Raw model (for completeness)
{
"meta": {
"id": "0057ff30-54e3-4599-9f4c-088b75648b37",
"sha1": "0712d084dab16d6fc40e3932bbbd75815ccc0b9b",
"sha256": "224d7413bfd7c804aaa2fe2a455c6496d4bdab36221ad7387f09a609980794ff",
"filenames": [
"teamstyleclassic-alpha-a2.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2019-10-18 18:27:51",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2019-10-18 18:27:51",
"file": {
"type": "PK3",
"size": 2267373,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/0712d084dab16d6fc40e3932bbbd75815ccc0b9b/0712d084dab16d6fc40e3932bbbd75815ccc0b9b.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 627,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "SBARINFO.H.txt",
"contents": "//HORIZONTAL BARS\n\nstatusbar normal, forcescaled\n{\n\nInInventory not NoHealthBar, 1\n{\n// y = 184\n/*InInventory HeavyClass, 1\n{DrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 78;} //8\n\nInInventory StandardClass, 1\n{DrawBar \"BARHELTM\", \"BAREMPTY\", Health, vertical, 24, 92;} //22\n\nInInventory LightClass, 1\n{DrawBar \"BARHELTS\", \"BAREMPTY\", Health, vertical, 24, 106;} //36 */\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"LBARH\", 40, 145;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"WBARH\", 40, 145;}\n\tInInventory CossackTeamFlag, 1 {DrawImage \"CBARH\", 40, 145;}\n\tInInventory KingTeamFlag, 1 {DrawImage \"KBARH\", 40, 145;}\n\t\tDrawImage \"HLTHTB\", 24, 144;//64\n\tDrawBar \"RMBRHL\", \"RMBEMPTY\", Health, Horizontal, 54, 144;\n\tDrawBar \"RMBROH\", \"NORMB\", OverHealValue, Horizontal, 54, 144;\n\n\tInInventory OffenseHud, 1 {DrawImage \"CTOFF\", 20, 162;}\n\tInInventory DefenseHud, 1 {DrawImage \"CTDEF\", 20, 162;}\n\tInInventory SupportHud, 1 {DrawImage \"CTSUP\", 20, 162;}\n\t//DrawImage \"HLTHI\", 20, 162; //72\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(center), 38, 162; //72\n\n\tInInventory MultiWep, 1{ DrawImage \"WEAPTB\", 149, 151;}\nInInventory not NoClipBar, 1{\nDrawImage \"CLIPTB\", 98, 149;\n\n\t//DrawNumber 1, INDEXFONT, white, WarpCount, alignment(left), 66, 110;}\n//Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, Horizontal, 40, 150;\n//DrawImage \"CENTSI\", 32, 150;\n//DrawImage \"ADAPSI\", 24, 118;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 116;\n\n//DrawImage \"ADAPSI\", 24, 132;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 130;\n//Drawbar\"VARAMM51\", \"VAREMPTY\", BoostFuel, Horizontal, 36, 132;\n\nDrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 161;}\n}//-----\n\n//======\n/*\nInInventory BasicArmor, 1{DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\n\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 50, 184;\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SuperArmWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceSlasherWep{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HyperBombWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FireStormWep{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBeamWep{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeSlowWep{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected OilSliderWep{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory OilCheck, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AirShooterWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BubbleLeadWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected QuickBoomerangWep{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrashBombWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeStopperWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AtomicFireWep{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 71{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected LeafShieldWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagnetMissileWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GeminiLaserWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HardKnuckleWep{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TopSpinWep{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SearchSnakeWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SparkShockWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ShadowBladeWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainFlushWep{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DrillBombWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohShotWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected RingBoomerangWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DustCrusherWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DiveMissileWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SkullbarrierWep{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterWaveWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PowerStoneWep{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GyroAttackWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected StarCrashWep{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ChargeKickWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NapalmBombWep{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrystalEyeWep{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CentaurFlashWep{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameBlastWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KnightCrushWep{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PlantbarrierWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SilverTomahawkWep{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WindStormWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected YamatoSpearWep{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JunkShieldWep{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected DangerWrapWep{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBoltWep{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WildCoilWep{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SlashClawWep{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NoiseCrushWep{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ScorchWheelWep{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCount, 1{DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoHoldWep{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AstroCrushWep{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameSwordWep{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderClawWep{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HomingSniperWep{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 35{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected IceWaveWep {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlashBombWep{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterBalloonWep{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CopyVisionWep{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LightningBoltWep{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceWallWep{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SpreadDrillWep{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RemoteMineWep{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaveBurnerWep{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagicCardWep{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TrebleBoost{Drawbar\"VARAMM59\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MirrorBusterWep{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWep{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWep{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory EvilRobotShield, 1{DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n}\n*/\n//============================================================================//\n//============================================================================//\n\n//======\nisselected Gattlingbusterwep {\nDrawbar\"GTLHEAT1\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;\nininventory Gattlingheat, 25 {Drawbar\"GTLHEAT2\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Gattlingheat, 40 {Drawbar\"GTLHEAT3\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Overheatflag{Drawbar\"VARAMM32\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nDrawImage \"ATOMI\", 32, 150; }\n\nininventory FlameThrowerWep {\n//IsSelected FlameThrowerWep {DrawImage \"WTAB1\", 151, 161;}\n//IsSelected NOT FlameThrowerWep {DrawImage \"WTABOFF\", 151, 161;}\n\n//IsSelected ScorchShotWep {DrawImage \"WTAB2\", 161, 161;}\n//IsSelected NOT ScorchShotWep {DrawImage \"WTABOFF\", 161, 161;}\n\nDrawImage \"BURNRI\", 32, 150;\nDrawbar\"VAREMPTY\", \"GTLHEAT1\", ScorchShotCooldownItem, Horizontal,Reverse, 40, 150;\n//DrawImage \"SMBOMI\", 26, 137;\n//DrawBar \"ABLTB\", \"ABLTF\", SmokeBombCooldownItem, vertical,reverse, 24, 135;\n\n}\n\nininventory AssaultBusterWep {\nDrawImage \"DIVESI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", AssaultMissileCooldownItem, vertical,reverse, 36, 147;}\n\nininventory GrenadeLauncherWep {\nDrawImage \"CRASSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", TrapbombFlag, vertical,reverse, 36, 147;}\n\nininventory BeamsniperWep {\n//DrawImage \"CRASSI\", 38, 149;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", SniperCharge, Horizontal, 40, 150;}\n\nininventory MixingGunWep {\nDrawImage \"WATERBI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", SplashHealerCooldownItem, vertical,reverse, 36, 147;}\n\nisselected Cannonarmwep {\nDrawbar\"VARAMMO1\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;\nininventory Cannoncharge, 20 {Drawbar\"VARAMMO2\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nininventory Cannoncharge, 40 {Drawbar\"VARAMMO3\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nininventory Cannoncharge, 60 {Drawbar\"VARAMMO4\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nininventory Cannoncharge, 80 {Drawbar\"VARAMMO5\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nDrawImage \"BOMBSI\", 32, 150; }\n\nIsSelected InkBlasterWep{\nDrawImage \"SPRNK\", 38, 149;\n//DrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 161;\nDrawBar \"ABLTB\", \"ABLTF\", SprinklerCooldown, vertical,reverse, 36, 147;\n}\n\nininventory RapidGunnerWep{\nDrawImage \"TRETI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", Gunnerturretcooldownitem, vertical,reverse, 36, 147;\n}\n\nininventory StickyBombWep {\nIsSelected StickyBombWep {DrawImage \"WTAB1\", 151, 161; DrawImage \"REMOI\", 100, 161;}\nIsSelected NOT StickyBombWep {DrawImage \"WTABOFF\", 151, 161;}\n\nIsSelected StickyBusterWep {DrawImage \"WTAB2\", 161, 161;}\nIsSelected NOT StickyBusterWep {DrawImage \"WTABOFF\", 161, 161;}\n\n//DrawImage \"REMOI\", 32, 150;\n//Drawbar\"VARAMM51\", \"VAREMPTY\", StickyHold, Horizontal, 40, 150;\n//Drawbar\"VARAMM51\", \"VNOBAR\", Detonatorhold, Horizontal, 40, 150;\n}\n\nisselected CrossbowWep {\nDrawbar\"VARAMMO1\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;\nininventory Crossbowcharge, 20 {Drawbar\"VARAMMO2\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nininventory Crossbowcharge, 40 {Drawbar\"VARAMMO3\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nininventory Crossbowcharge, 60 {Drawbar\"VARAMMO4\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nininventory Crossbowcharge, 80 {Drawbar\"VARAMMO5\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nDrawImage \"ARROWSH\", 32, 150;\n\nDrawImage \"REMOI\", 102, 161;\nDrawBar \"ABLTB\", \"ABLTF\", RangerMineCooldownitem, vertical,reverse, 100, 159;\n//DrawNumber 3, indexfont, White, RangerMineCount, alignment(left), 108, 168;\n }\n\nininventory PowershieldWep {\nDrawImage \"MIRRSI\", 32, 150;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", ShieldEnergy, Horizontal, 40, 150;}\n\nininventory SteelStrikerWep {\nDrawImage \"MIRRSI\", 32, 150;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", ShieldEnergy, Horizontal, 40, 150;}\n\nininventory ElecChargerWep {\nDrawImage \"PLUGI\", 32, 150;\nDrawbar\"VARAMM60\", \"VAREMPTY\", Ammo1, Horizontal, 40, 150;\nininventory ElecCharge, 65 {Drawbar\"ELECPW1\", \"VAREMPTY\", ElecCharge, Horizontal, 40, 150;}\nininventory ElecCharge, 85 {Drawbar\"ELECPW2\", \"VAREMPTY\", ElecCharge, Horizontal, 40, 150;}\n}\n\nininventory ScouterBeamWep {\nDrawbar\"GTLHEAT1\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;\nininventory Gattlingheat, 25 {Drawbar\"GTLHEAT2\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Gattlingheat, 40 {Drawbar\"GTLHEAT3\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Overheatflag{Drawbar\"VARAMM32\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\n//DrawImage \"ATOMI\", 32, 150;\n\nDrawImage \"BALLSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", ForceBombCooldownItem, vertical,reverse, 36, 147;}\n\n/*\nininventory DroneLife {\n//DrawImage \"CRASSI\", 38, 149;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", DroneLife, Horizontal, 40, 138;}\n*/\n\nisselected SteamMissileWep {\nDrawbar\"VARAMM54\", \"VAREMPTY\", SteamPower, Horizontal, 40, 150;\n//DrawImage \"ATOMI\", 32, 150;\n }\n\nininventory ReconTag {DrawString CONFONT, UNTRANSLATED, \"TAGGED!!\", 32, 178,0,alignment(left);}\n\nininventory ShredderspreaderWep {\nDrawImage \"SMBOMI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", SmokeBombCooldownItem, vertical,reverse, 36, 147;}\n\nininventory HealBeamWep {\nIsSelected PillGunWep {DrawImage \"WTAB1\", 151, 161;}\nIsSelected NOT PillGunWep {DrawImage \"WTABOFF\", 151, 161;}\n\nIsSelected HealBeamWep {DrawImage \"WTAB2\", 161, 161;}\nIsSelected NOT HealBeamWep {DrawImage \"WTABOFF\", 161, 161;}\n\n//DrawImage \"HEDIOI\", 38, 149;\n//DrawBar \"ABLTB\", \"ABLTF\", HealStationCooldownItem, vertical,reverse, 36, 147;}\n\nDrawImage \"MEGHEI\", 32, 150;\nDrawbar\"VARAMM37\", \"VAREMPTY\", UberChargeAmount, Horizontal, 40, 150;}\n\nInInventory Conegunwep {\nDrawImage \"MEGHEI\", 32, 150;\nDrawbar\"VAREMPTY\", \"VARAMM37\", MedpackCooldownitem, Horizontal,Reverse, 40, 150;\nDrawNumber 3, indexfont, White, MedpackCount, alignment(left), 38, 144;\n}\n\nInInventory PowerOrbWep {\nDrawImage \"CRYSSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", HealStationCooldownItem, vertical,reverse, 36, 147;\n} //it uses the same cooldown as the heal station\n\nInInventory PsyBurstWep {\nDrawImage \"GRAVSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", GravitySnareCooldownItem, vertical,reverse, 36, 147;\n}\n\nInInventory AeroPelterWep {\nDrawbar \"GTLHEAT1\", \"VAREMPTY\", FlightTimer, Horizontal, 40, 150;\nininventory FlightTimer, 41 {Drawbar \"VARAMM37\", \"VAREMPTY\", FlightTimer, Horizontal, 40, 150;}\nDrawImage \"DIVESI\", 34, 149;\nDrawBar \"ABLTB\", \"ABLTF\", AirStrikeCooldownItem, vertical,reverse, 32, 147;\n}\n\n}\n}"
},
{
"source": "pk3",
"name": "SBARINFO.V.txt",
"contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\n// y = 184\n/*InInventory HeavyClass, 1\n{DrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 78;} //8\n\nInInventory StandardClass, 1\n{DrawBar \"BARHELTM\", \"BAREMPTY\", Health, vertical, 24, 92;} //22\n\nInInventory LightClass, 1\n{DrawBar \"BARHELTS\", \"BAREMPTY\", Health, vertical, 24, 106;} //36 */\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"LBARH\", 40, 145;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"WBARH\", 40, 145;}\n\tInInventory CossackTeamFlag, 1 {DrawImage \"CBARH\", 40, 145;}\n\tInInventory KingTeamFlag, 1 {DrawImage \"KBARH\", 40, 145;}\n\t\tDrawImage \"HLTHTB\", 24, 144;//64\n\tDrawBar \"RMBRHL\", \"RMBEMPTY\", Health, Horizontal, 54, 144;\n\tDrawBar \"RMBROH\", \"NORMB\", OverHealValue, Horizontal, 54, 144;\n\n\tInInventory OffenseHud, 1 {DrawImage \"CTOFF\", 20, 162;}\n\tInInventory DefenseHud, 1 {DrawImage \"CTDEF\", 20, 162;}\n\tInInventory SupportHud, 1 {DrawImage \"CTSUP\", 20, 162;}\n\t//DrawImage \"HLTHI\", 20, 162; //72\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(center), 38, 162; //72\n\n\tInInventory MultiWep, 1{ DrawImage \"WEAPTB\", 149, 151;}\nInInventory not NoClipBar, 1{\nDrawImage \"CLIPTB\", 98, 149;\n\n\t//DrawNumber 1, INDEXFONT, white, WarpCount, alignment(left), 66, 110;}\n//Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, Horizontal, 40, 150;\n//DrawImage \"CENTSI\", 32, 150;\n//DrawImage \"ADAPSI\", 24, 118;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 116;\n\n//DrawImage \"ADAPSI\", 24, 132;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 130;\n//Drawbar\"VARAMM51\", \"VAREMPTY\", BoostFuel, Horizontal, 36, 132;\n\nDrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 161;}\n}//-----\n/*\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n//MM1 Bars\nIsSelected \"Rolling Cutter\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Super Arm\"{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ice Slasher\"{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Hyper Bomb\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Fire Storm\"{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Beam\"{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Time Slow\"{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Oil Slider\"{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected \"Metal Blade\"{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Air Shooter\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Bubble Lead\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Quick Boomerang\"{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Crash Bomb\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Time Stopper\"{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Atomic Fire\"{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 71{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Leaf Shield\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM3\nIsSelected \"Needle Cannon\"{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Magnet Missile\"{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Gemini Laser\"{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Hard Knuckle\"{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Top Spin\"{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Search Snake\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Spark Shock\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Shadow Blade\"{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected \"Flash Stopper\"{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Rain Flush\"{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Drill Bomb\"{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Pharaoh Shot\"{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Ring Boomerang\"{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Dust Crusher\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Dive Missile\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Skull barrier\"{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected \"Gravity Hold\"{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Water Wave\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Power Stone\"{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Gyro Attack\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Star Crash\"{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Charge Kick\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Napalm Bomb\"{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Crystal Eye\"{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected \"Blizzard Attack\"{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Centaur Flash\"{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flame Blast\"{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Knight Crush\"{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Plant barrier\"{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Silver Tomahawk\"{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wind Storm\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Yamato Spear\"{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected \"Freeze Cracker\"{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Junk Shield\"{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Danger Wrap\"{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Bolt\"{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wild Coil\"{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Slash Claw\"{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Noise Crush\"{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Scorch Wheel\"{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected \"Mega Ball\"{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Tornado Hold\"{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Astro Crush\"{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flame Sword\"{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Claw\"{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Homing Sniper\"{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Ice Wave\" {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flash Bomb\"{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Water Balloon\"{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected \"Tengu Blade\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Copy Vision\"{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Lightning Bolt\"{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ice Wall\"{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Spread Drill\"{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Remote Mine\"{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wave Burner\"{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Magic Card\"{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected \"Sakugarne\"{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Mirror Buster\"{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected \"Screw Crusher\"{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ballade Cracker\"{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n*/\n//============================================================================//\n//============================================================================//\n/*\nInInventory MetalShieldprotect, 1 {\n\tInInventory HeavyClass, 1\n{DrawBar \"BARAMM32\", \"NOBAR\", Health, vertical, 24, 8;}\n\nInInventory StandardClass, 1\n{DrawBar \"MBARAM32\", \"NOBAR\", Health, vertical, 24, 22;}\n\nInInventory LightClass, 1\n{DrawBar \"SBARAM32\", \"NOBAR\", Health, vertical, 24, 36;}\n\n\t}\n\nInInventory OverhealValue, 1 {\n\tInInventory HeavyClass, 1\n{DrawBar \"BARFLS12\", \"NOBAR\", OverhealValue, vertical, 24, 8;}\n\nInInventory StandardClass, 1\n{DrawBar \"BARFLS14\", \"NOBAR\", OverhealValue, vertical, 24, 22;}\n\nInInventory LightClass, 1\n{DrawBar \"BARFLS13\", \"NOBAR\", OverhealValue, vertical, 24, 36;}\n\n\t}\n\n*/\n//======\nisselected Gattlingbusterwep {\nDrawbar\"GTLHEAT1\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;\nininventory Gattlingheat, 25 {Drawbar\"GTLHEAT2\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Gattlingheat, 40 {Drawbar\"GTLHEAT3\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Overheatflag{Drawbar\"VARAMM32\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nDrawImage \"ATOMI\", 32, 150; }\n\nininventory FlameThrowerWep {\n//IsSelected FlameThrowerWep {DrawImage \"WTAB1\", 151, 161;}\n//IsSelected NOT FlameThrowerWep {DrawImage \"WTABOFF\", 151, 161;}\n\n//IsSelected ScorchShotWep {DrawImage \"WTAB2\", 161, 161;}\n//IsSelected NOT ScorchShotWep {DrawImage \"WTABOFF\", 161, 161;}\n\nDrawImage \"BURNRI\", 32, 150;\nDrawbar\"VAREMPTY\", \"GTLHEAT1\", ScorchShotCooldownItem, Horizontal,Reverse, 40, 150;\n//DrawImage \"SMBOMI\", 26, 137;\n//DrawBar \"ABLTB\", \"ABLTF\", SmokeBombCooldownItem, vertical,reverse, 24, 135;\n\n}\n\nininventory AssaultBusterWep {\nDrawImage \"DIVESI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", AssaultMissileCooldownItem, vertical,reverse, 36, 147;}\n\nininventory GrenadeLauncherWep {\nDrawImage \"CRASSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", TrapbombFlag, vertical,reverse, 36, 147;}\n\nininventory BeamsniperWep {\n//DrawImage \"CRASSI\", 38, 149;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", SniperCharge, Horizontal, 40, 150;}\n\nininventory MixingGunWep {\nDrawImage \"WATERBI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", SplashHealerCooldownItem, vertical,reverse, 36, 147;}\n\nisselected Cannonarmwep {\nDrawbar\"VARAMMO1\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;\nininventory Cannoncharge, 20 {Drawbar\"VARAMMO2\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nininventory Cannoncharge, 40 {Drawbar\"VARAMMO3\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nininventory Cannoncharge, 60 {Drawbar\"VARAMMO4\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nininventory Cannoncharge, 80 {Drawbar\"VARAMMO5\", \"VAREMPTY\", Cannoncharge, Horizontal, 40, 150;}\nDrawImage \"BOMBSI\", 32, 150; }\n\nIsSelected InkBlasterWep{\nDrawbar \"VAREMPTY\", \"VARAMM37\", BlobCount, Horizontal,Reverse, 40, 150;\nDrawImage \"SPRNK\", 34, 149;\n//DrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 161;\nDrawBar \"ABLTB\", \"ABLTF\", SprinklerCooldown, vertical,reverse, 32, 147;\n}\n\nininventory RapidGunnerWep{\nDrawImage \"TRETI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", Gunnerturretcooldownitem, vertical,reverse, 36, 147;\n}\n\nininventory StickyBombWep {\nIsSelected StickyBombWep {DrawImage \"WTAB1\", 151, 161; DrawImage \"REMOI\", 100, 161;}\nIsSelected NOT StickyBombWep {DrawImage \"WTABOFF\", 151, 161;}\n\nIsSelected StickyBusterWep {DrawImage \"WTAB2\", 161, 161;}\nIsSelected NOT StickyBusterWep {DrawImage \"WTABOFF\", 161, 161;}\n\n//DrawImage \"REMOI\", 32, 150;\n//Drawbar\"VARAMM51\", \"VAREMPTY\", StickyHold, Horizontal, 40, 150;\n//Drawbar\"VARAMM51\", \"VNOBAR\", Detonatorhold, Horizontal, 40, 150;\n}\n\nisselected CrossbowWep {\nDrawbar\"VARAMMO1\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;\nininventory Crossbowcharge, 20 {Drawbar\"VARAMMO2\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nininventory Crossbowcharge, 40 {Drawbar\"VARAMMO3\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nininventory Crossbowcharge, 60 {Drawbar\"VARAMMO4\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nininventory Crossbowcharge, 80 {Drawbar\"VARAMMO5\", \"VAREMPTY\", Crossbowcharge, Horizontal, 40, 150;}\nDrawImage \"ARROWSH\", 32, 150;\n\nDrawImage \"REMOI\", 102, 161;\nDrawBar \"ABLTB\", \"ABLTF\", RangerMineCooldownitem, vertical,reverse, 100, 159;\n//DrawNumber 3, indexfont, White, RangerMineCount, alignment(left), 108, 168;\n }\n\nininventory PowershieldWep {\nDrawImage \"MIRRSI\", 32, 150;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", ShieldEnergy, Horizontal, 40, 150;}\n\nininventory SteelStrikerWep {\nDrawImage \"MIRRSI\", 32, 150;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", ShieldEnergy, Horizontal, 40, 150;}\n\nininventory ElecChargerWep {\nDrawImage \"PLUGI\", 32, 150;\nDrawbar\"VARAMM60\", \"VAREMPTY\", Ammo1, Horizontal, 40, 150;\nininventory ElecCharge, 65 {Drawbar\"ELECPW1\", \"VAREMPTY\", ElecCharge, Horizontal, 40, 150;}\nininventory ElecCharge, 85 {Drawbar\"ELECPW2\", \"VAREMPTY\", ElecCharge, Horizontal, 40, 150;}\n}\n\nininventory ScouterBeamWep {\nDrawbar\"GTLHEAT1\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;\nininventory Gattlingheat, 25 {Drawbar\"GTLHEAT2\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Gattlingheat, 40 {Drawbar\"GTLHEAT3\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\nininventory Overheatflag{Drawbar\"VARAMM32\", \"VAREMPTY\", Gattlingheat, Horizontal, 40, 150;}\n//DrawImage \"ATOMI\", 32, 150;\n\nDrawImage \"BALLSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", ForceBombCooldownItem, vertical,reverse, 36, 147;}\n\n/*\nininventory DroneLife {\n//DrawImage \"CRASSI\", 38, 149;\n//DrawBar \"ABLTB\", \"ABLTF\", SniperCharge, vertical,reverse, 36, 147;\nDrawbar\"VARAMM51\", \"VAREMPTY\", DroneLife, Horizontal, 40, 138;}\n*/\n\nisselected SteamMissileWep {\nDrawbar\"VARAMM54\", \"VAREMPTY\", SteamPower, Horizontal, 40, 150;\n//DrawImage \"ATOMI\", 32, 150;\n }\n\nininventory ReconTag {DrawString CONFONT, UNTRANSLATED, \"TAGGED!!\", 32, 178,0,alignment(left);}\n\nininventory ShredderspreaderWep {\nDrawImage \"SMBOMI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", SmokeBombCooldownItem, vertical,reverse, 36, 147;}\n\nininventory HealBeamWep {\nIsSelected PillGunWep {DrawImage \"WTAB1\", 151, 161;}\nIsSelected NOT PillGunWep {DrawImage \"WTABOFF\", 151, 161;}\n\nIsSelected HealBeamWep {DrawImage \"WTAB2\", 161, 161;}\nIsSelected NOT HealBeamWep {DrawImage \"WTABOFF\", 161, 161;}\n\n//DrawImage \"HEDIOI\", 38, 149;\n//DrawBar \"ABLTB\", \"ABLTF\", HealStationCooldownItem, vertical,reverse, 36, 147;\nDrawImage \"MEGHEI\", 32, 150;\nDrawbar\"VARAMM37\", \"VAREMPTY\", UberChargeAmount, Horizontal, 40, 150;}\n\nInInventory Conegunwep {\nDrawImage \"MEGHEI\", 32, 150;\nDrawbar\"VAREMPTY\", \"VARAMM37\", MedpackCooldownitem, Horizontal,Reverse, 40, 150;\nDrawNumber 3, indexfont, White, MedpackCount, alignment(left), 38, 144;\n}\n\nInInventory PowerOrbWep {\nDrawImage \"CRYSSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", HealStationCooldownItem, vertical,reverse, 36, 147;\n} //it uses the same cooldown as the heal station\n\nInInventory PsyBurstWep {\nDrawImage \"GRAVSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", GravitySnareCooldownItem, vertical,reverse, 36, 147;\n}\n\nInInventory AeroPelterWep {\nDrawbar \"GTLHEAT1\", \"VAREMPTY\", FlightTimer, Horizontal, 40, 150;\nininventory FlightTimer, 41 {Drawbar \"VARAMM37\", \"VAREMPTY\", FlightTimer, Horizontal, 40, 150;}\nDrawImage \"DIVESI\", 34, 149;\nDrawBar \"ABLTB\", \"ABLTF\", AirStrikeCooldownItem, vertical,reverse, 32, 147;\n}\n\n}}"
},
{
"source": "pk3",
"name": "BOTINFO.txt",
"contents": "clearbots\n{\n\tname = \"\\cnFighter\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"[Off]Fighter\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMEGA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgBomber\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"ProtoBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"protoman\"\n\tclass = \"[Def]Bomber\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciHeavy\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"BassBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bass\"\n\tclass = \"[Def]Heavy\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caNurse\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"female\"\n\tskin = \"roll\"\n\tclass = \"[Sup]Nurse\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTROLL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqMarksman\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"neither\"\n\tskin = \"sniperjoe\"\n\tclass = \"[Def]Marksman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqScorcher\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"auto\"\n\tclass = \"[Off]Scorcher\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTO\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqScout\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Scout\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqShredder\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Shredder\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqSteelix\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Steelix\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n//MM1\n{\n\tname = \"\\caCutman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RollingCutterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"cutman\"\n\tclass = \"Cutman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCUT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciGutsman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SuperArmWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gutsman\"\n\tclass = \"Gutsman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGUTS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnIceman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceSlasherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"iceman\"\n\tclass = \"Iceman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTICE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciBombman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HyperBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bombman\"\n\tclass = \"Bombman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBOMB\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgFireman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FireStormWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"fireman\"\n\tclass = \"Fireman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFIRE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckElecman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderBeamWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"elecman\"\n\tclass = \"Elecman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTELEC\"\n\tchatfrequency = 50\n}\n\n{\n name = \"\\ctTimeman\"\n accuracy = 2\n intellect = 3\n evade = 2\n anticipation = 4\n reactiontime = 4\n perception = 4\n favoriteweapon = \"TimeSlowWep\"\n color = \"00 00 00\"\n gender = \"male\"\n skin = \"timeman\"\n class = \"Timeman\"\n revealed = true\n script = \"humanbot\"\n chatlump = chats/BOTTIME\n chatfrequency = 50\n}\n\n{\n name = \"\\cuOilman\"\n accuracy = 2\n intellect = 3\n evade = 2\n anticipation = 4\n reactiontime = 4\n perception = 4\n favoriteweapon = \"OilSliderWep\"\n color = \"00 00 00\"\n gender = \"male\"\n skin = \"oilman\"\n class = \"Oilman\"\n revealed = true\n script = \"humanbot\"\n chatlump = chats/BOTOIL\n chatfrequency = 50\n}\n\n{\n name = \"\\cnMegaman\\ct?\"\n accuracy = 4\n intellect = 3\n evade = 2\n anticipation = 1\n reactiontime = 2\n perception = 1\n favoriteweapon = \"MegaBusterWep\"\n color = \"00 00 00\"\n gender = \"male\"\n skin = \"Megaman?\"\n class = \"Megaman\"\n revealed = true\n script = \"humanbot\"\n chatlump = chats/BOTCOPY\n chatfrequency = 50\n}\n\n//MM2\n{\n\tname = \"\\cgMetalman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MetalBladeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"metalman\"\n\tclass = \"Metalman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMETL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chAirman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AirShooterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"airman\"\n\tclass = \"Airman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAIR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqBubbleman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bubbleman\"\n\tclass = \"Bubbleman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBUBB\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgQuickman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"QuickBoomerangWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"quickman\"\n\tclass = \"Quickman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTQM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgCrashman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CrashBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"crashman\"\n\tclass = \"Crashman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCRS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chFlashman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TimeStopperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"flashman\"\n\tclass = \"Flashman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFLAS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckHeatman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AtomicFireWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"heatman\"\n\tclass = \"Heatman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTHEA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqWoodMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"LeafShieldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"woodman\"\n\tclass = \"Woodman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWOOD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdAlien\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"alien\"\n\tclass = \"DrWily\"\n\t//revealed = false\n\tscript = \"humanbot\"\n}\n//MM3\n{\n\tname = \"\\chNeedleman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NeedleCannonWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"needleman\"\n\tclass = \"Needleman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTNEED\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgMagnetman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MagnetMissileWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"magnetman\"\n\tclass = \"Magnetman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMAGN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ccGeminiman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GeminiLaserWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"geminiman\"\n\tclass = \"Geminiman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGEMI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chHardman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HardKnuckleWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"hardman\"\n\tclass = \"Hardman\"\n\trevealed = true\n\tscript = \"fatbot\"\n\tchatlump = \"chats/BOTHARD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciTopman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TopSpinWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"topman\"\n\tclass = \"Topman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOP\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqSnakeman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SearchSnakeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"snakeman\"\n\tclass = \"Snakeman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSNAK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciSparkman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SparkShockWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"sparkman\"\n\tclass = \"Sparkman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSPAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chShadowman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ShadowBladeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"shadowman\"\n\tclass = \"Shadowman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSHAD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmDocRobot\"\n\taccuracy = 2\n\tintellect = 0\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 0\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Docrobot\"\n\tclass = \"Docrobot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n//MM4\n{\n\tname = \"\\ciBrightMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlashStopperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"brightman\"\n\tclass = \"Brightman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBRIG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdToadman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RainFlushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"toadman\"\n\tclass = \"Toadman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOAD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgDrillman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DrillBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"drillman\"\n\tclass = \"Drillman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRIL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckPharaohMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PharaohShotWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"pharaohman\"\n\tclass = \"Pharaohman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPHAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgRingman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RingBoomerangWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"ringman\"\n\tclass = \"Ringman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTRING\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnDustMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DustCrusherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"dustman\"\n\tclass = \"Dustman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chDiveMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DiveMissileWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"diveman\"\n\tclass = \"Diveman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDIV\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjSkullman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SkullBarrierWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"skullman\"\n\tclass = \"Skullman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSKUL\"\n\tchatfrequency = 50\n}\n\n//MM5\n{\n\tname = \"\\cgGravityMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GravityHoldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gravityman\"\n\tclass = \"Gravityman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGRAV\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnWaveMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaterWaveWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"waveman\"\n\tclass = \"Waveman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWAVE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\csStoneMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PowerStoneWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"stoneman\"\n\tclass = \"Stoneman\"\n\trevealed = true\n\tscript = \"fatbot\"\n\tchatlump = \"chats/BOTSTON\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdGyroMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GyroAttackWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gyroman\"\n\tclass = \"Gyroman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGYRO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckStarMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"StarCrashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"starman\"\n\tclass = \"Starman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSTAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caChargeMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ChargeKickWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"chargeman\"\n\tclass = \"Chargeman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCHRG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctNapalmMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NapalmBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"napalmman\"\n\tclass = \"Napalmman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTNAPA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvCrystalMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CrystalEyeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"crystalman\"\n\tclass = \"Crystalman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCRYS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqDarkMan1\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman1\"\n\tclass = \"Darkman1\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cuDarkMan2\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman2\"\n\tclass = \"Darkman2\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ctDarkMan3\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman3\"\n\tclass = \"Darkman3\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgDarkMan4\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman4\"\n\tclass = \"Darkman4\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n//MM6\n{\n\tname = \"\\cjBlizzardMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BlizzardAttackWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"blizzardman\"\n\tclass = \"Blizzardman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBLIZ\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdCentaurMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CentaurFlashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"centaurman\"\n\tclass = \"Centaurman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCENT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgFlameMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlameBlastWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"flameman\"\n\tclass = \"Flameman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFLAM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chKnightMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"KnightCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"knightman\"\n\tclass = \"Knightman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTKNIG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caPlantMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PlantBarrierWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"plantman\"\n\tclass = \"Plantman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPLAM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chTomahawkMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SilverTomahawkWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"tomahawkman\"\n\tclass = \"Tomahawkman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOMA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciWindMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WindStormWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"windman\"\n\tclass = \"Windman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWIND\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctYamatoMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"YamatoSpearWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"yamatoman\"\n\tclass = \"Yamatoman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTYAMO\"\n\tchatfrequency = 50\n}\n\n//MM7\n{\n\tname = \"\\cvFreezeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FreezeCrackerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"freezeman\"\n\tclass = \"FreezeMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFREE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cuJunkMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"JunkShieldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"junkman\"\n\tclass = \"JunkMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTJUNK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciBurstMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DangerWrapWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"burstman\"\n\tclass = \"BurstMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBURS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjCloudMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderBoltWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"cloudman\"\n\tclass = \"CloudMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCLOU\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgSpringMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WildCoilWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"springman\"\n\tclass = \"SpringMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSPRI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdSlashMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SlashClawWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"slashman\"\n\tclass = \"SlashMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSLAS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctShadeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NoiseCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"shademan\"\n\tclass = \"ShadeMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSHDE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqTurboMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ScorchWheelWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"turboman\"\n\tclass = \"TurboMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTURB\"\n\tchatfrequency = 50\n}\n\n//Mega Man 8\n{\n\tname = \"\\chDuo\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"duo\"\n\tclass = \"Duo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdTenguMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TornadoHoldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"tenguman\"\n\tclass = \"Tenguman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTENG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqAstroMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AstroCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"astroman\"\n\tclass = \"Astroman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTASTR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\crSwordMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlameSwordWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"swordman\"\n\tclass = \"Swordman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSWOR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctClownMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderClawWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"clownman\"\n\tclass = \"Clownman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCLOW\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ceSearchMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HomingSniperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"searchman\"\n\tclass = \"Searchman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSEAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjFrostMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FrostWaveWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"frostman\"\n\tclass = \"Frostman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFROS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chGrenadeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlashBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"grenademan\"\n\tclass = \"Grenademan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGREN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnAquaMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaterBalloonWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"aquaman\"\n\tclass = \"Aquaman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAQUA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvOriginalDuo\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"DuoFistWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"originalduo\"\n\tclass = \"Originalduo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 25\n}\n\n{\n\tname = \"\\ctEvilRobot\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"DuoFistWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"evilrobot\"\n\tclass = \"Evilrobot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTEROB\"\n\tchatfrequency = 25\n}\n\n//Megaman & Bass\n{\n\tname = \"\\cqDynamoman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"LightingBoltWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"dynamoman\"\n\tclass = \"Dynamoman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDYNA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvColdman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceWallWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"coldman\"\n\tclass = \"Coldman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCOLD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckGroundman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SpreadDrillWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"groundman\"\n\tclass = \"Groundman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGROU\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctPirateman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RemoteMineWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"pirateman\"\n\tclass = \"Pirateman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPIRA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgBurnerman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaveBurnerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"burnerman\"\n\tclass = \"Burnerman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBURN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmMagicman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MagicCardWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"magicman\"\n\tclass = \"Magicman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMAGI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckKing\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ProtoBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"king\"\n\tclass = \"King\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTKING\"\n\tchatfrequency = 50\n}\n\n//Genesis Unit\n{\n\tname = \"\\cgBuster Rod G\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HardKnuckleWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"busterrodg\"\n\tclass = \"BusterRodG\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBRG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqMega Water S\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceSlashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"megawaters\"\n\tclass = \"MegaWaterS\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMWS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chHyper Storm H\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HyperBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"hyperstormh\"\n\tclass = \"HyperStormH\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTHSH\"\n\tchatfrequency = 50\n}\n\n//Killers\n{\n\tname = \"\\ckEnker\"\n\taccuracy = 4\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MirrorBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"enker\"\n\tclass = \"Enker\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTENKR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgPunk\"\n\taccuracy = 4\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ScrewCrusherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"punk\"\n\tclass = \"Punk\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPUNK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctBallade\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BalladeCrackerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"ballade\"\n\tclass = \"Ballade\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBALD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdQuint\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SakugarneWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"quint\"\n\tclass = \"Quint\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTQUIN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmDr. Wily\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"wilyskullsuit\"\n\tclass = \"DrWily\"\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRW\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckBBA Megaman\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Megaman-BBA\"\n\tclass = \"Megaman-BBA\"\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBBA\"\n\tchatfrequency = 50\n}"
},
{
"source": "pk3",
"name": "menudef.txt",
"contents": "LISTMENU \"MainMenu\"//Edit from MM8BDM-v5b [v5b edit]\n{\n\tIfGame(Doom, Chex)\n\t{\n\t\tStaticPatch 94, 2, \"M_DOOM\"\n\t\tPosition 97, 72\n\t}\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 84, 2, \"M_STRIFE\"\n\t\tPosition 97, 45\n\t}\n\tIfGame(Heretic)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 40, 10, \"M_SKL01\"\n\t\tStaticPatch 232, 10, \"M_SKL00\"\n\t\tPosition 110, 56\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 37, 80, \"FBULB0\"\n\t\tStaticPatch 278, 80, \"FBULA0\"\n\t\tPosition 110, 56\n\t}\n\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tFont \"DBIGFONT\", \"MenuWhite\"\n\t\tTextItem \"SinglePlayer\", \"s\", \"PlayerclassMenu\"\n\t\tTextItem \"Multiplayer\", \"m\", \"ZA_MultiplayerOptions\" // [Lego]\n\t\tTextItem \"Player Setup\", \"p\", \"PlayerMenu\"\n\t\tFont \"DBIGFONT\", \"MenuGreen\" // [C]\n\t\tTextItem \"Class Info\", \"t\", \"CBMTestMenu\" //\n\t\tFont \"DBIGFONT\", \"MenuGreen\" // [C]\n\t\t//TextItem \"Class Help\", \"h\", \"ReadThisMenu\"\n\t\tFont \"DBIGFONT\", \"MenuWhite\" //\n\t\tTextItem \"Options\", \"o\", \"OptionsMenu\"\n\t\tTextItem \"Quit Game\", \"q\", \"QuitMenu\"\n\t}\n\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tTextItem \"$MNU_NEWGAME\", \"n\", \"PlayerclassMenu\"\n\t\tTextItem \"$MNU_OPTIONS\", \"o\", \"OptionsMenu\"\n\t\tTextItem \"$MNU_GAMEFILES\", \"g\", \"GameFilesMenu\"\n\t\tTextItem \"$MNU_INFO\", \"i\", \"ReadThisMenu\"\n\t\tTextItem \"$MNU_QUITGAME\", \"q\", \"QuitMenu\"\n\t}\n}\n\nListMenu \"PlayerMenu\"\n{\n\tStaticTextCentered 160, 6, \"$MNU_PLAYERSETUP\"\n\tFont \"SmallFont\"//, \"White\", \"Cyan\"\n\tLinespacing 14\n\tPosition 48, 36\n\tIfGame(Doom, Heretic, Strife, Chex)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 55, \"00 00 00\", \"00 AA AA\", 1, \"PlayerDisplay\"\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 75, \"00 07 00\", \"40 53 40\", 1, \"PlayerDisplay\"\n\t}\n\n\tIfGame (Doom, Strife, Chex)\n\t{\n\t\tPlayerNameBox \"Name\", 0, \"Playerbox\"\n\t\tSelector \"-\", -16, -1\n\t}\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tPlayerNameBox \"Name\", 5, \"Playerbox\"\n\t\tSelector \"-\", -16, 1\n\t}\n\n\t// [TP] Zandronum does not store team in userinfo\n\t// ValueText \"Team\", \"Team\"\n\t// [TP] For now Zandronum doesn't support colorsets either.\n\t//ValueText \"Color\", \"Color\"\n\t//ValueText \"PlayerColor\", \"Color\", \"ColorList\"\n\t//Option \"Show back button\",\t\t\"m_show_backbutton\", \"Corners\", \"use_mouse\"\n\tLinespacing 14\n\tSlider \"Red\", \"Red\", 0, 255, 15\n\tSlider \"Green\", \"Green\", 0, 255, 15\n\t//Linespacing 14\n\tSlider \"Blue\", \"Blue\", 0, 255, 15\n\tValueText \"Class\", \"Class\"\n\tValueText \"Skin\", \"Skin\"\n\tValueText \"Gender\", \"Gender\", \"Gender\"\n\tValueText \"Autoaim\", \"Autoaim\", \"Autoaim\"\n\t//Slider \"Handicap\", \"Handicap\", 0, 200, 5 // [TP]\n\t// [TP] This is moved to weapon setup\n\t// ValueText \"Switch on pickup\", \"Switch\", \"OffOn\"\n\tValueText \"Always Run\", \"AlwaysRun\", \"OnOff\"\n\t//ValueText \"Chat Substitution\", \"chat_substitution\", \"OnOff\" (doesn't work :/)\n\t//TextItem \"Weapon Setup\", \"w\", \"ZA_WeaponSetup\" // [TP]\n\n\tClass \"PlayerMenu\"\n}\n\nOptionMenu \"CBMTestMenu\"\n{\n Title \"Ability Database\"\n\n\tStaticText \"\"\n\tOption \"Name\", \"OppID\", \"OppName\"\n\tOption \"Category\", \"OppID\", \"OppCategory\"\n\tOption \"Info\", \"OppID\", \"OppDesc\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"===============================================================\",1\n\tOption \"Moveset:\", \"OppID\", \"Oppmoves\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"\"\n\tStaticText \"===============================================================\",1\n\tStaticText \"\"\n\n}\n\n//0, \"$TAG_ICESLASHER\"\nOptionValue OppName\n{\n0, \"Megaman\"\n\n1, \"Fighter \"\n2, \"Scorcher\"\n3, \"Scout\"\n4, \"Steelix\"\n5, \"Cannoneer\"\n6, \"Shredder\"\n7, \"Breaker\"\n8, \"Boiler\"\n9, \"Copter\"\n\n10, \"Bomber\"\n11, \"Sparky\"\n12, \"Heavy\"\n13, \"Marksman\"\n14, \"Gunner\"\n15, \"Ranger\"\n16, \"Slick\"\n17, \"Orbular\"\n18, \"Psychic\"\n\n19, \"Nurse\"\n20, \"CombatMedic\"\n21, \"Chemist\"\n}\n\nOptionValue OppCategory\n{\n0, \"Offense\"\n\n1, \"Offense \"\n2, \"Offense\"\n3, \"Offense\"\n4, \"Offense\"\n5, \"Offense\"\n6, \"Offense\"\n7, \"Offense\"\n8, \"Offense\"\n9, \"Offense\"\n\n10, \"Defense\"\n11, \"Defense\"\n12, \"Defense\"\n13, \"Defense\"\n14, \"Defense\"\n15, \"Defense\"\n16, \"Defense\"\n17, \"Defense\"\n18, \"Defense\"\n\n19, \"Support\"\n20, \"Support\"\n21, \"Support\"\n}\n\nOptionValue OppDesc\n{\n0, \"Blank\"\n\n1, \"An easy to use, no-nonsense\\n attacker class, fitted with quick\\n regenerating missiles for area\\n damage and mobility via blast \\njumping\"\n2, \"An Ambush class that deals in mass \\nDamage over time Via fire, with \\nflares for added burst damage on \\nignited foes. can use a booster to \\nnavigate the map\"\n3, \"A Nimble Class with a rapid beam \\nweapon for quick damage, and force \\nbombs that stick on surfaces and \\nfoes to decimate them, has thrusters \\nfor added mobility.\"\n4, \"Durable Frontline unit with dual \\nshotguns and a shield projector to \\nhelp hold the line.\"\n5, \"Launches cannonballs over great \\ndistances, hold to charge and dictate the distance of the cannonball. shots \\nwill auto launch when overcharged\"\n6, \"This Hefty unit sports a deadly \\ndouble-Barrel Shotgun and \\nspecialized smoke bombs, allies can \\nsee through the smoke bomb just \\nfine.\"\n7, \"Demolition unit that can fire up to 3 \\nremote detonated sticky bombs, has \\na secondary weapon for backup.\"\n8, \"This Steam Powered unit can fly \\nto the air and launch steam \\npropelled missiles, Missile \\nstrength is proportionate to \\nsteam level.\"\n9, \"Aviation unit that can fly about and\\npelt foes with his machinegun or\\ncall in an airstrike to clear the \\narea.\"\n\n10, \"Explosives unit with a grenade \\nlauncher and a single sticky \\nbomb for area control.\"\n11, \"Electrical unit that can charge up \\nto launch stronger, stunning \\nblasts.\"\n12, \"A Hefty unit that sports a minigun\\n for wide coverage of fire, can \\nalso punch foes when the \\nminigun is cooling down\"\n13, \"Long Range Specialist with a \\nbeam sniper when scoped in, \\nkeep your reticule on your target \\nto charge faster\"\n14, \"Defense unit that can set up a \\nmanual turret for added \\nfirepower, turret has a shield \\nprojector when not firing.\"\n15, \"A Crossbow wielding unit that can \\ncharge shots for extra range and \\npower. can also place highly \\npotent landmines.\"\n16, \"This unit wields a strange liquid \\nthat harms opponents on \\ncontact, can spray the walls and\\n floors with it and deploy a \\nsprinkler.\"\n17, \"can occupy areas with deadly \\nbouncing orbs or orb sentries \\nthat fire beams a trespassers.\"\n18, \"command balls of energy that \\npasses through walls and \\ndetonates on demand, can also \\nhold foes in place with a \\nsingularity.\"\n\n19, \"Mobile healer unit fitted with a heal\\n beam and a jetpack, can \\nubercharge allies to boost power \\nand durability.\"\n20, \"Offensive support unit that can \\npitch health items to allies, can \\nalso reconstitute health pickups \\non the map.\"\n21, \"Sprays corrosive liquids to soften \\nenemy defenses and deploy \\nhealing chemicals that also \\nextinguish fires.\"\n}\n\nOptionValue Oppmoves\n{\n//-1, \" [Move List] name \\n\\n [Move List] name \\n\\n\"\n0, \"Blank\"\n\n1, \"[Primary] Assault Buster \\n\\n[Altfire] Assault missile\"\n2, \"[Primary] Flame Thrower \\n\\n[Altfire] Scorch Flare \\n\\n[Double Jump] Booster Pack\"\n3, \"Blank\"\n4, \"Blank\"\n5, \"Blank\"\n6, \"Blank\"\n7, \"Blank\"\n8, \"Blank\"\n9, \"Blank\"\n\n10, \"Blank\"\n11, \"Blank\"\n12, \"Blank\"\n13, \"Blank\"\n14, \"Blank\"\n15, \"Blank\"\n16, \"Blank\"\n17, \"Blank\"\n18, \"Blank\"\n\n19, \"Blank\"\n20, \"Blank\"\n21, \"Blank\"\n}\n\nOptionValue OppSkills\n{\n0, \"Blank\"\n\n1, \"Blank\"\n2, \"Blank\"\n3, \"Blank\"\n4, \"Blank\"\n5, \"Blank\"\n6, \"Blank\"\n7, \"Blank\"\n8, \"Blank\"\n9, \"Blank\"\n\n10, \"Blank\"\n11, \"Blank\"\n12, \"Blank\"\n13, \"Blank\"\n14, \"Blank\"\n15, \"Blank\"\n16, \"Blank\"\n17, \"Blank\"\n18, \"Blank\"\n\n19, \"Blank\"\n20, \"Blank\"\n21, \"Blank\"\n}"
},
{
"source": "pk3",
"name": "TEXTCOLOURS.txt",
"contents": "WhiteOutLine {\n\t\t#e4e4e4 #c3c3c3 0 6\n\t\t#000000 #222222 7 256\n\tConsole:\n\t\t#111111 #353535 0 127\n\t\t#b1b1b1 #ffffff 128 256\n}\n\nMenuGreen {\n\t\t#000000 #000000 0 123\n\t\t#00C800 #00C800 124 256\n\tConsole:\n\t\t#000000 #000000 0 123\n\t\t#00C800 #00C800 124 256\n}\n\nMenuYellow {\n\t\t#000000 #000000 0 123\n\t\t#FFFF00 #FFFF00 124 256\n\tConsole:\n\t\t#000000 #000000 0 123\n\t\t#FFFF00 #FFFF00 124 256\n}\n\n//Future ZDoom colors\n\nIce\n{\n #343450 #7C7C98 0 94\n #7C7C98 #E0E0E0 95 256\nConsole:\n #343450 #7C7C98 0 127\n #7C7C98 #E0E0E0 128 256\nFlat:\n #7C7C98\n}\n\nFire\n{\n #660000 #D57604 0 104\n #D57604 #FFFF00 105 256\nConsole:\n #6F0000 #D57604 0 127\n #D57604 #FFFF00 128 256\nFlat:\n #D57604\n}\n\nSapphire\n{\n #000468 #506CFC 0 94\n #506CFC #50ECFC 95 256\nConsole:\n #000468 #506CFC 0 127\n #506CFC #50ECFC 128 256\nFlat:\n #506CFC\n}\n\nTeal\n{\n #001F1F #236773 0 90\n #236773 #7BB3C3 91 256\nConsole:\n #001F1F #236773 0 127\n #236773 #7BB3C3 128 256\nFlat:\n #236773\n}"
},
{
"source": "pk3",
"name": "Actors/Dronecode.txt",
"contents": "Actor TestDrone\n{\n+MISSILE\n+NOBLOOD\n+DONTBLAST\n//+SHOOTABLE\n+NOGRAVITY\n+SOLID\n+THRUACTORS\n+NOEXPLODEFLOOR\n+NOTARGETSWITCH\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\n+NOEXPLODEFLOOR\n+SKYEXPLODE\nTranslation \"196:196=192:192\"\nradius 15\nheight 25\nspeed 0\nscale 2\npainchance 256\nstates\n{\nspawn:\nTELY A 0\nTELY A 0 A_GiveToTarget(\"DroneActivate\")\nTELY A 0 ACS_Executealways(896,0)\nTELY A 0 ACS_Executealways(895,0)\nTELY A 0 A_ChangeFlag(\"MISSILE\",0)\nTELY A 0 A_ChangeFlag(\"ISMONSTER\",1)\nSpawn2:\nPBUG A 1\nTNT1 A 0 A_TakeFromTarget(\"Dronelife\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"Dronelife\",1,\"Spawn2\")\ngoto Death\nDeath:\nTELY A 0 ACS_Executealways(896,1)\nTELY A 0 A_GiveToTarget(\"MoveEnabler\")\nstop\n}\n}\n\nactor DroneshotDelay : Powerup {inventory.amount 1 powerup.duration 5}\nactor Dronelife : inventory {inventory.amount 1 inventory.maxamount 1050}\n\nactor DroneShot : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_JumpifinTargetinventory(\"DroneshotDelay\",1,\"Nope\")\nBLTR C 0 A_Playsoundex(\"misc/devilfire\",\"weapon\")\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_SpawnItemEx(\"DroneBullet\",cos(pitch)*45,0,0+(sin(pitch)*-45),cos(pitch)*75,0,sin(pitch)*-75,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\nBUST B 0 A_Givetotarget(\"DroneshotDelay\")\nstop\nTeamRedFire:\nBUST B 0 A_SpawnItemEx(\"DroneBullet_RED\",cos(pitch)*45,0,0+(sin(pitch)*-45),cos(pitch)*75,0,sin(pitch)*-75,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\nBUST B 0 A_Givetotarget(\"DroneshotDelay\")\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_SpawnItemEx(\"DroneBullet_BLUE\",cos(pitch)*45,0,0+(sin(pitch)*-45),cos(pitch)*75,0,sin(pitch)*-75,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\nBUST B 0 A_Givetotarget(\"DroneshotDelay\")\nTNT1 A 0\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor DroneController : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 25\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_MEGABUSTER\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"AssaultClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" CD 1\n\"####\" B 2\n\"####\" B 0 A_Refire\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor DroneActivate : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_PlaySound(\"weapon/rminestick\")\nTNT1 A 0 A_GiveInventory(\"DroneController\")\nTNT1 A 0 A_SelectWeapon(\"DroneController\")\nTELY A 0 A_GiveInventory(\"Dronelife\",1050)\nTNT1 A 0 A_Setgravity(100)\nstop\n}\n}\n\nactor MoveEnabler : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0\nTNT1 A 0 A_TakeInventory(\"DroneController\")\nTNT1 A 0 A_Setgravity(0.8)\nBLTR C 0 setplayerproperty(0,0,0)\nstop\n}\n}\n\nactor DroneBullet\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 100\nDamage (16)\nradius 9\nheight 15\nscale 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nBASB T 1 A_SpawnItemEX(\"DroneBulletTrail\",0,0,0,momx/3,momy/3,momz/3,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\ngoto spawn+2\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor DroneBullet_BLUE : DroneBullet\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor DroneBullet_RED : DroneBullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\nactor DroneBulletTrail\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nSpeed 0\nradius 5\nheight 5\nscale 0.7\nRenderstyle add\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nBASB TTT 1\nBASB TTT 1 A_Fadeout\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/SourceActors.txt",
"contents": "/*\nThis file contains all the actors most main objects inherit from, typically\ncommon things like projectiles and explosionactors and such that all use the same\nstates code, this can help with reducing script size all around\n*/\n\nactor ProjectileBase\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"%o was Taken down by %k\"\nSpeed 40\nDamage (3 + ACS_ExecuteWithResult(675,8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FastProjectileBase : Fastprojectile\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"%o was Taken down by %k\"\nSpeed 40\nDamage (3 + ACS_ExecuteWithResult(675,8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ExplosionBase\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 5.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(20, 310, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 2\nstop\n}\n}\n\nactor HitscanBulletBase : FastProjectileBase\n{\ndamagetype \"Buster\"\nObituary \"%o was Taken down by %k\"\nDamage (5 + ACS_ExecuteWithResult(675,4,360,150))\nspeed 255\nheight 5\nradius 5\nscale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 1\ngoto spawn+2\nDeath:\nTNT1 A 1 A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FXActor_A\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Translucent\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor FXActor_B\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Add\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor WatcherBase\n//Watchers area type of actor that is invisible and handles tasks in the background.\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\n+NONETID\nStates\n{\nSpawn:\nTNT1 A 1\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor BasicClientSide\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nscale 2.5\n}\n\nactor ShooterBase : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nTNT1 A 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nTNT1 A 0 A_Jump(256,\"BaseFire\")\nGoto BaseFire\n//=====\nstop\nBaseFire:\nTNT1 A 0 A_FireCustomMissile(\"ProjectileBase\",0,1,4,4)\nTNT1 A 0\nstop\nTeamRedFire:\nTNT1 A 0 A_FireCustomMissile(\"ProjectileBase\",0,1,4,4)\nTNT1 A 0\nstop\nTeamBlueFire:\nTNT1 A 0 A_FireCustomMissile(\"ProjectileBase\",0,1,4,4)\nTNT1 A 0\nstop\n}\n}\n\nactor ShooterBase_2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_JumpifinTargetInventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nTNT1 A 0 A_JumpifinTargetInventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nTNT1 A 0 A_Jump(256,\"BaseFire\")\nGoto BaseFire\n//=====\nstop\nBaseFire:\nTNT1 A 0 A_FireCustomMissile(\"ProjectileBase\",0,1,4,4)\nTNT1 A 0\nstop\nTeamRedFire:\nTNT1 A 0 A_FireCustomMissile(\"ProjectileBase\",0,1,4,4)\nTNT1 A 0\nstop\nTeamBlueFire:\nTNT1 A 0 A_FireCustomMissile(\"ProjectileBase\",0,1,4,4)\nTNT1 A 0\nstop\n}\n}\n\nactor BasicHelper\n{//Used by things like PharaohFX\n+MISSILE\n-SOLID\n+NOCLIP\n+NOINTERACTION\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\n+THRUACTORS\nrenderstyle none\nradius 2\nheight 2\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicStationary\n{//Used by things like PharaohFX\n+MISSILE\n+SOLID\n+SHOOTABLE\n+MTHRUSPECIES\n+NOEXPLODEFLOOR\n+SLIDESONWALLS\n+NOTARGETSWITCH\nPainChance 256\nradius 2\nheight 2\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/TS_Megaman.txt",
"contents": "Actor Megaman : ClassBase\n{\nHealth 175\nPlayer.MaxHealth 175\nPlayer.DisplayName \"Megaman\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.8, 0.8\nPlayer.SideMove 0.74, 0.74\nLimitedtoteam 4\n+NOSKIN\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"AssaultBusterWep\"\nplayer.startitem \"AssaultClip\", 25\nStates\n{\nSpawn:\nPLY1 A 0\nPLY1 B 1\nPLY1 A 1\nGoTo Spawn+2\nSee:\nPLY1 BCDE 5\nGoTo Spawn+1\nMissile:\nPLY1 F 5\nPLY1 G 4\nGoTo Spawn+2\nPainFix:\nPLY1 H 0\nGoTo PainFrames\n}\n}\n\n//[+]========================================================================[+]\n//------------------------------|Primary Weapon|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor BasicBuster : Weapon\n{\nTag \"Buster\"\nWeapon.AmmoUse 30\nWeapon.AmmoGive 1000\nWeapon.SlotNumber 1\nWeapon.SelectionOrder 0\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0\n\"####\" B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\"####\" B 0 A_Jump(256,\"Ready\")\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\n\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_Jump(256,\"Fire.Bullet\")\nGoto Fire.Bullet\n\nFire.Bullet:\n\"####\" B 0 A_GiveInventory(\"AmmoStaller\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/rapidbuster2\",\"Weapon\") //weapon/mbuster\n\"####\" B 2 A_GiveInventory(\"FreeBusterShooter\")\n\"####\" B 0 A_Jump(256,\"Fire.After\")\nGoto Fire.After\n\nFire.After:\n\"####\" B 0 A_TakeInventory(\"AmmoStaller\")\n\"####\" BBBB 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_REfire(\"Fire\")\n\"####\" B 0 A_Jump(256,\"Ready\")\nGoto Ready\n\nNoAmmo:\n\"####\" B 1 ACS_Execute(979,0)\n\"####\" B 0\nGoto Ready\n\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor BusterShot : fastProjectileBase\n{\n//translation \"192:192=214:214\", \"198:198=162:162\"\nPROJECTILE\ndamagetype \"Buster\"\n//MissileType \"BusterShotTRail\"\nMissileHeight 8\nSpeed 75\nDamage (10)\nradius 5\nheight 5\nReactionTime 12\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nTNT1 A 1\nGoto Spawn2\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"BustergunTrail\",cos(pitch)*-5,0,(sin(pitch)*5),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"BustergunTrail\",cos(pitch)*-15,0,(sin(pitch)*15),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"BustergunTrail\",cos(pitch)*-25,0,(sin(pitch)*25),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"BustergunTrail\",cos(pitch)*-35,0,(sin(pitch)*35),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"BustergunTrail\",cos(pitch)*-45,0,(sin(pitch)*45),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"BustergunTrail\",cos(pitch)*-55,0,(sin(pitch)*55),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nSpawn3:\nTNT1 A 0 A_CountDown\nTNT1 A 1\nBASB U 0 A_Jumpif(reactiontime <= 10, \"Spawn2\")\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nGoto Spawn2\nDeath:\nBASB U 0 A_Jumpif(reactiontime <= 0, 2)\nBASB U 0 A_PlaySoundEx(\"weapon/solarshoot\",\"Weapon\")\nHARD CDE 2 A_Stop\nstop\nCrash:\nXDeath:\nTNT1 A 1 A_Spawnitemex(\"BusterShotPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor BusterShot_BLUE : BusterShot\n\t{//MissileType \"BusterShotTRail_BLUE\"\n\ttranslation \"244:244=244:244\", \"75:75=75:75\", \"74:74=74:74\", \"205:205=205:205\", \"196:196=196:196\"\n\n\t}\n\n\tactor BusterShot_RED : BusterShot\n\t{//MissileType \"BusterShotTRail_RED\"\n\ttranslation \"244:244=191:191\", \"75:75=43:43\", \"74:74=179:179\", \"205:205=174:174\", \"196:196=170:170\"\n\t}\n\n//[+]========================================================================[+]\n//--------------------------------|Effect Actors|------------------------------\n//[+]========================================================================[+]\nactor BusterShotPuff : FXActor_A\n{\n//translation \"192:192=214:214\", \"198:198=162:162\"\ntranslation \"192:192=218:218\", \"198:198=221:221\"\nscale 2.2\nStates\n{\nSpawn:\nBIM2 AABCDEF 1\nstop\n}\n}\n\nactor BusterShotTRail : FXActor_B\n{\ntranslation \"192:192=218:218\", \"198:198=221:221\"\nscale 2.0\nAlpha 0.6\nStates\n{\nSpawn:\nCRBM A 0\nBASB UU 1 A_Fadeout\n//BSTG AAAAA 1 A_Fadeout\nstop\n}\n}\n\nactor BusterShotTRail_RED : BusterShotTRail\n{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\", \"241:241=191:191\"}\n\nactor BusterShotTRail_BLUE : BusterShotTRail\n{translation \"244:244=244:244\", \"75:75=75:75\", \"74:74=74:74\", \"205:205=205:205\", \"196:196=196:196\"}\n\nactor BustergunTrail : FXActor_B\n{\nscale 1.8\nAlpha 0.9\nStates\n{\nSpawn:\nCRBM A 0\nBSTG A 2\n//BSTG AAAAA 1 A_Fadeout\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor BusterShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"BusterShot\",0,1,4,4)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"BusterShot_RED\",0,1,4,4)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"BusterShot_BLUE\",0,1,4,4)\nTNT1 A 1\nstop\n}\n}\n\nactor FreeBusterShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"BusterShot\",0,0,4,4)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"BusterShot_RED\",0,0,4,4)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"BusterShot_BLUE\",0,0,4,4)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Fighter.txt",
"contents": "Actor Fighter : ClassBase\n{\nHealth 175\nPlayer.MaxHealth 175\nPlayer.DisplayName \"[Off]Fighter\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.8, 0.8\nPlayer.SideMove 0.74, 0.74\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"AssaultBusterWep\"\nplayer.startitem \"AssaultClip\", 25\nStates\n{\nSpawn:\nPLY1 A 0\nPLY1 B 1\nPLY1 A 1\nGoTo Spawn+2\nSee:\nPLY1 BCDE 5\nGoTo Spawn+1\nMissile:\nPLY1 F 5\nPLY1 G 4\nGoTo Spawn+2\nPainFix:\nPLY1 H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//------------------------------|Primary Weapon|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor AssaultBusterWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 25\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o Was Taken Down by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"AssaultClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGoto Fire.Bullet\n\nFire.Bullet:\n\"####\" B 0 A_PlaySoundEx(\"weapon/AssaultBuster\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"AssaultBusterShooter\")\nGoto Fire.After\n\nFire.After:\n\"####\" CCDD 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire\ngoto Ready\n\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"AssaultMissileCooldownItem\",1,\"NoAmmo\")\nGoto Altfire.Bullet\n\nAltfire.Bullet:\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"BlastProtection\")\n\"####\" B 2\n\"####\" B 0 A_GiveInventory(\"AssaultMissileShooter\")\n\"####\" B 0 A_Giveinventory(\"AssaultMissileCooldown\")\nGoto Altfire.After\n\nAltfire.After:\n\"####\" CD 2\n\"####\" B 10 A_WeaponReady(WRF_NOSECONDARY)\n\"####\" B 0\ngoto Ready\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 42\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"AssaultClip\",25)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n/*\nactor AssaultBusterWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 25\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o Was Taken Down by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"AssaultClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_GiveInventory(\"BurstFirePower\")\nHold:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_JumpIfinventory(\"BurstFirePower\",1,\"Hold2\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/AssaultBuster\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"AssaultBusterShooter\")\n\"####\" CDD 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 2 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire\n\"####\" B 8 A_WeaponReady(WRF_NOPRIMARY)\ngoto Ready\n\nHold2:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/AssaultBuster\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"AssaultBusterShooter\")\n\"####\" CD 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire(\"Hold\")\n\"####\" B 8 A_WeaponReady(WRF_NOPRIMARY)\ngoto Ready\n\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"AssaultMissileCooldownItem\",1,\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"BlastProtection\")\n\"####\" B 2\n\"####\" B 0 A_GiveInventory(\"AssaultMissileShooter\")\n\"####\" B 0 A_Giveinventory(\"AssaultMissileCooldown\")\n\"####\" CD 2\n\"####\" B 10 A_WeaponReady\n\"####\" B 0\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 42\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"AssaultClip\",25)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n*/\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor AssaultClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 25\n}\n\nactor BurstFirePower : powerup\n{\ninventory.amount 1\ninventory.maxamount 1\nPowerup.duration 15\n}\n\nConst Int ABShot_SPD = 3.5;\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n/*\nactor ABShot : FastProjectileBase\n{\ndamagetype \"Buster\"\nObituary \"%o was Taken down by %k\"\nSpeed 145\nDamage (5 + ACS_ExecuteWithResult(675,6,360,150))\nradius 5\nheight 5\nscale 4.1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Changevelocity(0,random(-3,3),random(-3,3),CVF_RELATIVE)\nTNT1 A 0\nSpawn2:\nCRBM A 1\nLoop\nDeath:\nCRBM A 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n*/\nactor ABShot : fastProjectileBase\n{\n//translation \"192:192=214:214\", \"198:198=162:162\"\nPROJECTILE\ndamagetype \"Buster\"\n//MissileType \"BusterShotTRail\"\nMissileHeight 8\nSpeed 120\nDamage (5 + CallACS(\"DamageRate\",6,360,150))\nradius 5\nheight 5\nReactionTime 8\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nTNT1 A 1\nGoto Spawn2\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"ABShotTrail\",cos(pitch)*-5,0,(sin(pitch)*5),0,0,0,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"ABShotTrail\",cos(pitch)*-15,0,(sin(pitch)*15),0,0,0,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"ABShotTrail\",cos(pitch)*-25,0,(sin(pitch)*25),0,0,0,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"ABShotTrail\",cos(pitch)*-35,0,(sin(pitch)*35),0,0,0,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"ABShotTrail\",cos(pitch)*-45,0,(sin(pitch)*45),0,0,0,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"ABShotTrail\",cos(pitch)*-55,0,(sin(pitch)*55),0,0,0,0,SXF_TRANSFERPITCH|SXF_TRANSFERSCALE|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nSpawn3:\nTNT1 A 0 A_CountDown\nCRBM A 1\nBASB U 0 A_Jumpif(reactiontime <= 10, \"Spawn2\")\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nGoto Spawn2\nDeath:\nBASB U 0 A_Jumpif(reactiontime <= 0, 2)\nBASB U 0 A_PlaySoundEx(\"weapon/solarshoot\",\"Weapon\")\nHARD CDE 2 A_Stop\nstop\nCrash:\nXDeath:\nTNT1 A 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor ABShot_BLUE : ABShot\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor ABShot_RED : ABShot\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\tdamagetype \"BusterRED\"\n\t}\n\nactor AssaultMissile : ProjectileBase\n{\nObituary \"%o got Struck by %k's Assault missile!\"\nSpeed 80\nDamage (5 + CallACS(\"DamageRate\",10,300,100))\nDamagetype \"Explosion\"\nradius 6\nheight 5\nscale 4\nStates\n{\nSpawn:\nTNT1 A 0\nAMIS A 1\nAMIS A 0 A_SpawnItemEX(\"AssaultMissTrail\",-35,0,0,-5,random(-3,3),3,0,SXF_TRANSFERTRANSLATION,0)\ngoto spawn+1\nCrash:\nXDeath:\nAMIS A 1 A_Spawnitemex(\"AssaultMissBlast\")\nstop\nDeath:\nAMIS A 0 A_Jumpifcloser(165,\"blastjump\")\nAMIS A 0 A_Spawnitemex(\"AssaultMissBlast\")\nAMIS A 0 A_Spawnitemex(\"AssaultMissileThrustSource\",0,0,-10)\n\nstop\n//---\nblastjump:\nAMIS A 0 A_GiveToTarget(\"BlastProtection\")\nAMIS A 0 A_Spawnitemex(\"AssaultMissBlast\")\nAMIS A 0 A_Spawnitemex(\"AssaultMissileThrustSource\",0,0,-10)\nstop\n}\n}\n\n\tactor AssaultMissile_RED : AssaultMissile // standard\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\t}\n\n\tactor AssaultMissile_BLUE : AssaultMissile // standard\n\t{\n\t}\n\nactor AssaultMissBlast : ExplosionBase\n{\nStates\n{\nSpawn:\nBOMB B 0\nBOMB B 0 A_PlaySoundEx(\"weapon/Hyperbomb\",\"Weapon\")\nBOMB B 1 A_Explode(55,220,1,0,40)\nBOMB BCDEFG 1\nBOMB HIJKL 1 A_Fadeout\nstop\n}\n}\n\nactor AssaultMissileThrustSource : ExplosionBase //\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nMINB A 0\nNAPC D 0 //A_Explode(35, 350, 1,0,36)\nMINB A 0 ACS_NamedExecuteAlways(\"BlastKnockBack\",0,90,50,200)\nTNT1 AA 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor ABShotTrail\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+CLIENTSIDEONLY\nSpeed 0\nradius 5\nheight 5\nscale 2.5\nRenderstyle \"add\"\nAlpha 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nCRBM A 1\n//CRBM AAAAA 1 A_Fadeout\nstop\n}\n}\n\nactor AssaultMissTrail\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+CLIENTSIDEONLY\nSpeed 0\nradius 5\nheight 5\nscale 1.5\nRenderstyle \"Translucent\"\nAlpha 0.7\nStates\n{\nSpawn:\nICMS A 0\nICMS AAABBCC 1\nICMS DDDDDD 1\nICMS EF 1 A_Fadeout\nstop\n}\n}\n\nactor BustergunPuff1 : FXActor_A\n{\nscale 2.5\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor BustergunPuff2 : BustergunPuff1 //for weaker busters\n{\nscale 1.5\n}\n\nactor BustergunPuff3 : BustergunPuff1 //for weaker busters\n{\nscale 1.0\n}\n\nactor BustergunPuff4 : BustergunPuff1 //for weaker busters\n{\nscale 0.6\n}\n\n//[+]========================================================================[+]\nactor AssaultMissileCooler : WatcherBase // Coolers are a type of watcher actor that handle weapon cooldowns\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"AssaultMissileCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AssaultMissileCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor AssaultMissileCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"AssaultMissileCooldownItem\",70)\nTNT1 A 0 A_Spawnitemex(\"AssaultMissileCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor AssaultMissileCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 70\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\n\nactor AssaultBusterShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"ABShot\",frandom(-ABShot_SPD,ABShot_SPD),1,4,8,0,frandom(-ABShot_SPD,ABShot_SPD))\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"ABShot_RED\",frandom(-ABShot_SPD,ABShot_SPD),1,4,8,0,frandom(-ABShot_SPD,ABShot_SPD))\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"ABShot_BLUE\",frandom(-ABShot_SPD,ABShot_SPD),1,4,8,0,frandom(-ABShot_SPD,ABShot_SPD))\nTNT1 A 1\nstop\n}\n}\n\nactor AssaultMissileShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"AssaultMissile\",0,1,8,0)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"AssaultMissile_RED\",0,1,8,0)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"AssaultMissile_BLUE\",0,1,8,0)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Scout.txt",
"contents": "Actor Scout : ClassBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"[Off]Scout\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.9, 0.9\nPlayer.SideMove 0.8, 0.8\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"HealthNumber\"\n\nPlayer.StartItem \"JumperFlag\"\nPlayer.StartItem \"PlusJump\"\nPlayer.StartItem \"PlusJumpCount\", 3\nPlayer.StartItem \"ScouterBeamWep\"\n//Player.StartItem \"NoClipBar\"\n//player.startitem \"ForceBombCooldown\"\nStates\n{\nSpawn:\nQUIM A 0\nQUIM B 1\nQUIM A 1\nGoTo Spawn+2\nSee:\nQUIM BCDE 5\nGoTo Spawn+1\nMissile:\nQUIM F 5\nQUIM G 4\nGoTo Spawn+2\nPainFix:\nQUIM H 0\nGoTo PainFrames\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Scouter Beam|---------------------------\n//[+]========================================================================[+]\n/*\nactor ScouterBeamWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 6\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got mowed down by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nVar int user_ZoomRate;\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 2 A_WeaponReady\nGoto Ready\nReady2: //overheat\n\"####\" B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady2\")\n\"####\" B 0\nRedReady2:\n\"####\" B 0\n\"####\" B 4 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" B 0 A_jumpifinventory(\"GattlingHeat\",36,\"Ready2\")\n\"####\" B 1 A_takeInventory(\"OverheatFlag\",99)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 //A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 //A_PlaySoundEx(\"weapon/noisecrushcharge\",\"Weapon\")\nRevup:\n\"####\" B 0 A_Jumpifinventory(\"WeaponCharge\",3,\"Fire1\")\n\"####\" B 1 A_Giveinventory(\"WeaponCharge\",1)\n\"####\" B 2 A_REfire(\"Revup\")\ngoto AfterFire\nFire1:\n\"####\" B 0 A_PlaySoundEx(\"weapon/AssaultBuster\",\"Weapon\")\n\"####\" C 0\n\"####\" B 0 A_Giveinventory(\"TriShotShooter\")//A_Giveinventory(\"ScouterBeamShooter\",1)\n\"####\" B 0 A_GiveInventory(\"GattlingHeat\",2)\n\"####\" B 0 A_jumpifinventory(\"GattlingHeat\",75,\"Overheat\")\n\"####\" BC 1\n\"####\" B 2 A_REfire(\"Fire1\")\ngoto AfterFire\nAfterFire:\n\"####\" B 0 A_StopSoundEx(\"Weapon\")\n\"####\" B 0 A_Jumpifinventory(\"GattlingCoolFlag\",1,3)\n\"####\" B 0 A_GiveInventory(\"GattlingCoolFlag\",1)\n\"####\" B 0 A_Gunflash\n\"####\" B 0\n\"####\" B 0 A_takeInventory(\"WeaponCharge\",999)\n\"####\" B 2\ngoto Ready\n\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"ForceBombCooldownItem\",1,\"NoAmmo\")\n\"####\" B 1\n\"####\" B 0\n\"####\" FFGGG 1\n\"####\" H 2 A_Giveinventory(\"ForceBombShooter\")\n\"####\" B 0 A_Giveinventory(\"ForceBombCooldown\")\n\"####\" IJKLM 2\n\"####\" CD 5\n\"####\" B 0 A_jumpifinventory(\"OverheatFlag\",1,\"Ready2\")\ngoto Ready\nOverheat:\n\"####\" B 1 A_GiveInventory(\"OverheatFlag\",1)\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\")\n\"####\" B 1 A_takeInventory(\"WeaponCharge\",999)\n\"####\" B 1 A_Gunflash(\"Flash2\")\nGoto Ready2\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_jumpifinventory(\"OverheatFlag\",1,\"Ready2\")\nGoto Ready\nFlash:\nTNT1 A 0\nTNT1 A 0 A_jumpifinventory(\"OverheatFlag\",1,3)\nTNT1 A 0 A_jumpifinventory(\"WeaponCharge\",1,2)\nTNT1 B 0 A_takeInventory(\"GattlingHeat\",3)\nTNT1 B 0\nTNT1 B 2\nTNT1 A 0 A_jumpifinventory(\"GattlingHeat\",1,\"Flash\")\nTNT1 B 0 A_takeInventory(\"GattlingCoolFlag\",1)\nstop\nFlash2:\nTNT1 B 2\nTNT1 B 0 A_takeInventory(\"GattlingHeat\",2)\nTNT1 B 0 A_Spawnitemex(\"SmokeFX\",random(-40,40),random(-40,40),random(0,15),0,0,3,0,SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_jumpifinventory(\"OverheatFlag\",1,\"Flash2\")\nTNT1 A 0 A_Gunflash\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}*/\n\nactor ScouterBeamWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 25\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o Was Taken Down by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"AssaultClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_GiveInventory(\"BurstFirePower\")\nHold:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Rapidbuster\",\"Weapon\")\n\"####\" BB 0 A_GiveInventory(\"RepidifierShooter\")\n\"####\" DDD 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire\ngoto Ready\n\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"ForceBombCooldownItem\",1,\"NoAmmo\")\n\"####\" B 1\n\"####\" B 0\n\"####\" FFGGG 1\n\"####\" H 2 A_Giveinventory(\"ForceBombShooter\")\n\"####\" B 0 A_Giveinventory(\"ForceBombCooldown\")\n\"####\" IJKLM 2\n\"####\" CD 5\ngoto Ready\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 42\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"AssaultClip\",25)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nActor AirController : PowerFlight\n{\nPowerup.Duration 9\n}\n\nConst Int REP_SPD = 2.8;\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n\nactor RepidifierPuff : BulletPuff\n{\nscale 1\nObituary \"$OB_REPIDIFIER\"\nDamageType \"SingleShot2\"\n\n+PUFFONACTORS\n+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\nalpha 1.0\nStates\n{\nSpawn:\nCRBM A 0\nCRBM A 1 A_Explode(3 + CallACS(\"DamageRate\",4,300,100),10,0,0,10)\nBIM1 AABCDEF 1\nstop\n}\n}\n\n\tactor RepidifierPuff_BLUE : RepidifierPuff\n\t{}\n\n\tactor RepidifierPuff_RED : RepidifierPuff\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"}\n\n//==================\n/*\nactor ScouterBeam //: FastProjectile\n{\nPROJECTILE\n+MTHRUSPECIES\n+DONTBLAST\n+NOTARGETSWITCH\nSpeed 22\ndamagetype \"Buster\"\nDamage (1 + ACS_ExecuteWithResult(675,8,180,30))\nradius 9\nheight 7\nscale 2.5\nStates\n{\nSpawn:\nSCLZ A 0\nTNT1 A 0 A_SpawnItemEx(\"ScoutBeamFX\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)\nSCLZ A 0 A_Jumpif(ACS_Executewithresult(673) > 500,\"Death\")\nSCLZ A 0\nTNT1 A 0 A_Spawnitemex(\"ScouterBeam\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nSCLZ A 0 A_Stop\nGoto Death\nDeath:\nTNT1 A 1\nstop\nXDeath:\nCrash:\nSCLZ A 0 A_Stop\nHARD EDCB 2\nstop\n}\n}\n\n\tactor ScouterBeam_BLUE : ScouterBeam{}\n\tactor ScouterBeam_RED : ScouterBeam{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\" }\n*/\nactor TriShotBullet : FastProjectileBase\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"%o got sprayed down by %k\"\n//seesound \"weapon/mbuster\"\nSpeed 5\nDamage (1 + ACS_ExecuteWithResult(675,3,200,90))\nradius 13\nheight 15\nscale 0.4\nVar int User_Spread;\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_ScaleVelocity(22)\nTNT1 A 0 A_Setuservar(\"User_Spread\", 6)\nTNT1 A 0 A_Changevelocity(0,random(-User_Spread,User_Spread),random(-User_Spread,User_Spread),CVF_RELATIVE)\nCRBM A 1\nCRBM A 0\ngoto spawn+4\nDeath:\nCRBM A 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor TriShotBullet_BLUE : TriShotBullet\n\t{\n\t}\n\n\tactor TriShotBullet_RED : TriShotBullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\nactor ForceBomb\n{\nPROJECTILE\ndamagetype \"HyperBomb\"\nObituary \"$OB_HYPERBOMB\"\n- NOGRAVITY\n+MTHRUSPECIES\n+FORCEXYBILLBOARD\n+HITTRACER\nRadius 6\nHeight 6\nscale 2.5\nspeed 60\nGravity 3\nreactiontime 30\nbouncefactor 0.7\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 ThrustThingZ(0, 12, 0, 1)\nSpawn2:\nBALA ABCD 3\nloop\nDeath:\nBOMB A 0 A_Spawnitemex(\"ForceBombSet\",0,0,10,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nstop\n}\n}\n\n\tactor ForceBomb_BLUE : ForceBomb{Translation \"64:64=202:202\",\"62:62=198:198\" ,\"192:192=192:192\" ,\"198:198=198:198\"}\n\tactor ForceBomb_RED : ForceBomb{Translation \"64:64=54:54\",\"62:62=42:42\" ,\"192:192=42:42\" ,\"198:198=54:54\"}\n\nactor ForceBombSet\n{\ndamagetype \"Explosion\"\nObituary \"$OB_HYPERBOMB\"\n+MISSILE\n+NOGRAVITY\n+NOTARGETSWITCH\n+NOINTERACTION\n+FORCEXYBILLBOARD\nRadius 6\nHeight 6\nscale 2.5\nhealth 50\npainchance 256\nspeed 0\nVar int user_Timer;\n\nVar int user_Xpos;\nVar int user_Ypos;\nVar int user_Zpos;\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 A_Stop\nBOMB S 0 A_SetUserVar(\"user_Xpos\",random(-20,20))\nBOMB S 0 A_SetUserVar(\"user_Ypos\",random(-20,20))\nBOMB S 0 A_SetUserVar(\"user_Zpos\",random(10,30))\nBOMB A 0 A_PlaySoundEx(\"weapon/Crashland\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_SpawnItemEx(\"FGLineFXSpawner\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\nBOMB A 0 A_PlaySoundEx(\"weapon/pchargelong\", \"Soundslot5\")\nBOMB A 0 A_JumpIf(IsPointerEqual(AAPTR_TRACER, AAPTR_NULL) == FALSE, \"StickyArmed\")\nArmed:\nBALA A 0 A_Spawnitemex(\"FG_PulseFX1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nBALA BCD 1 A_PlaySoundEx(\"weapon/Heat3\", \"Soundslot6\")\nBALA A 0 A_Spawnitemex(\"FG_PulseFX2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nBALA A 0 A_Setuservar(\"user_Timer\",user_Timer+1)\nBALA A 0 A_Jumpif(user_Timer >= 17,\"Kaboom\")\nloop\n\nStickyArmed:\nBALA A 0 A_Spawnitemex(\"FG_PulseFX1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nBALA B 1 A_Warp(AAPTR_TRACER,user_Xpos,user_Ypos,user_Zpos,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nBALA B 0 A_PlaySoundEx(\"weapon/Heat3\", \"Soundslot6\")\nBALA C 1 A_Warp(AAPTR_TRACER,user_Xpos,user_Ypos,user_Zpos,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nBALA C 0 A_PlaySoundEx(\"weapon/Heat3\", \"Soundslot6\")\nBALA D 1 A_Warp(AAPTR_TRACER,user_Xpos,user_Ypos,user_Zpos,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nBALA D 0 A_PlaySoundEx(\"weapon/Heat3\", \"Soundslot6\")\nBALA A 0 A_Spawnitemex(\"FG_PulseFX2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nBALA A 0 A_Setuservar(\"user_Timer\",user_Timer+1)\nBALA A 0 A_Jumpif(user_Timer >= 17,\"Kaboom\")\nloop\n\nKaboom:\nBOMB A 0 A_SpawnItemEx(\"ForceBombExplosion\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nGoto Death\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor ForceBombExplosion\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nObituary \"%o was Eradicated by %k's force bomb\"\nradius 8\nheight 8\nscale 9.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC A 0 A_PlaySoundEx(\"misc/hugequake\",\"Soundslot5\")\nNAPC A 0 A_Explode(200,300,1,0,130)\nASEX ABCDEF 1\nstop\n}\n}\n\nactor FG_PulseFX1\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nStates\n{\nSpawn:\nFGPL A 0\nFGPL JIHGF 2\nstop\n}\n}\n\nactor FG_PulseFX2\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 1.5\nReactiontime 35\nStates\n{\nSpawn:\nFGPL A 0\nFGPL EDCBA 1\nstop\n}\n}\n\nactor FGLineFXSpawner\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\nheight 1\nradius 1\nreactiontime 13\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx(\"FGLineFX\", 200, 0, 0, 0, 0, 0, random(0, 359), SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AAAA 1 A_SpawnItemEx(\"FGLineFX\", 200, 0, 0, 0, 0, 0, random(0, 359), SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0 A_Countdown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n}\n}\n\nactor FGLineFX\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\nscale 2.5\nheight 0\nradius 0\nStates\n{\nSpawn:\nBLKH TS 3\nBLKH S 0 A_ChangeVelocity(-16, 0, 0, CVF_RELATIVE|CVF_REPLACE)\nBLKH RRRRR 1 A_SpawnItemEx(\"BlackHoleBombFX2\",0,0,0,momx/1.5,momy/1.5,0,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor BP_FlightStart : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 1 ACS_NamedExecuteAlways(\"core_flyplayer\",0,0,2)\nTNT1 A 1 //ACS_NamedExecuteAlways(\"SpeedMod\",0,1)\n\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor BP_FlightStop : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 1 ACS_NamedExecuteAlways(\"core_flyplayer\",0,0,0)\nTNT1 A 1 //ACS_NamedExecuteAlways(\"SpeedMod\",0,0)\n\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ScoutBeamFX : FXActor_B\n{\n+MISSILE\n+NOINTERACTION\n+NOGRAVITY\n//+NONETID\n+FORCEXYBILLBOARD\n-SOLID\nscale 2.5\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nSCLZ AAA 1\nstop\n}\n}\n//[+]=========[+]\nactor BoosterPackActivate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBOMH A 0 A_Jumpifinventory(\"MannTurretWep\",1,\"Deny\")\nBOMH A 0 A_Jumpifinventory(\"BoosterPackCooldownItem\",1,\"Deny\")\nBOMH A 0 A_Jumpifinventory(\"BoostFuel\",1,\"Deny\")\nBOMH A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_GiveInventory(\"BoostFuel\",17)\nBUST B 1 A_SpawnItemEx(\"BoostWatcher\")\nBUST B 1 A_SpawnItemEx(\"AdaptorWings2\",0,0,0,0,0,0,0,1)\nstop\nDeny:\nTNT1 A 0\nstop\n}\n}\n\nactor BoostWatcher\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"BoosterPackCooldownItem\",1)\nTNT1 A 0 A_GiveToTarget(\"BP_FlightStart\",1)\nTNT1 A 1 A_GiveToTarget(\"BP_Active\",1)\nSpawn2:\nTNT1 A 0 A_GiveToTarget(\"BoosterPackFX\",1)\nTNT1 A 0 A_GiveToTarget(\"BoostSounder\",1)\nTNT1 A 0 A_TakeFromTarget(\"BoostFuel\",1)\nTNT1 A 2\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",998,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BoostFuel\",1,\"Spawn2\")\nGoto Death\nDeath:\nTNT1 A 1 A_GiveToTarget(\"BP_FlightStop\",1)\nTNT1 A 0 A_TakeFromTarget(\"BP_Active\",99)\nBOMH A 0 //A_GiveToTarget(\"BoosterPackCooldown\")\nstop\n}\n}\n\nactor BoostFuel : inventory\n{\ninventory.amount 1\ninventory.maxamount 17\n}\n\nActor BP_Stopper : inventory {inventory.amount 1 inventory.maxamount 7}\nActor BP_Active : inventory {inventory.amount 1 inventory.maxamount 7}\n\nActor BoostPower : PowerFlight\n{\nPowerup.Duration 15\n}\n\nActor BoostSounder : Custominventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 Thrustthingz(0,6,0,0)\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Voice\")\nstop\n}\n}\n\nactor BoosterPackFX : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BoosterFX\",-20,-15,27,0,-2,-10,0)\nTNT1 A 0 A_SpawnItemEx(\"BoosterFX\",-20,15,27,0,2,-10,0)\nstop\n}\n}\n\nactor BoosterPackWingFX : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"AdaptorWings\",-28,0,27,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor AdaptorWings2 : FXActor_A\n{\nscale 4\nStates\n{\nSpawn:\n\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BoosterPackWarper\", 0, 0)\nWings:\nSAPT F 1 A_Warp(AAPTR_TARGET,-16,0,12,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n//TNT1 A 0 A_JumpIfInTargetInventory(\"BP_Active\",1,\"Spawn\")\nloop\n\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ForceBombCooler // Coolers are a type of watcher actor that handle weapon cooldowns\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"ForceBombCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ForceBombCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor ForceBombCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"ForceBombCooldownItem\",360)\nTNT1 A 0 A_Spawnitemex(\"ForceBombCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ForceBombCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 360\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\n/*\nactor ScouterBeamShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"ScouterBeam\",0,0,18,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"ScouterBeam_RED\",0,0,18,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"ScouterBeam_BLUE\",0,0,18,8)\nTNT1 A 0\nstop\n}\n}*/\n\n/*\nactor TriShotShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"TriShotBullet\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"TriShotBullet_RED\",0,1,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"TriShotBullet_BLUE\",0,1,4,8)\nTNT1 A 0\nstop\n}\n}\n*/\n\nactor RepidifierShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"FakeBullet\",fRandom(-REP_SPD,REP_SPD),1,0,4,0,fRandom(-REP_SPD,REP_SPD))\n\nBUST B 1 A_FireBullets(REP_SPD,REP_SPD,-1,0,\"RepidifierPuff\",FBF_NORANDOM,0)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"FakeBullet_RED\",fRandom(-REP_SPD,REP_SPD),1,0,4,0,fRandom(-REP_SPD,REP_SPD))\n\nBUST B 1 A_FireBullets(REP_SPD,REP_SPD,-1,0,\"RepidifierPuff_RED\",FBF_NORANDOM,0)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"FakeBullet_BLUE\",fRandom(-REP_SPD,REP_SPD),1,0,4,0,fRandom(-REP_SPD,REP_SPD))\n\nBUST B 1 A_FireBullets(REP_SPD,REP_SPD,-1,0,\"RepidifierPuff_BLUE\",FBF_NORANDOM,0)\nTNT1 A 1\nstop\n}\n}\n\nactor ForceBombShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_Firecustommissile(\"ForceBomb\")\nstop\nTeamRedFire:\nBUST B 0 A_Firecustommissile(\"ForceBomb_RED\")\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_Firecustommissile(\"ForceBomb_BLUE\")\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Scorcher.txt",
"contents": "Actor Scorcher : ClassBase\n{\nHealth 150\nPlayer.MaxHealth 150\nPlayer.DisplayName \"[Off]Scorcher\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.7, 0.7\nPlayer.SideMove 0.68, 0.68\nPlayer.StartItem \"OffenseHud\"\n//Player.StartItem \"MultiWep\"\nPlayer.StartItem \"FireProof\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"NoClipBar\"\nPlayer.StartItem \"FlamethrowerWep\"\n//Player.StartItem \"ScorchShotWep\"\nplayer.startitem \"BusterAmmo\", 3\n\nPlayer.StartItem \"JumperFlag\"\nPlayer.StartItem \"PlusJump\"\nPlayer.StartItem \"PlusJumpCount\", 3\nStates\n{\nSpawn:\nBURN A 0\nBURN B 1\nBURN A 1\nGoTo Spawn+2\nSee:\nBURN BCDE 5\nGoTo Spawn+1\nMissile:\nBURN F 5\nBURN G 4\nGoTo Spawn+2\nPainFix:\nBURN H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|FlameThrower|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\n\nactor FlamethrowerWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_BURNER\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n//+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" L 0 A_PlaySoundEx(\"weapon/waveburner\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"FlameThrowerShooter\")\n\"####\" D 2\n\"####\" B 0 A_Refire\n\"####\" B 1\ngoto Ready\n\nAltFire:\n\"####\" B 0 A_JumpIfinventory(\"ScorchShotCooldownItem\",1,\"NoAmmo\")\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"ScorchShooter\")\n\"####\" B 0 A_Giveinventory(\"ScorchShotCooldown\")\n\"####\" B 2\n\"####\" CD 2\n\"####\" B 5\n\"####\" B 0 A_Refire\ngoto Ready\n\n/*\nALTFire:\n\"####\" B 0 A_JumpIfinventory(\"SmokeBombCooldownItem\",1,\"NoAmmo\")\n\"####\" FFGGG 1\n\"####\" H 2 A_Giveinventory(\"SmokebombShooter\")\n\"####\" B 0 A_Giveinventory(\"SmokeBombCooldown\")\n\"####\" IJKLM 2\ngoto Ready\n*/\nNoAmmo:\n\"####\" B 1\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor ScorchShotWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 2\nscale 2.0\nObituary \"$OB_BURNER\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n//+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfinventory(\"ScorchShotCooldownItem\",1,\"NoAmmo\")\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"ScorchShooter\")\n\"####\" B 0 A_Giveinventory(\"ScorchShotCooldown\")\n\"####\" B 2\n\"####\" CD 2\n\"####\" B 5\n\"####\" B 0 A_Refire\ngoto Ready\n\nALTFire:\n\"####\" B 0 A_JumpIfinventory(\"SmokeBombCooldownItem\",1,\"NoAmmo\")\n\"####\" FFGGG 1\n\"####\" H 2 A_Giveinventory(\"SmokebombShooter\")\n\"####\" B 0 A_Giveinventory(\"SmokeBombCooldown\")\n\"####\" IJKLM 2\ngoto Ready\nNoAmmo:\n\"####\" B 1\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nActor BurnerhitDelay : powerprotection\n{\nPowerup.duration 3\nDamagefactor \"Burner\", 0\nDamagefactor \"BurnerRED\", 0\n}\n\nActor ScorchWeakness : powerprotection\n{\nPowerup.duration 5\nDamagefactor \"ScorchShot\", 3.0\nDamagefactor \"ScorchShotRED\", 3.0\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor Heatspray1 : FastProjectile\n{\n\nPROJECTILE\n+NOINTERACTION\n+BLOODSPLATTER\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\n+MTHRUSPECIES\n+FORCEPAIN\nRadius 10\nHeight 12\ndamage (5)\ndamagetype \"Burner\"\nRenderStyle \"Add\"\nobituary \"%o Got Scorched up by %k\"\nspeed 74\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 0 A_SpawnItemEx(\"HeatSprayFx\",random(-15,15),random(-15,15),random(-15,15),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"Heatspray2\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_Stop\nTNT1 A 1 A_Changeflag(\"NOINTERACTION\",1)\nstop\nXDeath:\nCrash:\nTNT1 A 1\nstop\nDeath:\nstop\n}\n}\n\tactor Heatspray1_RED : Heatspray1{}\n\tactor Heatspray1_BLUE : Heatspray1 {translation \"227:227=198:198\",\"229:229=192:192\"}\n\nactor Heatspray2 : Heatspray1\n{\nRadius 16\nHeight 12\ndamage (4)\nspeed 176\nStates\n{\nSpawn:\nTNT1 C 0\nTNT1 A 0 A_SpawnItemEx(\"Heatspray3\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)\nTNT1 C 0 A_Stop\nTNT1 C 1 A_Changeflag(\"NOINTERACTION\",1)\nstop\nXDeath:\nCrash:\nTNT1 A 1\nstop\nDeath:\nstop\n}\n}\n\nactor Heatspray3 : Heatspray1\n{\nRadius 28\nHeight 12\ndamage (3)\nspeed 285\nStates\n{\nSpawn:\nTNT1 F 0\nTNT1 F 0 A_Stop\nHEAT F 1 A_Changeflag(\"NOINTERACTION\",1)\nstop\nXDeath:\nCrash:\nTNT1 A 1\nstop\nDeath:\nstop\n}\n}\n\nactor ScorchShot\n{\n+Missile\n+BLOODSPLATTER\n+DONTBLAST\n+DONTREFLECT\n+NOGRAVITY\n+MTHRUSPECIES\n+FORCEPAIN\nRadius 9\nHeight 12\ndamage (5 + ACS_ExecuteWithResult(675,10,360,90))\ndamagetype \"ScorchShot\"\nspeed 75\nGravity 0.2\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nWABU DDDDDDDDDD 1 A_SpawnItemEx(\"ScorchshotTraill\",0,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nSpawn2:\nWABU D 1 A_Changeflag(\"NOGRAVITY\",0)\nWABU D 0\nWABU D 1 A_SpawnItemEx(\"ScorchshotTraill\",0,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\ngoto Spawn2+2\nXDeath:\nCrash:\nTNT1 A 1 A_SpawnItemEx(\"ScorchExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nDeath:\nTNT1 A 1 A_SpawnItemEx(\"ScorchExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\tactor ScorchShot_RED : ScorchShot{}\n\tactor ScorchShot_BLUE : ScorchShot{translation \"227:227=198:198\",\"229:229=192:192\" ,\"40:40=69:69\",\"218:218=192:192\"}\n\nactor ScorchExplosion\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+FORCEXYBILLBOARD\n+MTHRUSPECIES\n+FORCEPAIN\nSpeed 15\nDamage (0)\nDamagetype \"Burner\"\nradius 8\nheight 8\nscale 2.5\nStates\n{\nSpawn:\nBRNF A 0\nFIRE H 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBRNF A 0 A_Explode(15,130,1,0,130)\nTNT1 AAAAAAAAA 1 A_SpawnItemEx(\"HeatSprayFx\",random(-15,15),random(-100,100),random(-100,100),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor SmokeBomb\n{\n+MISSILE\n+DONTBLAST\n-NOGRAVITY\n+MTHRUSPECIES\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\nRadius 6\nHeight 7\nscale 2.5\nspeed 35\nreactiontime 85\ngravity 1.8\nbouncefactor 0.77\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 //ACS_ExecuteAlways(734,0)\nBOMB A 0 ThrustThingZ(0, 32, 0, 1)\nSBOM ABCDEFGH 2\nGoto Spawn+3\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_spawnitemex(\"SmScreenActor\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nstop\n}\n}\n\nactor SmokeBomb_RED : SmokeBomb {translation \"4:4=189:189\", \"196:196=47:47\"}\nactor SmokeBomb_BLUE : SmokeBomb {translation \"4:4=197:197\", \"196:196=207:207\"}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor HeatSprayFx //flames\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 2\nRenderStyle \"ADD\"\nAlpha 0.2\nStates\n{\nSpawn:\nBRNF A 0 Thrustthingz(0,30,0,0)\nBRNF ABCDEFGH 1 A_Fadein(0.1)\nBRNF C 0\nstop\n}\n}\n\nactor ScorchshotTraill //flames\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 2\nStates\n{\nSpawn:\nWABU A 0 Thrustthingz(0,10,0,0)\nWABU CCBBAAA 1 A_Fadein(0.1)\nBRNF C 0\nstop\n}\n}\n\nactor ScorchShotCooler // Coolers are a type of watcher actor that handle weapon cooldowns\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"ScorchShotCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ScorchShotCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor ScorchShotCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"ScorchShotCooldownItem\",55)\nTNT1 A 0 A_Spawnitemex(\"ScorchShotCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ScorchShotCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 55\n}\n//[+]==========================================[+]\nactor SmokeScreenSmoke\n{\nPROJECTILE\n+NOTARGETSWITCH\n+NOINTERACTION\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 5.5\nReactiontime 35\nRenderstyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 1 ACS_ExecuteAlways(1023,0)\nICMS BBCCDDD 2\nspawn2:\nICMS D 5\nICMS D 0 A_Jump(150,\"spawn2\")\nICMS DDDDDEEF 3 A_Fadeout\nstop\n}\n}\n\nactor SmokeScreenSmoke2 : SmokeScreenSmoke {Scale 7.5 Alpha 0.85}\n\nactor SmScreenActor\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\n+NOTARGETSWITCH\nradius 8\nheight 8\nDamage (0)\nscale 5.0\nReactiontime 15\nRenderstyle \"ADD\"\nObituary \"%o got smoked out by %k\"\nAlpha 0.8\nvar int user_Team;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SmScreenRingSpawn\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n\nSpawn2:\nTNT1 A 15\nTNT1 A 0 A_Countdown\nTNT1 A 0 A_SpawnItemEx(\"SmScreenRingSpawn\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nloop\nDeath:\nHARD EDCB 2\nstop\n}\n}\n\nactor SmScreenRingSpawn\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+NOTARGETSWITCH\nradius 8\nheight 8\nDamage (0)\nscale 5.0\nReactiontime 35\nRenderstyle \"ADD\"\nAlpha 0.8\nvar int user_Rot;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_setuservar(\"user_Rot\",0)\nspawn2:\nTNT1 A 0 A_SpawnItemEx(\"SmokeScreenSmoke\",Random(20,80),0,random(70,90),random(1,2),0,random(0,1),user_Rot,SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"SmokeScreenSmoke2\",Random(70,150),0,random(40,50),random(1,2),0,random(0,1),user_Rot,SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_setuservar(\"user_Rot\",user_Rot+60)\nTNT1 A 0 A_jumpif(user_Rot >= 360,\"Death\")\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SmokeBombCooler // Coolers are a type of watcher actor that handle weapon cooldowns\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"SmokeBombCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SmokeBombCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor SmokeBombCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"SmokeBombCooldownItem\",420)\nTNT1 A 0 A_Spawnitemex(\"SmokeBombCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor SmokeBombCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 420\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor FlameThrowerShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"Heatspray1\",0,0,4,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"Heatspray1_RED\",0,0,4,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"Heatspray1_BLUE\",0,0,4,0)\nTNT1 A 0\nstop\n}\n}\n\nactor ScorchShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"ScorchShot\",0,0,4,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"ScorchShot_RED\",0,0,4,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"ScorchShot_BLUE\",0,0,4,0)\nTNT1 A 0\nstop\n}\n}\n\nactor SmokebombShooter : CustomInventory\n{\nStates\n{\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"SmokeBomb\",0,1,8,0)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"SmokeBomb_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"SmokeBomb_BLUE\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Cannoneer.txt",
"contents": "Actor Cannoneer : ClassBase\n{\nheight 48\nHealth 250\nPlayer.MaxHealth 250\nPlayer.DisplayName \"[Off]Cannoneer\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 9\nPlayer.ForwardMove 0.6, 0.6\nPlayer.SideMove 0.55, 0.55\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"CannonArmWep\"\nplayer.startitem \"CannonClip\", 4\nStates\n{\nSpawn:\nPIRA A 0\nPIRA B 1\nPIRA A 1\nGoTo Spawn+2\nSee:\nPIRA BCDE 5\nGoTo Spawn+1\nMissile:\nPIRA F 5\nPIRA G 4\nGoTo Spawn+2\nPainFix:\nPIRA H 0\nGoTo PainFrames\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Cannon Arm|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor CannonarmWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 4\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o Was utterly Decimated by %k's cannonballs\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"CannonClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 26 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"CannonClip\",4,\"Ready\")\nGoto Reload\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_Giveinventory(\"CannonClip\",1)\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" C 1\n\"####\" B 0 A_Giveinventory(\"shootingspeeddown\",1)\n\"####\" B 0 A_GiveInventory(\"CannonCharge\",5)\n\"####\" B 0 A_Jumpifinventory(\"CannonCharge\",100,\"MaxFire\")\n\"####\" B 0 A_Refire\n\"####\" B 0 A_GiveInventory(\"BlastProtection\")\n\"####\" B 0 A_Jumpifinventory(\"CannonCharge\",80,\"Fire5\")\n\"####\" B 0 A_Jumpifinventory(\"CannonCharge\",60,\"Fire4\")\n\"####\" B 0 A_Jumpifinventory(\"CannonCharge\",40,\"Fire3\")\n\"####\" B 0 A_Jumpifinventory(\"CannonCharge\",20,\"Fire2\")\nFire1:\n\"####\" B 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"CannonShooter\")\nGoto Afterfire\nFire2:\n\"####\" B 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"CannonShooter2\")\nGoto Afterfire\nFire3:\n\"####\" B 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"CannonShooter3\")\nGoto Afterfire\nFire4:\n\"####\" B 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"CannonShooter4\")\nGoto Afterfire\nFire5:\n\"####\" B 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"CannonShooter5\")\nGoto Afterfire\nMaxFire:\n\"####\" B 0 A_GiveInventory(\"BlastProtection\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"CannonShooterMax\")\nGoto Afterfire\n\nAfterfire:\n\"####\" B 0 A_TakeInventory(\"CannonCharge\",999)\n\"####\" B 26\n\"####\" B 0 A_Refire(\"Fire\")\ngoto Ready\nAltfire:\n\n\"####\" E 0 A_PlaySoundEx(\"weapon/scorchwheel\",\"Weapon\")\n\"####\" E 2 Offset(56,82)\n\"####\" E 2 Offset(28,58)\n\"####\" E 2 Offset(-14,18)\n\"####\" E 0 A_FireCustomMissile(\"HeavyPunch\",0,0,4,0)\n\"####\" E 9\n\"####\" E 2 Offset(28,58)\n\"####\" E 4 Offset(56,82)\n\"####\" E 0 A_Refire\nNoAmmo2:\n\"####\" B 1\nGoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"CannonClip\",1,\"Ready\")\n\"####\" B 15\nReload:\n\"####\" B 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_GiveInventory(\"CannonClip\")\n\"####\" B 0 A_Jumpifinventory(\"CannonClip\",1,\"Ready\")\n\"####\" B 16\nGoto Reload\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor CannonClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 4\n+Inventory.ignoreskill\n}\n\nactor CannonCharge : inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor CannonBall\n{\n+SOLID\nPROJECTILE\n-BLOODSPLATTER\n+DONTBLAST\n-NOGRAVITY\n-NOINTERACTION\n+MTHRUSPECIES\nRadius 11\nHeight 16\nspeed 30\n//Mass 999999\ndamage(35)\nObituary \"%o got Slammed by %k's Cannonball!.\"\ndamagetype \"Explosion\"\ngravity 1.2\nscale 2.0\nReactiontime 35\nStates\n{\nSpawn:\nBOMB S 0\nBOMB S 1 ThrustThingZ(0, 16, 0, 1)\nSpawn2:\nBOMB S 0\nBOMB S 1 A_PlaySoundEX(\"weapon/waterwave\",\"Soundslot6\")\nLoop\nDeath:\nBOMB S 0 A_Stop\nBOMB S 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB S 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB S 0 A_Jumpifcloser(80,\"Blastjump\")\nBOMB S 0 A_SpawnitemEx(\"CannonBlast\")\nBOMB S 0 A_SpawnitemEx(\"CannonBlastThrustSource\")\nstop\nBlastjump:\nBOMB S 0 A_GiveToTarget(\"BlastProtection\")\nBOMB S 0 A_SpawnitemEx(\"CannonBlast\")\nBOMB S 0 A_SpawnitemEx(\"CannonBlastThrustSource\")\nstop\n}\n}\n\n\tactor CannonBall_BLUE : CannonBall\n\t{\t}\n\n\tactor CannonBall_RED : CannonBall\n\t{translation \"192:192=54:54\", \"198:198=42:42\"}\n\nactor CannonBall2 : CannonBall\n{Speed 35}\n\tactor CannonBall2_BLUE : CannonBall2\n\t{\t}\n\tactor CannonBall2_RED : CannonBall2\n\t{translation \"192:192=54:54\", \"198:198=42:42\"}\n\nactor CannonBall3 : CannonBall\n{Speed 45}\n\tactor CannonBall3_BLUE : CannonBall3\n\t{\t}\n\tactor CannonBall3_RED : CannonBall3\n\t{translation \"192:192=54:54\", \"198:198=42:42\"}\n\nactor Cannonball4 : CannonBall\n{Speed 55}\n\tactor Cannonball4_BLUE : Cannonball4\n\t{\t}\n\tactor Cannonball4_RED : Cannonball4\n\t{translation \"192:192=54:54\", \"198:198=42:42\"}\n\nactor Cannonball5 : CannonBall\n{Speed 65}\n\tactor Cannonball5_BLUE : Cannonball5\n\t{\t}\n\tactor Cannonball5_RED : Cannonball5\n\t{translation \"192:192=54:54\", \"198:198=42:42\"}\n\nactor CannonballMax : CannonBall\n{Speed 85}\n\tactor CannonballMax_BLUE : CannonballMax\n\t{\t}\n\tactor CannonballMax_RED : CannonballMax\n\t{translation \"192:192=54:54\", \"198:198=42:42\"}\n\nActor CannonBlast : Explosionbase\n{\nScale 5.5\nObituary \"%o got Blown apart by %k's Cannonball!.\"\nStates\n{\nSpawn:\nASEX A 0\nASEX A 0 A_Explode(27, 200, 1,0,90)\nASEX ABCDEF 1\nstop\n}\n}\n\nactor CannonBlastThrustSource : ExplosionBase //\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nMINB A 0\nNAPC D 0 //A_Explode(35, 350, 1,0,36)\nMINB A 0 ACS_NamedExecuteAlways(\"BlastKnockBack\",0,120,40,165)\nTNT1 AA 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\n\nactor CannonShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"CannonBall\",0,1,10,2)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"CannonBall_RED\",0,1,10,2)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"CannonBall_BLUE\",0,1,10,2)\nTNT1 A 0\nstop\n}\n}\n\nactor CannonShooter2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"Cannonball2\",0,1,10,2)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball2_RED\",0,1,10,2)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball2_BLUE\",0,1,10,2)\nTNT1 A 0\nstop\n}\n}\n\nactor CannonShooter3 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"Cannonball3\",0,1,10,2)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball3_RED\",0,1,10,2)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball3_BLUE\",0,1,10,2)\nTNT1 A 0\nstop\n}\n}\n\nactor CannonShooter4 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"Cannonball4\",0,1,10,2)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball4_RED\",0,1,10,2)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball4_BLUE\",0,1,10,2)\nTNT1 A 0\nstop\n}\n}\n\nactor CannonShooter5 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"Cannonball5\",0,1,10,2)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball5_RED\",0,1,10,2)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"Cannonball5_BLUE\",0,1,10,2)\nTNT1 A 0\nstop\n}\n}\n\nactor CannonShooterMax : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"CannonBallMax\",0,1,10,2)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"CannonBallMax_RED\",0,1,10,2)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"CannonBallMax_BLUE\",0,1,10,2)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Shredder.txt",
"contents": "Actor Shredder : ClassBase\n{\nHealth 225\nPlayer.MaxHealth 225\nPlayer.DisplayName \"[Off]Shredder\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 9\nPlayer.ForwardMove 0.6, 0.6\nPlayer.SideMove 0.55, 0.55\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\n//Player.StartItem \"ReloadItem\"\nPlayer.StartItem \"ShredderSpreaderWep\"\nplayer.startitem \"ShredderSpreaderClip\", 25\nStates\n{\nSpawn:\nPUNK A 0\nPUNK B 1\nPUNK A 1\nGoTo Spawn+2\nSee:\nPUNK BCDE 5\nGoTo Spawn+1\nMissile:\nPUNK F 5\nPUNK G 4\nGoTo Spawn+2\nPainFix:\nPUNK H 0\nGoTo PainFrames\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|ShredderSpreader|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor ShredderSpreaderWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got Shredded by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"ShredderSpreaderclip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 18 A_WeaponReady\n\"####\" B 0 A_jumpifinventory(\"ShredderSpreaderclip\",3,\"Ready\")\n//\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n//\"####\" B 0 A_GiveInventory(\"ShredderSpreaderclip\",5)\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" C 1\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster1\",\"Weapon\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Mirrordeflect2\",\"Soundslot5\")\n\"####\" B 0 A_Giveinventory(\"ShredderSpreaderShooter\")\n//\"####\" B 0 A_jumpifinventory(\"ShredderSpreaderclip\",1,\"Refire\")\n\"####\" CD 1\n\"####\" B 15\n\"####\" B 0 A_Refire\n\"####\" B 5 A_WeaponReady\ngoto Ready\n\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"SmokeBombCooldownItem\",1,\"NoAmmo\")\n\"####\" FFGGG 1\n\"####\" H 2 A_Giveinventory(\"SmokebombShooter\")\n\"####\" B 0 A_Giveinventory(\"SmokeBombCooldown\")\n\"####\" IJKLM 2\ngoto Ready\n/*\nAltfire:\n\"####\" E 0 A_PlaySoundEx(\"weapon/scorchwheel\",\"Weapon\")\n\"####\" E 2 Offset(56,82)\n\"####\" E 2 Offset(28,58)\n\"####\" E 2 Offset(-14,18)\n\"####\" E 0 A_FireCustomMissile(\"HeavyPunch\",0,0,4,0)\n\"####\" E 9\n\"####\" E 2 Offset(28,58)\n\"####\" E 4 Offset(56,82)\n\"####\" E 0 A_Refire\n*/\nNoAmmo2:\n\"####\" B 1\nGoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_jumpifinventory(\"ShredderSpreaderclip\",1,\"Ready\")\n\"####\" B 26\ngoto Ready\nReload:\n\"####\" B 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_GiveInventory(\"ShredderSpreaderclip\",1)\n\"####\" B 0 A_jumpifinventory(\"ShredderSpreaderclip\",3,\"Ready\")\n\"####\" B 18 A_WeaponReady\nGoto Reload\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor ShredderSpreaderclip : ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n+Inventory.IGNORESKILL\n}\n\nActor TacklehitDelay : powerprotection\n{\nPowerup.duration 7\nDamagefactor \"Tackle\", 0\n}\n\nActor TackleSlamStop : Custominventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Stop\nTNT1 A 0 //A_PlaySoundEx(\"weapon/gyroattack\",\"Body\")\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor Shredderbullet : Fastprojectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"%o got Shreddered by %k\"\n//seesound \"weapon/mbuster\"\nSpeed 80\nDamage (1 + ACS_ExecuteWithResult(675,5,400,150))\nradius 9\nheight 10\nscale 1.3\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 //A_Changevelocity(random(-17,17),random(-17,17),random(-17,17),CVF_RELATIVE)\nBASB T 1 A_SpawnItemEX(\"ShredderSpreaderTrail\",0,0,0,momx/1.1,momy/1.1,momz/1.1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0 //A_SpawnItemEX(\"ShredderSpreaderTrail\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\ngoto spawn+2\nDeath:\nBASB T 1 A_Stop\nBASB A 0 A_Changeflag(\"NOiNTERACTION\",1)\nXDeath:\nCrash:\nBASB T 1 A_Spawnitemex(\"BustergunPuff2\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor Shredderbullet_BLUE : Shredderbullet\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor Shredderbullet_RED : Shredderbullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n\nactor ShredderTackle : FastProjectile\n{\n\nPROJECTILE\n+NOINTERACTION\n//+RIPPER\n+BLOODSPLATTER\n-THRUGHOST\n+DONTBLAST\n+DONTREFLECT\n+MTHRUSPECIES\nRadius 35\nHeight 12\ndamage (75)\nRenderStyle \"Add\"\nobituary \"%o Got Tackled by %k\"\nDamagetype \"Tackle\"\nspeed 20\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 0\nTNT1 A 0 A_Stop\nTNT1 A 1 A_Changeflag(\"NOINTERACTION\",1)//A_Explode(25,30,0,0,0)\n//HEAT AAAA 1 A_FadeOut(0.1)\nstop\nXDeath:\nCrash:\nTNT1 A 1 A_Givetotarget(\"TackleSlamStop\")\nstop\nDeath:\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor ShredderSpreaderTrail\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+CLIENTSIDEONLY\nSpeed 0\nradius 5\nheight 5\nscale 1\nRenderstyle add\nStates\n{\nSpawn:\nTNT1 A 0\nBASB AAAAAAAAA 2 A_Fadeout\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nConst int Rev = 360;\nConst int Wid = 4;\nConst int WidRev = Rev-Wid;\n\nConst int SprAng = 5;\nConst int SprAngRev = Rev-SprAng;\n\nConst int SprD_Ang = SprAng/1.5;\nConst int SprD_AngRev = Rev-(SprAng/1.5);\n\nactor ShredderSpreaderShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",Wid,1,0,0) //Center\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprAng+Wid,0,0,0,0,0) //top\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_Ang+Wid,0,0,0,0,SprD_Ang) //topleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",Wid,0,0,0,0,SprAng)//left\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_Ang+Wid,0,0,0,0,SprD_AngRev)//Bottomleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprAngRev+Wid,0,0,0,0,0)//Bottom\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_AngRev+Wid,0,0,0,0,SprD_AngRev)//Bottomright\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",Wid,0,0,0,0,SprAngRev)//Right\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_AngRev+Wid,0,0,0,0,SprD_Ang)//Topright\n\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",WidRev,0,0,0) //Center\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprAng+WidRev,0,0,0,0,0) //top\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_Ang+WidRev,0,0,0,0,SprD_Ang) //topleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",WidRev,0,0,0,0,SprAng)//left\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_Ang+WidRev,0,0,0,0,SprD_AngRev)//Bottomleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprAngRev-Wid,0,0,0,0,0)//Bottom\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_AngRev-Wid,0,0,0,0,SprD_AngRev)//Bottomright\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",WidRev,0,0,0,0,SprAngRev)//Right\nBUST B 0 A_FireCustomMissile(\"Shredderbullet\",SprD_AngRev-Wid,0,0,0,0,SprD_Ang)//Topright\nTNT1 A 0\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",Wid,1,0,0) //Center\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprAng+Wid,0,0,0,0,0) //top\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_Ang+Wid,0,0,0,0,SprD_Ang) //topleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",Wid,0,0,0,0,SprAng)//left\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_Ang+Wid,0,0,0,0,SprD_AngRev)//Bottomleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprAngRev+Wid,0,0,0,0,0)//Bottom\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_AngRev+Wid,0,0,0,0,SprD_AngRev)//Bottomright\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",Wid,0,0,0,0,SprAngRev)//Right\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_AngRev+Wid,0,0,0,0,SprD_Ang)//Topright\n\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",WidRev,0,0,0) //Center\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprAng+WidRev,0,0,0,0,0) //top\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_Ang+WidRev,0,0,0,0,SprD_Ang) //topleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",WidRev,0,0,0,0,SprAng)//left\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_Ang+WidRev,0,0,0,0,SprD_AngRev)//Bottomleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprAngRev-Wid,0,0,0,0,0)//Bottom\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_AngRev-Wid,0,0,0,0,SprD_AngRev)//Bottomright\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",WidRev,0,0,0,0,SprAngRev)//Right\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_RED\",SprD_AngRev-Wid,0,0,0,0,SprD_Ang)//Topright\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",Wid,1,0,0) //Center\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprAng+Wid,0,0,0,0,0) //top\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_Ang+Wid,0,0,0,0,SprD_Ang) //topleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",Wid,0,0,0,0,SprAng)//left\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_Ang+Wid,0,0,0,0,SprD_AngRev)//Bottomleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprAngRev+Wid,0,0,0,0,0)//Bottom\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_AngRev+Wid,0,0,0,0,SprD_AngRev)//Bottomright\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",Wid,0,0,0,0,SprAngRev)//Right\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_AngRev+Wid,0,0,0,0,SprD_Ang)//Topright\n\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",WidRev,0,0,0) //Center\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprAng+WidRev,0,0,0,0,0) //top\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_Ang+WidRev,0,0,0,0,SprD_Ang) //topleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",WidRev,0,0,0,0,SprAng)//left\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_Ang+WidRev,0,0,0,0,SprD_AngRev)//Bottomleft\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprAngRev-Wid,0,0,0,0,0)//Bottom\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_AngRev-Wid,0,0,0,0,SprD_AngRev)//Bottomright\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",WidRev,0,0,0,0,SprAngRev)//Right\nBUST B 0 A_FireCustomMissile(\"Shredderbullet_BLUE\",SprD_AngRev-Wid,0,0,0,0,SprD_Ang)//Topright\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Boiler.txt",
"contents": "Actor Boiler : ClassBase\n{\nHealth 175\nPlayer.MaxHealth 175\nPlayer.DisplayName \"[Off]Boiler\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.6, 0.6\nPlayer.SideMove 0.55, 0.55\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"SteamMissileWep\"\nPlayer.StartItem \"SteamMisClip\", 4\nPlayer.StartItem \"BoilerCodeInitiate\"\nStates\n{\nSpawn:\nBAL2 A 0\nBAL2 B 1\nBAL2 A 1\nGoTo Spawn+2\nSee:\nBAL2 BCDE 5\nGoTo Spawn+1\nMissile:\nBAL2 F 5\nBAL2 G 4\nGoTo Spawn+2\nPainFix:\nBAL2 H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Steam Missile|--------------------------------\n//[+]========================================================================[+]\n//[+]========================================================================[+]\n\nactor SteamMissileWep : Weapon\n{\nTag \"Steam Missile\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got steam blasted by %k's steam missile!\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SteamMisClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n//+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Gunflash\n\"####\" B 0\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 20 A_WeaponReady\n//\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"SteamMisClip\",4,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_GiveInventory(\"BlastProtection\")\n\"####\" B 0 A_Jumpifinventory(\"SteamPower\",75,\"Fire1\") //standard missiles\n\"####\" B 0 A_Jumpifinventory(\"SteamPower\",55,\"Fire2\") //Weak missiles\n\"####\" B 0 A_Jumpifinventory(\"SteamPower\",25,\"Fire3\") //Wimpy missiles\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\") //weapon/mbuster\n\"####\" B 0 A_Takeinventory(\"SteamPower\",5)\n\"####\" B 0 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_GiveInventory(\"SteamMissileIVShooter\")//A_FireCustomMissile(\"SteamMissileV\",0,1,8,0)\n\"####\" CD 3 //3\n\"####\" B 7 //2\n\"####\" B 0 A_Refire\ngoto Ready+2\nFire1:\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\") //weapon/mbuster\n\"####\" B 0 A_Takeinventory(\"SteamPower\",15)\n\"####\" B 0 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_GiveInventory(\"SteamMissileIShooter\")//A_FireCustomMissile(\"SteamMissileI\",0,1,8,0)\n\"####\" CD 3 //3\n\"####\" B 7 //2\n\"####\" B 0 A_Refire\ngoto Ready+2\nFire2:\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\") //weapon/mbuster\n\"####\" B 0 A_Takeinventory(\"SteamPower\",15)\n\"####\" B 0 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_GiveInventory(\"SteamMissileIIShooter\")//A_FireCustomMissile(\"SteamMissileII\",0,1,8,0)\n\"####\" CD 3 //3\n\"####\" B 7 //2\n\"####\" B 0 A_Refire\ngoto Ready+2\nFire3:\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\") //weapon/mbuster\n\"####\" B 0 A_Takeinventory(\"SteamPower\",5)\n\"####\" B 0 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_GiveInventory(\"SteamMissileIIIShooter\")//\"####\" B 0 A_FireCustomMissile(\"SteamMissileIII\",0,1,8,0)\n\"####\" CD 3 //3\n\"####\" B 7 //2\n\"####\" B 0 A_Refire\ngoto Ready+2\nAltfire:\n/*\n\"####\" B 1 A_Jumpifinventory(\"SteamPower\",25,2) //got the steam to jump? check if on floor\n\"####\" B 1 A_Jumpifinventory(\"SteamPower\",1,\"AltHold\") //if we at least have some steam, hover\ngoto Ready+2\n\"####\" B 1 A_Checkfloor(\"SteamThrust\")\n\"####\" B 1 A_Jumpifinventory(\"SteamPower\",1,\"AltHold\") //not on the ground? hover\ngoto Ready+2\nSteamThrust:\n\n\"####\" B 1 A_Jumpifinventory(\"SteamPower\",25,2)\ngoto Ready+2\n\"####\" B 0\n\"####\" B 0 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\n\"####\" B 0 Thrustthingz(0,30,0,0)\n\"####\" BBBBBBBB 0 A_Spawnitemex(\"SteamFX\",40,0,0,5,0,0,random(0,360))\n\"####\" B 0 A_Takeinventory(\"SteamPower\",25)\n\"####\" B 13\ngoto Ready+2\n*/\n\n//SteamHover\n//\"####\" B 1 A_Checkfloor(\"HoverCancel\") //can't hover if on the ground\n\"####\" B 2\n\"####\" B 0 A_Jumpifinventory(\"SteamPower\",1,\"AltFire.SteamHoverStart\")\ngoto Ready+2\nAltFire.SteamHoverStart:\n\"####\" B 1 A_GiveInventory(\"BP_FlightStart\",1)\ngoto Altfire.SteamHoverCheck\nAltFire.SteamHoverCheck:\n\"####\" B 0 A_Jumpifinventory(\"SteamPower\",1,\"AltFire.SteamHover\")\ngoto Altfire.SteamHoverEnd\nAltFire.SteamHover:\n\"####\" B 0\n\"####\" B 1 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_Changevelocity(0,0,3,CVF_RELATIVE)//Thrustthingz(0,10,0,1)\n\"####\" B 1 A_PlaySoundEx(\"weapon/Waterwave\",\"Body\")\n\"####\" BB 0 A_Spawnitemex(\"SteamFX\",0,0,0,random(-5,5),random(-5,5),-10)\n\"####\" B 0 A_Takeinventory(\"SteamPower\",1)\n\"####\" B 0 A_Refire(\"AltFire.SteamHoverCheck\")\ngoto Altfire.SteamHoverEnd\nAltfire.SteamHoverEnd:\n\"####\" B 1 A_GiveInventory(\"BP_FlightStop\",1)\ngoto Ready+2\n\nHoverCancel:\n\"####\" B 1\n\"####\" B 0 A_Refire(\"AltHold\")\ngoto Ready+2\nAmmoCheck:\n\"####\" B 0 A_Jumpifinventory(\"SteamMisAmmo\",1,\"Reload\")\ngoto Ready+2\nReload:\n\"####\" C 0 A_PlaySoundEx(\"weapon/crashland\",\"Body\")\n\"####\" C 5\n\"####\" C 0 A_GiveInventory(\"SteamMisClip\",1)\ngoto Ready+2\nNoAmmo:\n\"####\" B 1\nGoto Ready+2\nFlash:\nTNT1 A 0 A_Jumpifinventory(\"SteamStall\",1,2)\nTNT1 A 0 A_GiveInventory(\"SteamPower\",1)\nTNT1 A 1\nLoop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor SteamMisClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 4\n+Inventory.IGNORESKILL\n}\n\nactor SteamMisAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+Inventory.IGNORESKILL\n}\n\nActor SteamFlight : PowerFlight\n{\ninventory.amount 1\ninventory.maxamount 1\nPowerup.Duration 12\n}\n\nactor SteamPower : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor SteamStall : Powerup //powerup flag to halt steam regen\n{\ninventory.amount 1\nPowerup.Duration 35\n}\n\nactor SteamStall2 : Powerup //powerup flag to halt steam regen\n{\ninventory.amount 1\nPowerup.Duration 3\n}\n\nactor SteamThrustBuffer : Powerup //powerup flag to halt steam regen\n{\ninventory.amount 1\nPowerup.Duration 3\n}\n\nactor SteamThrustFlag : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nActor SteamThruster : Custominventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpifInventory(\"SteamThrustBuffer\",1,\"Nope\")\n\"####\" B 1 A_GiveInventory(\"SteamThrustBuffer\",1)\n\"####\" B 1 A_GiveInventory(\"SteamStall\",1)\n\"####\" B 0 A_Changevelocity(0,0,3,CVF_RELATIVE)//Thrustthingz(0,10,0,1)\n\"####\" B 1 A_PlaySoundEx(\"weapon/Waterwave\",\"Body\")\n\"####\" BB 0 A_Spawnitemex(\"SteamFX\",0,0,0,random(-5,5),random(-5,5),-10)\n\"####\" B 0 A_Takeinventory(\"SteamPower\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nActor BoilerCodeInitiate : Custominventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"SteamHover\",0)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor SteamMissileI : ProjectileBase // standard\n{\nDamagetype \"Explosion\"\nObituary \"%o got steam blasted by %k's steam missile!\"\nSpeed 35\n-NOGRAVITY\nDamage (15 + ACS_ExecuteWithResult(675,15,350,100))\nGravity 0.1\nradius 8\nheight 12\nscale 4\nStates\n{\nSpawn:\nTNT1 A 0\nAMIS A 1\nAMIS A 0 A_SpawnItemEX(\"AssaultMissTrail\",-35,0,0,-5,random(-3,3),3,0,SXF_TRANSFERTRANSLATION,0)\ngoto spawn+1\nCrash:\nXDeath:\nAMIS A 1 A_Spawnitemex(\"SteamMissBlast\")\nstop\nDeath:\nAMIS A 0 A_Jumpifcloser(165,\"blastjump\")\nAMIS A 0 A_Spawnitemex(\"SteamMissBlast\")\nAMIS A 0 A_Spawnitemex(\"SteamMissileThrustSource\",0,0,-10)\nstop\nblastjump:\nAMIS A 0 A_GiveToTarget(\"BlastProtection\")\nAMIS A 0 A_Spawnitemex(\"SteamMissileThrustSource\",0,0,-10)\nAMIS A 0 A_Spawnitemex(\"SteamMissBlast\")\nstop\n}\n}\n\n\tactor SteamMissileI_RED : SteamMissileI // standard\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor SteamMissileII : SteamMissileI // Mid Steam, weaker\n{\nSpeed 35\nDamage (15 + ACS_ExecuteWithResult(675,15,350,50))\nGravity 0.3\n}\n\n\tactor SteamMissileII_RED : SteamMissileII // Mid Steam, weaker\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor SteamMissileIII : SteamMissileI // Low Steam, Even weaker\n{\nSpeed 35\nDamage (15 + ACS_ExecuteWithResult(675,15,350,20))\nGravity 0.4\n}\n\n\tactor SteamMissileIII_RED : SteamMissileIII // Low Steam, Even weaker\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor SteamMissileIV : SteamMissileI // Virtually no Steam, useless\n{\nSpeed 35\nDamage (5 + ACS_ExecuteWithResult(675,15,350,10))\nGravity 1.2\nStates\n{\nSpawn:\nTNT1 A 0\nAMIS A 1\ngoto spawn+1\nDeath:\nAMIS A 1 A_Spawnitemex(\"SteamMissBlast\")\nstop\n}\n}\n\n\tactor SteamMissileIV_RED : SteamMissileIV // Virtually no Steam, useless\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor SteamMissBlast\n{\nPROJECTILE\n+NOINTERACTION\n//+DONTBLAST\nSpeed 0\nDamagetype \"SteamMissile\"\nradius 5\nheight 5\nscale 5.5\nStates\n{\nSpawn:\nBOMB B 0\nBOMB B 0 A_PlaySoundEx(\"weapon/Hyperbomb\",\"Weapon\")\nBOMB B 0 A_Explode(27,220,1,0,100)\nBOMB BBBBB 0 A_Spawnitemex(\"SteamFX\",random(-40,40),random(-40,40),random(0,15),0,0,3,0,SXF_TRANSFERTRANSLATION)\nBOMB BCDEFG 1\nBOMB HIJKL 1 A_Fadeout\nstop\n}\n}\n\nactor SteamMissileThrustSource : ExplosionBase //\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nMINB A 0\nNAPC D 0 //A_Explode(35, 350, 1,0,36)\nMINB A 0 ACS_NamedExecuteAlways(\"BlastKnockBack\",0,90,50,200)\nTNT1 AA 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor SteamFX\n{\nPROJECTILE\n//+NOINTERACTION\n+DONTBLAST\n+SLIDESONWALLS\n+NOEXPLODEFLOOR\n+THRUACTORS\nSpeed 0\nradius 5\nheight 5\ndamage (0)\nscale 3.5\nRenderstyle \"Translucent\"\nAlpha 0.7\nStates\n{\nSpawn:\nICMS A 0\nICMS AAABBCC 1\nICMS DDDDDD 3\nICMS DDDDDD 1 A_Fadeout\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor SteamMissileIShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"SteamMissileI\",0,1,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileI_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileI\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}\n\nactor SteamMissileIIShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"SteamMissileII\",0,1,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileII_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileII\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}\n\nactor SteamMissileIIIShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"SteamMissileIII\",0,1,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileIII_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileIII\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}\n\nactor SteamMissileIVShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"SteamMissileIV\",0,1,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileIV_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"SteamMissileIV\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Breaker.txt",
"contents": "Actor Breaker : ClassBase\n{\nHealth 175\nPlayer.MaxHealth 175\nPlayer.DisplayName \"[Off]Breaker\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 9\nPlayer.ForwardMove 0.72, 0.72\nPlayer.SideMove 0.66, 0.66\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"MultiWep\"\nPlayer.StartItem \"ReloadItem\"\n\nPlayer.StartItem \"StickybombWep\"\nPlayer.StartItem \"Stickybombclip\", 14\nPlayer.StartItem \"StickyBusterWep\"\nPlayer.StartItem \"StickyBusterAmmo\", 20\nStates\n{\nSpawn:\nGREM A 0\nGREM B 1\nGREM A 1\nGoTo Spawn+2\nSee:\nGREM BCDE 5\nGoTo Spawn+1\nMissile:\nGREM F 5\nGREM G 4\nGoTo Spawn+2\nPainFix:\nGREM H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//-------------------------------|Sticky bomber|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor StickybombWep : Weapon\n{\nTag \"Stickybombs\"\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 3\nWeapon.AmmoUse2 1\nWeapon.AmmoGive2 4\nWeapon.SlotNumber 1\nWeapon.KickBack 300\nObituary \"%o was blasted by %k.\"\nInventory.Pickupmessage \"\"\nweapon.ammotype1 \"StickybombClip\"\nweapon.ammotype2 \"StickybombClip\"\nInventory.icon \"BOMBSI\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nscale 2.0\nStates\n{\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 2 A_WeaponReady\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 1 A_JumpIfNoAmmo(\"NoAmmo\")\n/*\nHold:\n\"####\" B 0 A_Jumpifinventory(\"StickyHold\",8,\"Fire2\")\n\"####\" B 1 A_Giveinventory(\"StickyHold\",1)\n\"####\" B 0 A_REfire(\"Hold\")\nFire1:\n\"####\" C 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\n\"####\" C 2 A_GiveInventory(\"QuickiebombShooter\")\n\"####\" B 0 A_takeInventory(\"StickyHold\",999)\n\"####\" CD 5 A_WeaponReady(WRF_NOPRIMARY)\nGoto Ready\n*/\nFire2:\n\"####\" B 1 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" C 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\n\"####\" C 2 A_GiveInventory(\"StickybombShooter\")\n\"####\" B 0 A_takeInventory(\"StickyHold\",999)\n\"####\" CD 5 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire(\"Fire\")\nGoto Ready\n//[+]----------[+]\nAltfire:\n\"####\" B 0 A_GiveInventory(\"StickybombTrigger\")\n\"####\" C 2\n\"####\" B 0 A_takeInventory(\"StickybombTrigger\",9)\nGoto ReleaseStall\n/*\nAltHold:\n\"####\" C 1 A_GiveInventory(\"Detonatorhold\",1)\n\"####\" C 0 A_JumpifInventory(\"Detonatorhold\",10,\"Detonateall\")\n\"####\" C 0 A_Refire\n\"####\" C 0 A_TakeInventory(\"Detonatorhold\",99)\nGoto Ready\nDetonateall:\n\"####\" C 0 A_PlaySoundEX(\"weapon/mirroractivate\",\"Weapon\")\n\"####\" C 1 A_GiveInventory(\"StickybombSuperTrigger\",1)\n\"####\" C 0 A_TakeInventory(\"Detonatorhold\",99)\nGoto ReleaseStall\n*/\nReleaseStall:\n\"####\" C 1\n\"####\" C 0 A_Refire(\"ReleaseStall\")\nGoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 1 //ACS_Execute(979,0)\nGoto Ready\n}\n}\n\nactor StickyBusterWep : StickybombWep\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 20\nWeapon.SlotNumber 2\nscale 2.0\nObituary \"$OB_MEGABUSTER\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"StickybusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"StickybusterAmmo\",1,\"Ready\")\nGoto Reload\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"StickyBusterShooter\")\n\"####\" CD 2 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 2 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire(\"Fire\")\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"StickybusterAmmo\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 24\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"StickybusterAmmo\",20)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Inventory |--------------------------------\n//[+]========================================================================[+]\n\nactor StickybombAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 32\n}\n\nactor StickybusterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 20\n}\n\nactor StickybombClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n}\n\nactor StickybombTrigger : Powerup\n{\nPowerup.Duration 3\n}\n\nactor StickybombSuperTrigger : Powerup\n{\nPowerup.Duration 5\n}\n\nactor Detonatorhold : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor StickyHold : Inventory\n{\ninventory.amount 1\ninventory.maxamount 8\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n\nActor StickybombSpawner\n{\n+MISSILE\n+NOBLOOD\n+THRUACTORS\n+DONTBLAST\n+SkyExplode\n+NOGRAVITY\nradius 8\nheight 8\nspeed 75\nGravity 2.3\nscale 2.6\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //ThrustThingZ(0, 20, 0, 1)\nRPMI AB 2\nBASB A 0 A_Changeflag(\"NOGRAVITY\",0)\nSpawn2:\nRPMI AB 2\nloop\nDeath:\nTNT1 A 0 A_spawnitemex(\"Stickybomb\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tActor StickybombSpawner_RED : StickybombSpawner\n\t{\n\ttranslation \"88:88=3:3\",\"192:192=42:42\",\"199:199=42:42\",\"195:195=42:42\",\"198:198=191:191\",\"202:202=54:54\",\"204:204=54:54\"\n\tstates\n\t{\n\tDeath:\n\tTNT1 A 0 A_spawnitemex(\"Stickybomb_RED\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\tstop\n\t}\n\t}\n\n\tActor StickybombSpawner_BLUE : StickybombSpawner\n\t{\n\ttranslation \"88:88=3:3\", \"198:198=244:244\",\"199:199=199:199\",\"195:195=195:195\",\"202:202=202:202\",\"204:204=204:204\"\n\tstates\n\t{\n\tDeath:\n\tTNT1 A 0 A_spawnitemex(\"Stickybomb_BLUE\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\tstop\n\t}\n\t}\n\nactor Stickybomb\n{\n+MISSILE\n+SHOOTABLE\n//+SOLID\n+NOBLOOD\n+DONTBLAST\n+NOGRAVITY\n+NOTARGETSWITCH\nradius 8\nheight 8\nspeed 0\nhealth 10\nObituary \"%o was blown up by %k's Stickybomb.\"\nscale 2.6\nDamagefactor \"Explosion\",0\nDamagefactor \"ExplosionRED\",0\nReactiontime 55\nVar int User_Armtime;\nStates\n{\nSpawn:\nRPMI A 0 A_Stop\nRPMI A 0 A_Changeflag(\"NOGRAVITY\",1)\nRPMI A 1 A_PlaySoundEx(\"weapon/rminestick\",\"Voice\")\n//Arming:\n//RPMI A 1 A_Setuservar(\"User_Armtime\",User_Armtime+1)\n//RPMI A 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Death\")\n//RPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\n//RPMI A 0 A_Jumpif(User_Armtime >= 3,1)\n//loop\nRPMI A 0\nRPMI E 1 A_Spawnitemex(\"StickyPulseFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nRPMI A 1 A_Spawnitemex(\"StickyPulseFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nRPMI E 1 A_Spawnitemex(\"StickyPulseFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nGoto Armed\nArmed:\nRPMI A 1\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\n//RPMI A 0 A_JumpiftargetinLOS(\"Sightarmed\",40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\n//--\nRPMI A 1\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\n//RPMI A 0 A_JumpiftargetinLOS(\"Sightarmed\",40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\n//--\nRPMI E 1\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\n//RPMI E 0 A_JumpiftargetinLOS(\"Sightarmed\",40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\n//--\nRPMI E 1\n//RPMI E 0 A_JumpiftargetinLOS(\"Sightarmed\",40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\n//--\nloop\n/*\nSightarmed:\nRPMI C 1\nRPMI C 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI C 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI C 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\nRPMI C 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI C 0 A_JumpiftargetinLOS(1,40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nGoto Armed\nRPMI C 1\nRPMI C 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI C 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI C 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\nRPMI C 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI C 0 A_JumpiftargetinLOS(1,40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nGoto Armed\nRPMI E 1\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI E 0 A_JumpiftargetinLOS(1,40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nGoto Armed\nRPMI E 1\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI E 0 A_JumpiftargetinLOS(\"Sightarmed\",40,JLOSF_TARGETLOS|JLOSF_NOSIGHT,0,100)\nGoto Armed\n*/\nXDeath:\nRPMI A 0 A_JumpIfCloser(130,\"Blastprotect\")\nGoto Armed\nBlastprotect:\n//RPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n\"####\" B 0 A_GiveToTarget(\"BlastProtection\")\nGoto Explode+6\nExplode:\nRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n//RPMI A 1 A_StopsoundEX(\"Voice\")\nRPMI A 0 A_JumpIfCloser(130,\"Blastprotect\")\nRPMI A 0\nRPMI A 1 A_SpawnitemEx(\"StickyExplosion\")\nRPMI A 0 A_JumpIfCloser(130,2) //jump over the A_jump\nRPMI A 0 A_jump(256,2)\nRPMI A 0\n//--\nRPMI A 1 A_GiveToTarget(\"BlastJumperItem\",1)\nRPMI A 0\n//--\n//RPMI A 0 A_JumpIfintargetInventory(\"StickybombClip\",1,1)\n//Stop\nGoto Death\nDeath:\nRPMI A 0 A_Givetotarget(\"StickybombClip\",1)\nStop\n}\n}\n\n\tactor Stickybomb_BLUE : Stickybomb\n\t{\n\tDesignatedteam 0\n\t//translation \"199:199=198:198\",\"195:195=198:198\",\"198:198=198:198\",\"202:202=192:192\",\"204:204=192:192\"\n\tStates\n\t{\n\tExplode:\n\tRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n\t//RPMI A 1 A_StopsoundEX(\"Voice\")\n\tRPMI A 0 A_JumpIfCloser(130,\"Blastprotect\")\n\tRPMI A 0\n\tRPMI A 1 A_SpawnitemEx(\"StickyExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\tRPMI A 0 A_JumpIfCloser(80,2) //jump over the A_jump\n\tRPMI A 0 A_jump(256,2)\n\tRPMI A 1 A_GiveToTarget(\"BlastJumperItem\",1)\n\tRPMI A 0\n\tGoto Death\n\t}\n\t}\n\n\tactor Stickybomb_RED : Stickybomb\n\t{\n\tDesignatedteam 1\n\t//translation \"199:199=42:42\",\"195:195=42:42\",\"198:198=42:42\",\"202:202=54:54\",\"204:204=54:54\"\n\tStates\n\t{\n\tExplode:\n\tRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n\t//RPMI A 1 A_StopsoundEX(\"Voice\")\n\tRPMI A 0 A_JumpIfCloser(130,\"Blastprotect\")\n\tRPMI A 0\n\tRPMI A 0 A_SpawnitemEx(\"StickyExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\tRPMI A 0 A_SpawnitemEx(\"StickyBombThrustSource\",0,0,-5)\n\tRPMI A 0\n\tGoto Death\n\t}\n\t}\n\n// [+++]=============================[+++]\nactor StickyExplosion\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 5.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(75, 320, 1,0,20)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 1 ACS_ExecuteAlways(247, 0, -2, 200,1)\nstop\n}\n}\n\tactor StickyExplosion_RED : StickyExplosion\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tDamagetype \"ExplosionRED\"\n\t}\n\n\tactor StickyExplosion_BLUE : StickyExplosion\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tDamagetype \"Explosion\"\n\t}\n\nactor StickyBombThrustSource : ExplosionBase //\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nMINB A 0\nNAPC D 0 //A_Explode(35, 350, 1,0,36)\nMINB A 0 ACS_NamedExecuteAlways(\"BlastKnockBack\",0,70,40,200)\nTNT1 AA 1\nstop\n}\n}\n// [+++]=============================[+++]\nActor QuickiebombSpawner\n{\n+MISSILE\n+NOBLOOD\n+THRUACTORS\n+DONTBLAST\n+SkyExplode\n+NOGRAVITY\nradius 5\nheight 5\nspeed 35\nGravity 1.2\nscale 1.8\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //ThrustThingZ(0, 20, 0, 1)\nRPMI AB 2\nTNT1 A 0 A_Changeflag(\"NOGRAVITY\",0)\nSpawn2:\nRPMI AB 2\nloop\nDeath:\nTNT1 A 0 A_spawnitemex(\"Quickiebomb\")\nstop\n}\n}\n\n\tActor QuickiebombSpawner_RED : QuickiebombSpawner\n\t{\n\ttranslation \"199:199=42:42\",\"195:195=42:42\",\"198:198=42:42\",\"202:202=54:54\",\"204:204=54:54\"\n\tstates\n\t{\n\tDeath:\n\tTNT1 A 0 A_spawnitemex(\"Quickiebomb_RED\")\n\tstop\n\t}\n\t}\n\n\tActor QuickiebombSpawner_BLUE : QuickiebombSpawner\n\t{\n\ttranslation \"225:225=192:192\"\n\tstates\n\t{\n\tDeath:\n\tTNT1 A 0 A_spawnitemex(\"Quickiebomb_BLUE\")\n\tstop\n\t}\n\t}\n\nactor Quickiebomb\n{\n+MISSILE\n+SHOOTABLE\n//+SOLID\n+NOBLOOD\n+DONTBLAST\n+NOGRAVITY\n+NOTARGETSWITCH\nradius 5\nheight 5\nspeed 0\nhealth 10\nDamagefactor \"Explosion\",0\nDamagefactor \"ExplosionRED\",0\nObituary \"%o was blown up by %k's Quickiebomb.\"\nscale 1.8\nReactiontime 55\nVar int User_Armtime;\nStates\n{\nSpawn:\nRPMI A 0 A_Stop\nRPMI A 0 A_Changeflag(\"NOGRAVITY\",1)\nRPMI A 1 A_PlaySoundEx(\"weapon/rminestick\",\"Voice\")\nArming:\nRPMI A 1 A_Setuservar(\"User_Armtime\",User_Armtime+1)\nRPMI A 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Death\")\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI A 0 A_Jumpif(User_Armtime >= 3,1)\nloop\nRPMI A 0\nRPMI E 1 A_Spawnitemex(\"StickyPulseFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nRPMI A 1 A_Spawnitemex(\"StickyPulseFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nRPMI E 1 A_Spawnitemex(\"StickyPulseFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nGoto Armed\nArmed:\nRPMI A 1\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\n//--\nRPMI A 1\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI A 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\n//--\nRPMI E 1\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\n//--\nRPMI E 1\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI E 0 A_JumpIfintargetInventory(\"IsDead\",1,\"Explode\")\nRPMI E 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\n//--\nloop\nXDeath:\nRPMI A 0 A_JumpIfCloser(100,\"Blastprotect\")\nGoto Armed\nBlastprotect:\nRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n\"####\" B 0 A_GiveToTarget(\"BlastProtection\")\nGoto Explode+4\nExplode:\nRPMI A 0 A_JumpIfCloser(100,\"Blastprotect\")\nRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n//RPMI A 1 A_StopsoundEX(\"Voice\")\nRPMI A 1 A_SpawnitemEx(\"QuickieExplosion\")\nRPMI A 0 A_JumpIfCloser(100,2) //jump over the A_jump\nRPMI A 0 A_jump(256,2)\nRPMI A 0\n//--\nRPMI A 1 A_GiveToTarget(\"BlastJumperItem\",1)\nRPMI A 0\n//--\n//RPMI A 0 A_JumpIfintargetInventory(\"StickybombClip\",1,1)\n//Stop\nGoto Death\nDeath:\nRPMI A 0 A_Givetotarget(\"StickybombClip\",1)\nStop\n}\n}\n\n\tactor Quickiebomb_BLUE : Quickiebomb\n\t{\n\tDesignatedteam 0\n\ttranslation \"199:199=198:198\",\"195:195=198:198\",\"198:198=198:198\",\"202:202=192:192\",\"204:204=192:192\"\n\tStates\n\t{\n\tExplode:\n\tRPMI A 0 A_JumpIfCloser(100,\"Blastprotect\")\n\tRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n\t//RPMI A 1 A_StopsoundEX(\"Voice\")\n\tRPMI A 1 A_SpawnitemEx(\"QuickieExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\tRPMI A 0 A_JumpIfCloser(80,2) //jump over the A_jump\n\tRPMI A 0 A_jump(256,2)\n\tRPMI A 1 A_GiveToTarget(\"BlastJumperItem\",1)\n\tRPMI A 0\n\tGoto Death\n\t}\n\t}\n\n\tactor Quickiebomb_RED : Quickiebomb\n\t{\n\tDesignatedteam 1\n\ttranslation \"199:199=42:42\",\"192:192=42:42\",\"195:195=42:42\",\"198:198=42:42\",\"202:202=54:54\",\"204:204=54:54\"\n\tStates\n\t{\n\tExplode:\n\tRPMI A 0 A_JumpIfCloser(100,\"Blastprotect\")\n\tRPMI EEEE 2 A_PlaySoundEx(\"weapon/flashstopper\",\"Voice\")\n\t//RPMI A 1 A_StopsoundEX(\"Voice\")\n\tRPMI A 1 A_SpawnitemEx(\"QuickieExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\tRPMI A 0 A_JumpIfCloser(80,2) //jump over the A_jump\n\tRPMI A 0 A_jump(256,2)\n\tRPMI A 1 A_GiveToTarget(\"BlastJumperItem\",1)\n\tRPMI A 0\n\tGoto Death\n\t}\n\t}\n\n// [+++]=============================[+++]\nactor QuickieExplosion\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 5.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(40, 210, 1,0,180)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 1\nstop\n}\n}\n\tactor QuickieExplosion_RED : QuickieExplosion\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tDamagetype \"ExplosionRED\"\n\t}\n\n\tactor QuickieExplosion_BLUE : QuickieExplosion\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tDamagetype \"Explosion\"\n\t}\n\n// [+++]=============================[+++]\nactor ProxyBombSpawner\n{\nTranslation \"195:195=227:227\", \"198:198=219:219\", \"202:202=160:160\" ,\"204:204=215:215\"\n+MISSILE\n+NOTARGETSWITCH\n+NOBLOOD\n+DONTBLAST\n+ALLOWBOUNCEONACTORS\nradius 8\nheight 8\nscale 1.3\nspeed 45\nstates\n{\nSpawn:\nRPMI A 0\nRPMI BA 3\ngoto spawn+1\nDeath:\nRPMI A 0 A_SpawnitemEx(\"ProxyBomb\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ProxyBombSpawner_R : ProxyBombSpawner\n{translation \"88:88=3:3\",\"199:199=42:42\",\"195:195=42:42\",\"198:198=191:191\",\"202:202=54:54\",\"204:204=54:54\"\nstates\n{\nDeath:\nRPMI A 0 A_SpawnitemEx(\"ProxyBomb_RED\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ProxyBombSpawner_B : ProxyBombSpawner\n{translation \"88:88=3:3\", \"198:198=244:244\",\"199:199=199:199\",\"195:195=195:195\",\"202:202=202:202\",\"204:204=204:204\"\nstates\n{\nDeath:\nRPMI A 0 A_SpawnitemEx(\"ProxyBomb_BLUE\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ProxyBomb\n{\n+MISSILE\n+NOBLOOD\n+DONTBLAST\n+SEEKERMISSILE\n+NOTARGETSWITCH\n+SHOOTABLE\n+NOGRAVITY\n+NOCLIP\n+LOOKALLAROUND\nradius 8\nheight 8\nspeed 0\nhealth 10\nscale 2\nstates\n{\nSpawn:\nRPMI A 0\nRPMI A 1 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)\nRPMI A 30\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI A 1 A_PlaySoundEX(\"weapon/flashstopper\",\"Weapon\")\nRPMI A 0 A_JumpifinTargetInventory(\"CutterFlag\",999,\"Perish\") // <----\nRPMI A 0\nScan:\nRPMI A 1 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nRPMI E 0 A_JumpIfintargetInventory(\"StickybombSuperTrigger\",1,\"Explode\")\nRPMI A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 160, 160, 360, \"Targetcheck\")\nRPMI A 0 A_CheckFlag(\"NOGRAVITY\", \"Explode\", AAPTR_TARGET)\nRPMI A 0 A_JumpifinTargetInventory(\"CutterFlag\",999,\"Perish\")\nGoto Scan\nTargetcheck:\nLASH A 1 A_Jumpifcloser(160,\"Targetcheck2\")\nGoto Scan\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Scan\") //You aren't spawned yet\nLASH A 0 //A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"Scan\") //You Are A Teammate\nGoto Explode\nExplode:\nRPMI A 1 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nRPMI A 0 A_Changeflag(\"SHOOTABLE\",0)\nRPMI ECE 2 A_PlaySoundEX(\"weapon/flashstopper\",\"Weapon\")\nTNT1 A 1 A_Spawnitemex(\"ProxyExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERTRANSLATION)\nDeath:\nTNT1 A 1 A_Givetotarget(\"StickybombClip\",1)\nHARD BCDE 3\nPerish:\nRPMI A 0\nstop\n}\n}\n\nactor ProxyBomb_RED : ProxyBomb\n{\nDesignatedteam 1\nstates\n{\n\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Scan\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"Scan\") //You Are A Teammate\nGoto Explode\n}\n}\n\nactor ProxyBomb_BLUE : ProxyBomb\n{\nDesignatedteam 0\nstates\n{\n\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Scan\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"Scan\") //You Are A Teammate\nGoto Explode\n}\n}\n\nactor ProxyExplosion\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 3.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(45, 180, 1,0,20)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 1\nstop\n}\n}\n\n// [+++]=============================[+++]\nactor StickyBusterShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 105\nDamage (3 + ACS_ExecuteWithResult(675,5,200,80))\nradius 9\nheight 15\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Changevelocity(0,random(-2,2),random(-2,2),CVF_RELATIVE)\nBASB T 1\ngoto spawn+2\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff2\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor StickyBusterShot_RED : StickyBusterShot\n{translation \"192:192=42:42\",\"198:198=191:191\"}\n\nactor StickyBusterShot_BLUE : StickyBusterShot\n{}\n\nactor StickyPulseFX1\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 0.8\nReactiontime 35\nStates\n{\nSpawn:\nFGPL A 0\nFGPL FGHIJ 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor StickybombShooter : CustomInventory\n{\nStates\n{\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"StickybombSpawner\",0,1,8,0)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"StickybombSpawner_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"StickybombSpawner_BLUE\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}\n\nactor QuickiebombShooter : CustomInventory\n{\nStates\n{\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"QuickieBombSpawner\",0,1,8,0)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"QuickieBombSpawner_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"QuickieBombSpawner_BLUE\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}\n\nactor StickyBusterShooter : CustomInventory\n{\nStates\n{\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nPRMI C 2 A_FireCustomMissile(\"StickyBusterShot\",0,1,8,0)\nstop\nTeamRedFire:\nPRMI C 2 A_FireCustomMissile(\"StickyBusterShot_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nPRMI C 2 A_FireCustomMissile(\"StickyBusterShot_BLUE\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Copter.txt",
"contents": "Actor Copter : ClassBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"[Off]Copter\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.7, 0.7\nPlayer.SideMove 0.65, 0.65\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"AeroPelterWep\"\n//Player.StartItem \"InkBlasterAmmo\", 50\n\nPlayer.StartItem \"JumperFlag\"\nPlayer.StartItem \"PlusJump\"\nPlayer.StartItem \"PlusJumpCount\", 3\nVar int user_ASub;\nVar int user_BSub;\nStates\n{\nSpawn:\nGYRM A 0\nGYRM B 1\nGYRM A 1\nGoTo Spawn+2\nSee:\nGYRM BCDE 5\nGoTo Spawn+1\nMissile:\nGYRM F 5\nGYRM G 4\nGoTo Spawn+2\nPainFix:\nGYRM H 0\nGoTo PainFrames\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|air bomber|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor AirBomberWep : Weapon\n{\nTag \"Air Bomber\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 0\nWeapon.AmmoUse2 1\nWeapon.AmmoGive2 0\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got Eliminated by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"AirBomberCounter\"\nweapon.ammotype2 \"BeamClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 A_Gunflash\nReady2:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 15 A_WeaponReady\n//\"####\" B 0 A_jumpifinventory(\"RapidGunnerClip\",15,\"Ready\")\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0\n//\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_Jumpifinventory(\"AirBomberCounter\",6,\"FireHold\")\n\"####\" B 1 A_PlaySoundEx(\"weapon/rminestick\",\"Voice\")\n\"####\" B 0 A_GiveInventory(\"AirBomberCounter\")\n\"####\" B 1 A_takeinventory(\"AirBomberClipDelay\",999)\nHoldDelay:\n\"####\" B 0 A_GiveInventory(\"FocusSpeed\")\n\"####\" B 1 A_GiveInventory(\"AirBomberClipDelay\",1)\n\"####\" B 0 A_Jumpifinventory(\"AirBomberClipDelay\",16,\"Fire\")\n\"####\" B 0 A_Refire(\"HoldDelay\")\nGoto Release\nFireHold:\n\"####\" B 1 A_GiveInventory(\"FocusSpeed\")\n\"####\" B 0 A_Refire(\"FireHold\")\nGoto Release\nRelease:\n\"####\" B 0 //A_JumpIfNoAmmo(\"NoAmmo2\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/RapidBuster\",\"Weapon\") //weapon/mbuster\n\"####\" B 0 A_GiveInventory(\"AirBomberShooter\")//BUST B 0 A_FireCustomMissile(\"FlamOilShot\",0,1,5,-5)\n//\"####\" B 0 A_FireCustomMissile(\"AirBomb\",0,1,5,-5)\n\"####\" D 2 //3\n\"####\" B 0 //2\n//\"####\" B 0 A_SetCrosshair(0)\n//\"####\" B 0 A_ZoomFactor(1.0)\n//\"####\" B 0 A_takeinventory(\"AirBomberCounter\",1)\n\"####\" B 0 A_Jumpifinventory(\"AirBomberCounter\",1,\"Release\")\n\"####\" B 1 A_takeinventory(\"AirBomberClipDelay\",999)\n\"####\" B 2 Offset(0,32)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 Offset(0,70)\n\"####\" B 2 Offset(0,82)\n\"####\" B 2 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 12\n\"####\" B 2 Offset(0,82)\n\"####\" B 2 Offset(0,70)\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,32)\n\"####\" B 0 A_Refire(\"Fire\")\ngoto Ready2\nAltfire:\n\"####\" B 1 A_Jumpifinventory(\"FlightFlag\",1,\"AltToggle\")\n\"####\" B 1 Thrustthingz(0,25,0,1)\n\n\"####\" B 0 A_GiveInventory(\"FlightFlag\")\n\"####\" B 1 A_SpawnItemEx(\"FlightWatcher\")\n\"####\" B 1 Thrustthingz(0,2,0,1)\nGoto HoldGutter\nAltToggle:\n\"####\" B 1 A_takeinventory(\"FlightFlag\",999)\nGoto HoldGutter\nHoldGutter:\n\"####\" B 1\n\"####\" B 0 A_Refire(\"HoldGutter\")\ngoto Ready2\nNoAmmo:\n\"####\" B 1\nGoto Ready2\nNoAmmo2:\n\"####\" B 1\n\"####\" B 0 A_takeinventory(\"AirBomberCounter\",999)\nGoto Ready2\nFlash:\nTNT1 A 1 A_Checkfloor(2)\nTNT1 A 1 A_Jumpifinventory(\"FlightFlag\",1,\"Flash\")\nStop\nTNT1 A 1\nTNT1 A 1 A_takeinventory(\"FlightFlag\",999)\nLoop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor AeroPelterWep : Weapon\n{\nTag \"Aero Pelter\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 0\nWeapon.AmmoUse2 1\nWeapon.AmmoGive2 0\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got Eliminated by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"PelterAmmo\"\nweapon.ammotype2 \"PelterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0\nBUST B 1 A_Gunflash\n\nReady2:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 15 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_jumpifinventory(\"PelterAmmo\",1,\"Ready2\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/BasherShot\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"PelterShooter\")\n//\"####\" B 0 A_Takeinventory(\"PelterAmmo\",1)\n\"####\" CDB 1\n\"####\" B 1 A_GiveInventory(\"FocusSpeed\")\n\"####\" B 0 A_Refire\ngoto Ready2\nAltfire:\n\"####\" A 0 A_Jumpifinventory(\"AirstrikeCooldownItem\",1,\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Trigger\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"ParticleTrailShooter2\")\n\"####\" B 0 A_GiveInventory(\"AirBomberShooter\")\n\"####\" B 0 A_GiveInventory(\"AirStrikeCooldown\")\nGoto HoldGutter\nAltToggle:\n\"####\" B 1 A_takeinventory(\"FlightFlag\",999)\nGoto HoldGutter\nHoldGutter:\n\"####\" B 1\n\"####\" B 0 A_Refire(\"HoldGutter\")\ngoto Ready2\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_jumpifinventory(\"PelterAmmo\",1,\"Ready2\")\nGoto Reload\nNoAmmo2:\n\"####\" B 1\n\"####\" B 0 A_jumpifinventory(\"PelterAmmo\",1,\"Ready2\")\nGoto Reload\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 10\n\"####\" B 1 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"PelterAmmo\",25)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready2\nFlash:\nTNT1 A 1 A_Checkfloor(2)\nTNT1 A 1 A_Jumpifinventory(\"FlightFlag\",1,\"Flash\")\nStop\nTNT1 A 1\nTNT1 A 1 A_takeinventory(\"FlightFlag\",999)\nloop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor AirBomberClipDelay : inventory\n{\ninventory.amount 1\ninventory.maxamount 16\n}\n\nactor AirBomberCounter : Ammo\n{\ninventory.amount 1\ninventory.maxamount 6\n+inventory.ignoreskill\n}\n\nactor PelterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 25\n+inventory.ignoreskill\n}\n\nactor FlightFlag : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor FlightTimer : inventory\n{\ninventory.amount 1\ninventory.maxamount 80\n}\n\nActor FlightPower : PowerFlight\n{\nPowerup.Duration 15\n}\n\nActor FocusSpeed : Powerspeed\n{\nspeed 0.4\nPowerup.Duration 11\n}\n\nActor FlightSpeed : Powerspeed\n{\nspeed 0.4\nPowerup.Duration 4\n}\n\nactor FlightThrust : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 Thrustthingz(0,6,0,1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/gyroattack\",\"Body\")\nstop\n}\n}\n\nActor FlightSounder : Custominventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 Thrustthingz(0,-1,0,1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/gyroattack\",\"Body\")\nstop\n}\n}\n\nActor FlightFatigue : Custominventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 Thrustthingz(0,-10,0,1)\nTNT1 A 0 //A_PlaySoundEx(\"weapon/gyroattack\",\"Body\")\nstop\n}\n}\n\nactor GroundChecker : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 8\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_CheckFloor(\"Grounded\")\nstop\n\nGrounded:\nTNT1 A 0 A_GiveInventory(\"BP_Stopper\")\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n\nactor PelterShot : FastProjectileBase\n{\ndamagetype \"Buster\"\nSpeed 95\nObituary \"%o got Eliminated by %k\"\nDamage (2 + ACS_ExecuteWithResult(675,5,250,180))\nradius 13\nheight 15\nscale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nBASB T 1 A_SpawnItemEX(\"ScatterShotTrail\",0,0,0,momx/1.1,momy/1.1,momz/1.1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0\ngoto spawn+2\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor PelterShot_BLUE : PelterShot\n\t{\n\t}\n\n\tactor PelterShot_RED : PelterShot\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\t}\n/*\nactor PelterPuff\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+ALWAYSPUFF\n+PUFFGETSOWNER\n+PUFFONACTORS\nSpeed 0\nradius 5\nheight 5\nscale 1.5\n//Var int User_Dist;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"RedRail\")\nTNT1 A 0 //A_CustomRailgun(0,0,\"none\",\"52DDF2\",RGF_SILENT|RGF_NOPIERCING,1)\nGoto Spawn2\n\nRedRail:\nTNT1 A 0 //A_CustomRailgun(0,0,\"none\",\"E87474\",RGF_SILENT|RGF_NOPIERCING,1)\nGoto Spawn2\n\nSpawn2:\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect\")\nBIM1 A 0 A_Explode(2 + ACS_ExecuteWithResult(675,5,250,180),32,0,0,32)\nBIM1 AABCDEF 1\nstop\n}\n}\n\n\tactor PelterPuff_RED : PelterPuff\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n\n\tactor PelterPuff_BLUE : PelterPuff\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n*/\nactor AirStrikeProjectile : HitscanBulletBase\n{\ndamagetype \"Buster\"\n+THRUACTORS\nObituary \"%o was Taken down by %k\"\nDamage (0)\nspeed 4000\nheight 5\nradius 5\nscale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\ngoto spawn\nDeath:\nTNT1 A 0 A_STOP\nTNT1 A 1 //A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 1 A_Spawnitemex(\"AirStrikeSpawner\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor AirStrikeProjectile_BLUE : AirStrikeProjectile\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor AirStrikeProjectile_RED : AirStrikeProjectile\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\tdamagetype \"BusterRED\"\n\t}\n\nactor AirStrikeSpawner\n{\n+NOGRAVITY\n+MISSILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\nReactionTime 8\n//+CEILINGHUGGER\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"AirBomb\",random(300,-300),0,320,0,0,random(-30,-35),Random(0,360),SXF_TRANSFERTRANSLATION)\nTNT1 A 5\nTNT1 A 0 A_CountDown\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor AirBomb\n{\nPROJECTILE\n+RIPPER\n+NOINTERACTION\n+DONTBLAST\nRadius 3\nHeight 3\nDamageType \"Explosion\"\nObituary \"%o was cleared out by %k's airstrike!\"\nscale 3.5\ndamage 0\nspeed 80\nStates\n{\nSpawn:\nASTK A 0\nASTK A 0 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE)\nASTK AAA 1 A_JumpIf(ceilingz-z>8, \"Spawn2\")\nASTK A 0 A_JumpIf(momz==0,\"Death\")\nASTK A 0\nGoto Spawn+2\nSpawn2:\nASTK A 0 A_PlaySoundEx(\"weapon/Heat3\", \"Soundslot6\")\nASTK A 0 A_ChangeFlag(\"RIPPER\", 0)\nASTK A 0 A_ChangeFlag(\"NOINTERACTION\",0)\nASTK A 3 A_ChangeVelocity(0,0,momz,CVF_RELATIVE|CVF_REPLACE)\nASTK A 0 A_JumpIf(momz==0,\"Death\")\nASTK A 0\nGoto Spawn2+2\nDeath:\nASTK A 0 A_Stop\nASTK B 0 A_PlaySoundEx(\"misc/sharktorpedo\",\"Weapon\")\nASTK A 55\nASEX A 0 A_SpawnItemEX(\"AirBombBlast\")\nstop\n}\n}\n\nactor AirBombBlast\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nSpeed 0\nDamagetype \"Explosion\"\nObituary \"%o was cleared out by %k's airstrike!\"\nradius 5\nheight 5\nscale 4.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(75, 200, 1,0,100)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nGBOM ABCDEFG 2\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|--------------------------------\n//[+]========================================================================[+]\n\nactor FlightWatcher\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nvar int User_Fatigue;\nvar int User_Drain;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"BP_Active\",1,\"Terminate\")\nTNT1 A 0 A_GiveToTarget(\"BP_Active\",1)\nTNT1 A 0 A_GiveToTarget(\"BP_FlightStart\",1)\nSpawn2:\nTNT1 A 1 A_GiveToTarget(\"FlightSounder\",1)\nTNT1 A 1\nTNT1 A 1 A_GiveToTarget(\"FlightSounder\",1)\nTNT1 A 0 A_GiveToTarget(\"GroundChecker\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",998,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BP_Stopper\",1,\"Death\")\nTNT1 A 0 A_Jumpif(CallACS(\"TargInputGrab\",3) == TRUE, \"Death\")\n/*\nTNT1 A 0 A_Setuservar(\"User_Fatigue\",User_Fatigue+1)\nTNT1 A 0 A_TakefromTarget(\"FlightTimer\",100)\nTNT1 A 0 A_GiveToTarget(\"FlightTimer\",80-User_Fatigue)\nTNT1 A 0 A_jumpif(User_Fatigue <= 50, \"Spawn2\")\nTNT1 A 1 A_GiveToTarget(\"FlightFatigue\",1)\nTNT1 A 0 A_jumpif(User_Fatigue <= 80, \"Spawn2\")\n*/\nTNT1 A 0 A_TakefromTarget(\"FlightTimer\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"FlightTimer\",41,\"Spawn2\")\nGoto Spawn3\n\nSpawn3:\nTNT1 A 1 A_GiveToTarget(\"FlightSounder\",1)\nTNT1 A 1\nTNT1 A 1 A_GiveToTarget(\"FlightFatigue\",1)\nTNT1 A 0 A_GiveToTarget(\"GroundChecker\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",998,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BP_Stopper\",1,\"Death\")\nTNT1 A 0 A_Jumpif(CallACS(\"TargInputGrab\",3) == TRUE, \"Death\")\nTNT1 A 0 A_TakefromTarget(\"FlightTimer\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"FlightTimer\",1,\"Spawn3\")\nGoto Death\nDeath:\nTNT1 A 0 A_GiveToTarget(\"BP_FlightStop\",1)\nTNT1 A 0 A_TakeFromTarget(\"FlightTimer\",100)\nTNT1 A 0 A_TakeFromTarget(\"BP_Active\",999)\nTNT1 A 0 A_TakeFromTarget(\"BP_Stopper\",999)\nstop\n\nTerminate:\nTNT1 A 0\nstop\n}\n}\n\n//==================\nactor HitscanParticleTrail2 : FastProjectile\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nSpeed 40\nDamage (0)\nradius 7\nheight 7\nscale 0.5\nStates\n{\nSpawn:\nLASH A 0\nLASH A 0 A_Spawnitemex(\"HitscanParticleTrail2\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nLASH A 0 A_Stop\nLASH A 10\nLASH AAAA 1 A_Fadeout\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n\tactor HitscanParticleTrail2_BLUE : HitscanParticleTrail2\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor HitscanParticleTrail2_RED : HitscanParticleTrail2\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n\nactor AirstrikeCooler // Coolers are a type of watcher actor that handle weapon cooldowns\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"AirstrikeCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AirstrikeCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor AirstrikeCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"AirstrikeCooldownItem\",245)\nTNT1 A 0 A_Spawnitemex(\"AirstrikeCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor AirstrikeCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 245 //7 seconds\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|--------------------------------\n//[+]========================================================================[+]\nactor AirBomberShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBUST B 0 A_Takeinventory(\"SSSniperammo\",1)\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"AirStrikeProjectile\",0,1,0,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"AirStrikeProjectile_RED\",0,1,0,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"AirStrikeProjectile_BLUE\",0,1,0,0)\nTNT1 A 0\nstop\n}\n}\n\nactor PelterShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"PelterShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"PelterShot_RED\",0,1,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"PelterShot_BLUE\",0,1,4,8)\nTNT1 A 0\nstop\n}\n}\n\nactor ParticleTrailShooter2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"HitscanParticleTrail2\",0,0,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"HitscanParticleTrail2_RED\",0,0,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"HitscanParticleTrail2_BLUE\",0,0,4,8)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Steelix.txt",
"contents": "Actor Steelix : ClassBase\n{\nheight 58\nHealth 400\nPlayer.MaxHealth 400\nPlayer.DisplayName \"[Off]Steelix\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 9\nPlayer.ForwardMove 0.58, 0.58\nPlayer.SideMove 0.57, 0.57\nPlayer.StartItem \"OffenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"SteelStrikerWep\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"ShieldEnergy\",250\nplayer.startitem \"BusterAmmo\", 3\nStates\n{\nSpawn:\nHARM A 0\nHARM B 1\nHARM A 1\nGoTo Spawn+2\nSee:\nHARM BCDE 5\nGoTo Spawn+1\nMissile:\nHARM F 5\nHARM G 4\nGoTo Spawn+2\nPainFix:\nHARM H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//------------------------------|Steel Striker|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor SteelStrikerWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 30\nWeapon.AmmoUse2 1\nWeapon.AmmoGive2 250\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o Was Struck Down by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SteelStrikerClip\"\nweapon.ammotype2 \"ShieldEnergy\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nSTLB B 0\nSTLB B 0 A_Gunflash\nReady2:\nSTLR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nSTLB B 0\nRedReady:\n\"####\" A 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"SteelStrikerClip\",1,\"Ready2\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster1\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"SStrikeLeftShooter\")\n\"####\" BBAA 1\n\"####\" A 5\n\"####\" B 0 A_Refire(\"Fire2\")\ngoto Ready2\nFire2:\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster1\",\"Weapon\")\n\"####\" D 0 A_GiveInventory(\"SStrikeRightShooter\")\n\"####\" DDAA 1\n\"####\" A 5\n\"####\" B 0 A_Refire(\"Fire\")\ngoto Ready2\n\nAltFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"Altholdgutter\")\n\"####\" B 0 A_Jumpifinventory(\"ShieldEnergy\",50,1) //minimum shield energy to start the shield\nGoto Altholdgutter\n\"####\" B 0\nAltFire1:\n\"####\" B 0 A_PlaySoundEx(\"weapon/mirroractivate\",\"Weapon\")\nShield:\n\"####\" B 0 A_Giveinventory(\"ShieldUpFlag\",1)\n\"####\" B 1 A_Giveinventory(\"shootingspeeddown\",1)\n\"####\" B 1 A_GiveInventory(\"PowerShieldShooter\")\n\"####\" B 0 //A_Takeinventory(\"ShieldEnergy\",2)\n\t\"####\" B 0 A_Jumpifinventory(\"ShieldEnergy\",1,1)\n\tgoto AfterFire\n\t\"####\" B 0\n\"####\" B 0 A_Refire(\"Shield\")\ngoto AfterFire\nAfterFire:\n\"####\" B 0 A_Stopsoundex(\"Weapon\")\n\"####\" B 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\n\"####\" B 0 A_Takeinventory(\"ShieldUpFlag\",1)\n\"####\" B 0 A_takeInventory(\"WeaponCharge\",999)\n\"####\" B 0 A_Refire(\"Altholdgutter\")\n\"####\" B 2\ngoto Ready2\nAltholdgutter:\n\"####\" B 1\n\"####\" B 1 A_Refire(\"Altholdgutter\")\ngoto Ready2\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"SteelStrikerClip\",1,\"Ready2\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 42\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"SteelStrikerClip\",30)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready2\nFlash:\nTNT1 A 0\nTNT1 A 0 A_jumpifinventory(\"ShieldUpFlag\",1,3)\nTNT1 A 0 A_jumpifinventory(\"WeaponCharge\",1,2)\nTNT1 B 0 A_GiveInventory(\"ShieldEnergy\",2)\nTNT1 B 0\nTNT1 B 2\nTNT1 A 0 A_jumpifinventory(\"ShieldEnergy\",250,\"NoFlash\")\nTNT1 A 0 A_jumpifinventory(\"ShieldUpFlag\",1,\"NoFlash\")\nloop\nNoFlash:\nTNT1 A 1\nGoto Flash\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor SteelStrikerClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 30\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor SStrikeBullet : FastProjectileBase\n{\ndamagetype \"Buster\"\nObituary \"%o was Struck down by %k\"\nSpeed 145\nDamage (3 + ACS_ExecuteWithResult(675,8,160,90))\nradius 5\nheight 5\nscale 2\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Changevelocity(0,random2(5),random2(3),CVF_RELATIVE)\nTNT1 A 0\nSpawn2:\nCHBU ABCD 1\nLoop\nDeath:\nCHBU A 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor SStrikeBullet_BLUE : SStrikeBullet\n\t{\n\t}\n\n\tactor SStrikeBullet_RED : SStrikeBullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\nactor Scatterbullet : Fastprojectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"%o got Scattered by %k\"\n//seesound \"weapon/mbuster\"\nSpeed 95\nDamage (1 + ACS_ExecuteWithResult(675,4,100,50))\nradius 5\nheight 4\nscale 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 //A_Changevelocity(random(-17,17),random(-17,17),random(-17,17),CVF_RELATIVE)\nBASB T 1 A_SpawnItemEX(\"ScatterShotTrail\",0,0,0,momx/1.1,momy/1.1,momz/1.1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0 //A_SpawnItemEX(\"ScatterShotTrail\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\ngoto spawn+2\nDeath:\nBASB T 1 A_Stop\nBASB A 0 A_Changeflag(\"NOiNTERACTION\",1)\nXDeath:\nCrash:\nBASB T 1 A_Spawnitemex(\"BustergunPuff2\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor Scatterbullet_BLUE : Scatterbullet\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor Scatterbullet_RED : Scatterbullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nConst int SRev = 360;\n\nConst int S_SprAng = 5;\nConst int S_SprAngRev = SRev-S_SprAng;\n\nConst int S_SprD_Ang = S_SprAng/1.5;\nConst int S_SprD_AngRev = SRev-(S_SprAng/1.5);\n\nactor SStrikeLeftShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",0,2,-13,8)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprAng,0,-13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_Ang,0,-13,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",0,0,-13,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_Ang,0,-13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprAngRev,0,-13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_AngRev,0,-13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",0,0,-13,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_AngRev,0,-13,0,0,S_SprD_Ang)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",0,2,-13,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprAng,0,-13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_Ang,0,-13,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",0,0,-13,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_Ang,0,-13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprAngRev,0,-13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_AngRev,0,-13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",0,0,-13,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_AngRev,0,-13,8,0,S_SprD_Ang)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",0,2,-13,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprAng,0,-13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_Ang,0,-13,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",0,0,-13,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_Ang,0,-13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprAngRev,0,-13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_AngRev,0,-13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",0,0,-13,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_AngRev,0,-13,8,0,S_SprD_Ang)\nTNT1 A 0\nstop\n}\n}\n\nactor SStrikeRightShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",0,2,13,8)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprAng,0,13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_Ang,0,13,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",0,0,13,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_Ang,0,13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprAngRev,0,13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_AngRev,0,13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",0,0,13,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet\",S_SprD_AngRev,0,13,8,0,S_SprD_Ang)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",0,2,13,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprAng,0,13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_Ang,0,13,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",0,0,13,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_Ang,0,13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprAngRev,0,13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_AngRev,0,13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",0,0,13,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_RED\",S_SprD_AngRev,0,13,8,0,S_SprD_Ang)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",0,2,13,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprAng,0,13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_Ang,0,13,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",0,0,13,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_Ang,0,13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprAngRev,0,13,8,0,0)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_AngRev,0,13,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",0,0,13,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"Scatterbullet_BLUE\",S_SprD_AngRev,0,13,8,0,S_SprD_Ang)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Bomber.txt",
"contents": "Actor Bomber : ClassBase\n{\nHealth 150\nPlayer.MaxHealth 150\nPlayer.DisplayName \"[Def]Bomber\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 9\nPlayer.ForwardMove 0.6, 0.6\nPlayer.SideMove 0.55, 0.55\nPlayer.StartItem \"DefenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"GrenadeLauncherWep\"\nplayer.startitem \"GrenadeClip\", 4\nStates\n{\nSpawn:\nBURS A 0\nBURS B 1\nBURS A 1\nGoTo Spawn+2\nSee:\nBURS BCDE 5\nGoTo Spawn+1\nMissile:\nBURS F 5\nBURS G 4\nGoTo Spawn+2\nPainFix:\nBURS H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//----------------------------|Grenade Launcher|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor GrenadeLauncherWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 0\nWeapon.AmmoGive 6\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o was blown to bits by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"GrenadeClip\"\nweapon.ammotype2 \"GrenadeClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 16 A_WeaponReady\n\"####\" B 0 A_jumpifinventory(\"GrenadeClip\",6,\"Ready\")\nGoto Reload\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_GiveInventory(\"GrenadeClip\")\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" C 1\n\"####\" B 0 A_PlaySoundEx(\"weapon/GrenadeLauncher\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"GrenadeLaunchShooter\")\n\"####\" CD 5\n\"####\" B 7\n\"####\" B 1 A_Refire\ngoto Ready\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"TrapbombFlag\",1,\"AltTrigger\")\n\"####\" B 0 A_JumpIfinventory(\"GrenadeClip\",1,1)\nGoto Noammo\n\"####\" C 1\n\"####\" B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"TrapBombShooter\")\n\"####\" B 0 A_Giveinventory(\"TrapbombFlag\")\n\"####\" CD 3\n\"####\" B 1\ngoto Ready\nAltTrigger:\n\"####\" B 0 A_GiveInventory(\"BlastProtection\")\n\"####\" C 1\n\"####\" B 0 A_Giveinventory(\"TrapBombTrigger\")\n\"####\" C 1 A_Refire(\"AltTrigger\")\n\"####\" CD 3\n\"####\" B 1\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_jumpifinventory(\"GrenadeClip\",1,\"Ready\")\n\"####\" B 16\nReload:\n\"####\" B 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_GiveInventory(\"GrenadeClip\")\n\"####\" B 0 A_jumpifinventory(\"GrenadeClip\",6,\"Ready\")\n\"####\" B 15 A_WeaponReady\nGoto Reload\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor GrenadeClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 6\n+INVENTORY.IGNORESKILL\n}\n\nactor TrapbombFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TrapbombTrigger : Powerup\n{\ninventory.amount 1\npowerup.duration 5\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor GrenadeProjectile\n{\nPROJECTILE\ndamagetype \"Explosion\"\nObituary \"%o was blown up by %k\"\nradius 11\nheight 20\nscale 2.5\n-NOGRAVITY\n+CANBOUNCEWATER\n+DOOMBOuNCE\n+NOEXPLODEFLOOR\n+MTHRUSPECIES\n-ALLOWBOUNCEONACTORS\nspeed 30\ngravity 1.0\nbouncefactor 0.8\nDamage (30 + ACS_ExecuteWithResult(675,15,400,60))\nwallbouncefactor 0.8\nreactiontime 55\nStates\n{\nSpawn:\nNAPC A 0\nNAPC A 0 ThrustThingZ(0, 20, 0, 1)\nNAPC A 0\nNAPC A 0 A_ChangeFlag(\"THRUACTORS\",0)\nNAPC A 1 A_CountDown\nNAPC A 0 A_Checkfloor(\"Slowdown\")\n\nNAPC B 1 A_CountDown\nNAPC B 0 A_Checkfloor(\"Slowdown\")\n\nNAPC C 1 A_CountDown\nNAPC C 0 A_Checkfloor(\"Slowdown\")\n\nNAPC D 1 A_CountDown\nNAPC D 0 A_Checkfloor(\"Slowdown\")\nGoto Spawn+2\nSlowdown:\nNAPC A 0 A_ChangeFlag(\"THRUACTORS\",1)\nNAPC A 1 A_ScaleVelocity(0.6)\nNAPC A 1 A_CountDown\nNAPC A 0 A_Checkfloor(\"Slowdown\")\nGoto Spawn+2\nDeath:\n//NAPC A 0 A_Stop\nTNT1 A 0 A_SpawnItemEx(\"GrenadeExplosion\")\nstop\n}\n}\n\n\tactor GrenadeProjectile_BLUE : GrenadeProjectile{}\n\tactor GrenadeProjectile_RED : GrenadeProjectile{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n// [+++]=============================[+++]\nactor GrenadeExplosion : ExplosionBase\n{\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(35, 310, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 2\nstop\n}\n}\n\nActor TrapBomb\n{\n+MISSILE\n+NOBLOOD\n+THRUACTORS\n+DONTBLAST\n+SkyExplode\n+NOGRAVITY\nradius 5\nheight 5\nspeed 95\nscale 3\nstates\n{\nSpawn:\nTNT1 A 0\nCRAS A 1\nloop\nDeath:\nTNT1 A 0 A_spawnitemex(\"TrapBombLand\")\nstop\n}\n}\n\n\tActor TrapBomb_RED : TrapBomb\n\t{\n\ttranslation \"225:225=42:42\"\n\tstates\n\t{\n\tDeath:\n\tTNT1 A 0 A_spawnitemex(\"TrapBombLand_RED\")\n\tstop\n\t}\n\t}\n\n\tActor TrapBomb_BLUE : TrapBomb\n\t{\n\ttranslation \"225:225=192:192\"\n\tstates\n\t{\n\tDeath:\n\tTNT1 A 0 A_spawnitemex(\"TrapBombLand_BLUE\")\n\tstop\n\t}\n\t}\n\nActor TrapBombLand\n{\n+MISSILE\n+SHOOTABLE\n+SOLID\n+NOBLOOD\n+DONTBLAST\n+NOGRAVITY\n+NOTARGETSWITCH\nradius 5\nheight 5\nspeed 0\nhealth 10\nscale 3\nstates\n{\nSpawn:\nCRAS A 0\nCRAS B 0 A_PlaySound(\"weapon/crashland\")\nCRAS A 0 A_JumpIf(z-floorz<5, \"Floor\")\nCRAS A 0 A_JumpIf(z-ceilingz==0-5, \"Ceiling\")\nIdle:\nCRAS D 15\nCRAS B 0 A_PlaySoundEX(\"weapon/Flashstopper\",\"Soundslot5\")\nidle2:\nCRAS DC 3\nCRAS C 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nCRAS C 0 A_Jumpifintargetinventory(\"TrapBombTrigger\",1,\"Detonate\")\nloop\nFloor:\nCRAS G 15\nCRAS B 0 A_PlaySoundEX(\"weapon/Flashstopper\",\"Soundslot5\")\nFloor2:\nCRAS GF 3\nCRAS F 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nCRAS F 0 A_Jumpifintargetinventory(\"TrapBombTrigger\",1,\"Detonate\")\nloop\nCeiling:\nCRAS j 15\nCRAS B 0 A_PlaySoundEX(\"weapon/Flashstopper\",\"Soundslot5\")\nCeiling2:\nCRAS JI 3\nCRAS I 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nCRAS I 0 A_Jumpifintargetinventory(\"TrapBombTrigger\",1,\"Detonate\")\nloop\nDetonate:\nCRAS \"#####\" 2 A_PlaySoundEX(\"weapon/Flashstopper\",\"Soundslot5\")\nTNT1 A 0 A_JumpifCloser(165,\"Launch\")\nTNT1 A 0 A_SpawnItemEx(\"TrapBombExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"TrapBombFlag\")\nstop\nLaunch:\nTNT1 A 0 A_GivetoTarget(\"BlastProtection\")\nTNT1 A 0 A_SpawnItemEx(\"TrapBombThrustSource\",0,0,-10)\nTNT1 A 0 A_SpawnItemEx(\"TrapBombExplosion\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\nGoto Death\n}\n}\n\n\tActor TrapBombLand_RED : TrapBombLand\n\t{\n\ttranslation \"225:225=42:42\",\"199:199=42:42\",\"195:195=42:42\",\"198:198=42:42\",\"202:202=54:54\",\"204:204=54:54\"\n\tDesignatedTeam 1\n\t}\n\n\tActor TrapBombLand_BLUE : TrapBombLand\n\t{\n\ttranslation \"225:225=192:192\"\n\tDesignatedTeam 0\n\t}\n\nactor TrapBombExplosion : Explosionbase\n{\nscale 6.5\nStates\n{\nSpawn:\nCRAS A 0\nPRBU A 0 A_PlaySound(\"weapon/rmineexplode\")\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU B 2\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU C 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU D 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU F 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU G 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU H 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU I 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU J 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU K 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU L 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU M 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU B 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU C 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU D 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU F 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU G 1\nPRBU A 2 A_Explode(5,180,1,0,60)\nPRBU H 1\nPRBU ANAPOPO 1\nstop\n}\n}\n\nactor TrapBombThrustSource : ExplosionBase //\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nMINB A 0\nNAPC D 0 //A_Explode(35, 350, 1,0,36)\nMINB A 0 ACS_NamedExecuteAlways(\"BlastKnockBack\",0,120,40,165)\nTNT1 AA 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor GrenadeLaunchShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"GrenadeProjectile\",0,1,4,12)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"GrenadeProjectile_RED\",0,1,4,12)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"GrenadeProjectile_BLUE\",0,1,4,12)\nTNT1 A 0\nstop\n}\n}\n\nactor TrapbombShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"Trapbomb\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"Trapbomb_RED\",0,1,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"Trapbomb_BLUE\",0,1,4,8)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Marksman.txt",
"contents": "const int RifleRange = 2500;\nconst int RifleSightRange = RifleRange/25;\n\nActor Marksman : ClassBase\n{\nHealth 125\nPlayer.MaxHealth 125\nPlayer.DisplayName \"[Def]Marksman\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.72, 0.72\nPlayer.SideMove 0.66, 0.66\nPlayer.StartItem \"DefenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nplayer.startitem \"BeamSniperWep\"\nplayer.startitem \"BusterAmmo\", 3\nStates\n{\nSpawn:\nSNIP A 0\nSNIP B 1\nSNIP A 1\nGoTo Spawn+2\nSee:\nSNIP BCDE 5\nGoTo Spawn+1\nMissile:\nSNIP F 5\nSNIP G 4\nGoTo Spawn+2\nPainFix:\nSNIP H 0\nGoTo PainFrames\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Beam Sniper|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\n\nactor BeamSniperWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 35\nWeapon.AmmoUse2 0\nWeapon.AmmoGive2 6\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got Sniped by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SMGBusterClip\"\nweapon.ammotype2 \"BeamClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nVar int user_ZoomRate;\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 0 A_jumpifinventory(\"ZoomMode\",1,\"Ready2\")\n\"####\" B 0 A_ZoomFactor(1.0)\n\"####\" B 0 A_Takeinventory(\"SniperCharge\",999)\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_jumpifinventory(\"SMGBusterClip\",1,\"Ready\")\nGoto Reload\nReady2: //zooom ready\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Giveinventory(\"shootingspeeddown\",1)\n\"####\" B 0 A_ZoomFactor(4.0)\n\"####\" B 0 A_Giveinventory(\"SniperTargeterShooter\")\n\"####\" B 0 A_GiveInventory(\"MarksmanBeamCharger\",2)\n//\"####\" B 0 A_Jumpifinventory(\"SniperCharge\",50,2)\n//\"####\" B 0 A_GiveInventory(\"SniperCharge\",2)\n\"####\" B 0\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_jumpifinventory(\"ZoomMode\",1,\"Fire2\")\n\"####\" B 0 A_Giveinventory(\"SMGBusterShooter\")\n\t\"####\" B 0 A_Jumpifinventory(\"WepBloomItem\",5,2)\n\t\"####\" B 0 A_Giveinventory(\"WepBloomItem\",1)\n\t\"####\" B 0\n\"####\" B 0 A_PlaySoundEx(\"weapon/Rapidbuster2\",\"Weapon\")\n\"####\" BCDD 1\n\"####\" B 0 A_REfire\n\"####\" B 1 A_Takeinventory(\"WepBloomItem\",999)\ngoto Ready\nFire2:\n\"####\" B 0 A_jumpifinventory(\"SniperCharge\",100,\"Fire3\")\n\"####\" C 1\n\"####\" B 0 //A_Giveinventory(\"ParticleTrailShooter\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster3\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"BeamSniperShooter\")\n\"####\" CD 5\n\"####\" B 0 A_Takeinventory(\"SniperCharge\",999)\n\"####\" B 25 A_WeaponReady(WRF_NOPRIMARY)\n//\"####\" B 0 A_ZoomFactor(1.0)\n//\"####\" B 1 A_TakeInventory(\"ZoomMode\")\n\"####\" B 0\ngoto Ready\n\nFire3:\n\"####\" C 1\n\"####\" \"#\" 0 A_PlaySoundEx(\"weapon/HardBuster6\",\"Weapon\")\n\"####\" \"#\" 0 A_PlaySoundEx(\"weapon/coilexplode\", \"SoundSlot6\")\n\"####\" B 0 A_Giveinventory(\"BeamSniperShooterMAX\")\n\"####\" CD 5\n\"####\" B 0 A_Takeinventory(\"SniperCharge\",999)\n\"####\" B 25 A_WeaponReady(WRF_NOPRIMARY)\n\n\"####\" B 0\ngoto Ready\n\naltfire:\n\"####\" B 0 A_jumpifinventory(\"ZoomMode\",1,\"Takezoom\")\n\"####\" B 0 A_ZoomFactor(4.0)\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 1 A_GiveInventory(\"ZoomMode\")\ngoto Holdgutter\nTakezoom:\n\"####\" B 0 A_ZoomFactor(1.0)\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 1 A_TakeInventory(\"ZoomMode\")\ngoto Holdgutter\nHoldgutter:\n\"####\" C 1\n\"####\" C 1 A_Refire(\"Holdgutter\")\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Takeinventory(\"WepBloomItem\",999)\n\"####\" B 0 A_Jumpifinventory(\"BeamClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 42\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"SMGBusterClip\",35)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\n\nactor ReloadDelay : inventory\n{\ninventory.amount 1\ninventory.maxamount 200\n}\n\nactor SniperCharge : inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor ZoomMode : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BeamClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 6\n}\n\nactor SMGBusterClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nActor MAxChargeCue : powerup\n{inventory.amount 1\nPowerup.duration 17\n}\n\nActor SniperChargeBuffer : powerup\n{inventory.amount 1\nPowerup.duration 5\n}\n\nactor MarksmanBeamCharger : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"MAxChargeCue\",1,\"Nope2\")\nTNT1 A 0 A_Jumpifinventory(\"SniperCharge\",100,\"ChargeMax\")\nTNT1 A 0 A_Jumpifinventory(\"SniperChargeBuffer\",1,\"Nope\")\n\nTNT1 A 0 A_GiveInventory(\"SniperCharge\",4)\nTNT1 A 0 A_GiveInventory(\"SniperChargeBuffer\",1)\nstop\n\nChargeMax:\nTNT1 A 0 A_GiveInventory(\"MAxChargeCue\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/Trigger\",\"Weapon\")\nstop\n\nNope2:\nTNT1 A 0 A_GiveInventory(\"MAxChargeCue\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n/*\nactor SniperPuff\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+ALWAYSPUFF\n//+MTHRUSPECIES\n+PUFFGETSOWNER\n+PUFFONACTORS\nObituary \"%o got Sniped by %k\"\nSpeed 0\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nBIM1 A 0\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 0 A_jumpif(ACS_ExecuteWithResult(733)>= 100,\"Power4\")\nTNT1 A 0 A_jumpif(ACS_ExecuteWithResult(733)>= 85,\"Power3\")\nTNT1 A 0 A_jumpif(ACS_ExecuteWithResult(733)>= 45,\"Power2\")\nBIM1 A 0 A_Explode(15,52,0,0,52)\nGoto End\n\tPower2:\n\t//BIM1 A 0 A_Explode(10 + ( ACS_ExecuteWithResult(675,75,400,70)),52,0,0,52)\n\tBIM1 A 0 A_Explode(10 + ( ACS_ExecuteWithResult(675,55,300,20)),26,0,0,26)\n\tGoto End\n\tPower3:\n\tBIM1 A 0 A_Explode(25 + ( ACS_ExecuteWithResult(675,75,300,20)),26,0,0,26)\n\tGoto End\n\tPower4:\n\tBIM1 A 0 A_Explode(35 + ( ACS_ExecuteWithResult(675,150,600,20)),26,0,0,26)\nEnd:\nBIM1 AABCDEF 1\nstop\n}\n}\n\n\tactor SniperPuff_BLUE : SniperPuff\n\t{\n\tdamagetype \"Sniper\"\n\t}\n\n\tactor SniperPuff_RED : SniperPuff\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"SniperRED\"\n\t}\n\nactor SniperTargeter : FastProjectile\n{\nRadius 5\nHeight 5\nPROJECTILE\nSpeed 4000\nDamage(0)\nRenderStyle \"NONE\"\n+DONTSPLASH\n+DONTBLAST\n+THRUGHOST\n+SKYEXPLODE\n+MTHRUSPECIES\nStates\n{\nSpawn:\nTNT1 A 5\nGoto Death\nCrash:\nXDeath:\nTNT1 A 0 A_GiveToTarget(\"SniperCharge\",4)\nDeath:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"SniperCrosshair\", 0, 0, 10,0,0,0,0,SXF_TRANSFERTRANSLATION) //Thing_SpawnNoFog(0,201,0,ACS_ExecuteWithResult(257, 0)+100)\nstop\n}\n}\n\nactor SniperTargeter_RED : SniperTargeter\n{translation \"192:192=54:54\", \"199:199=42:42\" , \"196:196=170:170\"}\n*/\n\nactor MarkRiflePuff : BulletPuff\n{\nscale 2.5\n+PUFFONACTORS\n//+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\n+NOINTERACTION\n+DONTSPLASH\ndamagetype \"Sniper\"\n\nalpha 1.0\nStates\n{\nSpawn:\nCRBM A 0\nCRBM A 0 //A_Explode(50,10,0,0,10)\nTNT1 A 0 A_PlaySoundEx(\"weapon/Mirrordeflect\",\"Weapon\")\nBIM1 AABCDEF 1\nstop\n}\n}\n\n\tactor MarkRiflePuff_BLUE : MarkRiflePuff\n\t{}\n\n\tactor MarkRiflePuff_RED : MarkRiflePuff\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"}\n\nactor MarkRifleMAXPuff : BulletPuff\n{\nscale 2.5\n+PUFFONACTORS\n//+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\n+NOINTERACTION\n+DONTSPLASH\ndamagetype \"Sniper\"\n\nalpha 1.0\nStates\n{\nSpawn:\nCRBM A 0\nTNT1 A 0 A_SpawnItemEx(\"PowerStrikeFX\")\nCrash:\nTNT1 A 0 A_PlaySoundEx(\"weapon/Mirrordeflect\",\"Weapon\")\nBIM1 AABCDEF 1\nstop\n}\n}\n\n\tactor MarkRifleMAXPuff_BLUE : MarkRifleMAXPuff\n\t{}\n\n\tactor MarkRifleMAXPuff_RED : MarkRifleMAXPuff\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"}\n\nactor SMGShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"%o got sprayed down by %k\"\n//seesound \"weapon/mbuster\"\nSpeed 85\nDamage (3 + ACS_ExecuteWithResult(675,5,200,90))\nradius 13\nheight 15\nscale 1.3\nVar int User_Spread;\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Setuservar(\"User_Spread\", ACS_Executewithresult(1028))\nTNT1 A 0 A_Changevelocity(0,random(-User_Spread,User_Spread),random(-User_Spread,User_Spread),CVF_RELATIVE)\nBASB T 1 A_SpawnItemEX(\"ScatterShotTrail\",0,0,0,momx/1.1,momy/1.1,momz/1.1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0\ngoto spawn+3\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor SMGShot_BLUE : SMGShot\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor SMGShot_RED : SMGShot\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n//==================\nactor HitscanParticleTrail : FastProjectile\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+CLIENTSIDEONLY\nSpeed 10\nDamage (0)\nradius 7\nheight 7\nscale 0.7\nStates\n{\nSpawn:\nLASH A 0\nLASH A 0 A_Spawnitemex(\"HitscanParticleTrail\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nLASH A 0 A_Stop\nLASH A 5\nLASH AAAAAAAAAAAAAAAAAAAAAAAA 4 A_Fadeout\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n\tactor HitscanParticleTrail_BLUE : HitscanParticleTrail\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor HitscanParticleTrail_RED : HitscanParticleTrail\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n\n/*\nactor SightDot : FastProjectile\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+CLIENTSIDEONLY\nSpeed 350\nDamage (0)\nradius 7\nheight 7\nscale 0.3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Spawnitemex(\"SightDot\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_Stop\nLASH A 2\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n\tactor SightDot_BLUE : SightDot\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor SightDot_RED : SightDot\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\n*/\n\nactor SightDot\n{\nTranslation \"192:192=41:41\",\"198:198=249:249\"\nPROJECTILE\nDamageType \"Sniper\"\n+THRUACTORS\n+DONTBLAST\n+DONTREFLECT\n+DONTSPLASH\n+CLIENTSIDEONLY\n//+FORCEYBILLBOARD\n+PAINLESS\ndamage (0)\nRadius 4\nHeight 4\nspeed 75\nscale 1.5\nrenderstyle \"add\"\nalpha 9.0\nstates\n{\nSpawn:\nBASB U 0\nBASB U 0 A_SetPitch(pitch+1)\nBASB U 0 A_JumpIf((pitch>RifleSightRange),\"Death\")\nBASB U 1 A_SpawnItemEx(\"SightDot\",0,0,0,momx,momy,momz,0,553) //\nBASB U 1 A_Stop\nstop\nDeath:\nBASB U 0 //A_SpawnItemEx(\"HyperBeamDeathFX\",0,0,0,0,0,0,0,33)\nstop\n}\n}\n\nactor SightDot_S : SightDot\n{\n+INVISIBLE\n-CLIENTSIDEONLY\n+NONETID\n}\n\tactor SightDot_BLUE : SightDot_S\n\t{\n\tTranslation \"198:198=74:74\",\"192:192=205:205\"\n\t}\n\n\tactor SightDot_RED : SightDot_S\n\t{\n\ttranslation \"198:198=41:41\", \"192:192=171:171\"\n\t}\n\nactor MarkRifleTrail : FXActor_B\n{\n//PROJECTILE\n//+NOINTERACTION\n//+DONTBLAST\n//+MTHRUSPECIES\n//+CLIENTSIDEONLY\nSpeed 20\nDamage (0)\nradius 7\nheight 7\nscale 2.0\nAlpha 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nMBEA A 0\n\"####\" A 0 //A_Spawnitemex(\"MarkRifleTrail\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\"####\" A 0 A_Stop\n\"####\" A 3\n\"####\" AAAAA 2 A_Fadeout\nstop\n}\n}\n\n\tactor MarkRifleTrail_BLUE : MarkRifleTrail\n\t{translation \"244:244=244:244\", \"75:75=75:75\", \"74:74=74:74\", \"205:205=205:205\", \"196:196=196:196\"}\n\n\tactor MarkRifleTrail_RED : MarkRifleTrail\n\t{translation \"244:244=191:191\", \"75:75=43:43\", \"74:74=179:179\", \"205:205=174:174\", \"196:196=170:170\",\"192:192=54:54\", \"198:198=42:42\" }\n\nactor MarkRifleTrail2 : MarkRifleTrail\n{\nspeed 30\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nMBEA A 0\n\"####\" A 0 //A_Spawnitemex(\"MarkRifleTrail2\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\"####\" A 0 A_Stop\n\"####\" A 7\n\"####\" AAAAA 3 A_Fadeout\nstop\n}\n\n}\n\n\tactor MarkRifleTrail2_BLUE : MarkRifleTrail2\n\t{translation \"244:244=244:244\", \"75:75=75:75\", \"74:74=74:74\", \"205:205=205:205\", \"196:196=196:196\"}\n\n\tactor MarkRifleTrail2_RED : MarkRifleTrail2\n\t{translation \"244:244=191:191\", \"75:75=43:43\", \"74:74=179:179\", \"205:205=174:174\", \"196:196=170:170\",\"192:192=54:54\", \"198:198=42:42\" }\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n/*\nactor SniperCrosshair\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nScale 1.5\nStates\n{\nSpawn:\nRETC AAA 1 A_Fadeout\nstop\n}\n}\n\nactor SniperCrosshairRED\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nScale 1.5\ntranslation \"192:192=54:54\", \"199:199=42:42\" , \"196:196=170:170\"\nStates\n{\nSpawn:\nRETC AAA 1 A_Fadeout\nstop\n}\n}\n*/\n\nactor SniperCrosshair : BulletPuff//FXActor_A\n{\n+PUFFONACTORS\n//+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\n+DONTSPLASH\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nscale 1.5\nalpha 1.0\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nSCSR F 2 A_GiveToTarget(\"SniperCharge\",4)\nstop\n\nCrash:\nTNT1 A 0\nTNT1 A 0\nSCSR C 2\nstop\n}\n}\n\n\tactor SniperCrosshair_BLUE : SniperCrosshair\n\t{\n\ttranslation \"176:176=192:192\"\n\t}\n\n\tactor SniperCrosshair_RED : SniperCrosshair\n\t{\n\t//translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor SMGBusterShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"SMGShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"SMGShot_RED\",0,1,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"SMGShot_BLUE\",0,1,4,8)\nTNT1 A 0\nstop\n}\n}\n\n/*\nactor BeamSniperShooter : CustomInventory //\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireBullets(0,0,1,0,\"SniperPuff\",FBF_EXPLICITANGLE,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireBullets(0,0,1,0,\"SniperPuff_RED\",FBF_EXPLICITANGLE,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireBullets(0,0,1,0,\"SniperPuff_BLUE\",FBF_EXPLICITANGLE,0)\nTNT1 A 0\nstop\n}\n}\n*/\n\nactor BeamSniperShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\n\n\"####\" B 0 A_RailAttack(0, 8, 0, NONE, NONE, RGF_SILENT , 0, \"none\", 0, 0, RifleRange, 7, 15.0, 0, \"MarkRifleTrail\", -4)\n\"####\" B 0 A_fireBullets(0,0,1,10+callacs(\"SniperPower\",70),\"MarkRiflePuff\",FBF_NORANDOM,RifleRange)\nstop\nTeamRedFire:\n\"####\" B 0 A_RailAttack(0, 8, 0, NONE, NONE, RGF_SILENT , 0, \"none\", 0, 0, RifleRange, 7, 15.0, 0, \"MarkRifleTrail_RED\", -4)\n\"####\" B 0 A_fireBullets(0,0,1,10+callacs(\"SniperPower\",70),\"MarkRiflePuff_RED\",FBF_NORANDOM,RifleRange)\nstop\nTeamBlueFire:\n\"####\" B 0 A_RailAttack(0, 8, 0, NONE, NONE, RGF_SILENT , 0, \"none\", 0, 0, RifleRange, 7, 15.0, 0, \"MarkRifleTrail_BLUE\", -4)\n\"####\" B 0 A_fireBullets(0,0,1,10+callacs(\"SniperPower\",70),\"MarkRiflePuff_BLUE\",FBF_NORANDOM,RifleRange)\nstop\n}\n}\n\nactor BeamSniperShooterMAX : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\n\n\"####\" B 0 A_FireCustomMissile(\"MaxRifleShotFX\",0,0,0,0)\n\"####\" B 0 A_RailAttack(0, 8, 0, NONE, NONE, RGF_SILENT , 0, \"none\", 0, 0, RifleRange, 7, 10.0, 0, \"MarkRifleTrail2\", -4)\n\"####\" B 0 A_fireBullets(0,0,1,120,\"MarkRifleMAXPuff\",FBF_NORANDOM,RifleRange)\nstop\nTeamRedFire:\n\"####\" B 0 A_FireCustomMissile(\"MaxRifleShotFX_RED\",0,0,0,0)\n\"####\" B 0 A_RailAttack(0, 8, 0, NONE, NONE, RGF_SILENT , 0, \"none\", 0, 0, RifleRange, 7, 10.0, 0, \"MarkRifleTrail2_RED\", -4)\n\"####\" B 0 A_fireBullets(0,0,1,120,\"MarkRifleMAXPuff_RED\",FBF_NORANDOM,RifleRange)\nstop\nTeamBlueFire:\n\"####\" B 0 A_FireCustomMissile(\"MaxRifleShotFX_BLUE\",0,0,0,0)\n\"####\" B 0 A_RailAttack(0, 8, 0, NONE, NONE, RGF_SILENT , 0, \"none\", 0, 0, RifleRange, 7, 10.0, 0, \"MarkRifleTrail2_BLUE\", -4)\n\"####\" B 0 A_fireBullets(0,0,1,120,\"MarkRifleMAXPuff_BLUE\",FBF_NORANDOM,RifleRange)\nstop\n}\n}\n\nactor ParticleTrailShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"HitscanParticleTrail\",0,0,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"HitscanParticleTrail_RED\",0,0,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"HitscanParticleTrail_BLUE\",0,0,4,8)\nTNT1 A 0\nstop\n}\n}\n\nactor SniperTargeterShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\n//\"####\" B 0 A_FireCustomMissile(\"SniperTargeter\",0,0,0,0)\n\"####\" B 0 A_fireBullets(0,0,1,0,\"SniperCrosshair\",FBF_NORANDOM|FBF_NORANDOMPUFFZ,RifleRange)\n\n\"####\" B 0 A_FireCustomMissile(\"SightDot\",0,0,8,0)\nstop\nTeamRedFire:\n//\"####\" B 0 A_FireCustomMissile(\"SniperTargeter_RED\",0,0,0,0)\n\"####\" B 0 A_fireBullets(0,0,1,0,\"SniperCrosshair_RED\",FBF_NORANDOM|FBF_NORANDOMPUFFZ,RifleRange)\n\n\"####\" B 0 A_FireCustomMissile(\"SightDot_RED\",0,0,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\n//\"####\" B 0 A_FireCustomMissile(\"SniperTargeter\",0,0,0,0)\n\"####\" B 0 A_fireBullets(0,0,1,0,\"SniperCrosshair_BLUE\",FBF_NORANDOM|FBF_NORANDOMPUFFZ,RifleRange)\n\n\"####\" B 0 A_FireCustomMissile(\"SightDot_BLUE\",0,0,8,0)\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Heavy.txt",
"contents": "Actor Heavy : ClassBase\n{\nheight 58\nHealth 300\nPlayer.MaxHealth 300\nPlayer.DisplayName \"[Def]Heavy\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 9\nPlayer.ForwardMove 0.58, 0.58\nPlayer.SideMove 0.57, 0.57\nPlayer.StartItem \"DefenseHud\"\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"GattlingBusterWep\"\nPlayer.StartItem \"NoClipBar\"\nplayer.startitem \"BusterAmmo\", 3\nStates\n{\nSpawn:\nNAPM A 0\nNAPM B 1\nNAPM A 1\nGoTo Spawn+2\nSee:\nNAPM BCDE 5\nGoTo Spawn+1\nMissile:\nNAPM F 5\nNAPM G 4\nGoTo Spawn+2\nPainFix:\nNAPM H 0\nGoTo PainFrames\n}\n}\n\nConst int GatSpread = 20;//40\n//[+]========================================================================[+]\n//--------------------------------|Gattling|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor GattlingBusterWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 6\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o got mowed down by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nVar int user_ZoomRate;\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 2 A_WeaponReady\n\"####\" B 0 //A_takeInventory(\"GattlingHeat\",1)\nGoto Ready\nReady2: //overheat\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady2\")\nBUST B 0\nRedReady2:\n\"####\" B 0\n\"####\" B 4 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" B 0 A_jumpifinventory(\"GattlingHeat\",36,\"Ready2\")\n\"####\" B 1 A_takeInventory(\"OverheatFlag\",99)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Revup\",\"Weapon\")\nRevup:\n\"####\" B 0 A_Jumpifinventory(\"WeaponCharge\",20,\"Fire1\")\n\"####\" B 1 A_Giveinventory(\"WeaponCharge\",1)\n\"####\" B 2 A_REfire(\"Revup\")\ngoto AfterFire\nFire1:\n\"####\" B 0 A_PlaySoundEx(\"weapon/RapidBuster3\",\"Weapon\")\n\"####\" B 0 //A_SpawnItemEx(\"GattlinMuzzlePuff\",cos(-pitch)*45,12,35+(sin(pitch)*-45),cos(-pitch)*1,0,sin(pitch)*-2,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\n\"####\" C 0\n\"####\" B 0 A_Giveinventory(\"GattlingShooter\",1)\n\"####\" B 0 A_Giveinventory(\"shootingspeeddown\",1)\n\"####\" B 0 A_GiveInventory(\"GattlingHeat\",2)\n\"####\" B 0 A_jumpifinventory(\"GattlingHeat\",75,\"Overheat\")\n\"####\" BCD 1 A_Giveinventory(\"FakeBulletShooter\",1)\n\"####\" B 2 A_REfire(\"Fire1\")\ngoto AfterFire\nAfterFire:\n\"####\" B 0 A_Jumpifinventory(\"GattlingCoolFlag\",1,3)\n\"####\" B 0 A_GiveInventory(\"GattlingCoolFlag\",1)\n\"####\" B 0 A_Gunflash\n\"####\" B 0\n\"####\" B 0 A_takeInventory(\"WeaponCharge\",999)\n\"####\" B 2\ngoto Ready\n\nAltfire:\n\"####\" E 0 A_PlaySoundEx(\"weapon/scorchwheel\",\"Weapon\")\n\"####\" E 2 Offset(56,82)\n//\"####\" E 1 Offset(42,70)\n\"####\" E 2 Offset(28,58)\n//\"####\" E 1 Offset(14,46)\n//\"####\" E 1 Offset(0,32)\n\"####\" E 2 Offset(-14,18)\n\"####\" E 0 A_FireCustomMissile(\"HeavyPunch\",0,0,4,0)\n//Althold:\n\"####\" E 9\n\n \"####\" E 2 Offset(28,58)\n \"####\" E 4 Offset(56,82)\n\"####\" E 0 A_Refire\n\"####\" E 0 A_jumpifinventory(\"OverheatFlag\",1,\"Ready2\")\ngoto Ready\nOverheat:\n\"####\" B 1 A_GiveInventory(\"OverheatFlag\",1)\n\"####\" B 0 A_PlaySoundEx(\"weapon/Magnetmissile\",\"Weapon\")\n\"####\" B 1 A_takeInventory(\"WeaponCharge\",999)\n\"####\" B 1 A_Gunflash(\"Flash2\")\nGoto Ready2\nNoAmmo:\n\"####\" B 1\nGoto Ready\nFlash:\nTNT1 A 0\nTNT1 A 0 A_jumpifinventory(\"OverheatFlag\",1,3)\nTNT1 A 0 A_jumpifinventory(\"WeaponCharge\",1,2)\nTNT1 B 0 A_takeInventory(\"GattlingHeat\",3)\nTNT1 B 0\nTNT1 B 2\nTNT1 A 0 A_jumpifinventory(\"GattlingHeat\",1,\"Flash\")\nTNT1 B 0 A_takeInventory(\"GattlingCoolFlag\",1)\nstop\nFlash2:\nTNT1 B 2\nTNT1 B 0 A_takeInventory(\"GattlingHeat\",2)\nTNT1 B 0 A_Spawnitemex(\"SmokeFX\",random(-40,40),random(-40,40),random(0,15),0,0,3,0,SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_jumpifinventory(\"OverheatFlag\",1,\"Flash2\")\nTNT1 A 0 A_Gunflash\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor GattlingCoolFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor GattlingHeat : Inventory\n{\ninventory.amount 1\ninventory.maxamount 75\n}\n\nactor OverheatFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nConst Int RP_SPD = 4.8;\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor GattPuff : BulletPuff\n{\nscale 1\nObituary \"$OB_REPIDIFIER\"\nDamageType \"Buster\"\n\n+PUFFONACTORS\n+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\nalpha 1.0\nStates\n{\nSpawn:\nCRBM A 0\nCRBM A 1 A_Explode(3,10,0,0,10)\nBIM1 AABCDEF 1\nstop\n}\n}\n\n\tactor GattPuff_BLUE : GattPuff\n\t{}\n\n\tactor GattPuff_RED : GattPuff\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"}\n\nactor FakeBullet : fastProjectileBase\n{\n+CLIENTSIDEONLY\nSpeed 200\nDamage (0)\nradius 8\nheight 12\nscale 2\nVar Int User_TrailCount;\nVar Int User_TP; //TrailPosition\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PitchGrab\"))\nGoto Spawn2\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-5,0,(sin(pitch)*5),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-10,0,(sin(pitch)*10),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-15,0,(sin(pitch)*15),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-20,0,(sin(pitch)*20),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-25,0,(sin(pitch)*25),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-30,0,(sin(pitch)*30),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-35,0,(sin(pitch)*35),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-40,0,(sin(pitch)*40),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-45,0,(sin(pitch)*45),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-50,0,(sin(pitch)*50),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-55,0,(sin(pitch)*55),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-60,0,(sin(pitch)*60),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\n//TNT1 A 0 A_SetUserVar(\"User_TrailCount\",User_TrailCount+1)\n//TNT1 A 0 A_Jumpif(User_TrailCount >= 15,1)\n//loop\nTNT1 A 0 //A_Countdown\nTNT1 A 1 //A_SetUserVar(\"User_TrailCount\",1)\nGoto Spawn2\nLoop\nDeath:\nTNT1 A 1 //A_Spawnitemex(\"MedipistolPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor FakeBullet_BLUE : FakeBullet\n\t{//MissileType \"FakeBulletFx\"\n\t}\n\n\tactor FakeBullet_RED : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\nactor FakeBulletFx : FXActor_B\n{\nscale 0.7\nAlpha 0.9\nStates\n{\nSpawn:\nCRBM A 0\nBASH B 1\nBASH BBB 1 A_Fadeout\nstop\n}\n}\n\n/*\nactor GattBullet : HitscanBulletBase\n{\ndamagetype \"Buster\"\nObituary \"%o was Taken down by %k\"\nDamage (2 + ACS_ExecuteWithResult(675,4,200,60))\nspeed 5\nheight 14\nradius 7\nscale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_ScaleVelocity(51)\nTNT1 A 0 A_Changevelocity(0,random(-GatSpread,GatSpread),random(-GatSpread,GatSpread),CVF_RELATIVE)\nTNT1 A 0\nTNT1 A 0 //A_SpawnItemEX(\"ScatterShotTrail\",0,0,0,momx/1.1,momy/1.1,momz/1.1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nTNT1 A 1\ngoto spawn+2\nDeath:\nTNT1 A 0 A_STOP\nTNT1 A 1 A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor GattBullet_BLUE : GattBullet\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor GattBullet_RED : GattBullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\tdamagetype \"BusterRED\"\n\t}\n\nactor PhonyBullet //these don't deal damage, just show that bullets are being shot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\n+THRUACTORS\n+CLIENTSIDEONLY\ndamagetype \"Buster\"\nObituary \"%o got sprayed down by %k\"\n//seesound \"weapon/mbuster\"\nSpeed 5\nDamage (0)\nradius 13\nheight 15\nscale 1.3\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_ScaleVelocity(20)\nTNT1 A 0 A_Changevelocity(0,random2(GatSpread-10),random2(GatSpread-10),CVF_RELATIVE)\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEX(\"ScatterShotTrail\",0,0,0,momx/1.1,momy/1.1,momz/1.1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nTNT1 A 0\ngoto spawn+3\nDeath:\nBUST T 1\nstop\n}\n}\n*/\nactor HeavyPunch : FastProjectile\n{\n\nPROJECTILE\n+NOINTERACTION\n//+RIPPER\n+BLOODSPLATTER\n-THRUGHOST\n+DONTBLAST\n+DONTREFLECT\n+MTHRUSPECIES\nRadius 35\nHeight 12\ndamage (75)\nRenderStyle \"Add\"\nobituary \"%o Got Punched by %k\"\nspeed 94\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 0\nTNT1 A 0 A_Stop\nTNT1 A 1 A_Changeflag(\"NOINTERACTION\",1)//A_Explode(25,30,0,0,0)\n//HEAT AAAA 1 A_FadeOut(0.1)\nstop\nXDeath:\nCrash:\nTNT1 AAAA 1 ACS_ExecuteAlways(247, 0, -25, 64)\nstop\nDeath:\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor SmokeFx\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"ADD\"\nAlpha 0.8\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nspawn2:\nICMS D 5\nICMS D 0 A_Jump(150,\"spawn2\")\nICMS EF 2\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\n/*\nactor GattlingShooter : CustomInventory //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST BBBBB 0 A_FireCustomMissile(\"GattBullet\",0,0,4,8)//A_FireBullets(GatSpread,GatSpread-2,4,0,\"GattlinPuff\",0,0)\nBUST BB 0 A_FireCustomMissile(\"PhonyBullet\",0,0,4,8)\nstop\nTeamRedFire:\nBUST BBBBB 0 A_FireCustomMissile(\"GattBullet_RED\",0,0,4,8,0,0)//A_FireBullets(GatSpread,GatSpread-2,4,0,\"GattlinPuff_RED\",0,0)\nBUST BB 0 A_FireCustomMissile(\"PhonyBullet\",0,0,4,8)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST BBBBB 0 A_FireCustomMissile(\"GattBullet_BLUE\",0,0,4,8)//A_FireBullets(GatSpread,GatSpread-2,4,0,\"GattlinPuff_BLUE\",0,0)\nBUST BB 0 A_FireCustomMissile(\"PhonyBullet\",0,0,4,8)\nTNT1 A 0\nstop\n}\n}\n*/\nactor GattlingShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST BBBB 1 A_FireBullets(RP_SPD,RP_SPD,-1,0,\"GattPuff\",FBF_NORANDOM,0)\nstop\nTeamRedFire:\nBUST BBBB 1 A_FireBullets(RP_SPD,RP_SPD,-1,0,\"GattPuff_RED\",FBF_NORANDOM,0)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST BBBB 1 A_FireBullets(RP_SPD,RP_SPD,-1,0,\"GattPuff_BLUE\",FBF_NORANDOM,0)\nTNT1 A 1\nstop\n}\n}\n\nactor FakeBulletShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST BBB 1 A_FireCustomMissile(\"FakeBullet\",fRandom(-RP_SPD,RP_SPD),0,0,0,0,fRandom(-RP_SPD,RP_SPD))\nstop\nTeamRedFire:\nBUST BBB 1 A_FireCustomMissile(\"FakeBullet_RED\",fRandom(-RP_SPD,RP_SPD),0,0,0,0,fRandom(-RP_SPD,RP_SPD))\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST BBB 1 A_FireCustomMissile(\"FakeBullet_BLUE\",fRandom(-RP_SPD,RP_SPD),0,0,0,0,fRandom(-RP_SPD,RP_SPD))\nTNT1 A 1\nstop\n}\n}"
}
]
},
"maps": []
}