\nFrame HIFRE { Light BabySentientFire1 }\nFrame HIFRF { Light BabySentientFire1 }\nFrame HIFRG { Light BabySentientFire1 }\nFrame HIFRH { Light BabySentientFire1 }\n}\n\nObject HellFireAfrit\n{\nFrame HFBSA { Light BabySentientFire1 }\nFrame HFBSB { Light BabySentientFire1 }\nFrame HFBSC { Light BabySentientFire1 }\nFrame HFBSD { Light BabySentientFire1 }\nFrame HFBSE { Light BabySentientFire1 }\nFrame HFBSF { Light BabySentientFire1 }\nFrame HFBSG { Light BabySentientFire1 }\nFrame HFBSH { Light BabySentientFire1 }\nFrame HFBSI { Light BabySentientFire1 }\nFrame HFBSJ { Light BabySentientFire1 }\nFrame HFBSK { Light BabySentientFire1 }\nFrame HFBSL { Light BabySentientFire1 }\nFrame HFBSM { Light BabySentientFire1 }\nFrame HFBSO { Light BabySentientFire1 }\nFrame HFBSP { Light BabySentientFire1 }\nFrame HFBSQ { Light BabySentientFire1 }\nFrame HFBSR { Light BabySentientFire1 }\nFrame HFBSS { Light BabySentientFire1 }\nFrame HFBST { Light BabySentientFire1 }\n}\n\nObject HellFireAfrit~\n{\nFrame HFBSA { Light BabySentientFire1 }\nFrame HFBSB { Light BabySentientFire1 }\nFrame HFBSC { Light BabySentientFire1 }\nFrame HFBSD { Light BabySentientFire1 }\nFrame HFBSE { Light BabySentientFire1 }\nFrame HFBSF { Light BabySentientFire1 }\nFrame HFBSG { Light BabySentientFire1 }\nFrame HFBSH { Light BabySentientFire1 }\nFrame HFBSI { Light BabySentientFire1 }\nFrame HFBSJ { Light BabySentientFire1 }\nFrame HFBSK { Light BabySentientFire1 }\nFrame HFBSL { Light BabySentientFire1 }\nFrame HFBSM { Light BabySentientFire1 }\nFrame HFBSO { Light BabySentientFire1 }\nFrame HFBSP { Light BabySentientFire1 }\nFrame HFBSQ { Light BabySentientFire1 }\nFrame HFBSR { Light BabySentientFire1 }\nFrame HFBSS { Light BabySentientFire1 }\nFrame HFBST { Light BabySentientFire1 }\n}\n\nObject InfernalEmperorProj{Frame B4L3 { Light SmallOrangeLight }}\nObject InfernalEmperorProjUp{Frame B4L3 { Light SmallOrangeLight }}\nObject InfernalEmperorProjDown{Frame B4L3 { Light SmallOrangeLight }}\n\nFLICKERLIGHT HellArchonExplosion1\n{\nColor 1.0 0.0 0\nOffSet 0 12 0\nSize 40\nSecondarySize 50\nChance 0.2\n}\n\nObject HellArchon{Frame HLAR { Light HellArchonExplosion1 }}\n\nObject ArchonFastBall1{Frame DCMF { Light SmallRedLight }}\n\nObject CyberBaron{Frame CB0SF { Light ZOMBIEATK }}\nObject CyberArchBaron{Frame CB3LF { Light ZOMBIEATK }}\nObject AssaultWarlord{Frame ASWAN { Light ZOMBIEATK }Frame ASWAG { Light ZOMBIEATK }Frame ASWAF { Light ZOMBIEATK }}\n\nObject DraugrMissile{Frame AMIS { Light Missile1 }Frame TNT1 { Light Missile1 }}\n\nObject CyberImp{Frame CIMPG { Light ZombiePlasma1 }}\n\nObject LMoxinShot{Frame GHFX { Light SmallGreenLight }}\nObject ToxicImpBall{Frame B4LX { Light SmallGreenLight }}\nObject PoisonBall{Frame FVN1 { Light SmallGreenLight }}\nObject TKnightComet{Frame BRTB { Light MediumGreenLight }}\nObject ToxicRevenantComet{Frame CO2T { Light MediumGreenLight }}\nObject ToxicRevenant{Frame NSKLJ { Light ZOMBIEATK }}\n\nObject DeepOneBall{Frame OLDP { Light SmallGreenLight }}\n\nObject BelphegorComet\n{\nFrame CO0T { Light DukeComet1 }\n}\n\nObject BelphegorCometDeath\n{\nFrame CO0TF { Light DukeCometExplode1 }\nFrame CO0TG { Light DukeCometExplode2 }\nFrame CO0TH { Light DukeCometExplode3 }\nFrame CO0TI { Light DukeCometExplode4 }\n}\n\nObject RocketImp{Frame RIMPV { Light ZOMBIEATK }Frame RIMPW { Light ZOMBIEATK }}\n\nObject RailArachnotron{Frame RSPIH { Light MediumRedLight }}\n\nObject HellGate{Frame LRD6 { Light BigYellowLight }}\nObject HellGateImp{Frame LRD6 { Light BigYellowLight }}\nObject HellGateWeak{Frame LRD6 { Light BigYellowLight }}\nObject HellGateFiends{Frame LRD6 { Light BigYellowLight }}\nObject HellGateChaingunners{Frame LRD6 { Light BigYellowLight }}\nObject HellGateCaco{Frame LRD6 { Light BigYellowLight }}\nObject HellGateMedium{Frame LRD6 { Light BigYellowLight }}\nObject HellGateCybers{Frame LRD6 { Light BigYellowLight }}\nObject HellGateNazi{Frame LRD6 { Light BigYellowLight }}\nObject HellGateBFG{Frame LRD6 { Light BigYellowLight }}\nObject HellGateShotgunners{Frame LRD6 { Light BigYellowLight }}\nObject HellGateZombiemen{Frame LRD6 { Light BigYellowLight }}\nObject HellGateFlyers{Frame LRD6 { Light BigYellowLight }}\nObject HellGateBabyCacoSouls{Frame LRD6 { Light BigYellowLight }}\nObject HellGateNobles{Frame LRD6 { Light BigYellowLight }}\n\nObject FrostCoveredBall{Frame IC31 { Light SmallCyanLight }}\nObject CBall{Frame BAL2 { Light SmallCyanLight }}\nObject CryoComet{Frame CRTT { Light MediumCyanLight }}\nObject CryoCometDeath{Frame CRTT { Light MediumCyanLight }}\n\nFLICKERLIGHT CryoDemonExplosion1\n{\nColor 0.0 0.5 1.0\nOffSet 0 12 0\nSize 40\nSecondarySize 50\nChance 0.2\n}\n\nObject CryoDemon\n{\nFrame CRYO { Light CryoDemonExplosion1 }\n}\n\nObject InfernoDemon\n{\nFrame INFDF { Light MediumOrangeLight }\nFrame INFDH { Light MediumOrangeLight }\nFrame INFDG { Light MediumOrangeLight }\n}\n\nObject HellWarriorBall{Frame HWFB { Light SmallYellowLight }}\n\nObject HellChampion{Frame HW2RI { Light SmallGreenLight }}\nObject HellChampionShieldBall{Frame G2B4 { Light SmallGreenLight }}\n\nObject ToxicComet{Frame BRTB { Light SmallGreenLight }}\nObject ToxicSwirlComet{Frame BRTB { Light SmallGreenLight }}\n\nObject Draugr{Frame SK32H { Light ZOMBIEATK }}\nObject Draugr~{Frame SK32H { Light ZOMBIEATK }}\nObject SuperBall{Frame RRBA { Light MediumRedLight }Frame RRBA { Light MediumRedLight }}\nObject SuperSmallBall{Frame RRB3 { Light SmallRedLight }Frame TNT1 { Light SmallRedLight }}\n\nObject ExplosiveMinigunner{Frame EXP2E { Light ZOMBIEATK }Frame EXP2F { Light ZOMBIEATK }}\n\nObject HitlerExplosiveTracer\n{\nFrame MISLB { Light DevilBallExplode1 }\nFrame MISLC { Light DevilBallExplode2 }\nFrame MISLD { Light DevilBallExplode3 }\n}\n\nObject BFG15KMajor\n{\nFrame 15KZF { Light ZombieBFG2 }\n}\n\nObject HFBall\n{\nFrame BAL9A { Light DevilBall1 }\nFrame BAL9B { Light DevilBall1 }\nFrame BAL9C { Light DevilBallExplode1 }\nFrame BAL9D { Light DevilBallExplode2 }\nFrame BAL9E { Light DevilBallExplode3 }\n}\n\nObject HellFireBaronFireFX{Frame DFIR { Light DiabFireFX1 }}\n\nObject InfernalistFireFX{Frame FERF { Light MediumOrangeLight }}\nObject InfernalistRain{Frame TNT1 { Light SmallOrangeLight }Frame FTR0 { Light SmallOrangeLight }}\nObject InfernalistFloorFireTrail{Frame FTR0 { Light SmallOrangeLight }}\nObject InfernalistFire{Frame DFIR { Light DiabFireFX1 }}\n\nObject InfernalistComet\n{\nFrame COMT { Light Comet1 }\n}\n\nObject WidowMaker{Frame WDMKF { Light ZOMBIEATK }Frame WDMKH { Light ZOMBIEATK }}\n\nObject widowmakerMiniRockets{Frame CBRKA { Light Missile1 }}\n\nObject War\n{\nFrame WARRF { Light ZOMBIEATK }\nFrame WARRG { Light ZOMBIEATK }\nFrame WARRH { Light ZOMBIEATK }\n}\n\nObject WarFlamethrower\n{\nFrame FIR1 { Light BruiserBall1 }\n}\n\nObject WarShoulderRocket{Frame CBRKA { Light Missile1 }}\nObject WarShoulderRocketHoming{Frame CBRKA { Light Missile1 }}\nObject WarNapalmBall{ Frame WARN { Light MediumOrangeLight }}\nObject WarFireFlare{ Frame WARF { Light SmallOrangeLight }}\n\nObject Hellion\n{\nFrame H2LNG { Light InfernoVileFire1 }\nFrame H2LNH { Light InfernoVileFire1 }\nFrame H2LNI { Light InfernoVileFire1 }\nFrame H2LNJ { Light InfernoVileFire1 }\nFrame H2LNK { Light InfernoVileFire1 }\n}\n\nObject HellionBall{Frame H2BL { Light SmallOrangeLight }}\nObject HellionTracer1{Frame CFFX { Light SmallOrangeLight }Frame CFCF { Light SmallOrangeLight }}\nObject HellionTracer2{Frame CFFX { Light SmallOrangeLight }Frame CFCF { Light SmallOrangeLight }}\n\nObject HellionTracer2{Frame CFFX { Light SmallOrangeLight }Frame CFCF { Light SmallOrangeLight }}\n\nObject DarkCybruiser\n{\nFrame UBRRA { Light SmallGreenLight }\nFrame UBRSF { Light SmallRedLight }\n}\n\nObject DarkCybruiser~\n{\nFrame UBRRA { Light SmallGreenLight }\nFrame UBRSF { Light SmallRedLight }\n}\n\nObject DarkPaladinGrenade\n{\nFrame MIS3B { Light DCMissileExplode1 }\nFrame MIS3C { Light DCMissileExplode2 }\nFrame MIS3D { Light DCMissileExplode3 }\nFrame MIS3E { Light DCMissileExplode4 }\n}\n\nObject ZDTRProjectile2{Frame DTPR { Light DTechProj1 }}\n\nObject DarkBruiser10K { Frame TRA2 { Light BFG9500Ball1 } }\n\nObject DarkBruiser10KEx\n{\nFrame BFE1A { Light BFG15KBallExplode1 }\nFrame BFE1B { Light BFG15KBallExplode2 }\nFrame BFE1C { Light BFG15KBallExplode3 }\nFrame BFE1D { Light BFG15KBallExplode4 }\nFrame BFE1E { Light BFG15KBallExplode5 }\nFrame BFE1F { Light BFG15KBallExplode6 }\n}\n\nObject DarkCydestroyer\n{\nFrame DB2SF { Light SmallGreenLight }\nFrame DB3SA { Light SmallGreenLight }\nFrame DB3SB { Light SmallGreenLight }\nFrame DB3SC { Light SmallRedLight }\nFrame DB3SD { Light SmallRedLight }\nFrame DB3SE { Light SmallRedLight }\n}\n\nObject DarkCydestroyer~\n{\nFrame DB2SF { Light SmallGreenLight }\nFrame DB3SA { Light SmallGreenLight }\nFrame DB3SB { Light SmallGreenLight }\nFrame DB3SC { Light SmallRedLight }\nFrame DB3SD { Light SmallRedLight }\nFrame DB3SE { Light SmallRedLight }\n}\n\nObject DarkCydestroyerMiniLaser { Frame BRB2 { Light SmallGreenLight } Frame TNT1 { Light SmallGreenLight } }\n\nObject CacoHellStaffBall1 { Frame HPRO { Light SmallRedLight } Frame CLBA { Light SmallRedLight } }\nObject CacoHellStaffBall2 { Frame HPRO { Light SmallRedLight } Frame CLBA { Light SmallRedLight } }\n\nObject Corpulant{Frame FOFOH { Light HectebusLight1 }Frame FOFOI { Light HectebusLight1 }}\n\nObject ChaosSoul\n{\nFrame CHOS { Light SoulFire2 }\n}\n\nObject ChaosLightning { Frame CL2G { Light SmallGreenLight } Frame NLI2 { Light SmallGreenLight } }\n\nObject Chaos10KEx\n{\nFrame BFE1A { Light BFG15KBallExplode1 }\nFrame BFE1B { Light BFG15KBallExplode2 }\nFrame BFE1C { Light BFG15KBallExplode3 }\nFrame BFE1D { Light BFG15KBallExplode4 }\nFrame BFE1E { Light BFG15KBallExplode5 }\nFrame BFE1F { Light BFG15KBallExplode6 }\n}\n\nObject CNIceBall{Frame FX05 { Light LMissile1a }Frame SHEX { Light LMissile1a }}\n\nObject ChaosSuperLightningFX{Frame CL2G { Light MediumGreenLight }}\nObject ChaosSuperLightningFX2{Frame CL2G { Light MediumGreenLight }}\nObject ChaosSuperLightningFX3{Frame CL2G { Light MediumGreenLight }}\nObject ChaosSuperLightningFX4{Frame CL2G { Light MediumGreenLight }}\nObject ChaosSuperLightningFX5{Frame CL2G { Light MediumGreenLight }}\n\nObject ChaosSuperLightningProj\n{\nFrame CL2G { Light MediumGreenLight }\nFrame BFE3A { Light BFG9500BallExplode1 }\nFrame BFE3B { Light BFG9500BallExplode2 }\nFrame BFE3C { Light BFG9500BallExplode3 }\nFrame BFE3D { Light BFG9500BallExplode4 }\nFrame BFE3E { Light BFG9500BallExplode5 }\nFrame BFE3F { Light BFG9500BallExplode6 }\n}\n\nObject DarkCyberImp\n{\nFrame DCIPG { Light ZombieDemonTech1 }\n}\n\nObject DarkCyberImp~\n{\nFrame DCIPG { Light ZombieDemonTech1 }\n}\n\nObject DarkRocketImp\n{\nFrame KIMPW { Light ZombieDemonTech1 }\nFrame KIMPV { Light ZombieDemonTech1 }\n}\n\nObject DarkRocketImp~\n{\nFrame KIMPW { Light ZombieDemonTech1 }\nFrame KIMPV { Light ZombieDemonTech1 }\n}\n\nObject DarkCyberSlayer\n{\nFrame DRHRF { Light ZombieDemonTech1 }\n}\n\nObject DarkCyberSlayer~\n{\nFrame DRHRF { Light ZombieDemonTech1 }\n}\n\nObject LesserCardinalMiniDTBFG{Frame CRS1 { Light MediumRedLight }Frame CFE1 { Light MediumRedLight }}\nObject LesserCardinalLightningProjectile{Frame DLIT { Light SmallRedLight }}\n\nObject LesserRainCometSpawner{Frame CMRA { Light BruiserComet1 }}\nObject LesserRainCometSpawner2{Frame CMRA { Light BruiserComet1 }}\nObject LesserRainComet{Frame COMT { Light Comet1 }}\n\nObject BabyMastermind{Frame CSP0G { Light ZOMBIEATK }Frame CSP0H { Light ZOMBIEATK }}\n\nObject BattleLordOfHell{Frame HLGDF { Light MediumYellowLight }}\nObject BattleLordBall{Frame HGFB { Light MediumYellowLight }}\nObject BattleLordBall2{Frame HGFB { Light MediumYellowLight }}\nObject BattleLordBall3{Frame HGFB { Light MediumYellowLight }}\nObject BattleLordBall4{Frame HGFB { Light MediumYellowLight }}\nObject BattleLordSeekBall{Frame LSA2 { Light MediumYellowLight }Frame YVSK { Light MediumYellowLight }}\nObject BattleLordSoulBall{Frame SHBA { Light MediumYellowLight }}\nObject BattleLordSpiritBomb{Frame RS0L { Light BigOrangeLight }}\n\nObject GreenFlameBreath{Frame FXPG { Light MediumGreenLight }}\nObject ArdhDukeComet{Frame CO0T { Light DukeComet1 }}\nObject GiantArdhDukeComet{Frame CO0T { Light BigGreenLight }}\nObject GiantArdhDukeCometCharging{Frame CO0T { Light BigGreenLight }}\nObject GiantArdhDukeCometGrowing{Frame CO0T { Light BigGreenLight }}\n\nObject GiantArdhDukeCometDeath\n{\nFrame CO0TF { Light BigGreenLight }\nFrame CO0TG { Light BigGreenLight }\nFrame CO0TH { Light BigGreenLight }\nFrame CO0TI { Light BigGreenLight }\n}\n\nObject PurgatoryBall{Frame S4TC { Light MediumCyanLight }}\nObject PurgatorySniperBall{Frame S4TC { Light BigCyanLight }}\nObject PurgatoryComet{Frame LNCM { Light LegNobleComet }}\nObject PurgatoryFloor{Frame LBA3 { Light MediumCyanLight }}\nObject PurgatorySpike{Frame BTRD { Light MediumCyanLight }}\n\nObject HellishAvatar\n{\nFrame AVATK { Light BigOrangeLight }\nFrame AVATL { Light BigOrangeLight }\nFrame AVATI { Light BigCyanLight }\nFrame AVATJ { Light BigCyanLight }\nFrame AVATG { Light BigWhiteLight }\nFrame AVATH { Light BigWhiteLight }\nFrame AVATE { Light BigRedLight }\nFrame AVATF { Light BigRedLight }\n}\n\nObject HellishAvatarLightning{Frame AVLT { Light BigRedLight }}\nObject AvatarIceMegaBall{Frame V5PL { Light BigCyanLight }Frame TNT1 { Light BigCyanLight }}\nObject AvatarIceMediumBall{Frame FX05 { Light LMissile1a }Frame SHEX { Light LMissile1a }}\nObject AvatarIceSmallBall{Frame ISHR { Light LMissile1a }}\nObject AvatarIceBeam{Frame FNB3 { Light MediumCyanLight }Frame TNT1 { Light MediumCyanLight }}\nObject AvatarWindSlicer{Frame PR0J { Light MediumWhiteLight }Frame BF31 { Light MediumWhiteLight }}\nObject AvatarStormLite{Frame DLIT { Light SmallRedLight }}\nObject AvatarThunderBolt{Frame T3FX { Light MediumRedLight }Frame DLIT { Light MediumRedLight }}\nObject AvatarFireTracer{Frame CFFX{Light MediumOrangeLight}Frame CFCF{Light MediumOrangeLight}}\nObject AvatarFireTracer2{Frame CFFX{Light MediumOrangeLight}Frame CFCF{Light MediumOrangeLight}}\n\nObject InfernalEmperorFireBall{Frame IFPS{Light MediumOrangeLight}}\nObject InfernalEmperor{Frame IFEPO{Light BigOrangeLight}}\n\nObject PestilenceRocket\n{\nFrame HMIGA { Light DCMissile1 }\nFrame MIS3B { Light DCMissileExplode1 }\nFrame MIS3C { Light DCMissileExplode2 }\nFrame MIS3D { Light DCMissileExplode3 }\nFrame MIS3E { Light DCMissileExplode4 }\n}\n\nObject NewDarkImpBall{Frame D1B1{Light SmallBlueLight}}\n\nObject IllusBlast{Frame ILSB { Light DarkNobleFastBall1 }}\n\nObject BruiserDemon\n{\nFrame BRCYA { Light PyroDemonExplosion1 }\nFrame BRCYB { Light PyroDemonExplosion1 }\nFrame BRCYC { Light PyroDemonExplosion1 }\nFrame BRCYD { Light PyroDemonExplosion1 }\nFrame BRCYE { Light PyroDemonExplosion1 }\nFrame BRCYF { Light PyroDemonExplosion1 }\nFrame BRCYG { Light PyroDemonExplosion1 }\nFrame BRCYH { Light PyroDemonExplosion1 }\nFrame BRCYI { Light PyroDemonExplosion1 }\nFrame BRCYJ { Light PyroDemonExplosion1 }\nFrame BRCYK { Light PyroDemonExplosion1 }\nFrame BRCYL { Light PyroDemonExplosion1 }\nFrame BRCYM { Light PyroDemonExplosion1 }\n}\n\nObject CyberHellArchon\n{\nFrame CRCYF { Light ZOMBIEATK }\n}\n\nObject CyberHellArchonSoul{Frame CH4S { Light SmallGreenLight }}\n\nObject DemonTechBallistaZombie{Frame ZMBYF { Light ZombieDemonTech1 }}\n\nObject IronFiend{Frame IFINF { Light ZOMBIEATK }}\n\nObject Cacobot{Frame CABTM { Light SmallRedLight }Frame CABTN { Light SmallRedLight }}\n\nObject BersekerOfHell\n{\nFrame INCBF { Light BigYellowLight }\nFrame INCBG { Light BigYellowLight }\nFrame INCBH { Light BigYellowLight }\n}\n\nObject Demobus{Frame BFATH { Light HectebusLight1 }}\n\nObject CyberFodder{Frame ZFOCG { Light ZombiePlasma1 }}\n\nObject SamaelEnergyBolt{Frame OBR3 { Light MediumOrangeLight }}\n\nObject ObserverShot{Frame FOBV { Light SmallGreenLight }}\n\nObject CyberTrooper{Frame AZ1HF { Light SmallRedLight }}\n\nObject CyberSlayer{Frame HRZRF { Light SmallRedLight }}\n\nObject CyberBrute{Frame CBRTF { Light ZOMBIEATK }}\n\nObject SoulOfPurgatory{Frame ISUL { Light SmallCyanLight }}\nObject SoulOfPurgatoryBall{Frame SATC { Light SmallCyanLight }}\nObject SoulOfPurgatoryComet{Frame HPCM { Light MediumCyanLight }}\nObject BlueCometDeath{Frame HPCM { Light MediumCyanLight }}\n\nObject ElementalOfPurgatory\n{\nFrame IMCCA { Light MediumCyanLight }\nFrame IMCCB { Light MediumCyanLight }\nFrame IMCCC { Light MediumCyanLight }\nFrame IMCCD { Light MediumCyanLight }\nFrame IMCCE { Light MediumCyanLight }\nFrame IMCCF { Light MediumCyanLight }\nFrame IMCCG { Light MediumCyanLight }\nFrame IMCCH { Light MediumCyanLight }\nFrame IMCCI { Light MediumCyanLight }\nFrame IMCCJ { Light MediumCyanLight }\nFrame IMCCK { Light MediumCyanLight }\nFrame IMCCL { Light MediumCyanLight }\nFrame IMCCM { Light MediumCyanLight }\nFrame IMCCN { Light MediumCyanLight }\nFrame IMCCO { Light MediumCyanLight }\nFrame IMCCP { Light MediumCyanLight }\nFrame IMCCQ { Light MediumCyanLight }\nFrame IMCCR { Light MediumCyanLight }\nFrame IMCCS { Light MediumCyanLight }\nFrame IMCCT { Light MediumCyanLight }\nFrame IMCCU { Light MediumCyanLight }\n}\n\nObject ElementalOfPurgatoryComet{Frame BCMT { Light MediumCyanLight }}\nObject ElementalOfPurgatoryCometDeath{Frame BCMT { Light MediumCyanLight }}\nObject ElementalOfPurgatoryHomingComet{Frame HPCM { Light MediumCyanLight }}\n\nObject OverlordOfPurgatory{Frame 0VER { Light BigCyanLight }}\nObject OverlordOfPurgatoryBall{Frame SATC { Light SmallCyanLight }}\nObject OverlordOfPurgatorySniperBall{Frame S4TC { Light BigCyanLight }}\n\nObject HomingRocketZombie{Frame MMGYF { Light ZOMBIEATK }}\n\nObject MRLZombie {Frame MP0SF{ Light ZOMBIEATK }}\n\nObject Maledict {Frame MALDE{ Light BigYellowLight }}\n\nObject MaledictProjectile {Frame BAD1{ Light SmallPurpleLight }}\nObject MaledictProjectileBig {Frame S4BA{ Light MediumRedLight }Frame H3FX{ Light MediumRedLight }}\nObject MaledictSummon {Frame BOSF{ Light SmallYellowLight }}\n\nObject ConquerorLich\n{\nFrame CQLHF { Light BigYellowLight }\nFrame CQLHG { Light BigYellowLight }\nFrame CQLHI { Light BigYellowLight }\n}\n\nObject PlayerCardRocket\n{\nFrame NPRK { Light Missile1 }\nFrame CROCC { Light MissileExplode1 }\nFrame CROCD { Light MissileExplode2 }\nFrame CROCE { Light MissileExplode3 }\n}\n\nObject Cardihilation\n{\nFrame CRHL { Light BossFire1 }\n}\n\nObject CardihilationHSBFG10kShot\n{\nFrame HFP3 { Light BFG95002Ball1 }\n}\n\nObject CardihilationHSBFG10kBigShot\n{\nFrame HFP3 { Light BigRedLight }\nFrame HPE3 { Light BigRedLight }\n}\n\nObject AugmentedAnnihilator\n{\nFrame ANOPF { Light BigYellowLight }\nFrame ANOPG { Light BigYellowLight }\nFrame ANOPF { Light BigYellowLight }\nFrame ANOPG { Light BigYellowLight }\nFrame ANOPH { Light BigYellowLight }\nFrame ANOPI { Light BigYellowLight }\nFrame ANOPJ { Light BigYellowLight }\nFrame ANOPM { Light BigGreenLight }\nFrame ANOPN { Light BigGreenLight }\nFrame ANOPO { Light BigGreenLight }\nFrame ANOPP { Light BigGreenLight }\nFrame ANOPQ { Light BigGreenLight }\nFrame ANOPR { Light BigGreenLight }\nFrame ANOPS { Light BigGreenLight }\nFrame ANOPT { Light BigGreenLight }\nFrame ANOPU { Light BigGreenLight }\nFrame ANOPV { Light BigGreenLight }\nFrame ANOPW { Light BigGreenLight }\nFrame ANOPX { Light BigGreenLight }\nFrame ANOPY { Light BigGreenLight }\n}\n\nObject AugmentedAnnihilator\n{\nFrame ANOPF { Light BigYellowLight }\nFrame ANOPG { Light BigYellowLight }\nFrame ANOPF { Light BigYellowLight }\nFrame ANOPG { Light BigYellowLight }\nFrame ANOPH { Light BigYellowLight }\nFrame ANOPI { Light BigYellowLight }\nFrame ANOPJ { Light BigYellowLight }\nFrame ANOPM { Light BigGreenLight }\nFrame ANOPN { Light BigGreenLight }\nFrame ANOPO { Light BigGreenLight }\nFrame ANOPP { Light BigGreenLight }\nFrame ANOPQ { Light BigGreenLight }\nFrame ANOPR { Light BigGreenLight }\nFrame ANOPS { Light BigGreenLight }\nFrame ANOPT { Light BigGreenLight }\nFrame ANOPU { Light BigGreenLight }\nFrame ANOPV { Light BigGreenLight }\nFrame ANOPW { Light BigGreenLight }\nFrame ANOPX { Light BigGreenLight }\nFrame ANOPY { Light BigGreenLight }\n}\n\nObject CardihilatorDemolisher\n{\nFrame SDMOH { Light BigYellowLight }\nFrame SDMOI { Light BigYellowLight }\nFrame SDMOJ { Light BigYellowLight }\nFrame SDMOV { Light BigRedLight }\nFrame SDMOW { Light BigRedLight }\n}\n\nObject ArchonLordTracerPuff{Frame FTRA { Light SmallOrangeLight }}\nObject FastBBall{Frame HLK1 { Light BruiserBall1 }}\nObject ArchonLordMegaBall{Frame CMRA{Light BigOrangeLight}Frame COMT{Light BigOrangeLight}}\nObject LordArchonRainCometSpawner{Frame CMRA { Light BruiserComet1 }}\nObject LAFire{Frame DFIR { Light DiabFireFX1 }}\nObject LordArchonMiniBall{Frame HLK1 { Light BruiserBall1 }}\n\nObject BossTerminator\n{\nFrame TERMF { Light BigRedLight }\nFrame TERMH { Light BigYellowLight }\nFrame TERMI { Light BigYellowLight }\n}\n\nObject DarkCyberLord\n{\nFrame DCYBF { Light BossFire2 }\nFrame DCYBH { Light BossFire2 }\nFrame DCYBI { Light BossFire2 }\nFrame DCYBJ { Light BossFire2 }\nFrame DCYBK { Light BossFire2 }\nFrame DCYBL { Light BossFire2 }\nFrame DCYBM { Light BossFire2 }\nFrame DCYBN { Light BossFire2 }\nFrame DCYBO { Light BossFire2 }\n}\n\nObject DarkAnniDTBFGBall\n{\nFrame CGS1 { Light BFG9500Ball1 }\n}\n\nObject DarkCyberLordSeekRocket\n{\nFrame HMIGA { Light DCMissile1 }\nFrame MIS3B { Light DCMissileExplode1 }\nFrame MIS3C { Light DCMissileExplode2 }\nFrame MIS3D { Light DCMissileExplode3 }\nFrame MIS3E { Light DCMissileExplode4 }\n}\n\nObject BossHitler\n{\nFrame HTL1G { Light BigYellowLight }\nFrame HTL1H { Light BigYellowLight }\n}\n\nObject BossHitlerNoSuit\n{\nFrame HTLRG { Light BigYellowLight }\nFrame HTLRH { Light BigYellowLight }\n}\n\nObject Sabaoth\n{\nFrame SBTHD { Light BigGreenLight }\nFrame SBTHS { Light BigRedLight }\n}\n\nObject SabaothRedDTBFGBall\n{\nFrame CRS1 { Light BFG95002Ball1 }\n}\n\nObject SabaothGreenDTBFGBall\n{\nFrame CGS1 { Light BFG9500Ball1 }\n}\n\nObject AracnorbQueen{Frame ARNQE { Light BigGreenLight }}\nObject QueenBall{Frame GBAL { Light SmallGreenLight }}\nObject QueenTracer{Frame HEFG { Light MediumGreenLight }}\nObject QueenPlasmaBlast{Frame EBLT { Light SmallGreenLight }}\n\nObject QueenBFGBall\n{\nFrame BFS3 { Light BFG9500Ball1 }\nFrame BFE1A { Light BFG9500BallExplode1 }\nFrame BFE1B { Light BFG9500BallExplode2 }\nFrame BFE1C { Light BFG9500BallExplode3 }\nFrame BFE1D { Light BFG9500BallExplode4 }\nFrame BFE1E { Light BFG9500BallExplode5 }\nFrame BFE1F { Light BFG9500BallExplode6 }\n}\n\nObject QueenBFGBall2\n{\nFrame BFS3 { Light BFG9500Ball1 }\nFrame BFE1A { Light BFG9500BallExplode1 }\nFrame BFE1B { Light BFG9500BallExplode2 }\nFrame BFE1C { Light BFG9500BallExplode3 }\nFrame BFE1D { Light BFG9500BallExplode4 }\nFrame BFE1E { Light BFG9500BallExplode5 }\nFrame BFE1F { Light BFG9500BallExplode6 }\n}\n\nObject AzaStormShot{Frame LFX1 { Light MediumRedLight }}\nObject AzaStormLite{Frame DLIT { Light SmallRedLight }}\nObject AzaStormStrike{Frame LFX1 { Light SmallRedLight }}\nObject AzaStormBolt{Frame LFX2 { Light MediumRedLight }}\nObject AzaThunderBall{Frame ORP2 { Light MediumRedLight }}\nObject AzazelRainStorm{Frame MLFX { Light MediumRedLight }Frame DLIT { Light MediumRedLight }}\nObject AzaBeam{Frame SRED { Light BigRedLight }Frame TNT1 { Light BigRedLight }}\n\nObject DOverlord{Frame DAEM { Light BigGreenLight }}\nObject DOIUBall{Frame IMBL { Light BigCyanLight }Frame BXPO { Light BigCyanLight }}\n\nObject DOBlueBall\n{\nFrame LKB1A { Light LVoidBall1 }\nFrame LKB1B { Light LVoidBall1 }\nFrame LKB1C { Light LVoidBallExplode1 }\nFrame LKB1D { Light LVoidBallExplode2 }\nFrame LKB1E { Light LVoidBallExplode3 }\n}\n\nObject DOSeekBlueBall\n{\nFrame LIM1A { Light LegImpSeekBall1 }\nFrame LIM1B { Light LegImpSeekBall1 }\nFrame LIM1C { Light LegImpSeekBallExplode1 }\nFrame LIM1D { Light LegImpSeekBallExplode2 }\nFrame LIM1E { Light LegImpSeekBallExplode3 }\n}\n\nObject CerebralCommander\n{\nFrame COMM { Light BossFire1 }\n}\n\nObject CebCom10K\n{\nFrame TRA3 { Light BFG95002Ball1 }\n}\n\nObject CebComBFG9500Ball\n{\nFrame BFR3 { Light RBFG9500Ball1 }\nFrame BRE3A { Light RBFG9500BallExplode1 }\nFrame BRE3B { Light RBFG9500BallExplode2 }\nFrame BRE3C { Light RBFG9500BallExplode3 }\nFrame BRE3D { Light RBFG9500BallExplode4 }\nFrame BRE3E { Light RBFG9500BallExplode5 }\nFrame BRE3F { Light RBFG9500BallExplode6 }\n}\n\nObject CebCom10KBFG9500Ball\n{\nFrame BFR3 { Light RBFG9500Ball1 }\nFrame BRE3A { Light RBFG9500BallExplode1 }\nFrame BRE3B { Light RBFG9500BallExplode2 }\nFrame BRE3C { Light RBFG9500BallExplode3 }\nFrame BRE3D { Light RBFG9500BallExplode4 }\nFrame BRE3E { Light RBFG9500BallExplode5 }\nFrame BRE3F { Light RBFG9500BallExplode6 }\n}\n\nObject CebComDTBFG10KBall\n{\nFrame CRS1 { Light BFG95002Ball1 }\n}\n\nObject CebComBrainBall\n{\nFrame CBTS { Light RBFG9500BallExplode5 }\n}\n\nObject ToxicMaster\n{\nFrame STSPK { Light BigGreenLight }\nFrame STSPX { Light BigGreenLight }\n}\n\nObject ToxicLordBall{Frame B4LX { Light SmallGreenLight }}\nObject ToxicLordComet{Frame CO2T { Light MediumGreenLight }}\nObject ToxicMasterRainCometSpawner{Frame P2MT { Light MediumGreenLight }}\nObject RainPoisonComet{Frame P2MT { Light MediumGreenLight }Frame HCMT { Light MediumGreenLight }}\nObject PoisonCometTrap{Frame P2MT { Light MediumGreenLight }Frame HCMT { Light MediumGreenLight }}\n\nObject ToxicLordProj1\n{\nFrame MECFA { Light DaedabusBall1 }\nFrame MECFB { Light DaedabusBall1 }\nFrame MECFC { Light DaedabusBallExplode1 }\nFrame MECFD { Light DaedabusBallExplode2 }\nFrame MECFE { Light DaedabusBallExplode3 }\n}\n\nObject ToxicLordProj2\n{\nFrame MECFA { Light DaedabusBall1 }\nFrame MECFB { Light DaedabusBall1 }\nFrame MECFC { Light DaedabusBallExplode1 }\nFrame MECFD { Light DaedabusBallExplode2 }\nFrame MECFE { Light DaedabusBallExplode3 }\n}\n\nObject Maephisto\n{\nFrame MMDRF { Light BigCyanLight }\nFrame MMDRH { Light ZOMBIEATK }\nFrame MMDRI { Light ZOMBIEATK }\nFrame MMDRK { Light BigYellowLight }\nFrame MMDRL { Light BigYellowLight }\nFrame MMDRM { Light BigYellowLight }\nFrame MMDRN { Light BigYellowLight }\nFrame MMDRO { Light BigYellowLight }\n}\n\nObject MaephistoLaserBeam{Frame KAMS { Light BigYellowLight }Frame KAXP { Light BigYellowLight }}\n\nObject HellFireCyberdemon\n{\nFrame HFCY { Light BossFire1 }\nFrame HFCS { Light BossFire1 }\nFrame HFCB { Light BossFire1 }\n}\n\nObject MOFComet{Frame HCMT { Light DukeComet1 }}\nObject MOFBigBall{Frame BRB2 { Light BigGreenLight }}\nObject MOFRainCometSpawner{Frame P2MT { Light MediumGreenLight }}\nObject MOFRainComet{Frame CO0T { Light MediumGreenLight }}\nObject MOFCursedFire{Frame HFIR { Light MediumGreenLight }}\n\nObject NaziWarMachine\n{\nFrame NWARF { Light BigYellowLight }\nFrame NWARG { Light BigYellowLight }\nFrame NWARH { Light BigYellowLight }\nFrame NWARI { Light BigYellowLight }\nFrame NWARJ { Light BigYellowLight }\nFrame NWARK { Light BigYellowLight }\nFrame NWARL { Light BigYellowLight }\nFrame NWARM { Light BigYellowLight }\nFrame NWARN { Light BigYellowLight }\nFrame NWARO { Light BigYellowLight }\nFrame NWARP { Light BigYellowLight }\nFrame NWARQ { Light BigYellowLight }\nFrame NWARR { Light BigYellowLight }\nFrame NWARS { Light BigYellowLight }\nFrame NWART { Light BigYellowLight }\n}\n\nObject ElementalOfHell\n{\nFrame ELAMF { Light BigGreenLight }\nFrame ELAMN { Light BigBlueLight }\nFrame ELAMO { Light BigBlueLight }\nFrame ELAMP { Light BigBlueLight }\nFrame ELAMQ { Light BigBlueLight }\nFrame ELAMR { Light BigBlueLight }\nFrame ELAMS { Light BigBlueLight }\nFrame ELAMT { Light BigBlueLight }\n}\n\nObject EOHFastProj{Frame LS41 { Light MediumGreenLight }}\nObject EOHStrongBall{Frame LFB2 { Light BigBlueLight }}\nObject EOHStormBall{Frame LAN3 { Light LMissile1a }}\nObject EOHSoulRain{Frame FRGO { Light SoulFire1 }}\nObject EOHGiantSoulProj{Frame RICT { Light BigOrangeLight }}\n\nObject GeneralRoasterock\n{\nFrame ROSTF { Light MediumYellowLight }\nFrame ROSTH { Light MediumYellowLight }\nFrame ROSTJ { Light MediumYellowLight }\nFrame ROSTK { Light MediumYellowLight }\nFrame ROSTM { Light MediumYellowLight }\n}\n\nObject GeneralRoasterockWeak\n{\nFrame ROSTF { Light MediumYellowLight }\nFrame ROSTH { Light MediumYellowLight }\nFrame ROSTJ { Light MediumYellowLight }\nFrame ROSTK { Light MediumYellowLight }\nFrame ROSTM { Light MediumYellowLight }\n}\n\nObject RoasterLegMissile{Frame RMIS { Light MediumOrangeLight }Frame TNT1 { Light MediumOrangeLight }}\nObject GeneralRoasterockDTBFGBall{Frame CRS1 { Light BFG95002Ball1 }}\n\nObject CrownedOne\n{\nFrame HF4TH { Light BigRedLight }\n}\n\nObject CrownedOneRedDTBFGBall{Frame CRS1 { Light BFG95002Ball1 }}\nObject CrownedOneComet{Frame COMT { Light ArchonComet1 }}\n\nObject DementedTerminator{Frame DTRM { Light BossFire1 }}\n\nObject DarkRocketImpRocket\n{\nFrame MIS3A { Light DCMissile1 }\nFrame MIS3B { Light DCMissileExplode1 }\nFrame MIS3C { Light DCMissileExplode2 }\nFrame MIS3D { Light DCMissileExplode3 }\nFrame MIS3E { Light DCMissileExplode4 }\n}\n\npulselight TerminatorSphereRainLight1\n{\n color 0.0 1.0 1.0\n size 2\n secondarySize 48\n interval 0.3\n}\n\nobject TerminatorSphereRain\n{\n frame FUNPA { light TerminatorSphereRainLight1 }\n}\n\nObject InfernalKnight\n{\nFrame STYI { Light PyroDemonExplosion1 }\nFrame ST4XA { Light PyroDemonExplosion1 }\nFrame ST4XB { Light PyroDemonExplosion1 }\nFrame ST4XC { Light PyroDemonExplosion1 }\nFrame ST4XD { Light PyroDemonExplosion1 }\nFrame ST4XE { Light PyroDemonExplosion1 }\nFrame ST4XF { Light PyroDemonExplosion1 }\nFrame ST4XG { Light PyroDemonExplosion1 }\nFrame ST4XH { Light PyroDemonExplosion1 }\nFrame ST4XI { Light PyroDemonExplosion1 }\nFrame ST4XJ { Light PyroDemonExplosion1 }\nFrame ST4XK { Light PyroDemonExplosion1 }\nFrame ST4XL { Light PyroDemonExplosion1 }\nFrame ST4XM { Light PyroDemonExplosion1 }\nFrame ST4XN { Light PyroDemonExplosion1 }\nFrame ST4XO { Light PyroDemonExplosion1 }\nFrame ST4XP { Light PyroDemonExplosion1 }\nFrame ST4XQ { Light PyroDemonExplosion1 }\nFrame ST4XR { Light PyroDemonExplosion1 }\n}\n\nObject HellFireCardinal{Frame HFCD { Light BossFire1 }}\nObject FakeHellFireCardinalPyroShot{Frame HFCD { Light BossFire1 }}\nObject FakeHellFireCardinalBFG10K{Frame HFCD { Light BossFire1 }}\nObject FakeHellFireCardinalCometRain{Frame HFCD { Light BossFire1 }}\n\nObject DemonSpectator\n{\nFrame PYROR { Light PyroDemonExplosion1 }\nFrame PYROS { Light PyroDemonExplosion1 }\nFrame PYROT { Light PyroDemonExplosion1 }\nFrame PYROU { Light PyroDemonExplosion1 }\nFrame PYROV { Light PyroDemonExplosion1 }\nFrame PYROW { Light PyroDemonExplosion1 }\nFrame PYROX { Light PyroDemonExplosion1 }\nFrame PYROY { Light PyroDemonExplosion1 }\nFrame PYROZ { Light PyroDemonExplosion1 }\n}\n\nObject DemonSpectatorHellFireCardinal{Frame HFCD { Light BossFire1 }}\n\nObject ImpWarriorBall{ Frame IBAL { Light SmallRedLight }}\n\nObject ImpWarrior\n{\nFrame WARIJ { Light SmallYellowLight }\nFrame WARIK { Light SmallYellowLight }\n}\n\nFlickerLight MTORCH_1\n{\nColor 1.0 1.0 0.0\nSize 34\nSecondarySize 38\nChance 0.3\nOffset 0 30 0\n}\n\nFlickerLight MTORCH_2\n{\nColor 1.0 1.0 0.0\nSize 38\nSecondarySize 42\nChance 0.3\nOffset 0 30 0\n}\n\nFlickerLight MTORCH_3\n{\nColor 1.0 1.0 0.0\nSize 36\nSecondarySize 40\nChance 0.3\nOffset 0 30 0\n}\n\nObject HumanBBQ1\n{\nFrame HBCQA { Light MTORCH_1 }\nFrame HBCQB { Light MTORCH_2 }\nFrame HBCQC { Light MTORCH_3 }\n}\nObject HumanBBQ2\n{\nFrame HBDQA { Light MTORCH_1 }\nFrame HBDQB { Light MTORCH_2 }\nFrame HBDQC { Light MTORCH_3 }\n}\n\nObject NewSkullCandles {frame SC4N { light SKULLCANDLES }}"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "Decal Creeperballdecal\n{\n\tPic SRBAJ0\n\tFullbright\n\tRandomflipx\n\tX-Scale 0.5\n\tY-Scale 0.5\n\tAnimator Creeperanim\n}\n\n// D-BFG\ndecal DBFGScorch1\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecal DBFGScorch2\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup DBFGScorch\n{\n\tDBFGScorch1\t1\n\tDBFGScorch2\t1\n}\n\ndecal DBFGLightning1\n{\n\tpic BFGLITE1\n\tshade \"00 80 ff\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal DBFGScorch\n}\n\ndecal DBFGLightning2\n{\n\tpic BFGLITE2\n\tshade \"00 80 ff\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal DBFGScorch\n}\n\ndecalgroup DBFGLightning\n{\n\tDBFGLightning1\t1\n\tDBFGLightning2\t1\n}\n\nDECAL DBFG9500Lightning\n{\nPic B3DEA0\nAdd 1.0\nX-Scale 0.25\nY-Scale 0.25\nFullBright\nRandomFlipx\nRandomFlipy\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nGenerator Enforcer-Weapons BulletChip\nGenerator New10KProjectile BFG15KLightning\n\n/*\nDecal BulletChip\nDecal LegBulletChip\nDecal Scorch\nDecal RocketScorch\nDecal DoomImpScorch\nDecal GreenRocketScorch\nDecal HeatScorch\nDecal BFG9500LightningRed\nDecal DBFGLightning\nDecal Cardinal15KLightning\nDecal BaronScorch\nDecal LegRocketScorch\nDecal BFG10KLightning\nDecal BFG9500Lightning\nDecal DTRScorch\n*/"
},
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "switch C2SWC01A on sound Switch1 pic C2SWC01B tics 0\nswitch C2SWC01B off sound Switch2 pic C2SWC01A tics 0\nswitch C2SWC02A on sound Switch1 pic C2SWC02B tics 0\nswitch C2SWC02B off sound Switch2 pic C2SWC02A tics 0\nswitch C2SWC03A on sound Switch1 pic C2SWC03B tics 0\nswitch C2SWC03B off sound Switch2 pic C2SWC03A tics 0\nswitch C2SWC04A on sound Switch1 pic C2SWC04B tics 0\nswitch C2SWC04B off sound Switch2 pic C2SWC04A tics 0\nswitch C2SWC05A on sound Switch1 pic C2SWC05B tics 0\nswitch C2SWC05B off sound Switch2 pic C2SWC05A tics 0\nswitch SW1EEYE off sound Switch1 pic SW2EEYE tics 0\nswitch SW2EEYE off sound Switch2 pic SW1EEYE tics 0\nswitch SW1EEYE on sound Switch1 pic SW2EEYE tics 0\nswitch SW2EEYE off sound Switch2 pic SW1EEYE tics 0\nswitch SWC00A on sound switch/1 pic SWC00B tics 0\nswitch SWC00B off sound switch/2 pic SWC00A tics 0\nswitch SWC01A on sound switch/3 pic SWC01B tics 0\nswitch SWC01B off sound switch/3 pic SWC01A tics 0\nswitch SWC02A on sound switch/4 pic SWC02B tics 0\nswitch SWC02B off sound switch/4 pic SWC02A tics 0\nswitch SWC03A on sound switch/4 pic SWC03B tics 0\nswitch SWC03B off sound switch/4 pic SWC03A tics 0\nswitch SWC04A on sound switch/4 pic SWC04B tics 0\nswitch SWC04B off sound switch/4 pic SWC04A tics 0\nswitch SWC05A on sound switch/4 pic SWC05B tics 0\nswitch SWC05B off sound switch/4 pic SWC05A tics 0\nswitch SWC06A on sound switch/3 pic SWC06B tics 0\nswitch SWC06B off sound switch/3 pic SWC06A tics 0\nswitch SWC07A on sound switch/1 pic SWC07B tics 0\nswitch SWC07B off sound switch/2 pic SWC07A tics 0\nswitch SWC08A on sound switch/1 pic SWC08B tics 0\nswitch SWC08B off sound switch/2 pic SWC08A tics 0\nswitch SWC09A on sound switch/1 pic SWC09B tics 0\nswitch SWC09B off sound switch/2 pic SWC09A tics 0\nswitch SWC10A on sound switch/1 pic SWC10B tics 0\nswitch SWC10B off sound switch/2 pic SWC10A tics 0\nswitch SWC11A on sound switch/1 pic SWC11B tics 0\nswitch SWC11B off sound switch/2 pic SWC11A tics 0\nswitch SWC12A on sound switch/3 pic SWC12B tics 0\nswitch SWC12B off sound switch/3 pic SWC12A tics 0\nswitch SWC13A on sound switch/3 pic SWC13B tics 0\nswitch SWC13B off sound switch/3 pic SWC13A tics 0\nswitch SWC14A on sound switch/3 pic SWC14B tics 0\nswitch SWC14B off sound switch/3 pic SWC14A tics 0\nswitch SWC15A on sound switch/3 pic SWC15B tics 0\nswitch SWC15B off sound switch/3 pic SWC15A tics 0\nswitch SWC16A on sound switch/3 pic SWC16B tics 0\nswitch SWC16B off sound switch/3 pic SWC16A tics 0\nswitch SWC17A on sound switch/3 pic SWC17B tics 0\nswitch SWC17B off sound switch/3 pic SWC17A tics 0\nswitch FLSHSWH1 on sound Switch1 pic FLSHSWH2 tics 0\nswitch FLSHSWH2 on sound Switch1 pic FLSHSWH1 tics 0\nswitch FLSHSWH3 on sound Switch1 pic FLSHSWH4 tics 0\nswitch FLSHSWH4 on sound Switch1 pic FLSHSWH3 tics 0\nswitch MRBRSW01 on sound Switch1 pic MRBRSW02 tics 0\n\ncameratexture TCAMTEX1 112 112 fit 112 112\ncameratexture TCAMTEX2 112 112 fit 112 112\ncameratexture TCAMTEX3 112 112 fit 112 112\ncameratexture TCAMTEX4 112 112 fit 112 112\ncameratexture TCAMTEX5 112 112 fit 112 112\n\nTexture JPPD01\npic JPPD01 tics 2\npic JPPD02 tics 2\npic JPPD03 tics 2\npic JPPD04 tics 2\npic JPPD05 tics 2\npic JPPD06 tics 2\npic JPPD07 tics 2\npic JPPD06 tics 2\npic JPPD05 tics 2\npic JPPD04 tics 2\npic JPPD03 tics 2\npic JPPD02 tics 2\n\ntexture COMCYL01\nallowdecals\npic COMCYL01 tics 4\npic COMCYL02 tics 4\npic COMCYL03 tics 3\npic COMCYL04 tics 3\npic COMCYL05 tics 2\npic COMCYL06 tics 2\npic COMCYL07 tics 1\npic COMCYL08 tics 2\npic COMCYL09 tics 2\npic COMCYL10 tics 3\npic COMCYL11 tics 3\npic COMCYL12 tics 4\npic COMCYL13 tics 4\npic COMCYL12 tics 4\npic COMCYL11 tics 3\npic COMCYL10 tics 3\npic COMCYL09 tics 2\npic COMCYL08 tics 2\npic COMCYL07 tics 1\npic COMCYL06 tics 2\npic COMCYL05 tics 2\npic COMCYL04 tics 3\npic COMCYL03 tics 3\npic COMCYL02 tics 4\n\ntexture COMPV1\nallowdecals\npic COMPV1 tics 1.5\npic COMPV2 tics 1.5\npic COMPV3 tics 1.5\npic COMPV4 tics 1.5\npic COMPV5 tics 1.5\npic COMPV6 tics 1.5\npic COMPV7 tics 1.5\npic COMPV8 tics 1.5\n\ntexture COMPS1\nallowdecals\npic COMPS1 tics 4\npic COMPS2 tics 4\npic COMPS3 tics 4\npic COMPS4 tics 4\npic COMPS3 tics 4\npic COMPS2 tics 4\n\ntexture DOBIGTVA\nallowdecals\npic DOBIGTVA tics 4\npic DOBIGTVB tics 4\npic DOBIGTVC tics 4\npic DOBIGTVD tics 4\n\nTexture PD1A\npic PD1A tics 20\npic PD1B tics 2\npic PD1C tics 2\npic PD1D tics 2\npic PD1E tics 2\npic PD1F tics 2\npic PD1G tics 2\npic PD1H tics 2\npic PD1I tics 2\npic PD1J tics 2\npic PD1K tics 2\npic PD1L tics 2\npic PD1M tics 2\npic PD1N tics 2\n\nTexture PD2A\npic PD2A tics 20\npic PD2B tics 2\npic PD2C tics 2\npic PD2D tics 2\npic PD2E tics 2\npic PD2F tics 2\npic PD2G tics 2\npic PD2H tics 2\npic PD2I tics 2\npic PD2J tics 2\npic PD2K tics 2\npic PD2L tics 2\npic PD2M tics 2\npic PD2N tics 2\n\nTexture PD3A\npic PD3A tics 20\npic PD3B tics 2\npic PD3C tics 2\npic PD3D tics 2\npic PD3E tics 2\npic PD3F tics 2\npic PD3G tics 2\npic PD3H tics 2\npic PD3I tics 2\npic PD3J tics 2\npic PD3K tics 2\npic PD3L tics 2\npic PD3M tics 2\npic PD3N tics 2\n\nTexture PD4A\npic PD4A tics 20\npic PD4B tics 2\npic PD4C tics 2\npic PD4D tics 2\npic PD4E tics 2\npic PD4F tics 2\npic PD4G tics 2\npic PD4H tics 2\npic PD4I tics 2\npic PD4J tics 2\npic PD4K tics 2\npic PD4L tics 2\npic PD4M tics 2\npic PD4N tics 2\n\nTexture FANV2A1\npic FANV2A1 tics 2\npic FANV2A2 tics 2\npic FANV2A3 tics 2\npic FANV2A4 tics 2\n\nTexture SCRNV0B\npic SCRNV0B tics 2\npic SCRNV0C tics 2\npic SCRNV0D tics 2\npic SCRNV0E tics 2\n\nTexture SCRNV1B\npic SCRNV1B tics 2\npic SCRNV1C tics 2\npic SCRNV1D tics 2\npic SCRNV1E tics 2\n\nTexture SCRNV2B\npic SCRNV2B tics 2\npic SCRNV2C tics 2\npic SCRNV2D tics 2\npic SCRNV2E tics 2\n\nTexture MRBRSW02\npic MRBRSW01 tics 8\npic MRBRSW02 tics 8\npic MRBRSW03 tics 8\npic MRBRSW04 tics 8\npic MRBRSW03 tics 8\npic MRBRSW02 tics 8"
},
{
"source": "pk3",
"name": "MENUDEF.txt",
"contents": "//===========\n// Mod Menus\n//===========\n\nLISTMENU \"MainMenu\"\n{\n\tIFGAME (DOOM)\n\t{\n\t\tSTATICPATCH 85,0,\"M_DOOM\"\n\t\tPOSITION 92,72\n\t\tSTATICTEXT 125,188,\"Version 0.99.8\"\n\t}\n\tTEXTITEM \"New Game\",\"N\",\"PlayerClassMenu\"\n\tTEXTITEM \"CDI Settings\",\"C\",\"CDISettings\"\n\tTEXTITEM \"Options\",\"O\",\"OptionsMenu\"\n\tTEXTITEM \"Load Game\",\"L\",\"LoadGameMenu\"\n\tTEXTITEM \"Save Game\",\"S\",\"SaveGameMenu\"\n\tTEXTITEM \"Quit Game\",\"Q\",\"QuitMenu\"\n}\n\nOptionMenu \"CDISettings\"\n{\n Title \"Complex Doom Invasion Settings\"\n StaticText \" \"\n Submenu \"Runes Info\",\"RuneInformations\"\n StaticText \" \"\n Submenu \"Powerups Info\",\"PowerupsInformations\"\n StaticText \" \"\n Option \"Fog Mod\",\"dr_marine_beacon\",\"OnOff\"\n StaticText \"Turn on or off the colored fog\"\n StaticText \"for better vision in the map.\"\n StaticText \" \"\n Option \"Vanilla Mod\",\"cd_cl_vanillamode\",\"OnOff\"\n StaticText \"Turn on or off additional effects\"\n StaticText \"for better fps.\"\n StaticText \" \"\n Option \"Protips\",\"cdm_protip\",\"OnOff\"\n StaticText \"Decide or not if proptips will\"\n StaticText \"show up after death to help the\"\n StaticText \"player knowing the gameplay better.\"\n StaticText \" \"\n Option \"Auto Bonus Crate\",\"cdm_auto_bonus_crate\",\"OnOff\"\n StaticText \"Bonus crates in inventory\"\n StaticText \"will automatically be activated.\"\n StaticText \" \"\n Option \"Auto Epic Crate\",\"cdm_auto_epic_crate\",\"OnOff\"\n StaticText \"Epic crates in inventory\"\n StaticText \"will automatically be activated.\"\n StaticText \" \"\n Control \"Exit Morphed Class\",\"Puke 2995\"\n StaticText \"Allow the player to exit a\"\n StaticText \"vehicle/suit or cancel a\"\n StaticText \"demon rune.\"\n StaticText \" \"\n Control \"Drop Actual Rune\",\"Puke 15857\"\n StaticText \"Drop the current rune of\"\n StaticText \"the player allowing him to get\"\n StaticText \"another one from bonus crates\"\n StaticText \" \"\n\tControl \"Regroup Nearby Allies\",\"Puke 8882\"\n StaticText \"All your available allies able\"\n StaticText \"able to teleport will regroup\"\n StaticText \"near your position.\"\n StaticText \" \"\n Option \"Auto-Regroup Marines\",\"cdm_ally_tele\",\"OnOff\"\n\tStaticText \"Allow your idling marines to rejoin your position.\"\n\tStaticText \" \"\n //Control \"Monster Map Tracker\",\"Puke 15899\"\n StaticText \"Monster Map Tracker - Unavailable\"\n StaticText \"Track and show the position of\"\n StaticText \"every ennemies on the map.\"\n\n}\n\nOptionMenu \"RuneInformations\"\n{\n Title \"Runes Info\"\n StaticText \" \"\n Option \"Haste\", \"zcdm_runes_1\", \"zcdm_runes_1\"\n Option \"High Jump\", \"zcdm_runes_2\", \"zcdm_runes_2\"\n Option \"Resistance\", \"zcdm_runes_3\", \"zcdm_runes_3\"\n Option \"Strenght\", \"zcdm_runes_4\", \"zcdm_runes_4\"\n Option \"Regeneration\", \"zcdm_runes_5\", \"zcdm_runes_5\"\n Option \"Rage\", \"zcdm_runes_6\", \"zcdm_runes_6\"\n Option \"Terror\", \"zcdm_runes_7\", \"zcdm_runes_7\"\n Option \"Revenge\", \"zcdm_runes_8\", \"zcdm_runes_8\"\n Option \"Luck\", \"zcdm_runes_9\", \"zcdm_runes_9\"\n Option \"Drain\", \"zcdm_runes_10\", \"zcdm_runes_10\"\n Option \"Spread\", \"zcdm_runes_11\", \"zcdm_runes_11\"\n Option \"Powerup\", \"zcdm_runes_12\", \"zcdm_runes_12\"\n Option \"Time\", \"zcdm_runes_13\", \"zcdm_runes_13\"\n Option \"Prosperity\", \"zcdm_runes_14\", \"zcdm_runes_14\"\n}\n\nOptionMenu \"PowerupsInformations\"\n{\n Title \"Powerups Info\"\n StaticText \" \"\n Option \"Soul Sphere\", \"zcdm_powerups_1\", \"zcdm_powerups_1\"\n Option \"Life Sphere\", \"zcdm_powerups_2\", \"zcdm_powerups_2\"\n Option \"Mega Sphere\", \"zcdm_powerups_3\", \"zcdm_powerups_3\"\n Option \"Ultra Sphere\", \"zcdm_powerups_4\", \"zcdm_powerups_4\"\n Option \"Invisibility Sphere\", \"zcdm_powerups_5\", \"zcdm_powerups_5\"\n Option \"Haste Sphere\", \"zcdm_powerups_6\", \"zcdm_powerups_6\"\n Option \"Invulnerability Sphere\", \"zcdm_powerups_7\", \"zcdm_powerups_7\"\n Option \"Unbelieveability Sphere\", \"zcdm_powerups_8\", \"zcdm_powerups_8\"\n Option \"Terror Sphere\", \"zcdm_powerups_9\", \"zcdm_powerups_9\"\n Option \"Doom Sphere\", \"zcdm_powerups_10\", \"zcdm_powerups_10\"\n Option \"Holy Sphere\", \"zcdm_powerups_11\", \"zcdm_powerups_11\"\n Option \"Thunder Sphere\", \"zcdm_powerups_12\", \"zcdm_powerups_12\"\n Option \"Protection Sphere\", \"zcdm_powerups_13\", \"zcdm_powerups_13\"\n Option \"Fate Sphere\", \"zcdm_powerups_14\", \"zcdm_powerups_14\"\n Option \"Revenge Sphere\", \"zcdm_powerups_15\", \"zcdm_powerups_15\"\n Option \"Annihilation Sphere\", \"zcdm_powerups_16\", \"zcdm_powerups_16\"\n Option \"Epic Sphere\", \"zcdm_powerups_17\", \"zcdm_powerups_17\"\n Option \"Wicked Sphere\", \"zcdm_powerups_18\", \"zcdm_powerups_18\"\n Option \"Luck Sphere\", \"zcdm_powerups_19\", \"zcdm_powerups_19\"\n Option \"Ignorance Sphere\", \"zcdm_powerups_20\", \"zcdm_powerups_20\"\n Option \"Terminator Sphere\", \"zcdm_powerups_21\", \"zcdm_powerups_21\"\n Option \"Spread Sphere\", \"zcdm_powerups_22\", \"zcdm_powerups_22\"\n Option \"Legendary Sphere\", \"zcdm_powerups_23\", \"zcdm_powerups_23\"\n Option \"Legendary Ultra Sphere\", \"zcdm_powerups_24\", \"zcdm_powerups_24\"\n Option \"Legendary Ammo Sphere\", \"zcdm_powerups_25\", \"zcdm_powerups_25\"\n Option \"Legendary Time Freeze\", \"zcdm_powerups_26\", \"zcdm_powerups_26\"\n Option \"Legendary Power Shard\", \"zcdm_powerups_27\", \"zcdm_powerups_27\"\n Option \"Legendary Power Sphere\", \"zcdm_powerups_28\", \"zcdm_powerups_28\"\n}\n\nOptionValue \"zcdm_powerups_1\"{0, \"100 HP\"}\nOptionValue \"zcdm_powerups_2\"{0, \"250 HP\"}\nOptionValue \"zcdm_powerups_3\"{0, \"200 HP/200 Armor\"}\nOptionValue \"zcdm_powerups_4\"{0, \"250 HP/250 Armor\"}\nOptionValue \"zcdm_powerups_5\"{0, \"Less Monster Accuracy\"}\nOptionValue \"zcdm_powerups_6\"{0, \"Increase Speed\"}\nOptionValue \"zcdm_powerups_7\"{0, \"Invul\"}\nOptionValue \"zcdm_powerups_8\"{0, \"Invul/Reflect/x2 DMG\"}\nOptionValue \"zcdm_powerups_9\"{0, \"Frighten\"}\nOptionValue \"zcdm_powerups_10\"{0, \"4x DMG\"}\nOptionValue \"zcdm_powerups_11\"{0, \"Invul/Reflect/x4 DMG\"}\nOptionValue \"zcdm_powerups_12\"{0, \"Attack Ennemies\"}\nOptionValue \"zcdm_powerups_13\"{0, \"x3 Resistance\"}\nOptionValue \"zcdm_powerups_14\"{0, \"Invul/x25 DMG Reflection\"}\nOptionValue \"zcdm_powerups_15\"{0, \"Attack Ennemies\"}\nOptionValue \"zcdm_powerups_16\"{0, \"Remove Weak Ennemies\"}\nOptionValue \"zcdm_powerups_17\"{0, \"Gives Epic Sword\"}\nOptionValue \"zcdm_powerups_18\"{0, \"Stealth HP\"}\nOptionValue \"zcdm_powerups_19\"{0, \"x16 Bonus Crates Chances\"}\nOptionValue \"zcdm_powerups_20\"{0, \"Invisibility/Monsters Ignores\"}\nOptionValue \"zcdm_powerups_21\"{0, \"Attack Ennemies\"}\nOptionValue \"zcdm_powerups_22\"{0, \"Triple Fire\"}\nOptionValue \"zcdm_powerups_23\"{0, \"500 HP\"}\nOptionValue \"zcdm_powerups_24\"{0, \"500 HP/500 Armor\"}\nOptionValue \"zcdm_powerups_25\"{0, \"Infinite Ammo\"}\nOptionValue \"zcdm_powerups_26\"{0, \"Stop Time\"}\nOptionValue \"zcdm_powerups_27\"{0, \"Strong Resistance/Regen\"}\nOptionValue \"zcdm_powerups_28\"{0, \"Speed/Rage/Frighten\"}\n\nOptionValue \"zcdm_runes_1\"{0, \"Increase Speed\"}\nOptionValue \"zcdm_runes_2\"{0, \"Increase Jump Height\"}\nOptionValue \"zcdm_runes_3\"{0, \"Increase Resistance\"}\nOptionValue \"zcdm_runes_4\"{0, \"Increase Damages\"}\nOptionValue \"zcdm_runes_5\"{0, \"HP Regeneration\"}\nOptionValue \"zcdm_runes_6\"{0, \"x2 Fire Rate/Faster Cooldowns\"}\nOptionValue \"zcdm_runes_7\"{0, \"Frighten\"}\nOptionValue \"zcdm_runes_8\"{0, \"Attack Ennemies\"}\nOptionValue \"zcdm_runes_9\"{0, \"x4 Bonus Crates Chances\"}\nOptionValue \"zcdm_runes_10\"{0, \"Stealth HP\"}\nOptionValue \"zcdm_runes_11\"{0, \"Triple Fire\"}\nOptionValue \"zcdm_runes_12\"{0, \"Gives Powerups\"}\nOptionValue \"zcdm_runes_13\"{0, \"Stop Time On Activation\"}\nOptionValue \"zcdm_runes_14\"{0, \"Regen Armor & Ammo\"}\n\n/*OptionValue \"cdi_rune_0\"{0, \"-\"}\nOptionValue \"zcdm_runes_1\"{0, \"Increase Speed\"}\nOptionValue \"zcdm_runes_2\"{0, \"Increase Jump Height\"}\nOptionValue \"zcdm_runes_3\"{0, \"Increase Resistance\"}\nOptionValue \"zcdm_runes_4\"{0, \"Increase Damages\"}\nOptionValue \"zcdm_runes_5\"{0, \"HP Regeneration\"}\nOptionValue \"zcdm_runes_6\"{0, \"x2 Fire Rate/Faster Cooldowns\"}\nOptionValue \"zcdm_runes_7\"{0, \"Frighten\"}\nOptionValue \"zcdm_runes_8\"{0, \"Attack Ennemies\"}\nOptionValue \"zcdm_runes_9\"{0, \"x4 Bonus Crates Chances\"}\nOptionValue \"zcdm_runes_10\"{0, \"Stealth HP\"}\nOptionValue \"zcdm_runes_11\"{0, \"Triple Fire\"}\nOptionValue \"zcdm_runes_12\"{0, \"Gives Powerups\"}\nOptionValue \"zcdm_runes_13\"{0, \"Stop Time On Activation\"}\n\nOptionMenu \"RuneInformations\"\n{\n Title \"Runes Info\"\n StaticText \" \"\n Option \"Haste\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Increase running speed.\"\n StaticText \" \"\n Option \"High Jump\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Increase jump height.\"\n StaticText \" \"\n Option \"Resistance\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Increase protection and grant\"\n StaticText \"immunity to most explosions.\"\n StaticText \" \"\n Option \"Strenght\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Increase damages dealt to ennemies.\"\n StaticText \" \"\n Option \"Regeneration\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Regenerate health at a high speed\"\n StaticText \"and far above the normal limits.\"\n StaticText \" \"\n Option \"Rage\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Increase fire speed and\"\n StaticText \"decrease most weapons cooldowns.\"\n StaticText \" \"\n Option \"Terror\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Make most ennemies will run\"\n StaticText \"away from you.\"\n StaticText \" \"\n Option \"Revenge\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Automatically attacks nearby ennemies\"\n StaticText \"dealing more damages the less health\"\n StaticText \"you have.\"\n StaticText \" \"\n Option \"Luck\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Highly increase the chances of\"\n StaticText \"recieving bonus crates and also\"\n StaticText \"improve the chances of getting\"\n StaticText \"better loot.\"\n StaticText \" \"\n Option \"Drain\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Steal the health of your\"\n StaticText \"ennemies when you damage them.\"\n StaticText \" \"\n Option \"Spread\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Make every shoot and projectile fire\"\n StaticText \"two more times on the side, making\"\n StaticText \"every single fire shoot three times\"\n StaticText \"instead of one.\"\n StaticText \" \"\n Option \"Powerup\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Give random powerups with time\"\n StaticText \"time and endlessly.\"\n StaticText \" \"\n Option \"Time\", \"cdi_rune_0\", \"cdi_rune_0\"\n StaticText \"Allow the user to stop time whenever\"\n StaticText \"he wants but with a cooldown after\"\n StaticText \"each use.\"\n}*/"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "Model HitlerExplosiveTracer\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 2.6 2.6 1.2\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel EradicatorExplosiveTracer\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 2.6 2.6 1.2\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel MExplosiveTracer\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 2.6 2.6 1.2\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel M10KProjectile\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer2.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA2 A 0 0\n}\n\nModel New10KProjectile\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer2.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA2 A 0 0\n}\n\nModel CebCom10K\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer3.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA3 A 0 0\n}\n\nModel PlayerT3DBFG10kShot\n{\n Path \"models/tracers\"\n SKIN 0 \"tracer5b.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 4.5 4.5 1.5\n PITCHFROMMOMENTUM\n FrameIndex TRC5 A 0 0\n}\n\nModel MarineT3DBFG10kShot\n{\n Path \"models/tracers\"\n SKIN 0 \"tracer5b.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 4.5 4.5 1.5\n PITCHFROMMOMENTUM\n FrameIndex TRC5 A 0 0\n}\n\nModel SupportTank10K\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer3.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA3 A 0 0\n}\n\nModel PlayerCardinal10K\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer3.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA3 A 0 0\n}\n\nModel PlayerNewExplosiveTracer\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 2.6 2.6 1.2\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel GreenExpMissileBullet\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer2.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 3.0 3.0 3.0\n PITCHFROMMOMENTUM\n FrameIndex TRA2 A 0 0\n}\n\nModel DTPistolMissileBullet\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer2.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 3.5 3.5 3.5\n PITCHFROMMOMENTUM\n FrameIndex TRA2 A 0 0\n}\n\nModel TankMinigunProj\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 1.9 1.9 0.9\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel HeavySentryGunProj\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 1.9 1.9 0.9\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel ZTankMinigunProj\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 1.9 1.9 0.9\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel StrikeHelicopterMinigunProj\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 1.9 1.9 0.9\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}"
},
{
"source": "pk3",
"name": "GAMEINFO.txt",
"contents": "IWAD = \"DOOM2.WAD\"\nSTARTUPTITLE = \"Complex Doom Invasion (v0.99.8)\"\nSTARTUPCOLORS = \"00 b7 b5\",\"00 0e 0e\"\nSTARTUPTYPE = \"Hexen\"\n//STARTUPSONG = \"D_DM2INT\""
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "CDM"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "Texture COMCYL01, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON01, 8, 49\n}\n\nTexture COMCYL02, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON02, 8, 49\n}\n\nTexture COMCYL03, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON03, 8, 49\n}\n\nTexture COMCYL04, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON04, 8, 49\n}\n\nTexture COMCYL05, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON05, 8, 49\n}\n\nTexture COMCYL06, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON06, 8, 49\n}\n\nTexture COMCYL07, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON07, 8, 49\n}\n\nTexture COMCYL08, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON06, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL09, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON05, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL10, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON04, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL11, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON03, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL12, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON02, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL13, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON01, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGAA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG01, 134, 110\n\tPatch NMG01, 328, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGEA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG05, 132, 105\n\tPatch NMG05, 319, 105\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGEB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG06, 130, 109\n\tPatch NMG06, 324, 109\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGEC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG07, 128, 110\n\tPatch NMG07, 324, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGFA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG05, 127, 110\n\tPatch NMG05, 324, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGFB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG06, 126, 113\n\tPatch NMG06, 328, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGFC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG07, 125, 113\n\tPatch NMG07, 327, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGFD0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG05, 124, 113\n\tPatch NMG05, 327, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGFE0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG06, 123, 116\n\tPatch NMG06, 331, 116\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGFF0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG07, 122, 116\n\tPatch NMG07, 330, 116\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGDA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG01, 128, 116\n\tPatch NMG01, 334, 116\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGDB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG02, 129, 115\n\tPatch NMG02, 333, 115\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGDC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG03, 130, 114\n\tPatch NMG03, 332, 114\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGDD0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG04, 131, 113\n\tPatch NMG04, 331, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGDE0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG01, 132, 112\n\tPatch NMG01, 330, 112\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGDF0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG02, 133, 111\n\tPatch NMG02, 329, 111\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKAA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 104\n\tPatch NRK01, 312, 104\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK02, 126, 105\n\tPatch NRK02, 305, 105\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK03, 125, 106\n\tPatch NRK03, 307, 106\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK04, 124, 107\n\tPatch NRK04, 306, 107\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFD0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK05, 123, 108\n\tPatch NRK05, 306, 108\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFE0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK06, 122, 109\n\tPatch NRK06, 305, 109\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFF0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK07, 121, 110\n\tPatch NRK07, 306, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFG0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK08, 121, 109\n\tPatch NRK08, 314, 109\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFH0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK09, 120, 110\n\tPatch NRK09, 320, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFI0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK10, 119, 111\n\tPatch NRK10, 321, 111\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKFJ0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 118, 114\n\tPatch NRK01, 322, 114\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 119, 113\n\tPatch NRK01, 321, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 120, 112\n\tPatch NRK01, 320, 112\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 121, 111\n\tPatch NRK01, 319, 111\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUD0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 122, 110\n\tPatch NRK01, 318, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUE0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 123, 109\n\tPatch NRK01, 317, 109\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUF0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 124, 108\n\tPatch NRK01, 316, 108\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUG0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 125, 107\n\tPatch NRK01, 315, 107\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUH0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 126, 106\n\tPatch NRK01, 314, 106\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKUI0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 127, 105\n\tPatch NRK01, 313, 105\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGCA0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG01, 134, 111\n\tPatch NMG01, 328, 111\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGCB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG01, 134, 113\n\tPatch NMG01, 328, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NMGCC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NMG01, 134, 116\n\tPatch NMG01, 328, 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105\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCB0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 107\n\tPatch NRK01, 312, 107\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCC0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 110\n\tPatch NRK01, 312, 110\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCD0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 114\n\tPatch NRK01, 312, 114\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCE0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 119\n\tPatch NRK01, 312, 119\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCF0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 125\n\tPatch NRK01, 312, 125\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCG0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 132\n\tPatch NRK01, 312, 132\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCH0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 140\n\tPatch NRK01, 312, 140\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCI0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 149\n\tPatch NRK01, 312, 149\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite NRKCJ0, 600, 200\n{\n\tOffset 120, 0\n\tPatch NRK01, 128, 159\n\tPatch NRK01, 312, 159\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite PSGAA0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG01, 220, 90\n}\n\nSprite PSGFA0, 600, 200\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset 125, 0\n\tPatch PSG06, 212, 71\n}\n\nSprite PSGFB0, 600, 200\n{\n\tXScale 0.900\n\tYScale 0.900\n\tOffset 125, 0\n\tPatch PSG07, 204, 57\n}\n\nSprite PSGFC0, 600, 200\n{\n\tXScale 0.850\n\tYScale 0.850\n\tOffset 125, 0\n\tPatch PSG01, 196, 76\n}\n\nSprite PSGFD0, 600, 200\n{\n\tXScale 0.900\n\tYScale 0.900\n\tOffset 125, 0\n\tPatch PSG01, 204, 87\n}\n\nSprite PSGFE0, 600, 200\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset 125, 0\n\tPatch PSG01, 212, 90\n}\n\nSprite PSGRA0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG01, 211, 95\n}\n\nSprite PSGRB0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG02, 160, 15\n}\n\nSprite PSGRC0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG02, 145, 7\n}\n\nSprite PSGRD0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG02, 131, 1\n}\n\nSprite PSGRE0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG02, 110, -7\n}\n\nSprite PSGRF0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 145, -40\n}\n\nSprite PSGRG0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 131, -50\n}\n\nSprite PSGRH0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 122, -54\n}\n\nSprite PSGRI0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 117, -46\n}\n\nSprite PSGRJ0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 113, -39\n}\n\nSprite PSGRK0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG04, 108, -32\n}\n\nSprite PSGRL0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG04, 103, -25\n}\n\nSprite PSGRM0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG05, 96, -17\n}\n\nSprite PSGRN0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG05, 90, -8\n}\n\nSprite ERGGA0, 320, 200\n{\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTBRL1, 164, 82\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGGB0, 320, 200\n{\n\tPatch ERGTGUN, 135, 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},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "////////////////////////////////////////////////////*** Complex Doom Invasion CREDITS ***\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n\n- 00_Zombie_00\n- Aenima\n- Afrit\n- Agaures\n- Arkore\n- Beetus\n- Biogen\n- Blast88\n- Bruno Déo Vergílio\n- Carrot\n- Craneo\n- Daedalus\n- DaisyTapor\n- DarkLord\n- DoomJoshuaBoy\n- Dox778\n- DunckelSchwamm\n- Dusted\n- Echo\n- Eriance\n- Evaine\n- Fluffy\n- Fused\n- Galactus\n- General Blitzkanonier\n- Gibs\n- Graaicko\n- GuardSoul\n- GuiGui\n- Harbinger\n- Hexereticdoom\n- Idedoom\n- Krull\n- Legendary\n- Madcat\n- Majik Monkee\n- Mekanchest\n- Mr DarkLord\n- Mryayayifym\n- Neon\n- NourPrince\n- NoozeArts\n- Overlord\n- Paradox\n- Realm667\n- Redead-ITA\n- Scaliano\n- Seiat\n- Sergeant Mark IV\n- Skelegant\n- SmarineS\n- Stewboy\n- Titanium\n- The Monstrosity\n- The Railgunner\n- The Sky Bug\n- The Undead Soldier\n- Zirrion The Insect\n\n**************************************** AND ANYONE I MAY HAVE FORGOT, THANK YOU FOR YOU WORK ****************************************"
},
{
"source": "pk3",
"name": "README.txt",
"contents": "===========================================================================\nArchive Maintainer : N/A\nUpdate to : Version 0.99.8\nAdvanced engine needed : N/A\nPrimary purpose : Coop/Invasion\n===========================================================================\nTitle : Complex Doom Invasion\nFilename : complex-doom-invasion_0.99.8.pk3\nRelease date : 11/04/21\nAuthor : William \"Blood\"\nEmail Address : williamhalo3@hotmail.fr\nOther Files By Author : The credits are in the CREDITS.txt.\n\nMisc. Author Info : N/A\n\nDescription : An improved gameplay of the famous Complex Doom and his best addon Legendary Complex addon, inclunding a lot of new invasion maps and features for the players to enjoy.\n\n===========================================================================\n* What is included *\n\nNew levels : Yes\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDehacked/BEX Patch : No\nDemos : No\nOther : Yes (a lot of acs, and hard coded decorate)\nOther files required : complex-doom.v26a2.pk3, lca-v1.5.8_for_cdi_v2.0.pk3, complex-doom-song_*.*.pk3, hpbar-v24-cdi_*.*.pk3\n\n* Play Information *\n\nGame : Doom2.wad\nMap # : CDM01 - CDMBOSS (25)\nSingle Player : Yes (Invasion)\nCooperative 2 Player : Yes (Invasion)\nDeathmatch 2-4 Player : No\nOther game styles : Yes (Invasion)\nDifficulty Settings : Yes (you can use many custom cvars in that project to change the gameplay by making it way harder or easier.)\n\n* Construction *\n\nBase : N/A\nBuild Time : N/A\nEditor(s) used : Slade 3, GZDoombuilder, Audacity & PhotoShop\nKnown Bugs : Online it is possible for the server to crash for an unknow reason, very hard to find out the cause but it happens very rarely maybe 1 time per week.\n\n* Copyright / Permissions *\n\nAuthors MAY use the contents of this file as a base for\nmodification or reuse. Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact. I have received permission from the original authors of any\nmodified or included content in this file to allow further distribution.\n\n/!\\ DO NOT LAUNCH COMPLEX DOOM INVASION WITH ANY ADDON YOU COULD BREAK THE MAPS /!\\"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "-------------------- Major Update for v0.99.8 --------------------\n\n- Added CDM23 \"Dungeons of Purgatory\" and his content.\n- Added a new Rune: \"Prosperity Rune\" which regenerates armor and ammunition.\n- Added a new Powerup the \"Terminator Sphere\" which destroy hordes of ennemies very quickly.\n- Added a new Powerup the \"Spread Sphere\" which acts as a temporal \"Spread Rune\".\n- Added a weapon the \"Rapid Shotgun\" & \"Triple Rotary Minigun\".\n- Added new items: \"Armageddon Chalice\", \"Super Health Bonus\" & \"Super Armor Bonus\".\n- Added a new Mini Boss the \"Cardihilation\".\n- Added new Monsters: \"Monolith Of Sin\", \"Infernal Knight\", \"Archbaron Of Hell\", \"Cyber Archbaron\", \"Imp Warrior\", \"Dark Cyber Slayer\" & \"Dark Annihilator Imp\".\n- Added a player skin for the \"Legendary Chainsaw\" & \"Legendary Quad Shotgun\".\n- Removed a monster, the \"Pain Lord\".\n- Updated the required lca file which is now renamed as \"lca-v1.5.8_for_cdi_v2.0.pk3\".\n- Updated the sprites of the following weapons \"Freezer Rifle\", \"Legendary Plasmatic Cannon\", \"Legendary Plasmatic Rifle\" & \"Legendary Assault Shotgun\"\n- Updated the sprites of some legendary monsters such as \"Legendary Revenant\", \"Legendary Hell Knight\" & \"Legendary Imp\".\n- Updated the sprites of some legendary bosses such as \"Legendary Cyberdemon\", \"Legendary Annihilator\", \"Legendary Sentient\", \"Legendary Cardinal\" & \"True Legendary Cardinal\".\n- Updated the sprites of some legendary items such as \"Legendary Sphere\", \"Legendary Armor\", \"Legendary Power Sphere\", \"Legendary Time Freeze\", \"Legendary Power Shard\", \"Legendary Ammo Sphere\", \"Legendary Time Freeze\" & \"Legendary Ultra Sphere\".\n- Updated the sprites of the \"Skull of Power\" & \"Demonic Chalice\".\n- Updated the sprites of the \"Hexa-Shotgun\".\n- Updated the Protips and fixed the way how their script is displayed.\n- Updated the graphic of some final bosses health bar.\n- Updated the \"Assault Shotgun\" to be like the one of the old complex doom versions.\n- Updated the GLDEFS and DECALDEF for every actors of the project.\n- Improved \"Hellish Avatar\" with a new attack.\n- Improved the \"HellstormBFG\" which now shoot three projectiles at once but with less damage per projectile.\n- Improved all the runes which can now be properly dropped between players, the rune is also dropped when a player leaves the game and map spawners are now available.\n- Buffed the \"Revenge Rune\" & \"Revenge Sphere\" which a new attack.\n- Buffed the \"Legedary Marine\" with the \"Legendary Quad Shotgun\" & \"Legendary Gauss Cannon\" attacks.\n- Buffed \"Dark Cybruiser\", \"Dark Cydestroyer\" & \"Dark Paladin\" with a real \"Demon Tech Railgun\".\n- Nerfed the Pyro Shot of the \"Hellfire Cyberdemon\".\n- Renamed the \"Poe\" as the \"Phase Cacodemon\".\n- Edited the \"Remove Rune\" hotkey which acts now as the \"Drop Rune\" hotkey.\n- Edited the \"Skull of Power\" & \"Demonic Chalice\" by raising their max amount to 2.\n- Edited the \"Loot Box\" by raising their max amount to 10.\n- Edited the \"Mistery Box\" which now drops \"Loot Box\" on activation.\n- Edited the runes by adding particle effects when holding them.\n- Edited the \"Demon Tech Repeater\" by adjusting the y offset of the weapon.\n- Edited the spawn room in CDM12 allowing vehicle to go inside.\n- Fixed the attacks of the \"Hellfire Cyberdemon\" by removing the annoying smoke effects.\n- Fixed the sprites of the effects from Hellfire monsters.\n- Fixed CDM14: Removed a texture bug around every door of the marble castle.\n- Fixed \"War\" & \"Widow Maker\" by removing the \"NODROPOFF\" flag.\n- Fixed \"Infestor\" & \"Belphegor\" not giving \"Bonus Crate\" when killed.\n- Fixed the player skin for the \"Demon Tech Rifle\".\n- Fixed the \"BFG 4700\" by removing the big red screen when firing.\n- Fixed \"Utility Gun\" now spawning support units properly when having the \"Spread Rune\".\n- Fixed the \"HellStormBFG\" by adding the \"NOEXTREMEDEATH\" flag to avoid massive lags when killing tons of monsters at the same time.\n\n-------------------- Major Update for v0.99.7k --------------------\n- Added a weapon the \"Pulverizer\".\n- Added new Monsters: \"Conqueror Lich\", \"Dark Paladin\", \"Assault Warlord\", \"Nazi Assault Mutant\" & \"Nazi Grenadier\".\n- Improved \"Azazel\" & \"Hellish Avatar\" with new attacks.\n- Edited Maledict by reducing it's painchance.\n- Edited \"HellFire CyHunter\", \"NaziBaronVonSchmitt\" & \"Nazi General Akhanov\" with new custom sounds.\n- Edited CDM03: the spawn room is now higher allowing mech to reach the exit teleporter with more ease.\n- Edited the \"Time Rune\" which will now activate itself if ready and the player has less than 33% Health.\n- Fixed CDM08: Wave 05 phase monsters took too much time to spawn.\n- Fixed \"Double Grenade Launcher\" not exploding with time.\n- Fixed \"Demon Tech Repeater\" altfire killing friendly marines.\n- Fixed \"HellStorm BFG10K\" secondary causing crashes(huh I hope at least it doesn't crash for me!).\n- Fixed \"Overlord Of Purgatory\" and \"Infernalist\" not spawning their minions properly.\n- Fixed \"UAC Command Post\" not spawning the sentry gun with new weapons.\n\n-------------------- Minor Update for v0.99.7j --------------------\n\n- Added Friendly Marines AI with the Demon Tech Railgun & D-BFG.\n- Added the \"Demon Tech Railgun Sentry\" available only from Utility Gun Tier-3.\n- Added new Monsters: \"HellFire Afrit\", \"HellFire Ifrit\" & \"Summoner\".\n- Improved the \"Tag\" Name of some monsters.\n- Improved the aggresivity of the friendly marines.\n- Improved \"Flesh Wizard\" and the way he spawns minions.\n- Improved the MENUDEF giving more informations about the options available in the mod.\n- Buffed the Maledict and gave him the ability to summon Summoners.\"\n- Fixed \"Invasion Gate\" not spawning properly.\n- Fixed \"Archduke of Hell\" Tag name.\n- Fixed \"UAC Command Post\" not spawning the marines with new weapons.\n- Fixed CDM01: a line was blocking the final boss into the lava.\n- Fixed \"Nazi Eradicator\" Death state not showing properly.\n- Fixed \"Weapon Crate\" not working properly with \"Spread Rune\".\n\n-------------------- Minor Update for v0.99.7i1 --------------------\n\n- Improved the \"Tag\" Name of some monsters.\n- Buffed \"Maledict\" now being able to spawn an invasion gate, ans his cube will now spawn stronger demons but with a lower quantity.\n- Edited the \"Ignorance Sphere\" by changing the pickup sound effect.\n- Fixed \"Maledict\" spawning tons of cubes when killed.\n- Fixed \"Specilos\" comets not dissapearing with time.\n- Fixed \"Maledict\" cube sometimes being stuck and unable to spawn a monster.\n- Fixed \"HellStorm BFG10K\" secondary causing crashes(I really hope this time).\n\n-------------------- Major Update for v0.99.7i --------------------\n\n- Added a weapon the \"Demon Tech Repeater\".\n- Added a new Powerup the \"Ignorance Sphere\" which turns the player invisible and make monsters ignores him.\n- Added a new option in \"CDI Settings\" allowing the player to automaticly use \"Bonus Crate\" & \"Epic Crate\" in his inventory.\n- Added new Monsters: \"Soul Of Purgatory\", \"Elemental Of Purgatory\", \"Overlord Of Purgatory\" ,\"Pistol Zombie\" ,\"Homing Rocket Zombie\",\"Pyro Zombie\" & \"MRL Zombie\".\n- Improved the \"Utility Gun\" which is now able to build Explosive Barrels and launch them into the face of your ennemies.\n- Improved the \"Utility Gun\" which can now properly be affected by the \"Spread Rune\" effect.\n- Improved most of the items which are now compatible with the \"Spread Rune\" effect.\n- Improved the \"Tag\" Name of many monsters and allies.\n- Improved the \"Pulse Shotgun\" with a secondary fire making multiple shoots in exchange of longer reload.\n- Improved the \"Pulse Repeater\" with a secondary fire making barrage shot killing multiple targets and for close range combat.\n- Improved the \"Demon Tech Ballista\" with a secondary fire allowing it to fire a rapid projectile for long range combat.\n- Improved the \"Legendary Chainsaw\" with a secondary fire allowing it to shoot projectiles.\n- Buffed Utility Gun's dispensers by increasing both capacities and delays before automatic destruction.\n- Buffed both \"Chaos Elemental\" & \"Chaos Soul\" with the \"QUICKTORETALIATE\" flag.\n- Buffed the secondary fire of the \"Double Grenade Launcher\" which now fires two digger grenade instead of one.\n- Edited the SBARINFO for the \"UAC Respawn Supply\", using a number to show tier instead of having 3 icons taking too much place in the HUD.\n- Edited the explosion effect of the \"HellStorm BFG10K\" secondary fire, hoping it will fix the crash problem.\n- Edited the priority of the \"Explosive Super Shotgun\" making it be selected in the Slot 3 just after legendary shotguns.\n- Edited \"BFG 4700\", \"BFG 3500\" & \"M79 Heavy Grenade Launcher\" with a Tag Name.\n- Fixed \"Legendary Tormentor\" Demon Class being able to damage allies.\n- Fixed \"Legendary Tormentor' Demon Class's projectiles not having the \"NOTIMEFREEZE\" flag.\n- Fixed \"HellStorm BFG10K\" projectiles not being bright.\n- Fixed Specilos projectiles sometimes spawning spike endlessly.\n- Fixed MAPINFO.txt being wrong for CDM24.\n- Fixed \"HellStorm BFG10K\" secondary fire by adding a dynamic light to it.\n- Fixed \"Slot Machine\" not showing the right image for each bonus.\n- Fixed \"Berserker of Hell\" Digger Grenade not having a proper trail, making them hard to see.\n\n-------------------- Major Update for v0.99.7h --------------------\n\n- Added new weapons: \"Explosive Super Shotgun\", \"Explosive Railgun\" and \"HellStorm BFG10K\".\n- Added new Monsters: \"Phase Fiend\", \"Observer\", \"Cyber Trooper\" ,\"Cyber Slayer\" ,\"Cyber Brute\", \"Nazi Explosive Soldier\" ,\"Nazi Eradicator\" ,\"Nazi Cyborg Hitler\" & \"Nazi General Akhanov\".\n- Added a new demon class the \"Specilos\" available in the \"Demon Rune\".\n- Added a new demon class the \"Legendary Tormentor\" available in the \"Legendary Demon Rune\".\n- Added \"Protips\" giving informations to new players, one is activated when the player is killed and they can be turned off for each player in the \"CDI Settings\".\n- Improved the \"Annihilation Sphere\" now having the possibility to give \"Bonus Crate\" like a normal kill.\n- Improved the \"Epic Blade\" by giving it a better secondary fire.\n- Improved the sprites of the \"Plasma Caster\" (thanks to DaisyTapor).\n- Buffed the \"Hand Grenade\" making far more damages with a higher radius as well.\n- Buffed the \"Sniper Rifle\" by increasing the magazine size from 10 to 15.\n- Buffed the \"Regeneration Rune\" which now gives 20 Health per second, up to 700 maximum Health(including other classes).\n- Buffed the \"Nazi Utility Guy\" which can now build one \"Nazi Eradicator\".\n- Edited the \"Mine Launcher\" by adding a dynamic light to the floating mine projectiles.\n- Edited the \"Epic Crate\" by adding some effects making it more easy to spot from far away.\n- Edited the \"UAC Field Command Uplink\" by adding new offense powers: \"Argentine Toxic Bomb\" & \"Argentine Annihilation Bomb\".\n- Edited the \"Open Deck\" by making the \"Emergency Teleporter\" available inside.\n- Edited the \"Assault Mecha\" by increasing the jumping height, making it more agile.\n- Edited the \"Invasion Gate\" bonus which can now gives more content.\n- Edited the \"Rocket Imp\" by changing it's name into the \"Annihilator Imp\".\n- Edited the \"Mistery Box\" which is now available as an item, only from the \"Invasion Gate\" bonus.\n- Edited CDM24: replace the \"D-Proto-BFG\" with the \"HellStorm BFG10K\", making the secret less op.\n- Edited the \"Sniper Rifle\", \"Demon Tech Pistol\", \"Demon Tech Ballista\", \"Legendary Quad Shotgun\", \"Utility Gun\" & \"Open Deck\" by allowing them to use grenades and land mine.\n- Nerfed \"Judge Of Purgatory\" and \"Hellish Avatar\" by reducing their maximum number of rage attacks.\n- Nerfed the limit of possible reinforcements, depending on the amount of players.\n- Fixed Allies now being able to take no damage from the player's \"Legendary BFG\".\n- Fixed \"UAC Field Command Uplink\" spelling the right text when calling the \"Assault Mecha\".\n- Fixed \"Annihilation Sphere\" making removed monster with custom effects remain idling around until the map is completed.\n- Fixed \"Digger Grenade\" smoke not spawning properly online.\n- Fixed \"Samael\" not any giving \"Bonus Crate\" when killed.\n- Fixed \"Diabolist\" demon class not working properly with \"Emergency Teleporter\" & \"Revenge Rune\" health checker.\n- Fixed \"Belphegor\" sometimes remaining invincible for a long period.\n\n-------------------- Minor Update for v0.99.7g1 --------------------\n\n- Improved the \"Emergency Teleporter\" which should properly keep the player from being killed before being teleported.\n- Nerfed the \"Plasma Caster\" alt fire.\n- Fixed the \"UAC Field Command Uplink\" not always spawning the \"Assault Mecha\" when asked.\n- Fixed the player not properly droping \"Bonus Crate\" when dying outside the \"Waiting Room\", the script shall now aslo works for other classes.\n- Fixed the \"Plasma Marine Squad\" not having AI Marines with \"Plasma Caster\".\n\n-------------------- Minor Update for v0.99.7g --------------------\n\n- Added Friendly Marine AI with the Plasma Caster.\n- Added back the Script which increase the chances of monsters to drop \"Bonus Crate\" with higher amount of players.\n- Updated the \"Emergency Teleporter\" which will now save the Player/Mech/Suit/Demon if Health is lower 20% and max slot has been raised to 3.\n- Updated the \"Revenge Rune\" which should now properly check the health percentage of other classes than player in order to deal high damages.\n- Improved the \"Epic Crate\" content by removing useless things and buffing other loots.- Buffed the \"Double Grenade Launcher\" by giving it a poweful AltFire.\n- Increased the limit of possible reinforcements, depending on the amount of players.\n- Buffed the \"Mine Launcher\" by giving it a second firing mod usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"BFG 3500\" by giving it an AltFire able to create a shield.\n- Buffed the \"Attack Helicopter\" by giving it a \"Homing Rocket Launcher\" usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"Assault Helicopter\" by giving it a \"Homing Rocket Launcher\" usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"Attack Helicopter\" by giving it a \"RPG Rocket Launcher\" usable with the \"Land Mine\" hotkey.\n- Buffed the \"Assault Helicopter\" by giving it a \"RPG Rocket Launcher\" usable with the \"Land Mine\" hotkey.\n- Moved the \"Devastator\" which is now available in the \"Bonus Crate.\"\n- Buffed the delay of the \"Luck Sphere\" from 15 to 30 secondes.\n- Nerfed \"Archduke Of Hell \"'s Flame Breath almost killing everything in one shot.\n- Edited the Player which can now drop stuff when killed in order to help it's allies.\n- Edited the \"Summoner Rune\" by adding a message telling the player when the next summon comes, also reduced the delays between each summon.\n- Edited CDM02 by remove the big amount of \"Super Imp\" at Wave 01.\n- Edited the \"Time Rune\" by making the cooldown delay more random instead of fixed 45 seconds.\n- Fixed \"Hellish Avatar\" demon class health regeneration not working.\n- Fixed \"Purifier Bot\" by making it able to use most items like other Suits.\n- Fixed \"Mine Launcher\" by making projectiles able to bounce on water with the CANBOUNCEWATER flag.\n- Fixed \"Super Imp\"'s Obituary.\n\n-------------------- Minor Update for v0.99.7f --------------------\n\n- Updated the \"Exit Vehicle/Suit\" hotkey which can now allow the players to turn back from their demon rune classes.\n- Buffed the \"Assault Mecha\" by giving it a \"Jetpack\" usable with the \"Land Mine\" hotkey.\n- Buffed the \"Missile Tank\" by giving it a \"Digger Grenade Launcher\" usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"Battle Suit\" by giving it a \"Plasma Caster\" alt fire usable with the \"Land Mine\" hotkey.\n- Buffed the \"Battle Suit\" by giving it a \"Plasma Caster\" primary fire usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"Necro Suit\" by giving it a \"Dual Mine Launcher\" usable with the \"Land Mine\" hotkey.\n- Buffed the \"Necro Suit\" by giving it a \"Dual Rocket Launcher\" usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"Max Soldier\" by giving it a \"Digger Grenade Launcher\" usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"Jet Trooper\" by giving it a \"Heavy Rocket Launcher\" usable with the \"Hand Grenade\" hotkey.\n- Buffed the \"UAC Respawn Supply\" which will now be activated every 30 seconds, also giving the loot when unlocked.\n- Edited the \"UAC Respawn Supply\" properly making a sound when being activated on player respawn.\n- Fixed the \"Demonicizer\" not giving \"Light Drone Companions\" as it was supposed to.\n- Fixed the \"Scout Bot\" using the sprites of the \"Purifier Drone\".\n- Fixed CDM05: BFG4700 was put on a blocked position.\n- Fixed the player not being able to exit damaged \"Assault Mecha\".\n\n-------------------- Minor Update for v0.99.7e1 --------------------\n\n- Fixed Time Rune Effect not making sounds online.\n- Fixed \"Plasma Caster\" Altfire not using ammunition.\n- Fixed Cacobot using only Plasma Caster attack.\n- Fixed CDM12: Wave 15 was broken.\n\n-------------------- Minor Update for v0.99.7e --------------------\n\n- Added a new suit the \"Purifier Bot\" available only from Utility Gun Tier-4.\n- Added a new vehicle the \"Assault Mecha\" available only from the \"UAC Field Command Uplink\".\n- Added new Monsters: \"HellFire CyHunter\".\n- Added a new Rune: Time Rune.\n- Added a Script telling you which player number you are when joining the game.\n- Buffed the \"Revenge Rune\" which should be far more aggressive compared to a simple \"Revenge Sphere\".\n- Buffed the \"UAC Field Command Uplink\" by reducing most of the cooldown delays.\n- Buffed both \"Inferno Demon\" class and monster with a new attack.\n- Buffed \"Berserker of Hell\" with new attacks.\n- Buffed the \"Plasma Caster\" by giving it an AltFire.\n- Buffed the \"UAC Respawn Supply\" now being activated every 40 seconds also.\n- Buffed the \"Mega Support Tank\" with new attack coming from BFG4700 and DTBFG10K, it can also regen itself.\n- Buffed Task Force Troopers and Legendary Marine which can now regen themselves.\n- Buffed the \"Demonicizer\" which can now also drops \"Light Drone Companion\" items.\n- Buffed the \"Battle Bot B4\" with attacks close to the \"Battle Suit\", it can also regens itself.\n- Buffed \"Annihilation Sphere\" which will now damages strong monster having Health above 850 before sending them to oblivion.\n- Edited the \"Utility Gun\" which can now build pickups and the \"Necro Suit\" is now available at Tier-3.\n- Edited the \"Mega Support Tank\" which will construct it's limited army at the begining then only focus on giving items and fighting.\n- Edited the Afrit which is now able to fly like LesserCardinal and Cyhunter.\n- Edited CDM02 by adding the BattleSuit into the secret unlocking 4 Suits.\n- Edited CDM16 by adding a safe zone at the start of the map to avoid spawn kill.\n- Edited the Boss HPBAR by adding an icon to let the players know when the boss has the temporal protection.\n- Edited the \"Open Deck\" which will now give the \"Weapon Crate\" instead of a \"Random Weapon\", it can also gives \"Missile Pod\" and \"UAC Respawn Supply\".\n- Changed the skin for the \"Plasma Caster\" from minigun marine to ionspray marine\n- Fixed some texts and color adjustment in the \"UAC Field Command Uplink\" menu and also added an icon to let the player knows how many he has.\n- Fixed Lesser Cardinal's melee making no damages.\n\n-------------------- Minor Update for v0.99.7d1 --------------------\n\n- Fixed once for all the Testing Scripts by making them RCON only.\n\n-------------------- Minor Update for v0.99.7d --------------------\n\n- Added new contents in the Bonus Crate.\n- Edited CDM24 by giving it an Invasion Gate.\n- Fixed Samael's Obituary.\n- Fixed Fake Hitler's Death.\n\n-------------------- Minor Update for v0.99.7c --------------------\n\n- Added a new weapon the \"Plasma Caster\".\n- Added new Monsters: \"Demobus\", \"Super Imp\", \"Cyber Fodder\" & \"Samael\".\n- Added a new demon class the Hellish Avatar available in the Rune of Abomination.\n- Buffed seriously the damages of the \"Legendary Gauss Cannon\" making that weapon now worth it.\n\n-------------------- Minor Update for v0.99.7b --------------------\n\n- Buffed \"Berseker Of Hell\" & \"Augmented Annihilator\".\n- Fixed \"Specilos\" radius making unable to spawn on some maps.\n\n-------------------- Minor Update for v0.99.7a --------------------\n\n- Added a new vehicle the Assault Helicopter.\n- Added new Monsters: \"Iron Fiend\", \"Specilos\", \"Cacobot\" & \"Berseker Of Hell\".\n- Edited CDM24: Fixed the problems with some teleporters allowing monster to be placed outside of the maps, also fixed some of the secrets being completly unavailable.\n- Removed the NOBLOCKMONST flag for legendary monsters, making them unable to go thru lines supposed to block all the monsters.\n\n-------------------- Major Update for v0.99.7 --------------------\n\n- Added CDM24 \"Celestial Station\" and his content.\n- Buffed the \"Double Grenade Launcher\" by giving it a poweful AltFire.\n- Buffed UAC COmmand Post which can now also heal itself.\n- Fixed the Bonus Crate sometimes not giving anything.\n\n-------------------- Minor Update for v0.99.6c --------------------\n\n- Added new content in th Epic Crate.\n- Added a new weapon the \"BFG 4700\".\n- Buffed the \"Homing Rocket Launcher\" by giving it a poweful AltFire.\n- Moved Spread Rune from Epic Crate to Bonus Crate.\n- Fixed Bonus Crate's Weapon Bonus not giving the \"Mine Launcher\".\n- Fixed the Pulse Shotgun not being anymore able to perform rocket jump.\n- Fixed the Proto-D-BFG's alt fire projectile which can now also bounce on water floor.\n\n-------------------- Minor Update for v0.99.6b --------------------\n\n- Added a new cvar cdm_bonuscrate_drop that can turn on/off the chnaces for monsters to drop bonus crates on floor when killed(reseved for special maps only).\n- Added a new cvar cdm_bonuscrate_chance that can increase/decrease the chances for monsters to give bonus crates when killed(reseved for special maps only).\n- Added a new cvar cdm_invasiongateforced which will set the Invasion Gate spawn chances to 100% when activated, won't work if cdm_invasiongate is off.\n- Added new Monsters: \"Demolisher MkII\", \"Battlelord Of Hell\".\n- Added the \"CDI Informations\" Submenu explaining the effects of the new runes/powerups for new players.\n- Updated the Mech HUD with new sprites.\n- Buffed the damages of the Legendary Redeemer class.\n- Buffed the \"Mine Launcher\", increased firerate, increased delay of mines before selfexplosion and increased their speed.\n- Edited the \"Quad Rocket Launcher\", now using the grenade button will swich the primary fire from rocket to grenades.\n- Edited CDM20: reduced the amount of monsters coming from the invasion gate.\n- Edited the Extra Life bonus, now teleporting the player outside of the waiting room if he had 0 lives.\n- Fixed the Powerup Rune not giving the Luck Sphere as well.\n- Fixed Regeneration Rune not properly healing suits and demon classes from the Demon Rune.\n- Fixed a bug where players respawning in single player where not able to use the \"Use\" button anymore.\n- Fixed Flame tank's napalm flames going under floor online.\n\n-------------------- Minor Update for v0.99.6a --------------------\n\n- Added a new vehicle the Flame Tank.\n- Updated/Fixed/Balanced CDM21 & CDM22.\n- Updated \"Tech Erasus\" with an Alt-Fire shooting a constant beam.\n- Updated \"Sniper Rifle\", in order to zoom you must now use the Railgun Zoom button.\n- Buffed the \"D-Proto-BFG\"'s altfire which should remain longer and not be stuck anymore on walls.\n- Nerfed the Infernalist damages(for real this time).\n- Fixed Cyber Bruiser Demon & Cyber Hell Archon which theirs bright states.\n- Fixed the \"UAC Field Command Uplink\" not regenerating it's ammunition anymore.\n- Fixed \"Hexa-Shotgun\" & \"Sniper Rifle\" which will now be fully loaded when picked up.\n- Fixed \"Sniper Rifle\" reloading a non-full magazine would break the weapon.\n\n-------------------- Major Update for v0.99.6 --------------------\n\n- Added CDM22 \"Warp Room\" and his content.\n- Added CDM21 \"Sunset Valley\" and his content.\n- Added new Weapons: \"Demon Tech Rocket Launcher\", \"Demon Tech Pistol\", \"Demon Tech Ballista\" & \"Mine Launcher\".\n- Added new Powerup: Luck Sphere(increase chances of getting bonus crates from monster kill for a short period, can't be taken if the player already has the luck rune).\n- Added new contents in the Bonus Crate.\n- Added a script that will force player to respawn when killed in order prevent them from remaining dead and avoiding the game over.\n- Updated and Buffed the Sniper Rifle.\n- Updated Utility Guy skin with crouching sprites.\n- Buffed \"Combat Backpack\" which can now increase Legendary ammunitions.\n- Buffed the \"Tech Erasus\" the weapon will shoot multiple weak projectiles instead of a big one in order to kill multiple targets at different range.\n- Buffed \"UAC Field Command Uplink\" increasing the ammo regeneration speed.\n- Buffed the Tank with Double/Quad shotgun attacks\n- Buffed all Demon Runes by raising the timer by 30 more seconds.\n- Fixed \"Legendary Quad Shotgun\"s \"Empty\" showing normal Quad Shotgun sprites.\n- Desabled the \"Monster Map Tracker\" for now as it will cause huge desyncs when many friendly monsters are active.\n\n-------------------- Major Update for v0.99.5 --------------------\n\n- Added CDM20 \"Prison Outbreak\" and his content.\n- Added new Weapon: \"Legendary Quad Shotgun\".\n- Added new support powers in the \"UAC Field Command Uplink\".\n- Added 2 new test subjects in the test teleporter, be careful.\n- Updated the \"Monster Map Tracker\": players in room as well as spectators can't use it and fixed the number of the player using it.\n- Buffed the Rage Rune which will increase the ammo regeneration of the Utility Gun.\n- Buffed the Revenge Rune/Sphere which will now increase resistance when having low health.\n- Fixed CDM11&13: Some textures were broken.\n\n-------------------- Minor Update for v0.99.4d --------------------\n\n- Added a new Feature: the Monster Map Tracker, helping player to find the last remaing monster of wave more easily in order to progress more quickly(This is still a prototype).\n- Added new Weapons: \"Legendary Chainsaw\" & \"Legendary Gauss Cannon\".\n- Added new Monsters: \"Archduke Of Hell\", \"Judge Of Purgatory\", \"Hellish Avatar\", \"Infernal Emperor\" & \"Nazi Purge Trooper\".\n- Buffed the Zombie Assault Tank.\n- Edited CDM03: Added another exit way to avoid players from being spawn killed.\n- Fixed hitscans legendary weapons still hurting legendary monsters\n- Fixed \"UAC Field Command Uplink\" not respecting the delay for mechs/suits.\n- Fixed Lesser Cardinal's flames not appearing online.\n- Fixed CDM12: Added blocking lines for monsters in the Red Zone to avoid them from running away and blocking the map.\n- Fixed CDM14: Added blocking lines for monsters above the red walls to avoid them from running away and blocking the map.\n\n-------------------- Minor Update for v0.99.4c --------------------\n\n- Added new contents in the UtilityGun & Epic Crate.\n- Added a 2 new Runes: High Jump Rune and Powerup Rune.\n- Added a new item the Combat Backpack increasing Ammo Capicity(expecting Legendary Ammunitions), available only in Bonus Crate and replaces the old Backpack inside which is no longer available.\n- Added a new Mini Boss the \"Cardihilator Demolisher\".\n- Added new monsters into the Bestiary: Baby Mastermind, Dark Cyber Imp & Lesser Cardinal.\n- Edited the Epic Crate now raising utility gun tiers 3 times in one go and that even further than the tier 4.\n- Edited all the Skulltag's old rune by making them as true permanent powerups which can know be removed with the custom hotkey.\n- Edited the Open Deck adding most of the new runes inside.\n- Renamed the \"Replace Rune\" button as \"Clear Rune\", now that hotkey can properly remove the player's rune.\n- Renamed the \"Nazi Reviver\" as the \"Nazi Medic\".\n- Buffed the effects of the following runes: Haste, Strenght, Resistance, and Rage(which will reduce the cooldowns of utility weapons).\n- Buffed Epic Sphere which will remain active for a longer time.\n- Buffed the health of the Infernalist and Hellfire Baron.\n- Nerfed the \"UAC Field Command Uplink\" now the Suit/Mech drops share the same cooldown.\n- Edited CDM19: Replaced the Legendary Cyberdemon with the Cardihilator Demolisher.\n- Edited CDM03: Replaced the Legendary Sentient with the Cardihilator Demolisher.\n- Fixed Widow Maker & War being broken when ressurected ending in the wave being broken.\n- Fixed(probably I hope) the red screen happening when leaving a morphed class.\n- Fixed \"UAC Field Command Uplink\"'s reinforcement order sometiems triggering the Invasion Gate.\n- Fixed the most of the strong nazis not having their buff when facing many players.\n- Fixed the Bonus Crate, Epic Crate & Reinforcement Card with the NOFEAR making them to don't run away from player with Terror Rune or Sphere.\n\n-------------------- Minor Update for v0.99.4b --------------------\n\n- Added new support powers in the \"UAC Field Command Uplink\".\n- Added new Powerups: Epic Sphere(gives Epic Sword), Wicked Sphere(Take health from ennemies when being hurt).\n- Added new monsters into the Bestiary: Hellfire Baron, Infernalist, Widow Maker, War, Hellion, Dark Cybruiser & Cydestroyer, Cerebral Cacodemon, Corpulant, Chaos Elemental & Soul, Replaced Ice Fiend with Cold Nightmare.\n- Buffed all monsters with NORADIUSDMG flag by giving them a resistance against weapon forcing radius damages.\n- Edited every monsters by giving them a custom Tag Name compatible with hp-bar addon.\n- Edited the Revenge Rune/Sphere, attacking foes even if player has all his health.\n- Nerfed the Tech Erasus of monsters which was op and one shooting players most of the time.\n- Fixed the Summoner Rune's minions sometimes hurting their master.\n- Fixed the Marine Squad Reinforcement Helicopter going under floor(online desyncs).\n- Fixed the angle rotations of the air strike bombers(online desyncs).\n- Fixed the ammunition desync of the \"UAC Field Command Uplink\" (online desyncs).\n- Fixed \"UAC Field Command Uplink\"'s beacons which could be stopped by allies on his trajectory.\n- Fixed the Quad Rocket Launcher's primary fire not consuming ammunition.\n- Fixed the Random Sphere not giving 1 health instead of 100 for Soul Sphere or 250 for Life Sphere.\n\n-------------------- Minor Update for v0.99.4a --------------------\n\n- Added a new Weapon the \"UAC Field Command Uplink\" which allow the player to get access to a lot of support orders form the UAC(only available in Epic Crate for now).\n- Added a new special Script which will keep the Suit/Mech available if the player disconnect or spect without leaving it.\n- Added new Powerups: Doom Sphere(Damage Multiplier x4.0), Holy Sphere(Doom Sphere + Armageddon Sphere + Mega Sphere.), Thunder Sphere(Strike your foes with the power of Zeus!), Terror Sphere(Monsters will run away from you.), AnnihilationSphere(Send your foes into oblivion! if they have less than 850hp and aren't bosses or legendaries), RevengeSphere(The Less Health you have the more aggresive it will be!), FateSphere(Invulnerability as well as strong reflection damages!), Random Sphere(Can give any sort of powerup spheres, excluding legendary items).\n- Added 3 new Runes: Terror Rune, Revenge Rune and Summoner Rune.\n- Updated the the maps with the new powerups, adding sometimes new secrets in them.\n- Improved the forest decoration with new sprites and new varieties.\n- Improved the effects of the Quad Rocket Launcher's missiles.\n- Buffed the Heavy Drone Companion's Health.\n- Edited CDM19: Lowered Amount of Monsters from the Gate, Added a wayback for tanks in the final area, changed a player respawn position to avoid spawn camp from monsters.\n- Edited the miniguns of the Assautt Tank, Attack Helicopter and Heavy Sentry Gun making them less laggy.\n- Edited every Bosses and Legendary Monsters by giving them the +NOFEAR flag protecting them against the Terror Sphere or Rune.\n- Edited the Utility Gun by moving all the dispensers to Tier 2 giving a reason for using basic items for Tier 1.\n- Edited the ammunition Icon for the Utility Gun.\n- Fixed the Ammo Dispensers giving out dated Ammo Packs.\n- Fixed the \"Replace Rune\" button not removing the Spread Rune.\n- Fixed CDM19: Wave 08 was broken and bluue door secret locked, Helicopter Elevator.\n\n-------------------- Major Update for v0.99.4 --------------------\n\n- Added CDM19 \"Temple of the Millenium\" and his content.\n- Added a new vehicle the Attack Helicopter.\n- Added new contents in the Bonus & Epic Crate.\n- Added the Spread Rune(only available in Epic Crate).\n- Added AI Marines with Plasma Rifle and Plasma Repeater(I forgot these ones).\n- Updated the Waiting Room adding items Dispensers for health and ammunition instead of Invasion Spawners.\n- Edited the Proto-D-BFG with an experimental Alt Fire.\n- Edited the Slot Machine by replacing the Turbo Sphere with Haste Sphere and Resistance Sphere by Protection Sphere.\n- Edited CDM18 : now compatible with the Invasion Gate.\n- Edited CDM06 & CDM18 : added an Attack Helicopter Secret.\n- Buffed the Tank Deadabus final boss and the Grinder Battle Mech.\n- Moved the EFG9000 to the Slot 7(for BFGs).\n- Fixed the Weapon Crate not having his weapons being removed after pickup.\n\n-------------------- Minor Update for v0.99.3f --------------------\n\n- Added a custom loading screen.\n- Added new contents in the Epic Crate & UtilityGun.\n- Added 2 new test subjects in the test teleporter, be careful.\n- Added new monsters: Explosive Minigunner & BFG15 Major.\n- Updated the Legendary Supply Box by adding new legendary power sphere, and shard inside.\n- Increased the chances of getting Loot Boxes or Weapon Crates in Bonus Crates.\n- Edited the Epic Crate merging the 5 extra lives bonus with the demonrune/luckrune/kamikaze.\n- Lowered the chances from getting an Epic Crate inside a Bonus Crate from 0.25% to 0.10%.\n- Fixed the Quad Rocket Launcher online desync, and changed the grenade fire now used with the toss grenade button.\n- Fixed a crash where exiting the max soldier and firing at same time would make all server clients crash.\n- Fixed the Legendary Power Sphere message talking about the weapon crate.\n- Fixed the Demon Tech Railgun friendly fire on allies.\n- Fixed the Friendly Rictus heart still being present after death for a small delay.\n\n-------------------- Minor Update for v0.99.3e -------------------\n\n- Added new weapons: Quad Rocket Launcher, Demon Tech Minigun, Demon Tech Railgun & Proto-D-BFG.\n- Added new contents in the Bonus Crate.\n- Added new monsters: Nazi Super BattleBot, Toxic Fiend & Draugr.\n- Updated the Legendary BFG and the Explosive Minigun to the ones of lca-v1.5.9.\n- Nerfed the Demon_Diabolist Class's flames\n- Buffed the Legendary_Revenant Class's railguns.\n- Edited all the weapons by giving them a custom sound in the when being selected.\n- Edited CDM06 & CDM17 by adding some new nazi textures.\n- Edited CDM15: by adding some frozen tree decorations.\n- Fixed the compability with the hpbar addon and added some funny sounds when monsters doing killing sprees.\n- Fixed all CDI weapons which can't be dropped anymore especially secrets weapons.\n- Fixed the Jump Height of the Legendary_Behemoth Class.\n- Fixed the Legendary Classes with their respective scales.\n- Fixed the Heavy Sentry Gun firing pitch and the slots being still used after being destroyed.\n\n-------------------- Minor Update for v0.99.3d -------------------\n\n- Added a new demon class the Cerebral Commander available in the Rune of Abomination.\n- Added a new demon class the Diabolist available in the Demon Rune.\n- Added new contents in the Bonus Crate & Utility Gun.\n- Added 3 new test subjects in the test teleporter, be careful.\n- Updated the Legendary Demon Rune allowing now the player to become: Legendary Revenant/Behemoth/CyberNoble/Redeemer.\n- Updated the Open Deck by removing the Drain Rune inside and also adding most of the new items.\n- Updated the display messages by adding the information about the current invasion wave and the amount of waves of the map.\n- Updated the KEYCONF.txt dealing with the weapon selection order in order to make it more logic with complex doom invasion.\n- Updated the MENUDEF.txt by adding the possibility to turn on/off fog mode.\n- Buffed Demon Rune by adding 30 more seconds for the timer.\n- Buffed the Rage Rune allowing a faster reload of special weapons(tanks and demon classes).\n- Buffed the Regeneration Rune now able to heals up players over 500 hp for morphed classes(tanks and demon classes).\n- Buffed the Mining Drone who will now thrown more mines and at a faster rate.\n- Edited CDM16: increased the chances of the D-BFG secret to be available.\n- Fixed the Lives Display taking too much place in the scaled HUD.\n- Fixed the \"Complex Doom Invasion\" Key Section still being available in custom controls(moved to the cdi settings menu).\n- Fixed the Friendly Rictus heart icon no being removed after death.\n- Fixed CDM15: the D-BFG secret can no longer be taken throught the impassible line.\n- Fixed Camping Zombie tanks having their angles desyncs online.\n- Fixed the firing angle of the friendly Missile Sentry Gun.\n\n-------------------- Minor Update for v0.99.3c -------------------\n\n- Fixed \"Exit Vehicle/Suit\" with the NET setting on the script allowing people to use it on others servers.\n\n-------------------- Minor Update for v0.99.3b -------------------\n\n- Optimized the Scripts especially by removing and remaking the ones consuming a lots of net traffic with their huge loop consuming.\n- Added a MENUDEF.txt with a custom hotkey to exit vehicles and suits.\n- Added a GAMEINFO.txt for the game start up.\n- Added new contents in the Bonus Crate & Utility Gun.\n- Buffed the Utility Gun which can get his slots increased by the Bonus Crate after tier 4.\n- Edited the Demon Classes by giving them a custom Demon Rune Icon above them.\n- Edited the Reinforcement Card which will no longer teleport the player if he already has a live and is in the field.\n- Edited CDM17: by increasing the amount of Epic Crate and Rune of the Abomination in their secrets.\n- Edited CDMBOSS: by allowing mechs to get into the elevator when leaving and also adding more powerups in the final combat.\n- Fixed the Utility Gun which can't build in the waiting room anymore.\n- Fixed the Demon Rune which can't be used in the waiting room anymore.\n- Fixed some Scripts which could still give the Legendary AK-47 instead of the Legendary Light Machine Gun.\n- Fixed the BFG9500 sprays attacking allies and players by forcing sv_smartaim 2 since the server isn't able to do that.\n- Fixed CDM06: map was broken at Wave 07 because of the Augmented Annihilator now spawning.\n- Fixed(Maybe) CDM18 : Completly reworked the map into a new .wad hoping that it will help to fix the random crash happening online near Wave 08...\n\n-------------------- Minor Update for v0.99.3a -------------------\n\n- Fixed ther Tank Deadabus who could be stuck in gis fighting area.\n- Fixed the Epic Crate which was broken and could crash the client player.\n- Fixed the fact that some random medic marines could be displayed instead of healing items.\n- Fixed CDM18: removed the 3d floor above the suits to avoid players from being blocked when taking a suit.\n\n-------------------- Major Update for v0.99.3 --------------------\n\n- Added CDM18 \"Onata Highway\" and his content.\n- Added a new Mini Boss the Augmented Annihilator.\n- Added Friendly Marine AI with the Chaingun.\n- Added 3 new test subjects in the test teleporter, be careful.\n- Added a skin for the Utility Gun.\n- Updated the Legendary Plasmatic Cannon's altfire to the one of lca-v1.5.9.\n- Updated the Legendary AK-47 to the Legendary Light Machine Gun of lca-v1.5.9.\n- Edited the Legendary Marine, Commando and Stealth Trooper with the new legendary weapons changes.\n- Edited the Player by removing the NOSKIN flag, he is now allowed to use custom sound skins.\n- Edited all Vehicles(including NecroSuit) which will now self destruct when exiting under 25% health(they now have 3 states between 75%, 50% and 25% health).\n- Edited the Inferno Demon who will now give more Bonus Crates when killed.\n- Edited the M79 Grenade Launcher by adding a global announcer for players getting that weapon from crates.\n- Edited CDM17: by removing most of the dynamic lights to reduce the lags.\n- Edited CDM14 & CDM16: by removing the annoying red fog under 3d floor sectors.\n- Nerfed all the weapons which were using the NOTIMEFREEZE flag when it was reserved for final bosses and legendary stuff.\n- Buffed the Assault Tank vehicle by giving it a heavy minigun and two rocket launchers.\n- Buffed the Luck Rune by increasing the chances of getting the Supply Box, Epic Crate and Slot Machine inside a Bonus Crate.\n- Buffed the loot that the player will get from killing a mini boss.\n- Fixed the firing angle of the Inferno Demon class.\n- Fixed the Bomb Elemental being albe to spawn Rictus inside the walls.\n- Fixed most of Legendary Monsters not being able to kill player's allies.\n- Fixed the BFG3500 with the MTHRUSPECIES flag making it go throught allies.\n- Fixed the Tech Vulcan alt fire which was allowing players to rocket jump with it.\n- Fixed CDM17: fixed the texture alignement near the tanks secret.\n- Fixed the cooldown of the Bonus Crate about Mega Sphere Ultra Sphere, Legendary Ultra Sphere and Full Refile Pack(you won't get them multiple times in a row).\n\n-------------------- Minor Update for v0.99.2a -------------------\n\n- Added a new weapon the BFG 3500, a variant of the BFG9000K focusing on bfg spray being very useful against group of monsters but weak agains bosses.\n- Updated CDM04, CDM06, CDM12 and CDM15 by giving them the new nazis monsters from v0.99.2.\n- Buffed the direct damages of the M79 Grenade Launcher.\n- Buffed the damages of the Inferno Demon, demon classe.\n- Buffed the Nazi Reviver by giving him more health and more speed.\n- Edited the Rune of Abomination by adding an ambient sound when a player activate it to announce what demon classe he picked.\n- Edited CDM17: replaced all the ceiling lamp with ones without the effect to reduce the lags.\n- Edited CDM17: made the map compatible with the Invasion Gate.\n- Edited CDM17: by adding a new secret which require the blue card.\n- Fixed the yellow seeking projectiles from Legedendary Behemoth and Sentient which could turn invisible and kill the players without warnings.\n- Fixed the Tech Vulcan and the M79 Grenade Launcher which will not push away the player or allow rocket jump thanks to NODAMAGETHRUST flag.\n- Fixed the Bonus Crate by adding a 3 seconds cooldown after getting certain items to avoid having it directly again, it applies to the UltraSphere, Mega Sphere and Full Refile Pack.\n- Fixed(not sure) the Back Pack from Bonus Crates making the Ammo Pack able to be used without limit.\n- Fixed the Nazi War Machine obiturary after killing a player.\n- Fixed the Cardihilator demon classe which allowed the player to fly after the end of the timer.\n- Fixed CDM06: the bonus crate secret was not accessible for players.\n- Fixed CDM07: by making the Max Soldiers secret limited to 3 instead of infinite.\n- Fixed CDM17: the texture at the full refile pack secret has been fixed.\n- Fixed CDM17: the skulltag bfg10 has been removed and replaced by the one of complex doom.\n- Fixed CDM17: the mechs in the box were unable to get out.\n- Fixed CDM17: the rune of abomination was not spawning.\n\n-------------------- Major Update for v0.99.2 --------------------\n\n- Added CDM17 \"Hitler's Secret Bunker\" and his content.\n- Added a new weapon the M79 Grenade Launcher.\n- Added a new demon class the Dark Baby Demolisher available in the Demon Rune.\n- Added a new item the Rune of Abomination(An advanced demonic rune transforming the player into very power abominations).\n- Added a new demon class the Cardihilator available in the Rune of Abomination.\n- Added a new demon class the Inferno Demon available in the Rune of Abomination.\n- Added a new monster the Salamander.\n- Buffed Custom BFG9000 Projectiles from AIs with a custom script dealing spray damage for ennemies near the radius of the explosion.\n- Edited every Hitscans Weapons allowing now player to shoot throught each other thanks to Zandronum 3.0.4\n- Edited the Tech Erasus which can now be hold before firing.\n- Edited Cyber Noble/Baron/Imp by giving them a cybernic sound when walking.\n- Removed the Access to C**** in the Waiting Room.\n- Nerfed the Bonus Crate by seriously reducing the chance of getting Slot Machine, Supply Box or Epic Crate inside.\n- Nerfed the D-BFG by removing the possibility to re-altfire directly without charing completly the weapon.\n- Lowered the chances for monsters to drop an Epic Crate.\n- Fixed the UAC Command Post which won't be able to spawn anymore Legendary Marines.\n- Fixed the 3D model of the BFG10K projectile not appearing for players.\n- Fixed the Turbo/Drain/Rage spheres which can't be activated anymore if the players has a rune of the same effect.\n- Fixed the Plasma Repeater and D-BFG skins.\n- Fixed the layer in CDM12 & CDMBOSS.\n\n-------------------- Minor Update for v0.99.1c -------------------\n\n- Worked on the compability for Zandronum 3.0.\n- Added a new monsters the Infestor, Fodder and Wraith.\n- Fixed the Legendary BFG Item which wasn't working at all.\n- Fixed the monster script health buff making some monsters invinsible.\n- Fixed some textures alignement on CDM06.\n\n-------------------- Minor Update for v0.99.1b -------------------\n\n- Added a new item the Armor Dispenser.\n- Added a new mech the Assault Tank.\n- Added a new monster the Zombie Assault Tank.\n- Removed the Drain Rune from the Bonus Crate, it can now only be obtained from the Open Deck.\n- Buffed the Dark Cyber Lord, Lord Archon, Nazi Baron, Nazi Shock Trooper, Railgun Arachnotron and the Invasion Gate.\n- Buffed all mini bosses and legendary monsters with more health and damage when there many players.\n- Buffed the Final Boss fight by giving them a 30 seconds protection when coming back after a demon wave.\n- Nerfed Marine Beacon and Task Force Beacon which aren't able to spawn Legendary Marines anymore.\n- Raised the max amount of Bonus Crates from 25 to 50.\n- Edited the Legendary BFG & Devastator from the Epic Crate which can now be activated when the player wants it.\n- Fixed the Random Weapon bonus which would sometimes give no weapons to the player.\n- Fixed some textures bug in CDM15.\n\n-------------------- Minor Update for v0.99.1a -------------------\n\n- Buffed the Hell Champion and the Inferno Demon.\n- Edited some scripts to make them use less CPU from the server.\n- Fixed the Maephisto final boss which was bugged.\n\n-------------------- Major Update for v0.99.1 --------------------\n\n- Converted the Project from .wad format to .pk3 format(hoping this will causes some major crash issues on servers online).\n- Added CDM16 \"Ancient Purgatory\" and his content.\n- Added a new monster the Inferno Demon.\n- Nerfed the amount of spheres given by the slot machine.\n- Nerfed the D-BFG which is not able anymore to be affected by the infinite ammo powerup.\n- Nerfed the max health amount of the regeneration rune from 750 to 500.\n- Edited the EFG9000 by adding an animation when using altfire and also making the nuke rocket a lot faster.\n- Edited CDM15 by making the D-BFG secret harder.\n- Edited the Mine Drone which won't be able to move anymore but will drop more mine in the area where the player deployed it.\n- Edited the sound of the Supply Boxes which will now be playing everywhere in the map so everyone know when one has been activated.\n- Buffed the some final bosses including: Maephisto, LordArchon, DarkCyberLord.\n- Lowered the chances from getting a BFG or a Legendary Weapon from the Bonus Crates.\n- Fixed the amount of necessary rockets for the primary fire of the EFG9000.\n- Fixed the death fire of the ghouls in the waiting room.\n- Fixed CDM13: some textures were badly placed & finaly fixed the red card exit secret online!!!\n- Fixed CDM15: by removing the secret effect of the computers in the final area.\n\n-------------------- Minor Update for v0.99.0c --------------------\n\n- Added a new weapon the Double Grenade Launcher.\n- Added a new item the Slot Machine.\n- Buffed the Grinder Battle Mech with a new attack.\n- Buffed the health regeneration of all mechs.\n- Buffed the Regeneration Rune which regen faster and can now heal the player up to 750(even with suits/mechs/demons rune).\n- Buffed the Erasus.\n- Edited the EFG9000's Primary Fire which is more like a rocket machinegun.\n- Edited the Utility Gun which will now need the tier 2 to build the Enforcer Suit.\n- Edited Bonus Crate which has now 0.33% of chances to give an Epic Crate.\n\n-------------------- Minor Update for v0.99.0b --------------------\n\n- Added a new suit the Enforcer.\n- Added a new mech the Grinder Battle Mech.\n- Added a new monster the Nazi Assault Soldier.\n- Improved the effects of the Tank.\n- Improved the reloading scripts of the mechs and suits.\n- Edited CDM15 by adding a way for the tanks to join the second part of the map.\n- Fixed some major bugs coming with the player dying with the ice effect so I gave him the NOICEDEATH flag.\n- Fixed the sprites of the Zombie Specops with Homing Rocket Launcher.\n- Fixed CDM04: Wave 04 was broken.\n\n-------------------- Minor Update for v0.99.0a --------------------\n\n- Added more units in the Zombie SpecOps.\n- Edited CDM15 by nerfing most of the waves happening with many players.\n- Edited CDM15 by removing the fog in the ice area.\n- Buffed the Missile and Plasma Tank which are now able to use all their attacks at the same time.\n- Buffed the Max Soldier which is now able to use all his attacks at the same time.\n- Buffed the radius range of the EFG9000.\n- Buffed the amount of Legendary Marines coming from the Legendary Beacon from 3 to 5.\n- Nerfed the health amoung of the Belphegor.\n- Fixed CDM11: Wave 03 was broken.\n- Fixed the position of the seconds spawners in CDM15.\n- Fixed a texture bug in CDM15.\n\n-------------------- Major Update for v0.99.0 --------------------\n\n- Added CDM15 \"Nazi & Demons Part-2\" and his content.\n- Added a new weapon the Tech Erasus.\n- Added a new weapon the EFG 9000.\n- Added a new item the Legendary Beacon.\n- Added a new item the Legendary Supply Box.\n- Added a new monster the Railgun Arachnotron.\n- Buffed the Daemonium Overlord.\n- Nerfed the Tier 4 Utilit Gun now unable to build Devastator but EFG9000 instead.\n- Nerfed the amount of Bonus Crate given from the Support Tank to his master.\n- Edited the HUD of all mechs.\n- Edited the clearing rune option by setting it back to the old way because prosperity rune is bugged.\n- Fixed the Utility Gun making Bonus Crate & Reinforcement Card without limit.\n- Fixed some the log message saying that you get legendary armory instead of bfg 9500.\n- Fixed some Legendary Monster spots in CDM02.\n- Fixed the red card secret in CDM13(I HOPE!).\n\n-------------------- Minor Update for v0.98h --------------------\n\n- Buffed the amount of monsters coming from Invasion get if there are many players.\n- Nerfed the damages of the Tech Vulcan's altfire.\n- Lowered the Utility Gun's MegaSupportTank delay from 5 mins to 2 mins.\n- Fixed the player spot in CDM12.\n\n-------------------- Minor Update for v0.98g --------------------\n\n- Added the Tier 4 Utility Gun.\n- Added a new weapon the D-BFG.\n- Added Friendly Marine AI with Sniper Rifle.\n- Added a new monster the Rocket Imp.\n- Added a new monster the Apprentice.\n- Added muhammad skin directly inside.\n- Buffed the Nazi Enforcer.\n- Buffed the Health & Resistance of most of the final bosses.\n- Fixed the alignement of both Utility Gun & Open Deck Menu.\n- Fixed the SBARINFO with the Sniper Rifle.\n- Fixed CDM14 which was broken with many players.\n- Fixed the clearing rune option it will now give you the Prosperity Rune instead(which has no interesting effects).\n- Fixed some of the Legendary Monsters which weren't up to date with the current LCA.\n\n-------------------- Minor Update for v0.98f --------------------\n\n- Added a constant script to change the coop_damage_factor when players join/leave the game.\n- Added Friendly Marine AI with Demon Tech Rifle/Exp Minigun/Homing Rocket Launcher/Hexa Shotgun.\n- Buffed the damages and radius of the kamikaze.\n- Buffed epic crate which will now give 5 extra lifes instead of 2.\n- Nerfed the amount of Sand Spirits in CDM07 because they have been seriously buffed in LCA.\n- Nerfed the amount of legendary monsters at the end of CDM11.\n- Edited CDM07 by lowering the amount of sand spirits inside.\n- Fixed the bug at the end of the Sabaoth boss fight.\n- Fixed some textures bug in CDM010 and CDM11.\n- Fixed the Legendary Cyberdemon spot in CDM08.\n- Fixed a ceiling in CDM11 where some monsters could be stuck and block the map.\n- Fixed the pain sprites of the Nazi Commando.\n\n-------------------- Minor Update for v0.98e --------------------\n\n- Buffed the bossfight each boss will now leave and spawn minions when losing 25% of health.\n- Edited Max Soldier Suit's walking sound.\n- Edited the hotkey that is supposed to remove the player's rune, it will now allow the rune to be replaced.\n- Edited players to make them unable to get into mechs/suits/demon runes if they got the Drain Rune.\n- Buffed Timed Bomb which will now explode after a small delay when monsters come close.\n- Buffed the damage factor of monsters depending on player amount.\n- Buffed most of the maps when many players are playing.\n- Nerfed monster pain chance if there are more than 7 players.\n- Nerfed Bomb Elemental Demon Class.\n- Nerfed the Sniper Rifle but each shot will use 3 ammunition instead of 5.\n- Fixed Demon Rune Item which can't be used anymore if the player is in a suit.\n- Fixed CDM02 by making chalices secret not takable trought the impassible line.\n- Fixed CDM10 which had some textures bugs.\n- Fixed CDM14 by replacing Skulltag's minigun by Complex Doom's minigun instead.\n- Fixed CDM13 by making the secret switches for red key activable with both shooting/pressing it.\n\n-------------------- Minor Update for v0.98d --------------------\n\n- Added a new hotkey that can clear the player's rune.\n- Buffed the Epic Crate which gives now 3 lives instead of 1.\n- Raised the chances of the Invasion Gate to be activated.\n- Lowered the chances of theCommand Post and Supply Box to give a bfg weapon.\n- Fixed the Invasion Gate bonus giver that could desync playercount in room.\n- Fixed Invasion Gate bonus giver's image position.\n- Fixed a blocking texture in CDM11.\n- Fixed the Command Post and Supply Box by adding the Sniper Rifle inside.\n- Fixed the test teleporter which can't be broken anymore when the activator spectate or disconnect.\n\n-------------------- Minor Update for v0.98c --------------------\n\n- Added a new cvar cdm_playerboost that will tell under how many players they will have a booster(35% damage and 40% resistance).\n- Added a new cvar cdm_invasiongate that will turns on or off the Invasion Gate.\n- Added new content in the Bonus Crate.\n- Buffed the Corruption final boss.\n- Nerfed the UAC Command Post will give less crates to his summoner.\n- Edited The Devastator and Legendary BFG which are now temporal weapons.\n- Edited Tier 3 Utility Gun which can now build only one BFG9500 and BFG10000.\n- Edited CDM10 to make it less laggy.\n- Edited some maps by giving them a protection for the boss fight area(so players don't fight like cowards).\n- Lowered the chances of getting a bfg weapon into the Bonus Crate.\n- Lowered the delay that the card dispenser take to load.\n- Fixed the Legendary Marine with the NOTIMEFREEZE flag.\n\n-------------------- Minor Update for v0.98b --------------------\n\n- Added new secrets in all maps.\n- Buffed all mini bosses with more health and less pain chance.\n- Buffed Cyberdemon/Minigun Cyberdemon/Spider Mastermind/Arachnophyte's damages.\n- Buffed Suicide Bomber's explosion damages and radius.\n- Buffed CDM14 by raising the amount of monsters inside.\n- Buffed all final bosses with more health.\n- Nerfed Health Regeneration for mechs and suits.\n- Nerfed the Plasma Repeater/Max Soldier/Jet Trooper's damages.\n- Changed cdm_manyplayers default value from 16 to 11.\n- Lowered the chances of getting an Epic Crate or a Bonus Crate.\n- Lowered the amoung of reinforcement that players get each wave.\n- Lowered the chances of getting a BFG in the Bonus Crate.\n- Fixed the SBARINFO for the Belphegor Demon Class.\n- Fixed the mines dropped by the drone that will now explode after 1 minute.\n- Fixed Daemonium Overlord by removing the +NODROPOFF flag.\n- Fixed CDM14 by removing some useless decoration.\n- Fixed CDM11 by removing the gravity effect in the Legendary Ultra Sphere secret room.\n\n-------------------- Minor Update for v0.98a --------------------\n\n- Added a new playable demon the Belphegor.\n- Edited the player who can't take mech/suit/demon rune anymore if invinsible(no more glitches).\n- Edited CDM02: changed the spot of the red card.\n- Edited CDMBOSS: raised the delay before crates can respawn and the elevator will take more time to leave.\n- Edited CDM14: raised the amount of demons\n- Edited CDM14 and CDMBOSS: removed the Devastator, that weapon shouldn't be available as a pickup.\n- Edited CDM10: made the Legendary Sphere secret more obivious.\n- Edited CDM05: changed the spots of the red card and made the mech Hangar bigger.\n- Edited CDM05: replaced the Legendary Sentient Boss by a normal Legendary Sentient.\n- Fixed CDM10: Prototype's was stuck in his secret room.\n- Fixed CDM05: Acces to Necrosuit was very difficult.\n- Fixed CDMBOSS: Skybox at the Waiting Room wasn't the right one.\n- Fixed CDM13: the card secrets are now available online.\n- Fixed the Necrosuit's miniguns which was the source of many lags.\n\n-------------------- Major Update for v0.98 --------------------\n\n- Added CDMBOSS \"The Tower of Sin\" and his content.\n- Buffed the loot of the Epic Crate.\n- Buffed the Daemonium Overlord.\n- Buffed the Aracnorb Queen.\n- Buffed CDM07 By adding more monsters in Wave 08.\n- Buffed CDM14 By adding more monsters in Wave 01, 02 & 03.\n- Nerfed the Supply Box by lowering the chances of spawning a BFG weapon.\n- Nerfed the Command Post by lowering the chances of spawning a BFG weapon.\n- Nerfed the Bonus Crate by lowering the chances of getting a BFG weapon.\n- Edited the Bonus Crate limit from 10 to 25 in inventory.\n- Edited the Epic Crate limit from 1 to 3 in inventory.\n- Edited the Toxic Master by lowering the chances of using Rain Poison Comets to avoid lags.\n- Edited the effects of the Kamikaze to avoid lags.\n- Edited the BFG Cacodemon so he can't kill allies anymore.\n- Edited the Epic Crate to let other players know when someone found one.\n- Edited the Pulse Shotgun by TheSkyBug.\n- Fixed CDM03: Necrosuit's secret room was blocked.\n- Fixed texture bug on CDM14.\n- Fixed the Friendly Marker with the NOTIMEFREEZE flag.\n- Fixed the Cydestroyer Demon Class so it can't kill allies with railgun anymore.\n- Fixed Epic Crate giver from boss monsters.\n- Fixed NecroSuit weapon's information message.\n- Fixed Precision Sentry Gun message in Utility Gun.\n- Fixed Jet Trooper, players can't no longer fly when exiting it.\n\n-------------------- Minor Update for v0.97b --------------------\n\n- Buffed CDM04: By adding more monsters in Wave 09.\n- Buffed Boss Hitler.\n- Buffed the loot of the Epic Crate.\n- Lowered the drop chance of the Epic Crate.\n- Edited support bots that will now be teleported near the player who summoned them when idling.\n- Removed the Devastator from Supply Box, Command Post and Bonus Crate(only in Epic Crate).\n- Removed the Legendary BFG from Bonus Crate(only in Epic Crate).\n- Fixed CDM03: Wave 04 was broken.\n- Fixed CDM05: there were no limit of NecroSuit.\n- Fixed the Mine Drone.\n\n-------------------- Minor Update for v0.97a --------------------\n\n- Buffed CDM14: By adding more monsters in Wave 07.\n- Buffed/Fixed the Hellfire Cyberdemon.\n- Edited the spots of the blue car on CDM03.\n- Fixed NecroSuit'weapon sounds.\n- Fixed the final boss spot on CDM01.\n- Fixed texture bug on CDM03.\n- Fixed texture bug on CDM14.\n- Fixed bugged door on CDM05.\n\n-------------------- Major Update for v0.97 --------------------\n\n- Added CDM13 \"Toxic Entrepot\" and his content.\n- Added CDM14 \"Between The 4 Gates\" and his content.\n- Added new contents in the Bonus Crate.\n- Added a new suit the Necro Suit.\n- Added the Epic Crate(improved Bonus Crate that gives only good stuff).\n- Buffed the Boss Health multiplier.\n- Buffed Mine Drone's amount of mines.\n- Buffed the Legendary Marine by giving him other legendary weapons.\n- Nerfed the Hard Mode that won't active additional monsters in maps.\n- Nerfed the Supply Box.\n- Lowered the chance of the Trapped Crate to spawn inside the room.\n- Edited friendly marines that will now be teleported near the player who summoned them when idling.\n- Edited Pulse Shotgun & Plasma Repeater by giving them mine & grenade toss.\n- Edited the reloading messages of the mechs and suits.\n- Edited the PoisonSoul by making it spawning less poison to avoid lags.\n- Edited the Secret of the Prototypy in CDM10.\n- Fixed the information messages alignment.\n- Fixed Poed's health.\n- Fixed some monsters that weren't giving crates after being killed.\n- Fixed the Mine Drone that can't kill itself anymore.\n- Fixed a glitch and some textures in CDM07.\n\n-------------------- Minor Update for v0.96b --------------------\n\n- Fixed CDM07: Wave 07 was broken.\n\n-------------------- Minor Update for v0.96a --------------------\n\n- Balanced the Supply Box.\n- Raised the amount of monsters coming on all maps with many players.\n- Edited more effects to be compatible with vanilla mode.\n- Edited the cvar cdm_manyplayers that can now be set at 0 for more challenge in single player.\n- Fixed Nazi Hunter's Obituary.\n- Fixed TechVulcan's altfire that can now pass thru allies mech.\n- Fixed the Legendary Plasmatic Cannon that was broken from Bonus Crate.\n- Fixed CDM04: Wave 07 was broken.\n- Fixed CDM07: Wave 04 was broken.\n\n-------------------- Major Update for v0.96 --------------------\n\n- Updated CDM04 with new contents.\n- Added new contents in the Bonus Crate.\n- Added new contents in the Utility Gun.\n- Added Runes icon in the HUD.\n- Added a description for the Luck Rune.\n- Added a new powerup the Protection Sphere(75% less damages and no radius damages for 30 secs).\n- Balanced Legendary Monsters health.\n- Buffed the JetTrooper who can fly for a longer delay.\n- Buffed the Luck Rune.\n- Edited the UAC Commnad Post's drops.\n- Edited more effects to be compatible with vanilla mode.\n- Fixed Legendary Annihilator's death.\n- Fixed some Zombie SpecOps sprites.\n- Fixed the sprites that the Legendary Marine is supposed to use.\n- Fixed the skin that the Custom Legendary Rifle was supposed to use.\n\n-------------------- Minor Update for v0.95g --------------------\n\n- Buffed the drop rate of the UAC Command Post.\n- Nerfed the monsters of the Waiting Room\n- Fixed CDM08: Wave 04 was broken.\n- Fixed CDM11: Wave 07 was broken.\n\n-------------------- Minor Update for v0.95f --------------------\n\n- Buffed the ScoutBot.\n- Fixed the cost message of the BattleDroneD1.\n- Fixed Support Units sounds when they find a target.\n- Fixed CDM02: Wave 05 was broken.\n\n-------------------- Minor Update for v0.95e --------------------\n\n- Edited the Support Units by giving the the Idle state.\n- Fixed the Utility Gun Tiers details that wasn't showed.\n- Fixed the Luck Rune that is now removed after death.\n- Fixed all the song scripts.\n- Fixed CDM10: By monster unable to in the Secrets.\n- Fixed more effects to be compatible with Time Freeze.\n\n-------------------- Minor Update for v0.95d --------------------\n\n- Added the Tier 3 Utility Gun.\n- Buffed the Luck Rune that will now raise the chance of getting a bonus crate.\n- Nerfed Waiting Room Monster health multiplier.\n- Lowered the chance of the Trapped Crate to be drop in the Waiting Room.\n- Edited Reinforcement Card that can now move by it's own if stuck.\n- Balanced the Legendary Time Freeze Sphere.\n- Fixed the Legendary Time Freeze message.\n- Fixed Legendary Monsters and Boss that weren't supposed to be affected by time freeze.\n- Fixed CDM11: By a texture in the 3rd Wave that was supposed to be solid.\n- Fixed CDM01: By keeping the door opens at the last wave.\n- Fixed Utility Gun that can't build sentry/mobs in the Waiting Room anymore.\n- Fixed Cyber Baron's sprites.\n\n-------------------- Major Update for v0.95c --------------------\n\n- Added a new cvar cdm_manyplayers that will tell after how many players more monster will spawn.\n- Added new contents in the Bonus Crate.\n- Added more units in the Zombie SpecOps.\n- Added an Armory in the Waiting Room.\n- Added a custom Health Bar for each boss.\n- Added the Nazi Commander.\n- Disabled Legendary Songs in all maps.\n- Raised the max ammo of the Open Deck to 9.\n- Replaced Prosperity Rune by Drain Rune(more effective and working with mechs).\n- Buffed the ISIS Terrorist with more health.\n- Buffed the Zombie SpecOps's health and speed.\n- Buffed Boss Hitler's Health.\n- Edited Bonus Crate chance that will raise if more players are in the game.\n- Edited all waiting room monsters so they can all drop the trapped crate.\n- Edited more effects to be compatible with vanilla mode.\n- Edited the Reinforcement Dispenser to make it drop card faster if there are more players.\n- Edited Waiting Room monsters who can now drop a Reinforcement Card.\n- Edited CDM05: by disabling legendary songs to avoid confusion in the final boss fight.\n- Edited CDM06: by removing the Legendary Sentient in Wave 08.\n- Edited CDM09: by replacing Hexa-Shotgun(this weapon is crate only) with the BFG10K.\n- Edited CDM11: by replacing BFG Zombie by Specops Commanders and making the map less laggy and adding a text about vanilla mode.\n- Fixed Daemonium Overlord's sprites offset.\n- Fixed Legendary Marin's brightness.\n- Fixed Jet Trooper's brightness.\n- Fixed Test Bagel's flags with -COUNTKILL(no need to kill him anymore to finish the wave.\n- Fixed TechVulcan's altfire projectile colors.\n- Fixed Reinforcement Limit Script that was badely limited with 20+ players.\n- Fixed Poison Trap and Hexa-Shotgun's logs.\n- Fixed some Zombie SpecOps sprites.\n- Fixed Trapped Crate's sounds.\n- Fixed Legendary Monster musics lag.\n- Fixed textures position in CDM11.\n- Fixed Legendary BFG's HUD.\n\n-------------------- Minor Update for v0.95b --------------------\n\n- Removed the Assault Shotgun from Legendary Cyberdemon.\n- Fixed the Sniper Zombie's invasion spot.\n\n-------------------- Minor Update for v0.95a --------------------\n\n- Fixed Legendary Cyberdemon's attacks.\n- Fixed the script that will now restart the map faster if players fail it.\n- Fixed the Dispenser Card script what was deactivated on a Mini Boss fight.\n- Fixed Cerebral Commander's bright.\n- Fixed CDM11: The amount of prototype at the end is now limited to 6.\n- Fixed CDM11: Tanks aren't stuck anymore in the place where they are placed.\n- Fixed CDM11: Changed the floor texture in the waiting room's horizon.\n- Fixed CDM11: Changed the floor texture in the waiting room horizon.\n- Fixed CDM11: Changed the amoung of monster coming at the end to avoid lags.\n\n-------------------- Major Update for v0.95 --------------------\n\n- Added CDM11 \"Dark Side of the Moon\" and his content.\n- Added a custom song for the Aracnorb Queen.\n- Added a new monster for the waiting room called the terrorist.\n- Removed the cameras in the waiting room to avoid more lags.\n- Changed the sprites of the Repeater Zombie.\n- Buffed the Corruption with the +DONTRIP flag.\n- Buffed the Daemonium Overlord with more health and resistance.\n- Nerfed CDM09: Wave 06 by remove the Legendary Sentient.\n- Nerfed seriously the Azazel(I mean that I worked seriously on him, he is no more stupidly op).\n- Renamed CDM07 as \"Canyon Adventures\" for now I'm planning on making another part.\n- Edited the Zombie Specops by adding new troppers and changing some skins and weapons.\n- Edited the Card Dispenser, the delay will be in hud and cards will come faster.\n- Edited CDM10 by replacing the BFG9K by a Legendary Ultra Sphere.\n- Edited CDM10 by replacing the vanilla recolored torches by the smoothed ones of complex doom.\n- Edited CDM12 by Arkore.\n- Fixed the Reinforcement script.\n- Fixed CDM10 by making Prototype reachable only with red card.\n- Fixed the Bagel that will now give a bonus crate when killed.\n- Fixed SpiderMastermind's walking speed.\n\n-------------------- Major Update for v0.9 --------------------\n\n- Added CDM09 \"Country Gardens\" and his content.\n- Added the Hard mode with the cvar \"cdm_hard\" to enable or disabe it.\n- Added a preview of CDMWTF in the waiting room.\n- Updated the corrupted monsters.\n- Buffed the Suicide Bomber by raising his damages.\n- Buffed the Max Soldier suit.\n- Edited CDM10 by removing all the remaining runes inside.\n- Edited CDM10 by making players unable to escape the boss fight area.\n- Edited CDM05: Wave 12 by replacing the Legendary Cyberdemon by some legendary monsters.\n- Edited the Legendary Cyberdemon to make him as a mini boss.\n- Edited the Legendary Sentient to make him as a mini boss.\n- Edited waiting room's monsters that will now give a bonus crate at 100% when killed.\n- Moved the Azazel to CDM09 and added a new boss for CDM07.\n- Fixed textures bug in CDM10.\n- Fixed Suits that could be damaged by allies.\n- Fixed the Azazel with the +DROPOFF flag.\n- Fixed the Zombies Specops by adding the +NODROPOFF flag.\n- Fixed the Legendary Rifle that can't kill allies anymore.\n- Fixed the HUD with the Legendary Ammo.\n\n-------------------- Minor Update for v0.8b --------------------\n\n- Added a cvar \"cdm_bonuscrate\" that will enable or not bonus crates.\n- Added Demon Tech Spider.\n- Edited the Cerbral Cardinal so he can no longer go thru blocking monsters line.\n- Edited Corruption's attack to make them less laggy.\n- Removed the custom sprites of the Legendary Hell Knight.\n- Removed the Strenght Rune on CDM10\n- Fixed the player class that wasn't able to use his fists anymore.\n- Fixed Freezer Rifle's HUD.\n- Fixed the Legendary Sentient that was always invincible.\n- Fixed Spider Masterind's attack.\n\n-------------------- Minor Update for v0.8a --------------------\n\n- Buffed the Cyber Demolisher.\n- Fixed CDM10 Wave08 where a Barbatos wasn't spawning online breaking the map.\n- Fixed the prototype secret that can now only be taken with red skull.\n\n-------------------- Major Update for v0.8 --------------------\n\n- Added CDM10 \"Castle Of Corruption\" and his content.\n- Added CDM07 \"Canyon Adventures Part-1\" and his content.\n- Added the Freezer Rifle in the bonus crate.\n- Changed \"Hell\"'s map number that is now CDM12.\n- Buffed CDM01: Wave 05 by adding a Spider Mastermind.\n- Buffed CDM03: Wave 05 by adding 2 Spiders Mastermind.\n- Buffed CDM08: Wave 06 by adding a Spider Mastermind.\n- Buffed CDM08: Wave 06 by adding 2 Spiders Mastermind.\n- Fixed the test teleporter that wasn't spawning the Legendary HellKnight anymore.\n- Fixed Flesh Wizard's minions spawner bug.\n- Fixed the bonus crate's Legendary BFG loot.\n\n-------------------- Minor Update for v0.7c --------------------\n\n- Buffed Pulse Shotgun.\n- Fixed CDM10 that was broken in wave 07.\n- Fixed CDM06 that wasn't teleporting the blue card.\n- Fixed Tech Vulcan's decal.\n- Fixed Flesh Wizard spawners.\n\n-------------------- Minor Update for v0.7b --------------------\n\n- Added a new item the Open Deck.\n- Added the Tier 2 Utility Gun.\n- Edited all the bosses by adding a resistance to the Devastator.\n- Edited CDM06 by making the Prototype harder to get.\n- Edited CDM10 by making the Prototype harder to get.\n- Edited CDM10 by spawning other tanks in later waves.\n- Edited CDM01 by adding a jumper for the monster in the arena\n- Edited CDM05 by adding a jumper for the monsters in the final area.\n- Edited Boss Arcradimus that will gives more lives to players.\n- Fixed Legendary Cyberdemon & Sentient.\n- Fixed CDM01 by making the big jumper at the end not working for monsters so they can't be stuck.\n\n-------------------- Major Update for v0.7a --------------------\n\n- Added Imp Flesh Wizard.\n- Added Fiend Flesh Wizard.\n- Added a new item the poison trap.\n- Updated CDM10 by arkore.\n- Edited all the BFG spots now a BFG weapon is more harder to get.\n- Buffed armored nazis with a radius damage resistance.\n- Buffed Aracnorb Queen.\n- Buffed Legendary Sentient to fits more as a mini boss.\n- Buffed Legendary Cyberdemon to fits more as a mini boss.\n- Buffed CDM03: Wave 07 by adding Devastator Zombies.\n- Buffed CDM04: Wave 05 & 06 by adding Devastator Zombies.\n- Buffed CDM08: Wave 08 by adding an army of nobles.\n- Nerfed CDM03: Wave 07 by removing the Legendary Cybermon.\n- Nerfed the Prototype by decrasing his regeneration.\n- Raised the health of Zombie Specops.\n- Lowered the chances of the bonus crate to gives a BFG weapon.\n- Fixed CDM01: items were too close to the flying boxes.\n- Fixed CDM05: texture bug.\n- Fixed CDM06: texture bug.\n- Fixed CDM08: monsters could be stuck in the hole and player could be stuck in a secret room.\n- Fixed Lord Acradimus's portal.\n- Fixed Flesh Wizard minion spawners.\n- Fixed Aracnorb Queen's Obiturary text.\n- Fixed Shotgun SentryGun's quadshot sprites.\n- Fixed Sand Spirit that was giving items instead of crate when dying.\n\n-------------------- Major Update for v0.7 --------------------\n\n- Added CDM10 \"Hell\" and his content.\n- Edited CDM08: fixed item balance in the whole map.\n- Edited CDM08: added bfg10k and a plasma repeater.\n- Edited CDM08: removed all the useless stuff in the scripts.\n- Edited CDM08: changed the spot of quad shotgun and plasmagun.\n- Edited CDM08: Wave 09 by making players able to get out.\n- Edited CDM08: replaced the hexa shotgun by the hrl because it's only suppose to be a secret weapon.\n- Edited the script that can now let players with lives exit the waiting room.\n- Buffed CDM06: Wave 07 by adding BFG zombies.\n- Buffed CDM08: Wave 06 by adding more zombies.\n- Buffed CDM08: Wave 05 by adding more zombies.\n- Nerfed CDM08: Wave 10 by removing the legendary sentient.\n- Fixed CDM08: life sphere secret.\n- Fixed CDM06: the 2 missile tanks that were supposed to spawn at wave 08 and 09.\n- Fixed Legendary Sentient's death.\n\n-------------------- Major Update for v0.65 --------------------\n\n- Added CDM08 \"Underground Laboratory\" and his content.\n- Added CDM07 final boss Azazel.\n- Buffed CDM03: Wave 03 by adding more SpecOps zombies.\n- Buffed CDM03: Wave 07 by adding more SpecOps zombies and more tanks.\n- Buffed CDM03: Wave 08 by adding more SpecOps zombies and more BFG zombies.\n- Buffed Legendary Cyberdemon's resistance.\n- Buffed Legendary Sentient's resistance.\n- Edited Inventory special items that can't be used in the waiting room.\n- Edited Paladin's Death state.\n- Fixed Sabaoth's obituary text.\n- Fixed Waiting Room: reduced monsters height so they can travel everywhere.\n- Fixed Waiting Room: spawned monster delay is now reset when player manage to kill him.\n- Fixed Tech Rifle's alt fire decal.\n- Fixed Prototype that can now resist to the DTBFG.\n- Fixed AI marine shooting BFG ball with his rocket launcher.\n- Fixed Jet Trooper Death animation.\n\n-------------------- Minor Update for v0.6a --------------------\n\n- Buffed CDM06: Wave 05 by adding one more Legendary Revenant.\n- Buffed CDM06: Wave 06 by adding more Nazis.\n- Buffed CDM06: Wave 07 by adding one more Spec Ops Zombies.\n- Edited Waiting Room: Removed BOSS flag of all monsters to avoid confusion.\n- Fixed CDM05: bugged Wave 05.\n- Fixed CDM06: texture bug.\n- Fixed CDM06: cameras(forgot to add them in v0.6).\n\n-------------------- Major Update for v0.6 --------------------\n\n- Added CDM06 \"Dark City\" and his content.\n- Added AI marine with rocket launcher.\n- Added AI marine with railgun.\n- Added a new monster the nazi rifle man.\n- Added a new monster the nazi flame soldier.\n- Added a new monster the nazi shock trooper.\n- Added a new monster for the waiting room called the sad face.\n- Added a new item the medical backpack.\n- Added new marine skins for the Plasma Repeater and Homing Rocket Launcher.\n- Edited all marines that can now start patroling in the map when they have no targets.\n- Edited the marine beacon that can now spawn any normal marines with the same chances.\n- Edited all mechs and stuis that are now able to pick items.\n- Edited Lord Archon's flames that can now move randomly to be harder to avoid.\n- Edited the price of some items buildable from the utility gun.\n- Edited a script that will now totally restart the map if players are defeated, to avoid bugs.\n- Edited that Legendary Cyberdemon that is now a regular monster instead of a final boss.\n- Edited Max Soldier's weapon sound(the old one was boring for people).\n- Edited the Bonus Crate limit from 6 to 10.\n- Edited CDM04: Secret mechs can no more be stolen when unlocked.\n- Edited CDM05: Secret mech can no more be stolen when unlocked.\n- Edited the Prototype mech that can now run over little monsters.\n- Replaced the Legendary Cyberdemon final boss by the Legendary Annihilator.\n- Buffed CDM03: Wave 07 by adding a Legendary Cyberdemon at the end.\n- Buffed CDM05: Wave 12 by adding a Legendary Cyberdemon.\n- Nerfed Terminator by removing PIERCEARMOR flag from his best attacks.\n- Fixed some textures in the waiting room.\n- Fixed the card dispenser text that was not leaving when boss fight started.\n- Fixed the text message of the teleporter that had some mistakes from me(sorry).\n- Fixed the battle lord that doesnt have the -COUNTKILL flag so he could block the map for a moment.\n- Fixed Max Soldier weapon projectiles that will no go thru players and allies."
},
{
"source": "pk3",
"name": "decorate/player.txt",
"contents": "//=======\n// Player\n//=======\n\nActor Lives : Ammo{Inventory.MaxAmount 10 Ammo.BackPackAmount 0 Ammo.BackPackMaxAmount 10}\nActor Waiter : Inventory{Inventory.MaxAmount 1}\nActor LuckRune : Inventory{Inventory.MaxAmount 1}\nActor HasRegenerationRune : Inventory{Inventory.MaxAmount 1}\nActor HasHasteRune : Inventory{Inventory.MaxAmount 1}\nActor HasRageRune : Inventory{Inventory.MaxAmount 1}\nActor HasDrainRune : Inventory{Inventory.MaxAmount 1}\nActor HasStrenghtRune : Inventory{Inventory.MaxAmount 1}\nActor HasResistanceRune : Inventory{Inventory.MaxAmount 1}\nActor HasSpreadRune : Inventory{Inventory.MaxAmount 1}\nActor HasTerrorRune : Inventory{Inventory.MaxAmount 1}\nActor HasRevengeRune : Inventory{Inventory.MaxAmount 1}\nActor HasSummonerRune : Inventory{Inventory.MaxAmount 1}\nActor HasHighJumpRune : Inventory{Inventory.MaxAmount 1}\nActor HasPowerupRune : Inventory{Inventory.MaxAmount 1}\nActor HasTimeRune : Inventory{Inventory.MaxAmount 1}\nActor HasTimeRuneCooldown : Inventory{Inventory.MaxAmount 1}\nActor HasProsperityRune : Inventory{Inventory.MaxAmount 1}\nActor PowerupDelay : Inventory{Inventory.MaxAmount 1}\nActor IsRemoved : Inventory{Inventory.MaxAmount 1}\nActor MissileType2 : Inventory{Inventory.MaxAmount 1}\nActor MissileType3 : Inventory{Inventory.MaxAmount 1}\nActor MissileType4 : Inventory{Inventory.MaxAmount 1}\nActor MissileType5 : Inventory{Inventory.MaxAmount 1}\nActor MissileType6 : Inventory{Inventory.MaxAmount 1}\nActor CanHold : Inventory{Inventory.MaxAmount 1}\nActor CanHalfHold : Inventory{Inventory.MaxAmount 1}\nActor AttackCharge : Ammo{Inventory.MaxAmount 10 Ammo.BackPackAmount 0 Ammo.BackPackMaxAmount 1}\nActor IsKamikaze : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateUltraSphere : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateLegendarySphere : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateLegendaryArmor : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateRandomWeaponGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateLightDroneGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGatePoisonTrapGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateKamikazeGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateStrikeBeaconGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateEmergencyTeleporterGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateMisteryBoxGiver : Inventory{Inventory.MaxAmount 1}\nActor InvasionGateDamage : Inventory{Inventory.MaxAmount 1}\nActor PlayerCallingMinions : Inventory{Inventory.MaxAmount 1}\nActor IsNotarget : Inventory{Inventory.MaxAmount 1}\nActor ImDead : Inventory{Inventory.MaxAmount 1}\nActor IsDemon : Inventory{Inventory.MaxAmount 1}\nActor RespawnSupply : Ammo{Inventory.MaxAmount 3 Ammo.BackPackAmount 0 Ammo.BackPackMaxAmount 3}\nActor SpawnCount : Inventory{Inventory.MaxAmount 9999}\n\nActor CDICheatAmmunition : Inventory{Inventory.MaxAmount 1}\nActor CDICheatDamage : PowerDamage\n{\nDamageFActor \"Normal\", 100.0\nPowerup.Duration -99999\nPowerup.Color Red 0.0\n}\n\nActor ComplexDoomPlayer : DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\n-NOSKIN\n+THRUSPECIES\n+DONTHARMSPECIES\n+MTHRUSPECIES\n+NOICEDEATH\nDamageFActor \"Marine\", 0.0\nDamageFActor \"MechStep\", 0.0\nDamageFActor \"Mine\", 0.0\nPlayer.MaxHealth 100\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.DamageScreenColor Red, 0.1\nPlayer.StartItem \"Handgun\"\nPlayer.StartItem \"HandGrenadeAmmo\" 2\nPlayer.StartItem \"MineAmmo\" 2\nPlayer.StartItem \"NewMelee\"\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"ShotgunDrum\" 16\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"StartingArmor\"\nStates\n{\n\t\tSpawn:\n\t\t TNT1 A 0 A_TakeInventory(\"IsDemon\",1)\n\t\t\tPLAY A 1\n\t\t\tLoop\n\t\tSee:\n\t\t TNT1 A 0 A_TakeInventory(\"IsDemon\",1)\n\t\t\tPLAY ABCD 5\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tPLAY E 12\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tPLAY F 6 Bright\n\t\t\tGoto Missile\n\t\tPain:\n\t\t\tPLAY G 4\n\t\t\tPLAY G 4 A_Pain\n\t\t\tGoto Spawn\n\t\tPain.Potato:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 ThrustThingZ(0,80,0,0)\n TNT1 A 0 ThrustThing(Random(0,359),80)\n\t\t\tTNT1 A 0 A_PlaySound(\"potato/bounce\")\n PLAY G 4 A_Pain\n\t Goto Spawn\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tPLAY H 8\n\t\t\tPLAY I 8 A_PlayerScream\n\t\t\tPLAY J 8 A_NoBlocking\n\t\t\tPLAY K 8\n\t\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\t\tPLAY M 8\n\t\t\tPLAY N -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t\tPLAY P 3 A_PlayerScream\n\t\t\tPLAY Q 3 A_NoBlocking\n\t\t\tPLAY RSTUV 3\n\t\t\tPLAY W -1\n\t\t\tStop\n\t\tDeath.Potato:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t TNT1 A 0 ThrustThingZ(0,80,0,0)\n TNT1 A 0 ThrustThing(Random(0,359),80)\n\t\t\tTNT1 A 0 A_PlaySound(\"bagel/kill\")\n\t\t\tPLAY P 3 A_XScream\n\t\t\tPLAY Q 3 A_NoBlocking\n\t\t\tPLAY RSTUV 3\n\t\t\tPLAY W -1\n\t\t\tStop\n\t\tDeath.Bagel:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tPLAY H 8\n\t\t\tPLAY I 8 A_PlaySound(\"bagel/kill\")\n\t\t\tPLAY J 8 A_NoBlocking\n\t\t\tPLAY K 8\n\t\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\t\tPLAY M 8\n\t\t\tPLAY N -1\n\t\t\tStop\n\t\tIncorp:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", FALSE)\n\t\t\tGoto Spawn\n\t\tCorp:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", TRUE)\n\t\t\tGoto Spawn\n}\n}\n\nActor ClientSideEffect\n{\n\t+CLIENTSIDEONLY\n\t+NOTIMEFREEZE\n\tStates\n {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 5 Bright\n\t\tStop\n\t Toaster:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nActor MonsterTracker\n{\n+NOINTERACTION\n+NOTIMEFREEZE\n+NOCLIP\n+NEVERTARGET\n+NOTARGET\n+NOGRAVITY\n+FLOAT\n-COUNTKILL\n-SHOOTABLE\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,random(1,20),0,random(-5,5),random(0,359))\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,random(1,20),0,random(-5,5),random(0,359))\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,random(1,20),0,random(-5,5),random(0,359))\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,random(1,20),0,random(-5,5),random(0,359))\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,random(1,20),0,random(-5,5),random(0,359))\n\t/*TNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,10)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,20)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,30)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,40)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,50)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,60)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,70)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,80)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,90)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,100)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,110)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,120)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,130)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,140)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,150)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,160)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,170)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,180)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,190)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,200)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,210)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,220)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,230)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,240)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,250)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,260)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,270)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,280)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,290)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,300)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,310)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,320)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,330)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,340)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterTrackerMinion\",0,0,0,5,0,0,350)*/\n\tTNT1 A 1\n\tStop\n}\n}\n\nActor MonsterTrackerMinion : MonsterTracker\n{\nSpeed 35\nvar int user_moving;\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(user_moving > 175,\"Done\")\n\tTNT1 A 0 A_SetUserVar(\"user_moving\",user_moving+1)\n\tTNT1 A 0 A_RadiusGive(\"MonsterTrackerItem\",10000,RGF_MONSTERS,1)\n\tTNT1 A 1 //A_Wander\n\t//Loop\n Done:\n TNT1 A 1\n\tStop\n}\n}\n\nActor MonsterTrackerItem : CustomInventory\n{\n +Inventory.QUIET\n +Inventory.UNDROPPABLE\n +Inventory.ALWAYSPICKUP\n +Inventory.AUTOACTIVATE\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n PickUp:\n NULL A 1\n NULL A 1 A_JumpIfInventory(\"HasMonsterTracker\",1,2)\n\tNULL A 1 ACS_NamedExecuteAlways(\"Monster Map Tracker\",0,0,0,0)\n\tNULL A 1\n Stop\n Nope:\n\tNULL A 1\n Stop\n }\n}\n\nActor HasMonsterTracker : Inventory{Inventory.MaxAmount 1}\n\nActor MonsterTrackerMapMarker : MapMarker\n{\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nScale 0.175\nStates\n{\n Spawn:\n\tMSTR A 3\n\tStop\n}\n}\n\nActor IsPlayer1 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer2 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer3 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer4 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer5 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer6 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer7 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer8 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer9 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer10 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer11 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer12 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer13 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer14 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer15 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer16 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer17 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer18 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer19 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer20 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer21 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer22 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer23 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer24 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer25 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer26 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer27 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer28 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer29 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer30 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer31 : Inventory{Inventory.MaxAmount 1}\nActor IsPlayer32 : Inventory{Inventory.MaxAmount 1}"
}
]
},
"maps": []
}