brutalv21.11.2_dev12192021.pk3

PK3 99 MiB 0 map(s)

Counts

endoom0
graphics1
lumps14957
maps18
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "005ee791-f7ae-4dbd-bf14-0d3a7104192a",
    "sha1": "8987ccd070b74263425a3eff919b580a011849a4",
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    "filenames": [
      "brutalv21.11.2_dev12192021.pk3"
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    "additional": {
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      "iwad": [],
      "filename": null,
      "added": "2021/12/22 08:49:36",
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      "description": null,
      "maps": null,
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      "screenshots": {
        "BDM01": "BDM01.png",
        "BDM02": "BDM02.png",
        "BDM03": "BDM03.png",
        "BDM04": "BDM04.png",
        "BDM05": "BDM05.png",
        "BDM06": "BDM06.png",
        "BDM07": "BDM07.png",
        "BDM08": "BDM08.png",
        "BDM09": "BDM09.png",
        "BDM10": "BDM10.png",
        "PSMAP16": "PSMAP16.png",
        "PSMAP17": "PSMAP17.png",
        "PSMAP29": "PSMAP29.png",
        "PSMAP57": "PSMAP57.png",
        "PSMAP58": "PSMAP58.png",
        "PSMAP59": "PSMAP59.png",
        "TEST": "TEST.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
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    "added": "2021/12/22 08:49:36",
    "file": {
      "type": "PK3",
      "size": 103700469,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/8987ccd070b74263425a3eff919b580a011849a4/8987ccd070b74263425a3eff919b580a011849a4.pk3.gz",
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    "content": {
      "maps": [
        "BDM01",
        "BDM02",
        "BDM03",
        "BDM04",
        "BDM05",
        "BDM06",
        "BDM07",
        "BDM08",
        "BDM09",
        "BDM10",
        "PSMAP29",
        "PSMAP57",
        "PSMAP58",
        "PSMAP59",
        "PSMAP16",
        "PSMAP17",
        "TEST",
        "testmap"
      ],
      "counts": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "Ammo.txt",
        "contents": "ACTOR BasicAmmoPickup : Ammo\n{\n scale 1.0\n radius 8\n height 16\n +FORCEXYBILLBOARD\n -COUNTITEM\n -INVENTORY.ALWAYSPICKUP\n Inventory.Amount 0\n Inventory.MaxAmount 99999\n +Quiet\n}\n\n// Backpack ---------------------------------------------------------------\n\nACTOR AmmoSupply : BackpackItem Replaces Backpack\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tInventory.PickupSound \"BACKPACK\"\n\t-INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBPAK A -1\n\t\tStop\n\t}\n}\n\nACTOR Clip2 : Ammo\n{\n\tGame Doom\n\tSpawnID 11\n\tInventory.PickupMessage \"Picked up a Rifle Magazine.\"\n\tInventory.Amount 30\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 30\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CLIPA0\"\n\tInventory.PickupSound \"CLIPICK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeClip1Sprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tCLIP C 0\n\t\tCLIP C 18\n\t\tStop\n    }\n}\n\nACTOR FakeClip2Sprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tCLIP A 0\n\t\tCLIP A 18\n\t\tStop\n    }\n}\n\nACTOR Clip2Spawner: CustomInventory 2027\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Rifle Magazine.\"\n Inventory.PickupSound \"CLIPICK2\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite CLIPA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tCLIP A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 30)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}\n\nACTOR Clip1 : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Pistol Magazine.\"\n\tInventory.Amount 15\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 15\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPC0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP C -1\n\t\tStop\n\t}\n}\n\nACTOR Clip1Spawner: CustomInventory 2037\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Pistol Magazine.\"\n Inventory.PickupSound \"CLIPICK\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite CLIPC0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip1Sprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip2Sprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}\n\nACTOR Mauser9mm : Ammo 2057\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Mauser 9mm Magazine for the MP40.\"\n\tInventory.Amount 32\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 32\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPB0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.6\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite CLIPB0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP B -1\n\t\tStop\n\t}\n}\n\nActor ClipReplacer : BasicAmmoPickup Replaces Clip\n{\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Mauser 9mm\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol Ammo\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip2Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip1Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Mauser9mm\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n    }\n}\n\nACTOR Clip1Drop: CustomInventory\n{\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Pistol Magazine\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip1Sprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip2Sprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}\n\nACTOR ClipBox2 : Clip2 2088\n{\n\tGame Doom\n\tSpawnID 139\n\tInventory.PickupMessage \"Picked up a box of rifle ammunition.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 50\n\tScale 0.9\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite AMMOA0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeClipBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\n\t Spawn:\n\t\tAMMO A 0\n\t\tAMMO A 18\n\t\tStop\n    }\n}\n\nACTOR PistolAmmoBox: Clip1\n{\n Game Doom\n Scale 0.9\n Inventory.PickupMessage \"Picked up a box of pistol ammunition!\"\n Inventory.PickupSound \"CBOXPICK\"\n Inventory.Amount 50\n States\n {\n  Spawn:\n   4M0K A -1\n   Stop\n  }\n}\n\nACTOR FakePABSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\n\t Spawn:\n\t\t4M0K A 0\n\t\t4M0K A 18\n\t\tStop\n    }\n}\n\nACTOR PistolAmmoBoxSpawner: CustomInventory 2098\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a box of pistol ammunition!\"\n Inventory.PickupSound \"CBOXPICK\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite 4M0KA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakePABSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClipBoxSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 50)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 50)\n\t\tStop\n    }\n}\n\nACTOR BuzzSawAmmo : Ammo 2108\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a belt of MG42 ammo.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"HBUSE0\"\n\tScale 0.6\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite HBUSE0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tHBUS E -1\n\t\tStop\n\t}\n}\n\nActor ClipBoxReplacer : BasicAmmoPickup Replaces ClipBox\n{\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Buzzsaw ammo\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol ammo box\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ClipBox2\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"PistolAmmoBoxSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"BuzzSawAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n    }\n}\n\nACTOR AmmoRocket : Ammo 2020\n{\n\tGame Doom\n\tSpawnID 140\n\tInventory.PickupMessage \"$GOTROCKET\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"ROCKA0\"\n\tInventory.Pickupsound \"RCKCLIP\"\n\tScale 0.9\n\t+NOTAUTOAIMED\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+FORCERADIUSDMG\n\n\tdamagefactor \"Shrapnel\", 0.0  damagefactor \"Trample\", 0.0\n\tdamagefactor \"Head\", 0.0\tdamagefactor \"FriendBullet\", 0.0    damagefactor \"Taunt\", 0.0    damagefactor \"KillMe\", 0.0\n\tdamagefactor \"CancelTeleportFog\", 0.0\tdamagefactor \"BHFTOnBarrel\", 0.0\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\tdamagefactor \"TeleportRemover\", 0.0\tdamagefactor \"MinorHead\", 0.0\n\tdamagefactor \"Decaptate\", 0.0\tdamagefactor \"MonsterKnocked\", 0.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\tdamagefactor \"Leg\", 0.0\n\tDamageFactor \"KillMeBot\", 0.0\n\tHealth 20\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite ROCKA0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tROCK A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tROCK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tROCK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tROCK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tROCK A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Explode(100, 100)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR FakeRocketSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass Purist\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n    {\n\t Spawn:\n\t\tROCK A 0\n\t\tROCK A 18\n\t\tStop\n    }\n}\n\n// Rocket box --------------------------------------------------------------\n\nACTOR AmmoRocketBox : AmmoRocket Replaces RocketBox\n{\n\tGame Doom\n\tSpawnID 141\n\tInventory.PickupMessage \"$GOTROCKBOX\"\n\tInventory.Amount 3\n\tScale 0.9\n\tInventory.Pickupsound \"RCKCLIP2\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tBROK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tBROK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tBROK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBROK A -1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\t\tEXPL AAA 0 A_CustomMissile (\"BarrelKaboom\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_Explode(150, 300)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR AmmoRocketReplacer : BasicAmmoPickup Replaces RocketAmmo\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Grenade Ammo\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoRocket\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenadeAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Cell --------------------------------------------------------------------\n\nACTOR AmmoCell : Ammo Replaces Cell\n{\n\tGame Doom\n\tSpawnID 75\n\tInventory.PickupMessage \"$GOTCELL\"\n\tInventory.Amount 20\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CELLA0\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeCellSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass Purist\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n    {\n\t Spawn:\n\t\tCELL A 0\n\t\tCELL A 18\n\t\tStop\n    }\n}\n\n// Cell pack ---------------------------------------------------------------\n\nACTOR AmmoCellPack : AmmoCell 97\n{\n\tGame Doom\n\tSpawnID 142\n\tInventory.PickupMessage \"$GOTCELLBOX\"\n\tInventory.Amount 100\n\tScale 0.9\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite CELPA0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeCellPackSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass Purist\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n    {\n\t Spawn:\n\t\tCELP A 0\n\t\tCELP A 18\n\t\tStop\n    }\n}\n//Gasoline\n\nACTOR Gas : Ammo\n{\n   Inventory.Amount 50\n   Inventory.MaxAmount 300\n   Ammo.BackpackAmount 50\n   Ammo.BackpackMaxAmount 600\n   Inventory.Icon \"GSLNA0\"\n   Inventory.PickupMessage \"Picked up a jug of Gasoline.\"\n   Inventory.PickupSound \"BFGREADY\"\n   Scale 0.9\n   States\n   {\n\tSpawn:\n\t\tGSLN A -1\n\t\tStop\n   }\n}\n\nACTOR FakeGasSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n    {\n\t Spawn:\n\t\tGSLN A 0\n\t\tGSLN A 18\n\t\tStop\n    }\n}\n\nACTOR GasSpawner: CustomInventory 107\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a jug of Gasoline.\"\n Inventory.PickupSound \"BFGREADY\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite GSLNA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeGasSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeCellPackSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\", 50)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n    }\n}\n\n//Nuclear Missile\n\nACTOR Nuke : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a nuclear missile.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n\tInventory.Icon \"NKLAA0\"\n\tInventory.PickupSound \"BFGREADY\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBNUK A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeNukeSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n    {\n\t Spawn:\n\t\tBNUK A 0\n\t\tBNUK A 18\n\t\tStop\n    }\n}\n\nACTOR NukeSpawner: CustomInventory 117\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a nuclear missile.\"\n Inventory.PickupSound \"RCKCLIP2\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite BNUKA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNukeSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeCellPackSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Nuke\", 1)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n    }\n}\n\nACTOR AmmoCellPackReplacer : BasicAmmoPickup Replaces CellPack\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn3\") // Nuclear Missile\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Gas\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoCellPack\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GasSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"NukeSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Shells ------------------------------------------------------------------\n\nACTOR AmmoShell : Ammo 2038\n{\n\tGame Doom\n\tSpawnID 12\n\tInventory.PickupMessage \"$GOTSHELLS\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"SHELA0\"\n\tInventory.Pickupsound \"SHELPK1\"\n\tScale 0.9\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite SHELA0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tSHEL A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoSlug : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"$GOTSLUGS\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"SHELB0\"\n\tInventory.Pickupsound \"SHELPK1\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSHEL B -1\n\t\tStop\n\t}\n}\n\nACTOR FakeAmmoShellSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tSHEL A 0\n\t\tSHEL A 18\n\t\tStop\n    }\n}\n\nACTOR FakeAmmoSlugSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tSHEL B 0\n\t\tSHEL B 18\n\t\tStop\n    }\n}\n\nACTOR AmmoSlugSpawner: CustomInventory 2058\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTSLUGS\"\n Inventory.PickupSound \"SHELPK1\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite SHELB0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeAmmoSlugSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeAmmoShellSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoSlug\", 4)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"AmmoShell\", 4)\n\t\tStop\n    }\n}\n\n// Shell box ---------------------------------------------------------------\n\nACTOR AmmoShellBox : AmmoShell 2059\n{\n\tGame Doom\n\tSpawnID 143\n\tInventory.PickupMessage \"$GOTSHELLBOX\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"SHELPK2\"\n\tScale 0.9\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite SBOXA0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoSlugBox : AmmoSlug\n{\n\tGame Doom\n\tInventory.PickupMessage \"$GOTSLUGBOX\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"SHELPK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSLSU A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeShellBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tSBOX A 0\n\t\tSBOX A 18\n\t\tStop\n    }\n}\n\nACTOR FakeSlugBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tSLSU A 0\n\t\tSLSU A 18\n\t\tStop\n    }\n}\n\nACTOR SlugBoxSpawner: CustomInventory 2069\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTSLUGBOX\"\n Inventory.PickupSound \"SHELPK2\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite SLSUA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeSlugBoxSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeShellBoxSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoSlug\", 20)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n\t\tStop\n    }\n}\n\n//Magnum Rounds\n\nACTOR AmmoMagnum : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up some magnum rounds.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 6\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"MAGAA0\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tMAGA A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeAmmoMagnumSprite: BasicAmmoPickup\n{\n Scale 0.6\n VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tMAGA A 0\n\t\tMAGA A 18\n\t\tStop\n    }\n}\n\nACTOR AmmoMagnumSpawner: CustomInventory 2068\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up some magnum rounds.\"\n Inventory.PickupSound \"CBOXPICK\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite MAGAA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeAmmoMagnumSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeAmmoShellSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoMagnum\", 6)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"AmmoShell\", 4)\n\t\tStop\n    }\n}\n\nACTOR AmmoMagnumBox : AmmoMagnum\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of magnum rounds.\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"CBOXPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tMBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeMagnumBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\t Spawn:\n\t\tMBOX A 0\n\t\tMBOX A 18\n\t\tStop\n    }\n}\n\nACTOR MagnumBoxSpawner: CustomInventory 2089\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a box of magnum rounds.\"\n Inventory.PickupSound \"CBOXPICK\"\n Mass 1\n //$Category BD Ammo Spawners\n //$Icon \"ammo\"\n //$Colour rgb(180, 150, 50)\n //$Sprite MBOXA0\n //$NotAngled\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMagnumBoxSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeShellBoxSprite\")\n\t\tTNT1 A 16\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoMagnum\", 20)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n\t\tStop\n    }\n}\n\nACTOR AmmoShellReplacer : BasicAmmoPickup Replaces Shell\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(32, \"Spawn2\") // Slug Ammo\n\t\tTNT1 A 0 A_Jump(2, \"Spawn3\") // Magnum Ammo\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShell\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoSlugSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoMagnumSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoShellBoxReplacer : BasicAmmoPickup Replaces ShellBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(32, \"Spawn2\") // Slug Ammo Box\n\t\tTNT1 A 0 A_Jump(2, \"Spawn3\") // Magnum Ammo Box\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShellBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SlugBoxSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MagnumBoxSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeAmmo : Ammo 2030\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Grenade.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"GRNDA\"\n\tScale 0.3\n\t//$Category BD Ammo Spawners\n\t//$Icon \"ammo\"\n\t//$Colour rgb(180, 150, 50)\n\t//$Sprite GRNDH0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeBox : GrenadeAmmo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of grenades.\"\n\tInventory.Amount 3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR TankAmmo : Ammo\n{\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechAmmo : Ammo\n{\n\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HeavyMachinegunAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 200\n\tInventory.MaxAmount 2000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechRocketAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR AutocannonAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 1000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechMOrtarAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 2\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HelicopterRocketAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HelicopterMissileAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "AmmoDroper.txt",
        "contents": "ACTOR AmmoDroper : BrutalWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOALERT\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tWeapon.SelectionOrder 9999\n\n    States\n\t{\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 AAAAAA 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDroper\", 1)\n\t\tStop\n\n\tReady3:\n\tSelectAnimation:\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDAmmoDroperHUD\")\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, \"ReadyArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"ReadyHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"ReadyGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"ReadyGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"ReadyCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"ReadyRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"ReadyMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"ReadyRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"ReadyShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"ReadyMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"ReadyMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"ReadyPistol\")\n\tReadyPistol:\n\t\tADRO A 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMauser:\n\t\tADRO B 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMagnum:\n\t\tADRO C 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyShell:\n\t\tADRO D 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRifle:\n\t\tADRO E 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMG42:\n\t\tADRO F 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRocket:\n\t\tADRO G 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyCell:\n\t\tADRO H 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGas:\n\t\tADRO I 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGrenade:\n\t\tADRO J 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyHealth:\n\t\tADRO L 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyArmor:\n\t\tADRO K 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, 4)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, 4)//Removed a slot if already at 12\n\t\tTTN1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, 4)//Increment slot to 12\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 11)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDAmmoDroperHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, \"DropArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"DropHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"DropGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"DropGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"DropCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"DropRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"DropMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"DropRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"DropShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"DropMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"DropMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"DropPistol\")\n\n\tDropPistol:\n\t\tADRO A 1 BRIGHT\n\t\tADRO A 1 BRIGHT A_JumpIFInventory(\"Clip1\", 10, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip1\", 10)\n\t\tADRO A 10 BRIGHT A_SpawnItemEx(\"CLIP1Drop\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMauser:\n\t\tADRO B 1 BRIGHT\n\t\tADRO B 1 BRIGHT A_JumpIFInventory(\"Mauser9mm\", 32, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Mauser9mm\", 32)\n\t\tADRO B 10 BRIGHT A_SpawnItemEx(\"Mauser9mm\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMagnum:\n\t\tADRO C 1 BRIGHT\n\t\tADRO C 1 BRIGHT A_JumpIFInventory(\"AmmoMagnum\", 6, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoMagnum\", 6)\n\t\tADRO C 10 BRIGHT A_SpawnItemEx(\"AmmoMagnum\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropShell:\n\t\tADRO D 1 BRIGHT\n\t\tADRO D 1 BRIGHT A_JumpIFInventory(\"AmmoSHell\", 4, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoSHell\", 4)\n\t\tADRO D 10 BRIGHT A_SpawnItemEx(\"AmmoSHell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRifle:\n\t\tADRO E 1 BRIGHT\n\t\tADRO E 1 BRIGHT A_JumpIFInventory(\"Clip2\", 30, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 30)\n\t\tADRO E 10 BRIGHT A_SpawnItemEx(\"Clip2\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMG42:\n\t\tADRO F 1 BRIGHT\n\t\tADRO F 1 BRIGHT A_JumpIFInventory(\"BuzzSawAmmo\", 100, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BuzzSawAmmo\", 100)\n\t\tADRO F 10 BRIGHT A_SpawnItemEx(\"BuzzSawAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRocket:\n\t\tADRO G 1 BRIGHT\n\t\tADRO G 1 BRIGHT A_JumpIFInventory(\"AmmoRocket\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\", 1)\n\t\tADRO G 10 BRIGHT A_SpawnItemEx(\"AmmoRocket\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropCell:\n\t\tADRO H 1 BRIGHT\n\t\tADRO H 1 BRIGHT A_JumpIFInventory(\"AmmoCell\", 20, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\", 20)\n\t\tADRO H 10 BRIGHT A_SpawnItemEx(\"AmmoCell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGas:\n\t\tADRO I 1 BRIGHT\n\t\tADRO I 1 BRIGHT A_JumpIFInventory(\"Gas\", 50, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 50)\n\t\tADRO I 10 BRIGHT A_SpawnItemEx(\"Gas\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGrenade:\n\t\tADRO J 1 BRIGHT\n\t\tADRO J 1 BRIGHT A_JumpIFInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tADRO J 10 BRIGHT A_SpawnItemEx(\"GrenadeAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropHealth:\n\t\tADRO L 1 BRIGHT\n\t\tADRO L 1 BRIGHT A_JumpIf(health >= 105, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough bonus health to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDMinusFiveHealth\")//Decrease health by 5\n\t\tADRO L 10 BRIGHT A_SpawnItemEx(\"HealthPlusDropped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropArmor:\n\t\tADRO K 1 BRIGHT\n\t\tADRO K 1 BRIGHT A_JumpIFInventory(\"BasicArmor\", 5, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough armor to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BasicArmor\", 5)\n\t\tADRO K 10 BRIGHT A_SpawnItemEx(\"ArmorShardDroped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nACTOR AmmoDropSlot : Inventory\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 12\n}"
      },
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "Flat BDNUKE1\n    pic FHDN01 rand 2 2\n\tpic FHDN02 rand 2 2\n\tpic FHDN03 rand 2 2\n\tpic FHDN04 rand 2 2\n\tpic FHDN05 rand 2 2\n\tpic FHDN06 rand 2 2\n\tpic FHDN07 rand 2 2\n\tpic FHDN08 rand 2 2\n\tpic FHDN09 rand 2 2\n\tpic FHDN10 rand 2 2\n\tpic FHDN11 rand 2 2\n\tpic FHDN12 rand 2 2\n\tpic FHDN13 rand 2 2\n\tpic FHDN14 rand 2 2\n\tpic FHDN15 rand 2 2\n\tpic FHDN16 rand 2 2\n\tpic FHDN17 rand 2 2\n\tpic FHDN18 rand 2 2\n\tpic FHDN19 rand 2 2\n\tpic FHDN20 rand 2 2\n\tpic FHDN21 rand 2 2\n\tpic FHDN22 rand 2 2\n\tpic FHDN23 rand 2 2\n\tpic FHDN24 rand 2 2\n\tpic FHDN25 rand 2 2\n\tpic FHDN26 rand 2 2\n\tpic FHDN27 rand 2 2\n\tpic FHDN28 rand 2 2\n\tpic FHDN29 rand 2 2\n\tpic FHDN30 rand 2 2\n\tpic FHDN31 rand 2 2\n\tpic FHDN32 rand 2 2\n\n\twarp2 flat FHDN01\n\twarp2 flat FHDN02\n\twarp2 flat FHDN03\n\twarp2 flat FHDN04\n\twarp2 flat FHDN05\n\twarp2 flat FHDN06\n\twarp2 flat FHDN07\n\twarp2 flat FHDN08\n\twarp2 flat FHDN09\n\twarp2 flat FHDN10\n\twarp2 flat FHDN11\n\twarp2 flat FHDN12\n\twarp2 flat FHDN13\n\twarp2 flat FHDN14\n\twarp2 flat FHDN15\n\twarp2 flat FHDN16\n\twarp2 flat FHDN17\n\twarp2 flat FHDN18\n\twarp2 flat FHDN19\n\twarp2 flat FHDN20\n\twarp2 flat FHDN21\n\twarp2 flat FHDN22\n\twarp2 flat FHDN23\n\twarp2 flat FHDN24\n\twarp2 flat FHDN25\n\twarp2 flat FHDN26\n\twarp2 flat FHDN27\n\twarp2 flat FHDN28\n\twarp2 flat FHDN29\n\twarp2 flat FHDN30\n\twarp2 flat FHDN31\n\twarp2 flat FHDN32\n\n//Purple\n\nFlat FHDP01\n    pic FHDP01 rand 2 2\n\tpic FHDP02 rand 2 2\n\tpic FHDP03 rand 2 2\n\tpic FHDP04 rand 2 2\n\tpic FHDP05 rand 2 2\n\tpic FHDP06 rand 2 2\n\tpic FHDP07 rand 2 2\n\tpic FHDP08 rand 2 2\n\tpic FHDP09 rand 2 2\n\tpic FHDP10 rand 2 2\n\tpic FHDP11 rand 2 2\n\tpic FHDP12 rand 2 2\n\tpic FHDP13 rand 2 2\n\tpic FHDP14 rand 2 2\n\tpic FHDP15 rand 2 2\n\tpic FHDP16 rand 2 2\n\tpic FHDP17 rand 2 2\n\tpic FHDP18 rand 2 2\n\tpic FHDP19 rand 2 2\n\tpic FHDP20 rand 2 2\n\tpic FHDP21 rand 2 2\n\tpic FHDP22 rand 2 2\n\tpic FHDP23 rand 2 2\n\tpic FHDP24 rand 2 2\n\tpic FHDP25 rand 2 2\n\tpic FHDP26 rand 2 2\n\tpic FHDP27 rand 2 2\n\tpic FHDP28 rand 2 2\n\tpic FHDP29 rand 2 2\n\tpic FHDP30 rand 2 2\n\tpic FHDP31 rand 2 2\n\tpic FHDP32 rand 2 2\n\n\twarp2 flat FHDP01\n\twarp2 flat FHDP02\n\twarp2 flat FHDP03\n\twarp2 flat FHDP04\n\twarp2 flat FHDP05\n\twarp2 flat FHDP06\n\twarp2 flat FHDP07\n\twarp2 flat FHDP08\n\twarp2 flat FHDP09\n\twarp2 flat FHDP10\n\twarp2 flat FHDP11\n\twarp2 flat FHDP12\n\twarp2 flat FHDP13\n\twarp2 flat FHDP14\n\twarp2 flat FHDP15\n\twarp2 flat FHDP16\n\twarp2 flat FHDP17\n\twarp2 flat FHDP18\n\twarp2 flat FHDP19\n\twarp2 flat FHDP20\n\twarp2 flat FHDP21\n\twarp2 flat FHDP22\n\twarp2 flat FHDP23\n\twarp2 flat FHDP24\n\twarp2 flat FHDP25\n\twarp2 flat FHDP26\n\twarp2 flat FHDP27\n\twarp2 flat FHDP28\n\twarp2 flat FHDP29\n\twarp2 flat FHDP30\n\twarp2 flat FHDP31\n\twarp2 flat FHDP32\n\n//Blood\n\nflat BDBLOOD1\n    pic FHDB01 rand 2 2\n\tpic FHDB02 rand 2 2\n\tpic FHDB03 rand 2 2\n\tpic FHDB04 rand 2 2\n\tpic FHDB05 rand 2 2\n\tpic FHDB06 rand 2 2\n\tpic FHDB07 rand 2 2\n\tpic FHDB08 rand 2 2\n\tpic FHDB09 rand 2 2\n\tpic FHDB10 rand 2 2\n\tpic FHDB11 rand 2 2\n\tpic FHDB12 rand 2 2\n\tpic FHDB13 rand 2 2\n\tpic FHDB14 rand 2 2\n\tpic FHDB15 rand 2 2\n\tpic FHDB16 rand 2 2\n\tpic FHDB17 rand 2 2\n\tpic FHDB18 rand 2 2\n\tpic FHDB19 rand 2 2\n\tpic FHDB20 rand 2 2\n\tpic FHDB21 rand 2 2\n\tpic FHDB22 rand 2 2\n\tpic FHDB23 rand 2 2\n\tpic FHDB24 rand 2 2\n\tpic FHDB25 rand 2 2\n\tpic FHDB26 rand 2 2\n\tpic FHDB27 rand 2 2\n\tpic FHDB28 rand 2 2\n\tpic FHDB29 rand 2 2\n\tpic FHDB30 rand 2 2\n\tpic FHDB31 rand 2 2\n\tpic FHDB32 rand 2 2\n\n\twarp2 flat FHDB01\n\twarp2 flat FHDB02\n\twarp2 flat FHDB03\n\twarp2 flat FHDB04\n\twarp2 flat FHDB05\n\twarp2 flat FHDB06\n\twarp2 flat FHDB07\n\twarp2 flat FHDB08\n\twarp2 flat FHDB09\n\twarp2 flat FHDB10\n\twarp2 flat FHDB11\n\twarp2 flat FHDB12\n\twarp2 flat FHDB13\n\twarp2 flat FHDB14\n\twarp2 flat FHDB15\n\twarp2 flat FHDB16\n\twarp2 flat FHDB17\n\twarp2 flat FHDB18\n\twarp2 flat FHDB19\n\twarp2 flat FHDB20\n\twarp2 flat FHDB21\n\twarp2 flat FHDB22\n\twarp2 flat FHDB23\n\twarp2 flat FHDB24\n\twarp2 flat FHDB25\n\twarp2 flat FHDB26\n\twarp2 flat FHDB27\n\twarp2 flat FHDB28\n\twarp2 flat FHDB29\n\twarp2 flat FHDB30\n\twarp2 flat FHDB31\n\twarp2 flat FHDB32\n\n//Water\n\nflat BDFWATER\n    pic FHDW01 rand 2 2\n\tpic FHDW02 rand 2 2\n\tpic FHDW03 rand 2 2\n\tpic FHDW04 rand 2 2\n\tpic FHDW05 rand 2 2\n\tpic FHDW06 rand 2 2\n\tpic FHDW07 rand 2 2\n\tpic FHDW08 rand 2 2\n\tpic FHDW09 rand 2 2\n\tpic FHDW10 rand 2 2\n\tpic FHDW11 rand 2 2\n\tpic FHDW12 rand 2 2\n\tpic FHDW13 rand 2 2\n\tpic FHDW14 rand 2 2\n\tpic FHDW15 rand 2 2\n\tpic FHDW16 rand 2 2\n\tpic FHDW17 rand 2 2\n\tpic FHDW18 rand 2 2\n\tpic FHDW19 rand 2 2\n\tpic FHDW20 rand 2 2\n\tpic FHDW21 rand 2 2\n\tpic FHDW22 rand 2 2\n\tpic FHDW23 rand 2 2\n\tpic FHDW24 rand 2 2\n\tpic FHDW25 rand 2 2\n\tpic FHDW26 rand 2 2\n\tpic FHDW27 rand 2 2\n\tpic FHDW28 rand 2 2\n\tpic FHDW29 rand 2 2\n\tpic FHDW30 rand 2 2\n\tpic FHDW31 rand 2 2\n\tpic FHDW32 rand 2 2\n\n\twarp2 flat FHDW01\n\twarp2 flat FHDW02\n\twarp2 flat FHDW03\n\twarp2 flat FHDW04\n\twarp2 flat FHDW05\n\twarp2 flat FHDW06\n\twarp2 flat FHDW07\n\twarp2 flat FHDW08\n\twarp2 flat FHDW09\n\twarp2 flat FHDW10\n\twarp2 flat FHDW11\n\twarp2 flat FHDW12\n\twarp2 flat FHDW13\n\twarp2 flat FHDW14\n\twarp2 flat FHDW15\n\twarp2 flat FHDW16\n\twarp2 flat FHDW17\n\twarp2 flat FHDW18\n\twarp2 flat FHDW19\n\twarp2 flat FHDW20\n\twarp2 flat FHDW21\n\twarp2 flat FHDW22\n\twarp2 flat FHDW23\n\twarp2 flat FHDW24\n\twarp2 flat FHDW25\n\twarp2 flat FHDW26\n\twarp2 flat FHDW27\n\twarp2 flat FHDW28\n\twarp2 flat FHDW29\n\twarp2 flat FHDW30\n\twarp2 flat FHDW31\n\twarp2 flat FHDW32\n\n//Ice Water\n\nflat FHDI01\n    pic FHDI01 rand 2 2\n\tpic FHDI02 rand 2 2\n\tpic FHDI03 rand 2 2\n\tpic FHDI04 rand 2 2\n\tpic FHDI05 rand 2 2\n\tpic FHDI06 rand 2 2\n\tpic FHDI07 rand 2 2\n\tpic FHDI08 rand 2 2\n\tpic FHDI09 rand 2 2\n\tpic FHDI10 rand 2 2\n\tpic FHDI11 rand 2 2\n\tpic FHDI12 rand 2 2\n\tpic FHDI13 rand 2 2\n\tpic FHDI14 rand 2 2\n\tpic FHDI15 rand 2 2\n\tpic FHDI16 rand 2 2\n\tpic FHDI17 rand 2 2\n\tpic FHDI18 rand 2 2\n\tpic FHDI19 rand 2 2\n\tpic FHDI20 rand 2 2\n\tpic FHDI21 rand 2 2\n\tpic FHDI22 rand 2 2\n\tpic FHDI23 rand 2 2\n\tpic FHDI24 rand 2 2\n\tpic FHDI25 rand 2 2\n\tpic FHDI26 rand 2 2\n\tpic FHDI27 rand 2 2\n\tpic FHDI28 rand 2 2\n\tpic FHDI29 rand 2 2\n\tpic FHDI30 rand 2 2\n\tpic FHDI31 rand 2 2\n\tpic FHDI32 rand 2 2\n\n\twarp2 flat FHDI01\n\twarp2 flat FHDI02\n\twarp2 flat FHDI03\n\twarp2 flat FHDI04\n\twarp2 flat FHDI05\n\twarp2 flat FHDI06\n\twarp2 flat FHDI07\n\twarp2 flat FHDI08\n\twarp2 flat FHDI09\n\twarp2 flat FHDI10\n\twarp2 flat FHDI11\n\twarp2 flat FHDI12\n\twarp2 flat FHDI13\n\twarp2 flat FHDI14\n\twarp2 flat FHDI15\n\twarp2 flat FHDI16\n\twarp2 flat FHDI17\n\twarp2 flat FHDI18\n\twarp2 flat FHDI19\n\twarp2 flat FHDI20\n\twarp2 flat FHDI21\n\twarp2 flat FHDI22\n\twarp2 flat FHDI23\n\twarp2 flat FHDI24\n\twarp2 flat FHDI25\n\twarp2 flat FHDI26\n\twarp2 flat FHDI27\n\twarp2 flat FHDI28\n\twarp2 flat FHDI29\n\twarp2 flat FHDI30\n\twarp2 flat FHDI31\n\twarp2 flat FHDI32\n\nflat BDSLIME1//brown\n    pic FHDC01 rand 2 2\n\tpic FHDC02 rand 2 2\n\tpic FHDC03 rand 2 2\n\tpic FHDC04 rand 2 2\n\tpic FHDC05 rand 2 2\n\tpic FHDC06 rand 2 2\n\tpic FHDC07 rand 2 2\n\tpic FHDC08 rand 2 2\n\tpic FHDC09 rand 2 2\n\tpic FHDC10 rand 2 2\n\tpic FHDC11 rand 2 2\n\tpic FHDC12 rand 2 2\n\tpic FHDC13 rand 2 2\n\tpic FHDC14 rand 2 2\n\tpic FHDC15 rand 2 2\n\tpic FHDC16 rand 2 2\n\tpic FHDC17 rand 2 2\n\tpic FHDC18 rand 2 2\n\tpic FHDC19 rand 2 2\n\tpic FHDC20 rand 2 2\n\tpic FHDC21 rand 2 2\n\tpic FHDC22 rand 2 2\n\tpic FHDC23 rand 2 2\n\tpic FHDC24 rand 2 2\n\tpic FHDC25 rand 2 2\n\tpic FHDC26 rand 2 2\n\tpic FHDC27 rand 2 2\n\tpic FHDC28 rand 2 2\n\tpic FHDC29 rand 2 2\n\tpic FHDC30 rand 2 2\n\tpic FHDC31 rand 2 2\n\tpic FHDC32 rand 2 2\n\n\twarp2 flat FHDC01\n\twarp2 flat FHDC02\n\twarp2 flat FHDC03\n\twarp2 flat FHDC04\n\twarp2 flat FHDC05\n\twarp2 flat FHDC06\n\twarp2 flat FHDC07\n\twarp2 flat FHDC08\n\twarp2 flat FHDC09\n\twarp2 flat FHDC10\n\twarp2 flat FHDC11\n\twarp2 flat FHDC12\n\twarp2 flat FHDC13\n\twarp2 flat FHDC14\n\twarp2 flat FHDC15\n\twarp2 flat FHDC16\n\twarp2 flat FHDC17\n\twarp2 flat FHDC18\n\twarp2 flat FHDC19\n\twarp2 flat FHDC20\n\twarp2 flat FHDC21\n\twarp2 flat FHDC22\n\twarp2 flat FHDC23\n\twarp2 flat FHDC24\n\twarp2 flat FHDC25\n\twarp2 flat FHDC26\n\twarp2 flat FHDC27\n\twarp2 flat FHDC28\n\twarp2 flat FHDC29\n\twarp2 flat FHDC30\n\twarp2 flat FHDC31\n\twarp2 flat FHDC32\n\nflat BDSLIME2//green\n    pic FHDS01 rand 2 2\n\tpic FHDS02 rand 2 2\n\tpic FHDS03 rand 2 2\n\tpic FHDS04 rand 2 2\n\tpic FHDS05 rand 2 2\n\tpic FHDS06 rand 2 2\n\tpic FHDS07 rand 2 2\n\tpic FHDS08 rand 2 2\n\tpic FHDS09 rand 2 2\n\tpic FHDS10 rand 2 2\n\tpic FHDS11 rand 2 2\n\tpic FHDS12 rand 2 2\n\tpic FHDS13 rand 2 2\n\tpic FHDS14 rand 2 2\n\tpic FHDS15 rand 2 2\n\tpic FHDS16 rand 2 2\n\tpic FHDS17 rand 2 2\n\tpic FHDS18 rand 2 2\n\tpic FHDS19 rand 2 2\n\tpic FHDS20 rand 2 2\n\tpic FHDS21 rand 2 2\n\tpic FHDS22 rand 2 2\n\tpic FHDS23 rand 2 2\n\tpic FHDS24 rand 2 2\n\tpic FHDS25 rand 2 2\n\tpic FHDS26 rand 2 2\n\tpic FHDS27 rand 2 2\n\tpic FHDS28 rand 2 2\n\tpic FHDS29 rand 2 2\n\tpic FHDS30 rand 2 2\n\tpic FHDS31 rand 2 2\n\tpic FHDS32 rand 2 2\n\n\twarp2 flat FHDS01\n\twarp2 flat FHDS02\n\twarp2 flat FHDS03\n\twarp2 flat FHDS04\n\twarp2 flat FHDS05\n\twarp2 flat FHDS06\n\twarp2 flat FHDS07\n\twarp2 flat FHDS08\n\twarp2 flat FHDS09\n\twarp2 flat FHDS10\n\twarp2 flat FHDS11\n\twarp2 flat FHDS12\n\twarp2 flat FHDS13\n\twarp2 flat FHDS14\n\twarp2 flat FHDS15\n\twarp2 flat FHDS16\n\twarp2 flat FHDS17\n\twarp2 flat FHDS18\n\twarp2 flat FHDS19\n\twarp2 flat FHDS20\n\twarp2 flat FHDS21\n\twarp2 flat FHDS22\n\twarp2 flat FHDS23\n\twarp2 flat FHDS24\n\twarp2 flat FHDS25\n\twarp2 flat FHDS26\n\twarp2 flat FHDS27\n\twarp2 flat FHDS28\n\twarp2 flat FHDS29\n\twarp2 flat FHDS30\n\twarp2 flat FHDS31\n\twarp2 flat FHDS32\n\nFlat FHDT01\n    pic FHDT01 rand 2 2\n\tpic FHDT02 rand 2 2\n\tpic FHDT03 rand 2 2\n\tpic FHDT04 rand 2 2\n\tpic FHDT05 rand 2 2\n\tpic FHDT06 rand 2 2\n\tpic FHDT07 rand 2 2\n\tpic FHDT08 rand 2 2\n\tpic FHDT09 rand 2 2\n\tpic FHDT10 rand 2 2\n\tpic FHDT11 rand 2 2\n\tpic FHDT12 rand 2 2\n\tpic FHDT13 rand 2 2\n\tpic FHDT14 rand 2 2\n\tpic FHDT15 rand 2 2\n\tpic FHDT16 rand 2 2\n\tpic FHDT17 rand 2 2\n\tpic FHDT18 rand 2 2\n\tpic FHDT19 rand 2 2\n\tpic FHDT20 rand 2 2\n\tpic FHDT21 rand 2 2\n\tpic FHDT22 rand 2 2\n\tpic FHDT23 rand 2 2\n\tpic FHDT24 rand 2 2\n\tpic FHDT25 rand 2 2\n\tpic FHDT26 rand 2 2\n\tpic FHDT27 rand 2 2\n\tpic FHDT28 rand 2 2\n\tpic FHDT29 rand 2 2\n\tpic FHDT30 rand 2 2\n\tpic FHDT31 rand 2 2\n\tpic FHDT32 rand 2 2\n\n\twarp2 flat FHDT01\n\twarp2 flat FHDT02\n\twarp2 flat FHDT03\n\twarp2 flat FHDT04\n\twarp2 flat FHDT05\n\twarp2 flat FHDT06\n\twarp2 flat FHDT07\n\twarp2 flat FHDT08\n\twarp2 flat FHDT09\n\twarp2 flat FHDT10\n\twarp2 flat FHDT11\n\twarp2 flat FHDT12\n\twarp2 flat FHDT13\n\twarp2 flat FHDT14\n\twarp2 flat FHDT15\n\twarp2 flat FHDT16\n\twarp2 flat FHDT17\n\twarp2 flat FHDT18\n\twarp2 flat FHDT19\n\twarp2 flat FHDT20\n\twarp2 flat FHDT21\n\twarp2 flat FHDT22\n\twarp2 flat FHDT23\n\twarp2 flat FHDT24\n\twarp2 flat FHDT25\n\twarp2 flat FHDT26\n\twarp2 flat FHDT27\n\twarp2 flat FHDT28\n\twarp2 flat FHDT29\n\twarp2 flat FHDT30\n\twarp2 flat FHDT31\n\twarp2 flat FHDT32\n\n//*******************\\\\\n//*******************\\\\\n//|||||| FALLS ||||||||\n//*******************//\n//*******************//\n\ntexture BDWFALL1\npic WFALL01\ttics 1\npic WFALL02\ttics 1\npic WFALL03\ttics 1\npic WFALL04\ttics 1\npic WFALL05\ttics 1\npic WFALL06\ttics 1\npic WFALL07\ttics 1\npic WFALL08\ttics 1\npic WFALL09\ttics 1\npic WFALL10\ttics 1\npic WFALL11\ttics 1\npic WFALL12\ttics 1\npic WFALL13\ttics 1\npic WFALL14\ttics 1\npic WFALL15\ttics 1\npic WFALL16\ttics 1\npic WFALL17\ttics 1\npic WFALL18\ttics 1\npic WFALL19\ttics 1\npic WFALL20\ttics 1\npic WFALL21\ttics 1\n\ntexture IFALL01\npic IFALL01\ttics 1\npic IFALL02\ttics 1\npic IFALL03\ttics 1\npic IFALL04\ttics 1\npic IFALL05\ttics 1\npic IFALL06\ttics 1\npic IFALL07\ttics 1\npic IFALL08\ttics 1\npic IFALL09\ttics 1\npic IFALL10\ttics 1\npic IFALL11\ttics 1\npic IFALL12\ttics 1\npic IFALL13\ttics 1\npic IFALL14\ttics 1\npic IFALL15\ttics 1\npic IFALL16\ttics 1\npic IFALL17\ttics 1\npic IFALL18\ttics 1\npic IFALL19\ttics 1\npic IFALL20\ttics 1\npic IFALL21\ttics 1\n\ntexture BDBFALL1\npic BFALL01\ttics 1\npic BFALL02\ttics 1\npic BFALL03\ttics 1\npic BFALL04\ttics 1\npic BFALL05\ttics 1\npic BFALL06\ttics 1\npic BFALL07\ttics 1\npic BFALL08\ttics 1\npic BFALL09\ttics 1\npic BFALL10\ttics 1\npic BFALL11\ttics 1\npic BFALL12\ttics 1\npic BFALL13\ttics 1\npic BFALL14\ttics 1\npic BFALL15\ttics 1\npic BFALL16\ttics 1\npic BFALL17\ttics 1\npic BFALL18\ttics 1\npic BFALL19\ttics 1\npic BFALL20\ttics 1\npic BFALL21\ttics 1\n\ntexture BDSFALL1\npic GFALL01\ttics 1\npic GFALL02\ttics 1\npic GFALL03\ttics 1\npic GFALL04\ttics 1\npic GFALL05\ttics 1\npic GFALL06\ttics 1\npic GFALL07\ttics 1\npic GFALL08\ttics 1\npic GFALL09\ttics 1\npic GFALL10\ttics 1\npic GFALL11\ttics 1\npic GFALL12\ttics 1\npic GFALL13\ttics 1\npic GFALL14\ttics 1\npic GFALL15\ttics 1\npic GFALL16\ttics 1\npic GFALL17\ttics 1\npic GFALL18\ttics 1\npic GFALL19\ttics 1\npic GFALL20\ttics 1\npic GFALL21\ttics 1\n\ntexture PFALL01\npic PFALL01\ttics 1\npic PFALL02\ttics 1\npic PFALL03\ttics 1\npic PFALL04\ttics 1\npic PFALL05\ttics 1\npic PFALL06\ttics 1\npic PFALL07\ttics 1\npic PFALL08\ttics 1\npic PFALL09\ttics 1\npic PFALL10\ttics 1\npic PFALL11\ttics 1\npic PFALL12\ttics 1\npic PFALL13\ttics 1\npic PFALL14\ttics 1\npic PFALL15\ttics 1\npic PFALL16\ttics 1\npic PFALL17\ttics 1\npic PFALL18\ttics 1\npic PFALL19\ttics 1\npic PFALL20\ttics 1\npic PFALL21\ttics 1\n\ntexture SLFAL01//green slimefall\npic SLFAL01\ttics 1\npic SLFAL02\ttics 1\npic SLFAL03\ttics 1\npic SLFAL04\ttics 1\npic SLFAL05\ttics 1\npic SLFAL06\ttics 1\npic SLFAL07\ttics 1\npic SLFAL08\ttics 1\npic SLFAL09\ttics 1\npic SLFAL10\ttics 1\npic SLFAL11\ttics 1\npic SLFAL12\ttics 1\npic SLFAL13\ttics 1\npic SLFAL14\ttics 1\npic SLFAL15\ttics 1\npic SLFAL16\ttics 1\npic SLFAL17\ttics 1\npic SLFAL18\ttics 1\npic SLFAL19\ttics 1\npic SLFAL20\ttics 1\npic SLFAL21\ttics 1\n\ntexture CRFAL01//brown slimefall\npic CRFAL01\ttics 1\npic CRFAL02\ttics 1\npic CRFAL03\ttics 1\npic CRFAL04\ttics 1\npic CRFAL05\ttics 1\npic CRFAL06\ttics 1\npic CRFAL07\ttics 1\npic CRFAL08\ttics 1\npic CRFAL09\ttics 1\npic CRFAL10\ttics 1\npic CRFAL11\ttics 1\npic CRFAL12\ttics 1\npic CRFAL13\ttics 1\npic CRFAL14\ttics 1\npic CRFAL15\ttics 1\npic CRFAL16\ttics 1\npic CRFAL17\ttics 1\npic CRFAL18\ttics 1\npic CRFAL19\ttics 1\npic CRFAL20\ttics 1\npic CRFAL21\ttics 1\n\ntexture LFALL01\npic LFALL01\ttics 1\npic LFALL02\ttics 1\npic LFALL03\ttics 1\npic LFALL04\ttics 1\npic LFALL05\ttics 1\npic LFALL06\ttics 1\npic LFALL07\ttics 1\npic LFALL08\ttics 1\npic LFALL09\ttics 1\npic LFALL10\ttics 1\npic LFALL11\ttics 1\npic LFALL12\ttics 1\npic LFALL13\ttics 1\npic LFALL14\ttics 1\npic LFALL15\ttics 1\npic LFALL16\ttics 1\npic LFALL17\ttics 1\npic LFALL18\ttics 1\npic LFALL19\ttics 1\npic LFALL20\ttics 1\npic LFALL21\ttics 1\npic LFALL22\ttics 1\npic LFALL23\ttics 1\npic LFALL24\ttics 1\npic LFALL25\ttics 1\npic LFALL26\ttics 1\npic LFALL27\ttics 1\npic LFALL28\ttics 1\npic LFALL29\ttics 1\npic LFALL30 tics 1\npic LFALL31 tics 1\npic LFALL32 tics 1\npic LFALL33 tics 1\npic LFALL34 tics 1\npic LFALL35 tics 1\npic LFALL36 tics 1\npic LFALL37 tics 1\npic LFALL38 tics 1\npic LFALL39 tics 1\npic LFALL40 tics 1\npic LFALL41 tics 1\npic LFALL42 tics 1\npic LFALL43 tics 1\npic LFALL44 tics 1\npic LFALL45 tics 1\npic LFALL46 tics 1\npic LFALL47 tics 1\npic LFALL48 tics 1\npic LFALL49 tics 1\npic LFALL50 tics 1\npic LFALL51 tics 1\npic LFALL52 tics 1\npic LFALL53 tics 1\npic LFALL54 tics 1\npic LFALL55 tics 1\npic LFALL56 tics 1\npic LFALL57 tics 1\npic LFALL58 tics 1\npic LFALL59 tics 1\npic LFALL60 tics 1\npic LFALL61 tics 1\npic LFALL62 tics 1\npic LFALL63 tics 1\npic LFALL64 tics 1\n\ntexture MFALL01\npic MFALL01\ttics 1\npic MFALL02\ttics 1\npic MFALL03\ttics 1\npic MFALL04\ttics 1\npic MFALL05\ttics 1\npic MFALL06\ttics 1\npic MFALL07\ttics 1\npic MFALL08\ttics 1\npic MFALL09\ttics 1\npic MFALL10\ttics 1\npic MFALL11\ttics 1\npic MFALL12\ttics 1\npic MFALL13\ttics 1\npic MFALL14\ttics 1\npic MFALL15\ttics 1\npic MFALL16\ttics 1\npic MFALL17\ttics 1\npic MFALL18\ttics 1\npic MFALL19\ttics 1\npic MFALL20\ttics 1\npic MFALL21\ttics 1\npic MFALL22\ttics 1\npic MFALL23\ttics 1\npic MFALL24\ttics 1\npic MFALL25\ttics 1\npic MFALL26\ttics 1\npic MFALL27\ttics 1\npic MFALL28\ttics 1\npic MFALL29\ttics 1\npic MFALL30 tics 1\npic MFALL31 tics 1\npic MFALL32 tics 1\npic MFALL33 tics 1\npic MFALL34 tics 1\npic MFALL35 tics 1\npic MFALL36 tics 1\npic MFALL37 tics 1\npic MFALL38 tics 1\npic MFALL39 tics 1\npic MFALL40 tics 1\npic MFALL41 tics 1\npic MFALL42 tics 1\npic MFALL43 tics 1\npic MFALL44 tics 1\npic MFALL45 tics 1\npic MFALL46 tics 1\npic MFALL47 tics 1\npic MFALL48 tics 1\npic MFALL49 tics 1\npic MFALL50 tics 1\npic MFALL51 tics 1\npic MFALL52 tics 1\npic MFALL53 tics 1\npic MFALL54 tics 1\npic MFALL55 tics 1\npic MFALL56 tics 1\npic MFALL57 tics 1\npic MFALL58 tics 1\npic MFALL59 tics 1\npic MFALL60 tics 1\npic MFALL61 tics 1\npic MFALL62 tics 1\npic MFALL63 tics 1\npic MFALL64 tics 1\n\ntexture YFALL01\npic YFALL01\ttics 1\npic YFALL02\ttics 1\npic YFALL03\ttics 1\npic YFALL04\ttics 1\npic YFALL05\ttics 1\npic YFALL06\ttics 1\npic YFALL07\ttics 1\npic YFALL08\ttics 1\npic YFALL09\ttics 1\npic YFALL10\ttics 1\npic YFALL11\ttics 1\npic YFALL12\ttics 1\npic YFALL13\ttics 1\npic YFALL14\ttics 1\npic YFALL15\ttics 1\npic YFALL16\ttics 1\npic YFALL17\ttics 1\npic YFALL18\ttics 1\npic YFALL19\ttics 1\npic YFALL20\ttics 1\npic YFALL21\ttics 1\npic YFALL22\ttics 1\npic YFALL23\ttics 1\npic YFALL24\ttics 1\npic YFALL25\ttics 1\npic YFALL26\ttics 1\npic YFALL27\ttics 1\npic YFALL28\ttics 1\npic YFALL29\ttics 1\npic YFALL30 tics 1\npic YFALL31 tics 1\npic YFALL32 tics 1\npic YFALL33 tics 1\npic YFALL34 tics 1\npic YFALL35 tics 1\npic YFALL36 tics 1\npic YFALL37 tics 1\npic YFALL38 tics 1\npic YFALL39 tics 1\npic YFALL40 tics 1\npic YFALL41 tics 1\npic YFALL42 tics 1\npic YFALL43 tics 1\npic YFALL44 tics 1\npic YFALL45 tics 1\npic YFALL46 tics 1\npic YFALL47 tics 1\npic YFALL48 tics 1\npic YFALL49 tics 1\npic YFALL50 tics 1\npic YFALL51 tics 1\npic YFALL52 tics 1\npic YFALL53 tics 1\npic YFALL54 tics 1\npic YFALL55 tics 1\npic YFALL56 tics 1\npic YFALL57 tics 1\npic YFALL58 tics 1\npic YFALL59 tics 1\npic YFALL60 tics 1\npic YFALL61 tics 1\npic YFALL62 tics 1\npic YFALL63 tics 1\npic YFALL64 tics 1\n\ntexture TFALL01\npic TFALL01\ttics 1\npic TFALL02\ttics 1\npic TFALL03\ttics 1\npic TFALL04\ttics 1\npic TFALL05\ttics 1\npic TFALL06\ttics 1\npic TFALL07\ttics 1\npic TFALL08\ttics 1\npic TFALL09\ttics 1\npic TFALL10\ttics 1\npic TFALL11\ttics 1\npic TFALL12\ttics 1\npic TFALL13\ttics 1\npic TFALL14\ttics 1\npic TFALL15\ttics 1\npic TFALL16\ttics 1\npic TFALL17\ttics 1\npic TFALL18\ttics 1\npic TFALL19\ttics 1\npic TFALL20\ttics 1\npic TFALL21\ttics 1\n\nwarp texture SP_FACE1\nwarp texture SKSNAKE1\nwarp texture SKSNAKE2\n\nwarp flat LAVAFL\nwarp flat YAVAFL\nwarp flat MAGEFL\nwarp flat SFLR6_1\nwarp flat SFLR6_4\n\n//warp2 flat SMK2B0 These cause bugs on software mode.\n//warp2 flat SMK2a0\n//warp2 flat SMK1J0\n//warp2 flat SMK1l0\n\ntexture SLIME12\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\ntexture SLIME11\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\ntexture SLIME10\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\ntexture SLIME09\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\nTexture GSTFONT1\n    pic GSTFONT1 rand 3 3\n\tpic GSTFONT2 rand 3 3\n\tpic GSTFONT3 rand 3 3\nTexture GSTFONT2\n    pic GSTFONT1 rand 3 3\n\tpic GSTFONT2 rand 3 3\n\tpic GSTFONT3 rand 3 3\nTexture GSTFONT3\n    pic GSTFONT1 rand 3 3\n\tpic GSTFONT2 rand 3 3\n\tpic GSTFONT3 rand 3 3\n\ntexture SPACM0\npic SPACM1 tics 2\npic SPACM2 tics 2\npic SPACM3 tics 2\npic SPACM4 tics 2\n\ntexture SKYHELF\npic SKYHF1 tics 2\npic SKYHF2 tics 2\npic SKYHF3 tics 2\npic SKYHF4 tics 2\npic SKYHF5 tics 2\npic SKYHF6 tics 2\npic SKYHF7 tics 2\npic SKYHF8 tics 2\npic SKYHF9 tics 2\npic SKYHF10 tics 2\npic SKYHF11 tics 2\npic SKYHF12 tics 2\npic SKYHF13 tics 2\npic SKYHF14 tics 2\npic SKYHF15 tics 2\npic SKYHF16 tics 2\npic SKYHF17 tics 2\npic SKYHF18 tics 2\npic SKYHF19 tics 2\npic SKYHF20 tics 2\npic SKYHF21 tics 2\npic SKYHF22 tics 2\npic SKYHF23 tics 2\npic SKYHF24 tics 2\n\nflat GRWAT_01\npic GRWAT_01 rand 4 4\npic GRWAT_02 rand 4 4\npic GRWAT_03 rand 4 4\npic GRWAT_04 rand 4 4\npic GRWAT_05 rand 4 4\npic GRWAT_06 rand 4 4\npic GRWAT_07 rand 4 4\npic GRWAT_08 rand 4 4\npic GRWAT_09 rand 4 4\npic GRWAT_10 rand 4 4\npic GRWAT_11 rand 4 4\npic GRWAT_12 rand 4 4\n\ntexture BDHEL11\npic BDHEL11 rand 35 50\npic BDHEL11B rand 3 3\npic BDHEL11 rand 2 2\npic BDHEL11B rand 2 2"
      },
      {
        "source": "pk3",
        "name": "ArchVile.txt",
        "contents": "ACTOR TheArchvile: Archvile Replaces Archvile\n{\n\tGame Doom\n\tSpawnID 111\n\tRadius 20\n\tHeight 55\n\tMass 500\n\tSpeed 15\n\tHealth 700\n\tGibHealth 30\n\tPainChance 10\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamageFactor \"Crush\", 7.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 2.0\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 1.0\n\tDamagefactor \"Fatality\", 2.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 2.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\tDamageFactor \"SSG\", 2.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\tDamageFactor \"TankWeakSpot\", 0.0\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\n\tBloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\n\tMonster\n\tMaxTargetRange 896\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\t+FLOORCLIP\n\tDeathHeight 4\n\tBurnHeight 0\n\tDropItem \"DemonStrengthRune\", 16\n\tSeeSound \"vile/sight\"\n\tPainSound \"vile/pain\"\n\tDeathSound \"vile/death\"\n\tActiveSound \"vile/active\"\n\tMeleeSound \"vile/stop\"\n\tObituary \"%o was exploded by an Arch-Vile.\"\n\tTag \"Archvile\"\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaArchvile\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n    Spawn:\n\t\tDIAB B 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyIsArchvile\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\n\tSpawn2:\n\t\tDIAB B 20 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tLoop\n\tSee:\n\t\tDIAB AA 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB BB 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB CC 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB DD 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tLoop\n\n\tMissile:\n\t\tDIAB E 0 A_VileStart\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB E 10 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB E 7 A_VileTarget\n\n\t\tDIAB E 1 A_VileTarget\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB E 3 A_FaceTarget\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB F 3 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB F 3 A_FaceTarget\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB F 3 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB F 3 A_FaceTarget\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB F 3 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB E 3 A_FaceTarget\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n        DIAB F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB JKLMN 3 BRIGHT A_FaceTarget\n\t\tDIAB O 3 BRIGHT A_VileAttack\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",35)\n\t\tDIAB P 3 BRIGHT\n\t\tGoto See\n\n\tHeal:\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\")\n\t\tDIBR X 10\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 52)\n\t\tDIAB Q 5\n\t\tDIAB Q 5 A_Pain\n\t\tGoto See\n\n\tPain.Slide:\n\tPain.Kick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 52)\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil(8)\n\t\tDIAB Q 10 A_Pain\n\t\tDIAB Q 10\n\t\tGoto See\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t    TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tVID2 ABCDE 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID2G\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(64, \"Death.ARm\")\n\n\tDeath.Simple:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDIAB RSTUVWX 5 A_SpawnItem (\"MuchBlood\", 40)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvile\")\n\t\tStop\n\n\tDeath.Arm:\n\tDeath.Minigun:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AAA 0 A_SpawnItem (\"MuchBlood\", 50)\n\t\tVID2 HHIJ 5\n\t\tTNT1 A 0 A_SpawnItem(\"DyingArchvileNoArm\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_Jump(96, \"Death.ARm\")\n\tTNT1 A 0 A_Jump(96, \"Death.Cut\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"SSGSelected\", 1, \"BrutalDeath\")\n\tTNT1 A 0 A_Jump(96, \"BrutalDeath\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Desintegrate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tGoto RippedOpen\n\n\tDeath.Cut:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 42, 0, random (0, 360), 2, random (60, 120))\n\t\tGoto RippedOpen\n\n\tDeath.Deletus:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tBrutalDeath:\n\tDeath.Saw:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\tTNT1 A 0 A_Scream\n\tTNT1 AA 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileHead\", 52, 0, random (0, 360), 2, random (60, 120))\n\tRippedOpen:\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\n    TNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_NoBlocking\n\tVID3 A 3\n\tVID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 46, 0, random (0, 360), 2, random (0, 45))\n\tVID3 BCDEFGHIJK 3\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3L\")\n\tStop\n\n\tXDeath:\n    Death.ExplosiveImpact:\n\tDeath.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_Jump(96, \"Death.Saw\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArchvileLeg\", 32, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tStop\n\n\tDeath.SuperPlasma:\n    Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tXVIP ABCDEFGHIJKLMNOPQ 2\n\t\tXVIP Q -1\n\t\tStop\n\n\t    Death.Fire:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n        TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tCARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (70, 130))\n        CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 130))\n        CARB M -1\n        Stop\n\n    Death.Fatality:\n\t    TNT1 A 0 A_Pain\n\t    TNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto BrutalDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t    TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death.Fatality2\")\n\tDeath.HelperMarineFatallity:\n        TNT1 A 0 A_GiveToTarget(\"ArchvileFatality\", 1)\n        Stop\n\n\tDeath.Fatality2:\n        TNT1 A 0 A_GiveToTarget(\"ArchvileFatality2\", 1)\n        Stop\n\n    Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n    Pain.KillMe:\n    Pain.Taunt:\n        TNT1 A 0 HealThing(2)\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ArchVile\")\n        Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenArchvile\")\n\tStop\n\t}\n}\n\nactor DeadArchvile: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nDIAB X -1\n       Stop    }}\n\nactor DeadArchvileVID2G: DeadArchvile\n{\n    States\n    {\n    Spawn:\nVID2 G -1\n       Stop    }}\n\nactor DeadArchvileXVILQ: DeadArchvile\n{\n    States\n    {\n    Spawn:\nXVIL Q -1\n       Stop    }}\n\n\t   actor DeadArchvileVIGIJ: DeadArchvile\n{\n    States\n    {\n    Spawn:\nVIGI J -1\n       Stop    }}\n\nactor FatalizedArchVile1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nAVF1 Z -1\n       Stop    }}\n\nactor ArchvileStabbedTheFuckOut: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\n\tAVF2 T 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\tAVF2 T -1\n       Stop    }}\n\nactor DeadArchvileVID3Q: DeadArchvile\n{\n    States\n    {\n    Spawn:\nVID3 Q -1\n       Stop    }}\n\nactor DeadArchvileVID2O: DeadArchvile\n{\n    States\n    {\n    Spawn:\nVID2 O -1\n       Stop    }}\n\nactor DeadArchvileVID3L: DeadArchvile\n{\n    States\n    {\n    Spawn:\nVID3 L -1\n       Stop    }}\n\nACTOR DyingArchvileNoArm\n{\n\tRadius 17\n\tHeight 55\n\tMass 500\n\tHealth 20\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamageFactor \"Crush\", 7.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 2.0\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 1.0\n\tDamagefactor \"Fatality\", 2.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 2.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\tDamageFactor \"SSG\", 2.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\tDamageFactor \"TankWeakSpot\", 0.0\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\n\tBloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n\t+DONTSPLASH\n\tDeathHeight 4\n\tBurnHeight 0\n\tDropItem \"none\"\n    States\n    {\n\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_FaceTarget\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\tDeath:\n\t\t VID2 A 0 A_Scream\n\t\t TNT1 A 0 A_NoBlocking\n\t\t VID2 MN 6\n\t\t TNT1 A 0 A_SpawnItem(\"DeadArchvileVID2O\")\n\t\t Stop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t    TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tVID3 MNOP 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3Q\")\n\t\tStop\n\n\tXDeath:\n\tDeath.Explosive:\n\tDeath.Desintegrate:\n\tDeath.SSG:\n\tDeath.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tVID3 A 3\n\t\tVID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 46, 0, random (0, 360), 2, random (0, 45))\n\t\tVID3 BCDEFGHIJK 3\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3L\")\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Artifact.txt",
        "contents": "// Invulnerability Sphere ---------------------------------------------------\n\nACTOR InvulnerabilitySphere_  : PowerupGiver Replaces InvulnerabilitySphere\n{\n\tGame Doom\n\tSpawnID 133\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Invulnerable\n\t//Powerup.Color White //InverseMap\n\tPowerup.Colormap 0.0, 0.0, 0.0, 1.0,1.0,1.0\n\tInventory.PickupMessage \"$GOTINVUL\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Invulnerability\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"GreenFlareMediumItem\",0,20)\n\t\tPINV ABCD 4 Bright\n\t\tLoop\n\t}\n}\n\n// Soulsphere --------------------------------------------------------------\n\nACTOR LifeSphere : CustomInventory Replaces SoulSphere\n{\n\tSpawnID 25\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Soulsphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Soulsphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"BlueFlareMediumItem\",0,20)\n\t\tSOUL ABCD 4 Bright\n\t\tLoop\n\tPickup:\n        TNT1 AAAA 0 A_CustomMissile (\"ShinnySmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_GiveInventory(\"SoulSphereHealth\", 1)\n\t\tStop\n\t}\n}\n\nACTOR SoulSphereHealth : Health\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR EnergySphere : CustomInventory Replaces Megasphere\n{\n\tSpawnID 132\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Megasphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Megasphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteFlareMediumItem\",0,20)\n\t\tMEGA ABCD 4 BRIGHT\n\t\tLoop\n\tPickup:\n        TNT1 AAAA 0 A_CustomMissile (\"ShinnySmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyArmor\", 1)\n\t\tTNT1 AA 0 A_GiveInventory(\"SoulsphereHealth\", 1)\n\t\tStop\n\t}\n}\n\n// infrared -----------------------------------------------------------------\n\nACTOR NightVision : CustomInventory Replaces InfraRed\n{\n\tGame Doom\n\tSpawnID 138\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Infrared Googles.\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteFlareSmallItem\",0,0)\n\t\tSVIS ABCDE 3 BRIGHT\n\t\tLoop\n\n\tPickup:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"HasInfrared\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"NightVisionGiver\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDTakeInfraRed\", 0, 0, 0, 0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR NightVisionGiver : PowerupGiver\n{\n\tGame Doom\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Torch\n\tPowerup.Color 99 99 99\n\tInventory.PickupMessage \"$GOTVISOR\"\n\tPowerup.Duration -120\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteFlareSmallItem\",0,5)\n\t\tSVIS ABCDE 3 BRIGHT\n\t\tLoop\n\t}\n}\n\nACTOR VehicleInfraredGiver : PowerupGiver\n{\n\tGame Doom\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type PowerLightAmp\n\tPowerup.Color 99 99 99\n\tInventory.PickupMessage \"$GOTVISOR\"\n\tPowerup.Duration 0x7FFFFFFD\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteFlareSmallItem\",0,5)\n\t\tSVIS ABCDE 3 BRIGHT\n\t\tLoop\n\t}\n}\n\n// Berserk ------------------------------------------------------------------\n\nACTOR BerserkPack : CustomInventory Replaces Berserk\n{\n\tGame Doom\n    Scale 1.2\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"$GOTBERSERK\"\n    Inventory.PickupSound \"BERSPKUP\"\n\tTag \"Berserk Pack\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDK C 0\n\t\tMEDK C 0 A_SpawnItemEx(\"EvidenceCheckerbERSERk\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tSpawn1:\n\t\tMEDK C 16 BRIGHT A_SpawnItem(\"RedFlareMediumItem\",0,10)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"Press Reload (R) to alternate execution modes\")\n\t\tStop\n\t}\n}\n\nACTOR SuperBlurSphere : CustomInventory 2054\n{\n  +COUNTITEM\n  +VISIBILITYPULSE\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  RenderStyle Translucent\n  Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n  //$Category BD Power-Ups\n  //$Icon \"powerup\"\n  //$Colour rgb(220, 100, 220)\n  //$Sprite PINSA0\n  //$NotAngled\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_SpawnItem(\"RedFlareMediumItem\", 0, 20)\n     PINS ABCD 4 Bright\n     Loop\n  Pickup:\n\t TNT1 A 1\n     TNT1 A 0 A_GiveInventory(\"IsInvisible\", 1)\n\t TNT1 A 0 A_GiveInventory(\"Blursphere\", 1)\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDTakeInvisibility\", 0, 0, 0, 0)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nACTOR DemonStrengthRune : BerserkPack 2053\n{\n\tGame Doom\n    Scale 0.6\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Demon Strength Rune. RIP AND TEAR!\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\t//$Category BD Power-Ups\n\t//$Icon \"powerup\"\n\t//$Colour rgb(220, 100, 220)\n\t//$Sprite DPRFA0\n\t//$NotAngled\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlareMediumItem\",0,20)\n\t\tDPRF ABCB 4 BRIGHT\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\", 1)\n\t\tTNT1 A 0 HealThing(10, 0)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. RIP AND TEAR!\")\n\t\tStop\n\t}\n}\n\nACTOR RadSuits : CustomInventory Replaces Radsuit\n{\n  Height 46\n  SpawnID 136\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n  States\n  {\n  Spawn:\n    SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n  Pickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"Radsuit3\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Radsuit2\", 1)\n\t\tStop\n  }\n}\n\nACTOR RadSuit2 : PowerupGiver\n{\n  Height 46\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n  Powerup.Type \"Mask\"\n  Powerup.Duration -60\n  States\n  {\n  Spawn:\n    SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n  }\n}\n\nACTOR RadSuit3 : PowerupGiver\n{\n  Height 46\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n\n  Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n  Powerup.Type \"IronFeet\"\n  States\n  {\n  Spawn:\n    SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n  }\n}\n\n//A randomizer for Demon Runes\nACTOR DemonRuneMix: CustomInventory 2063\n{\n\tGame Doom\n\tscale 1.0\n\tradius 16\n\theight 16\n\t+INVENTORY.BIGPOWERUP\n\tdamage 0\n\tMass 1\n\tInventory.PickupMessage \"You got the Demon Sphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\t//$Category BD Power-Ups\n\t//$Icon \"powerup\"\n\t//$Colour rgb(220, 100, 220)\n\t//$Sprite DMRUA0\n\t//$NotAngled\n    States\n    {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DemonRuneCheck\")\n\t\tTNT1 A 4\n\tLive:\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlareMediumItem\",0,20)\n\t\tDMRU ABCD 4 BRIGHT\n\t\tLoop\n\tPickup:\n\t    TNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"Pickup2\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"BaronMorph\")\n\t\tStop\n\tPickup2:\n\t\tTNT1 A 1\n\t    TNT1 A 0 ACS_NamedExecute(\"RevenantMorph\")\n\t\tStop\n\tCancels:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem(\"DemonStrengthRune\")\n\t\tStop\n    }\n}\n\n/* --- UNMAKER UPGRADES ----------------------------------------------------- */\nACTOR UnmakerUpgrade1Icon : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 1\n}\n\nACTOR UnmakerUpgrade2Icon : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 1\n}\n\nACTOR UnmakerUpgrade3Icon : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 1\n}\n\nACTOR UnmakerUpgrades : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 3\n}\n\nACTOR 64UnmakerUpgradeSpawner : RandomSpawner\n{\n\tDropItem \"64UnmakerUpgrade1\"\n\tDropItem \"64UnmakerUpgrade2\"\n\tDropItem \"64UnmakerUpgrade3\"\n}\n\nACTOR 64UnmakerUpgrade1 : CustomInventory 1042\n{\n\t//Orange Artifact (First Upgrade)\n\t//$Color 19\n\t//$Category Doom 64 Retribution\n\t//$Icon \"powerup\"\n\t//$Colour rgb(220,100,220)\n\t//$Sprite ART1A0\n\t//$NotAngled\n\tGame Doom\n\tScale 0.6\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"ART1A0\"\n\tInventory.PickupMessage \"$GOTARTIFACT1\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\t+DONTGIB\n\t+COUNTITEM\n\t-INTERHUBSTRIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItem(\"YellowFlareMediumItem\",0,20)\n\t\t\tART1 ABCDEDCB 2 BRIGHT\n\t\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\",1,1)\n\t\t\tGoto Berserk\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"UnmakerUpgrade1Icon\", 1, \"AlreadyTaken\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrades\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrade1Icon\", 1)\n\t\t\tStop\n\t\tBerserk:\n\t\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\", 1)\n\t\t\tTNT1 A 0 HealThing(100, 0)\n\t\t\tTNT1 A 20\n\t\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. RIP AND TEAR!\")\n\t\t\tStop\n\t\tAlreadyTaken:\n\t\t\tTNT1 A 0\n\t\t\tFail\n\t}\n}\n\nACTOR 64UnmakerUpgrade2 : CustomInventory 1043\n{\n\t// Purple Artifact (Second Upgrade)\n\t//$Color 5\n\t//$Category Doom 64 Retribution\n\t//$Icon \"powerup\"\n\t//$Colour rgb(220,100,220)\n\t//$Sprite ART2A0\n\t//$NotAngled\n\tGame Doom\n\tScale 0.6\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"ART2A0\"\n\tInventory.PickupMessage \"$GOTARTIFACT2\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\t+DONTGIB\n\t+COUNTITEM\n\t-INTERHUBSTRIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItem(\"VioletFlareMediumItem\",0,20)\n\t\t\tART2 ABCDEDCB 2 BRIGHT\n\t\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\",1,1)\n\t\t\tGoto Berserk\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"UnmakerUpgrade2Icon\", 1, \"AlreadyTaken\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrades\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrade2Icon\", 1)\n\t\t\tStop\n\t\tBerserk:\n\t\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\", 1)\n\t\t\tTNT1 A 0 HealThing(100, 0)\n\t\t\tTNT1 A 20\n\t\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. RIP AND TEAR!\")\n\t\t\tStop\n\t\tAlreadyTaken:\n\t\t\tTNT1 A 0\n\t\t\tFail\n\t}\n}\n\nACTOR 64UnmakerUpgrade3 : CustomInventory 1044\n{\n\t// Cyan Artifact (Third Upgrade)\n\t//$Color 3\n\t//$Category Doom 64 Retribution\n\t//$Icon \"powerup\"\n\t//$Colour rgb(220,100,220)\n\t//$Sprite ART3A0\n\t//$NotAngled\n\tGame Doom\n\tScale 0.6\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"ART3A0\"\n\tInventory.PickupMessage \"$GOTARTIFACT3\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\t+DONTGIB\n\t+COUNTITEM\n\t-INTERHUBSTRIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItem(\"BlueFlareMediumItem\",0,20)\n\t\t\tART3 ABCDEDCB 2 BRIGHT\n\t\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\",1,1)\n\t\t\tGoto Berserk\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"UnmakerUpgrade3Icon\", 1, \"AlreadyTaken\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrades\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrade3Icon\", 1)\n\t\t\tStop\n\t\tBerserk:\n\t\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\", 1)\n\t\t\tTNT1 A 0 HealThing(100, 0)\n\t\t\tTNT1 A 20\n\t\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. RIP AND TEAR!\")\n\t\t\tStop\n\t\tAlreadyTaken:\n\t\t\tTNT1 A 0\n\t\t\tFail\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ArtilleryTank.txt",
        "contents": "//Sergeant Mark IV's vehicles.\n//If you want to modify and reuse this on your wad, please ask me first.\n\nActor ArtilleryTankTurretNotReal: TankBaseNotReal\n{\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 1\nStop\n}}\n\nActor ArtilleryTankTurretNotReal2: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 2\nStop\n}}\n\nActor ArtilleryTankTurretNotReal4: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 4\nStop\n}}\n\nActor ArtilleryTankTurretNotReal8: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2E T 8\nStop\n}}\n\nACTOR ArtilleryTank: Tank 7264\n{\n\t//$Category BD Vehicles\n\t//$Colour rgb(200, 200, 200)\n\t//$Sprite TNK1B1\n    Radius 64\n\tHeight 88\n\thealth 2000\n\tScale 1.0\n\tMass 36300//40 tons\n    States\n    {\n    Spawn:\n\t    TNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetNewTankDirection\", 0, 0, 0, 0)//Check vehicle initial angle.\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tGoto StandingHere\n\n\t  StandingHere:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetBaseAngle\", 0, 0, 0, 0)//SpawnVehicleBase\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 2\n\t\t//TNT1 A 0 A_SpawnItem(\"StationedVehicleCheckRepairs\")\n\t\tLoop\n\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTNK1 C 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 A_Look\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\t//TNT1 A 0 A_Chase(\"\",\"\",CHF_DONTMOVE )\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"ArtilleryTankMorpher\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HeavyMachinegunAmmo\", 1200)\n\t\tTNT1 A 0 A_GiveToTarget(\"HelicopterRocketAmmo\", 30)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItem(\"BigExplosion1112\")\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_NoBlocking\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard1\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard2\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 A 0 A_SpawnItem(\"DestroyedArmouredVehicleTemp\")\n\tELEC A 0 A_Explode(100, 250)\n\tTNT1 A 15\n\tTNT1 A 0\n\tStop\n\n\tPain.Repair:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 HealThing(160)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1200, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyMachinegunAmmo\", 80)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 30, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HelicopterRocketAmmo\", 2)\n\t\tTN2E T 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto StandingHere\n\t}\n}\n\nACTOR ArtilleryTankRealism: ArtilleryTank\n{\nHealth 8000\n}\n\nACTOR ArtilleryTankUsed: ArtilleryTank\n{\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t    TNT1 A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetBaseAngle\", 0, 0, 0, 0)//SpawnVehicleBase\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckOnline\")\n\t\tGoto StandingHere\n\n\tIsOnline:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TAkeInventory(\"TankBaseDirection\", 500)\n\t\tGoto StandingHere\n\nActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTTR1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\t//TNT1 A 0 A_Chase(\"\",\"\",CHF_DONTMOVE )\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"ArtilleryTankMorpher\", 1)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tStop\n\t}\n}\n\nACTOR PowerArtilleryTankSwitch : PowerMorph {PowerMorph.PlayerClass \"PlayerArtilleryTank\"}\n\nACTOR ArtilleryTankMorpher : CustomInventory\n{\n  States\n  {\n  PickUp:\n  TNT1 A 1\n  TNT1 A 0 ACS_NamedExecuteAlways(\"BDEnterTank\", 0, 0, 0, 0)//Get into ArtilleryTank\n  TNT1 A 0 A_GiveInventory(\"ArtilleryTankMorphActivation\")\n  TNT1 A 0 A_SpawnItem(\"CancelTeleportFog\")\n  TNT1 A 1\n  Stop\n  }\n }\n\nACTOR ArtilleryTankMorphActivation : PowerupGiver\n{\n  Powerup.Type \"PowerArtilleryTankSwitch\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Health 100\n  GibHealth 1\n  Mass 5000\n  Height 72\n  Radius 32\n  States\n  {\n  Spawn:\n  TNT1 A 100\n  Stop\n\n  PickUp:\n  TNT1 A 1\n  TNT1 A 1\n  Stop\n  }\n }\n\nACTOR PlayerArtilleryTank : PlayerTank\n{\n\tHeight 88\n\thealth 2000\n\tplayer.viewheight 65\n    player.attackzoffset 21\n\tPlayer.MorphWeapon \"ArtilleryTankGun\"\n\tMass 36300//40 tons\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 ThrustTHingZ(0, 100, -1, 1)\n\t\tTN2M T 1\n\tSpawn2:\n\t    TNT1 A 0 A_GiveInventory(\"IsInATank\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BackPedal\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0, 1, PROP_BUDDHA)\n\t\tTN2M T 1\n\t\tTN2M TTTT 1 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, -90, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTN2M TTTT 1 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, -90, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_Print (\"A\", 2, \"TUTO2\")\n\tGoto Stay\n\nExitVehicle:\n\tTNT1 A 1\n\tTNT1 A 0 A_ChangeFlag(NOPAIN, 1)\n\tTNT1 A 0 A_JumpIfHealthLower(2, \"EmergencyExit\")\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\n\tTNT1 A 0 A_SpawnItemEx (\"TransferPlayerOutOfVehicle\", 0, 0, 92)\n\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\tTNT1 A 0 A_JumpIfInventory(\"CanLeaveVehicle\", 1, \"CanExit\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\tTNT1 A 0 A_Print(\"Can't leave from this direction\", 1)\n\tGoto Stay\n\n\tCanExit:\n\tTNT1 A 0\n\tTNT1 A 2 A_TakeInventory(\"IsInATank\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tTNT1 A 0 A_SpawnItemEx (\"ArtilleryTankUsed\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tGoto FinishExit\n\n\tFinishExit:\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 AAA 10 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tGoto Stay\n\n\tEmergencyExit:\n\tTNT1 A 0\n\n\tTNT1 A 2 A_TakeInventory(\"IsInATank\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\n\tTNT1 A 0 ThrustThingZ(0,120,0,1)\n\tTNT1 A 0 A_SpawnItem(\"TankExplode\")\n\tPLA1 J 2\n\tTNT1 A 0 A_StopSound(1)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_FLIGHT)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tPLA1 J 100\n\tGoto Stay\n\n\tTurnLeft:\n\t\tTNT1 A 0\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\t\tGoto CheckIfStillMoves\n\n\tTurnLeft2:\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBackpedal\")\n\t\tGoto TurnLeft\n\n\tTurnLeftAccel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tTurnRight:\n\t\tTNT1 A 0\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\t\tGoto CheckIfStillMoves\n\n\tTurnRight2:\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", 360)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnRightAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBackpedal\")\n\t\tGoto TurnRight\n\n\tTurnRightAccel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tCheckIfStillMoves:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_PlaySound(\"TANK2\", 5, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"TANK3\", 2)\n\n\tStay:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"TANK2\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto Stay\n\nPain.TracksDamaged:\n\t    TNT1 A 0\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_Jump(32, \"DestroyTracks\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTN2M T 1\n\t\tGoto Stay\n\n\tPain.Repair:\n\t\tTNT1 A 0\n\t\tTN2E T 1 A_PlaySound(\"vehicle/pain\")\n\t\tTNT1 A 0 HealThing(160)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1200, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyMachinegunAmmo\", 80)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 30, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HelicopterRocketAmmo\", 2)\n\t\tTN2E T 1\n\t\tGoto Stay\n\n\tAccelerate:\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\nBackpedal:\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , -100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBackpedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftBackpedal\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeftBackpedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRightBackpedal\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBackpedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftBackpedal\")\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tTurnLeftBackpedal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tTurnRightBackpedal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tFalling:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"CheckIfStillMoves\")\n\n\tFallingForReal:\n\t\tTNT1 A 0\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz == 0, \"CrashIntoGround\")\n\t\tTNT1 A 0 A_GiveInventory(\"VehicleFallingCount\", 1)\n\t\tLoop\n\n\tCrashIntoGround:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"VehicleFallingCount\", 6, \"CrashIntoGroundViolently\")\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround1\")\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"LargeMassWaterImpact\", 0, 0, -10)\n\t\tTNT1 A 0 Radius_Quake(1, 6, 0, 4, 0)\n\t\tTNT1 A 0 A_PlaySound(\"EBIKEBNC\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"VehicleFallingCount\", 100)\n\t\tGoto Stay\n\n\tCrashIntoGroundViolently:\n\t\tTNT1 A 0\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround1\")\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround2\")\n\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -10)\n\n\t\tTNT1 A 0 Radius_Quake(8, 24, 0, 4, 0)\n\t\tTNT1 A 0 A_PlaySound(\"BIKECLW\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"EBIKECLS\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlasmaSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_TakeInventory(\"VehicleFallingCount\", 100)\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SetPitch(4.0 + pitch)\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SetPitch(4.0 + pitch)\n\t\tGoto Stay\n\nDeath:\n\tXDeath:\n    TNT1 A 1\n\tTNT1 A 0 A_SpawnItem(\"BigExplosion1112\")\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard1\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard2\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tELEC A 0 A_Explode(100, 250)\n\tTNT1 A 0 A_SpawnItem(\"DestroyedArmouredVehicleTemp\")\n\t8762 A 5\n\tTNT1 A 0 A_TakeInventory(\"ArtilleryTankGun\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsInATank\", 1)\n\t8762 A 100\n\t8762 A 0\n\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Vehicle's weapons and misc\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nACTOR ArtilleryTankGun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"HeavyMachinegunAmmo\"\n\tWeapon.AmmoType2 \"HelicopterRocketAmmo\"\n\tObituary \"%o was wasted by an artillery tank.\"\n\tWeapon.SelectionOrder 9999\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tTag \"Artillery Tank\"\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"TNKENGS\", 4)\n\t\tTNHD W 10\n\t\tTNT1 A 0 A_PlaySound(\"INFRARED\", 1)\n\t\tTNHD XYZXYZXYZXYZXYZXYZXYZ 1 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNHD Y 0 A_TakeInventory(\"PressedJump\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNHD X 1 A_Gunflash\n\t\tTNT1 A 0 A_SetCrosshair(34)\n\t\tGoto ReadyToFire\n\n\tReadyToFire:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"ReadyToFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNLH G 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"ZoomMode\")\n\t\tLoop\n\n\tReadyToFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"ZoomMode\")\n\t\tLoop\n\n\tNoAmmo:\n\t\tTNLH G 2\n\t\tTNT1 A 0 A_Print(\"Ammunition Depleted\", 2)\n\t\tGoto ReadyToFire\n\n\tNoAmmoZoom:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Print(\"Ammunition Depleted\", 2)\n\t\tGoto ReadyToFire2\n\n\tZoomMode:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"StopZoom\")\n\t\tTNT1 A 0 A_ZoomFactor(5.0)\n\t\tTNT1 A 0 A_GiveInventory(\"TankZoom\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tGoto ReadyToFire2\n\n\tStopZoom:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tGoto ReadyToFire\n\n\tDeselect:\n\t\tTNHD Z 1 A_Lower\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNHD z 1 A_Raise\n\t\tTNHD zzzzzzzzzzzzzzzzzzzzzz 0 A_Raise\n\t\tTNHD z 1 A_Raise\n\t\tGoto Ready\n\n\tEmergencyExit:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CARSTE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUse\")\n\t\tTNT1 A 5\n\t\tGoto LightEnd\n\n\tFire://zero-offset = 65 pixels high\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"FireZoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNLH H 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, -32, -16, 0, 0)\n\t\tTNLH I 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", -0.2, 1, -32, -16, 0, 0.1)\n\t\tTNLH J 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundAC\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNLH K 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, 32, -16, 0, 0)\n\t\tTNLH L 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", 0.2, 1, 32, -16, 0, 0.1)\n\t\tTNLH M 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundAC\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyToFire\n\n\tFireZoom:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmoZoom\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 H 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, -32, -16, 0, 0)\n\t\tTNT1 I 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", -0.2, 1, -32, -16, 0, 0.1)\n\t\tTNT1 J 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundAC\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 K 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, 32, -16, 0, 0)\n\t\tTNT1 L 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", 0.2, 1, 32, -16, 0, 0.1)\n\t\tTNT1 M 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundAC\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyToFire2\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"AltFireDM\")\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", 0.5, 1, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", -0.5, 1, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNLH G 15 BRIGHT\n\t\tGoto ReadyToFire\n\n\tAltFireDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", 0.5, 1, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", -0.5, 1, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNLH G 15 BRIGHT\n\t\tGoto ReadyToFire\n\n\tAltFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 2, 1)\n\t\tGoto NoAmmoZoom\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"AltFire2DM\")\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", 0.5, 1, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", -0.5, 1, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 15 BRIGHT\n\t\tGoto ReadyToFire2\n\n\tAltFire2DM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", 0.5, 1, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", -0.5, 1, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundMissile\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 15 BRIGHT\n\t\tGoto ReadyToFire2\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(2, \"EmergencyExit\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tGoto Flash\n\n\tTooHigh:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetPitch(325)\n\t\tGoto Flash\n\n\tTooLowCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetPitch(15)\n\t\tGoto Flash\n\n\tTooHighCheck:\n\t\tTNT1 A 0\n\t\tNULL A 0 A_JumpIf (pitch < 324, \"TooHigh\")\n\t\tGoto Flash\n\n\tTooHighCheckGZD:\n\t\tTNT1 A 0\n\t\tNULL A 0 A_SetPitch(-35)\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_giveinventory(\"VehicleInfraredGiver\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"INFRARED\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 2)\n        Goto ReadyToFire\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 2)\n        Goto ReadyToFire\n\n\tLightEnd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\n\t}\n}\n\nACTOR TankMissile: Rocket2\n{\n\tSpeed 50\n    Damage (random (450, 450))\n\tDamageType Explosive\n\tScale 1.0\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\t-NOGRAVITY\n\tGravity 0.2\n\tSeeSound \"DSMISFIR\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames1\", 0, 0, angle-170, CMF_ABSOLUTEANGLE)\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames2\", 0, 0, angle-190, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames3\", 0, 0, angle-180, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\tLive:\n\t    MISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t    TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t    TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t    Goto Live\n\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n        EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles3\", 10, 0, random (0, 360), 2, random (40, 90))\n        EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankMissileExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HighExplosiveFlames\", random (10, 20), 0, random (0, 360), 2, random (10, 90))\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AA 4 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR TankMissileDM: TankMissile\n{\n\tSpecies \"none\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR TankMissile2: TankMissile\n{\n\tSpeed 30\n    Damage (random (180, 180))\n\tDamageType ExplosiveImpact\n\tScale 1.0\n\tSpecies \"EnemyTank\"\n\t-NOGRAVITY\n\tGravity 0.1\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames1\", 0, 0, angle-170, CMF_ABSOLUTEANGLE)\n\t\tMISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames2\", 0, 0, angle-190, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames3\", 0, 0, angle-180, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\tLive:\n\t    MISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t    TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t    TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t    Goto Live\n\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n        EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles3\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AA 4 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "AssaultShotgun.txt",
        "contents": "ACTOR AssaultShotgun : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.SelectionOrder 300\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"AssaultShotgunAmmo\"\n\tObituary \"%o was shot down by %k's Assault Shotgun.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTASG\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+FORCEXYBILLBOARD\n    Scale 0.8\n\tTag \"Assault Shotgun\"\n\tDropItem \"AssaultShotgunSpawner\"\n\tStates\n\t{\n\tSelectAnimation:\n\t\tTNT1 A 0\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"NoAmmoAnimation\")\n\t\tA12S ABCD 1 BRIGHT A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_PlaySound(\"CLIPIN\")\n\t\tGoto Ready\n\n\tNoAmmoAnimation:\n\t\tTNT1 A 0\n\t\tA12R QQQQ 1 BRIGHT A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_PlaySound(\"CLIPIN\")\n\t\tGoto ReadyNoFuckingAmmo\n\n\tReady:\n\tReady3:\n\t\tA12G A 0\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n        A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n\t\tLoop\n\n\tReady2:\n\t\tA12G A 0\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n        A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\t ReadyNoFuckingAmmo:\n\t\tA12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunChangeAmmo\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoSlug\", 1, \"Unload\")\n\t\tGoto NoSlugs\n\n\tNoSlugs:\n\t\tTNT1 A 0 A_Print(\"You are out of shotgun slugs.\", 2)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 3 BRIGHT\n\t\tGoto Ready\n\n\tDeselect:\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n        A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"DeSelectNoAmmo\")\n\t\tA12S DCBA 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeSelectNoAmmo:\n\t\tA12R Q 1 BRIGHT A_Lower\n\t\tWait\n\n\tSelect:\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tA12G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHTN A 0 A_TakeInventory(\"AssaultShotgun2\", 1)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 0 A_GunFlash\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n    Fire:\n\t\tTNT1 A 0\n        A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n        Goto NoAmmo\n        TNT1 AAAA 0\n        A12G A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.9, 3.0, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n        RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage and recoil\n\t\tSHTN A 0 A_FireBullets (2.5, 2.6, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        A12F C 1 BRIGHT\n\t\tA12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\t Fire2: //Aiming DOwn the Sights\n        A12A E 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(1.29)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.4, 2.5, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n        RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage and recoil\n\t\tSHTN A 0 A_FireBullets (2.0, 2.1, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n        A12A G 1 BRIGHT\n\t\tA12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n        A12G A 0\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tA12G A 0 A_Giveinventory(\"Zoomed\",1)\n        A12G A 0 A_ZoomFactor(1.3)\n\t\tA12G A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n        A12A ABC 1 BRIGHT\n        A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n        Goto Ready2\n\n\t  HoldAim:\n\t    A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\t  NoAim:\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n        A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12A CBA 1 BRIGHT\n        Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ASGUnloaded\",1,\"NoAmmo3\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\tNoAmmo3:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R Q 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo3\")\n\t\tGoto ReadyNoFuckingAmmo\n\n    Reload:\n\t\tSHTZ A 0\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,\"Ready\")\n\n        A12G A 0 A_JumpIfInventory(\"AmmoShell\",1,1)\n        Goto Ready\n        TNT1 AAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0\n\t\tA12R ABCD 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\")\n\t\tA12R EFG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R G 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKL 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R L 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"RELO1\")\n\t\tA12R MNOPQ 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_GiveInventory(\"ASGUnloaded\",1)\n\t\tA12G A 0 A_FireCustomMissile(\"EmptyDrumSpawn\",0,0,0,-20)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R Q 16 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\n\tPutMag:\n\t\tTNT1 A 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ASGUnloaded\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"RELO2\")\n\t\tA12R L 4 BRIGHT\n\t\tA12R LKJIHG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\")\n\t\tA12R FE 1 BRIGHT\n\t\tA12R E 4 BRIGHT\n\t\tA12R DCBA 1 BRIGHT\n\t\tGoto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,1)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"ASGUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\n\tUnload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ASGUnloaded\",1,\"UnloadCancel\")\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n        A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunChangeAmmo\", 1, \"FinishUnload\")\n        Goto ReadyNoFuckingAmmo\n        TNT1 AAA 0\n\t\tA12R ABCD 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\")\n\t\tA12R EFG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R G 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKL 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R L 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"RELO1\")\n\t\tA12R MNOPQ 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_GiveInventory(\"ASGUnloaded\",1)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R Q 16 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n\t\tGoto FinishUnload\n        TNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tA12G A 0\n\t\tA12G A 0 A_Giveinventory(\"ASGUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunChangeAmmo\", 1, \"ChangeAmmo\")\n\t\tGoto ReadyNoFuckingAmmo\n\n\tUnloadCancel:\n\t\tA12R Q 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunChangeAmmo\", 1, \"FinishUnload\")\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n        Goto ReadyNoFuckingAmmo\n\n\tChangeAmmo:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"AssaultShotgun2\")\n\t\tTNT1 A 0 A_GiveInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_SelectWeapon(\"AssaultShotgun2\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\n\tSprinting:\n\t\tA1SP A 0 offset(-9,32)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tA1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)\n\t\tA12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 offset(-9,32)\n\t\tA12G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tA1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tA12G A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tA12G A 0 A_PlaySound(\"Tired\", 2)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready3\n\tStopSprint:\n\t\tA1SP A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tA12P A -1\n\t\tStop\n\t}\n}\n\nACTOR AssaultShotgunAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 20\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 20\n   Inventory.Icon \"A12PA0\"\n}"
      },
      {
        "source": "pk3",
        "name": "AssaultShotgun2.txt",
        "contents": "ACTOR AssaultShotgun2 : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.SelectionOrder 300\n\tWeapon.AmmoType1 \"AmmoSlug\"\n\tWeapon.AmmoType2 \"AssaultShotgunAmmo\"\n\tObituary \"%o was shot down by %k's Assault Shotgun.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTASG\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+FORCEXYBILLBOARD\n\t+WEAPON.CHEATNOTWEAPON\n    Scale 0.8\n\tTag \"Assault Shotgun\"\n\tDropItem \"AssaultShotgunSpawner\"\n\tStates\n\t{\n\tSelectAnimation:\n\t\tTNT1 A 0\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"NoAmmoAnimation\")\n\t\tA12S ABCD 1 BRIGHT A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_PlaySound(\"CLIPIN\")\n\t\tGoto Ready\n\n\tNoAmmoAnimation:\n\t\tTNT1 A 0\n\t\tA12R QQQQ 1 BRIGHT A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_PlaySound(\"CLIPIN\")\n\t\tGoto ReadyNoFuckingAmmo\n\n\tReady:\n\tReady3:\n\t\tA12G A 0\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n        A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n\t\tLoop\n\n\tReady2:\n\t\tA12G A 0\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n        A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\t ReadyNoFuckingAmmo:\n\t\tA12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunChangeAmmo\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\", 1, \"Unload\")\n\t\tGoto NoShells\n\n\tNoShells:\n\t\tTNT1 A 0 A_Print(\"You are out of shotgun shells.\", 2)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 3 BRIGHT\n\t\tGoto Ready\n\n\tDeselect:\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n        A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"DeSelectNoAmmo\")\n\t\tA12S DCBA 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeSelectNoAmmo:\n\t\tA12R Q 1 BRIGHT A_Lower\n\t\tWait\n\n\tSelect:\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tA12G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHTN A 0 A_TakeInventory(\"AssaultShotgun\", 1)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 0 A_GunFlash\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n    Fire:\n\t\tTNT1 A 0\n        A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n        Goto NoAmmo\n        TNT1 AAAA 0\n        A12G A 0 A_PlaySound(\"SlugASG\", 1)\n\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (1.4, 1.5, -1, 120, \"ShotgunPuff\", FBF_NORANDOM)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0, 0, random(-1,1))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra recoil\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        A12F C 1 BRIGHT\n\t\tA12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\t Fire2: //Aiming DOwn the Sights\n\t\tA12A E 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(1.29)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (0.9, 1.0, -1, 120, \"ShotgunPuff\", FBF_NORANDOM)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0, 0, random(-1,1))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra recoil\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n        A12A G 1 BRIGHT\n\t\tA12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n        A12G A 0\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tA12G A 0 A_Giveinventory(\"Zoomed\",1)\n        A12G A 0 A_ZoomFactor(1.3)\n\t\tA12G A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n        A12A ABC 1 BRIGHT\n        A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n        Goto Ready2\n\n\t  HoldAim:\n\t    A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\t  NoAim:\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n        A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12A CBA 1 BRIGHT\n        Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ASGUnloaded\",1,\"NoAmmo3\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoSlug\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\tNoAmmo3:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R Q 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoSlug\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo3\")\n\t\tGoto ReadyNoFuckingAmmo\n\n    Reload:\n\t\tSHTZ A 0\n\t\t//A12G A 1 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,\"Ready\")\n\n        A12G A 0 A_JumpIfInventory(\"AmmoSlug\",1,1)\n        Goto Ready\n        TNT1 AAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"ASGUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0\n\t\tA12R ABCD 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\")\n\t\tA12R EFG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R G 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKL 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R L 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"RELO1\")\n\t\tA12R MNOPQ 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_GiveInventory(\"ASGUnloaded\",1)\n\t\tA12G A 0 A_FireCustomMissile(\"EmptyDrumSpawn\",0,0,0,-20)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R Q 16 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\n\tPutMag:\n\t\tTNT1 A 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ASGUnloaded\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"RELO2\")\n\t\tA12R L 4 BRIGHT\n\t\tA12R LKJIHG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\")\n\t\tA12R FE 1 BRIGHT\n\t\tA12R E 4 BRIGHT\n\t\tA12R DCBA 1 BRIGHT\n\t\tGoto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoSlug\",1,1)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"ASGUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoSlug\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunChangeAmmo\",1)\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\n\tUnload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ASGUnloaded\",1,\"UnloadCancel\")\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n        A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunChangeAmmo\", 1, \"FinishUnload\")\n        Goto ReadyNoFuckingAmmo\n        TNT1 AAA 0\n\t\tA12R ABCD 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\")\n\t\tA12R EFG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R G 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKL 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R L 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"RELO1\")\n\t\tA12R MNOPQ 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_GiveInventory(\"ASGUnloaded\",1)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R Q 16 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n\t\tGoto FinishUnload\n        TNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Giveinventory(\"AmmoSlug\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tA12G A 0\n\t\tA12G A 0 A_Giveinventory(\"ASGUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunChangeAmmo\", 1, \"ChangeAmmo\")\n\t\tGoto ReadyNoFuckingAmmo\n\n\tUnloadCancel:\n\t\tA12R Q 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunChangeAmmo\", 1, \"FinishUnload\")\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n        Goto ReadyNoFuckingAmmo\n\n\tChangeAmmo:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"AssaultShotgun\")\n\t\tTNT1 A 0 A_GiveInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_SelectWeapon(\"AssaultShotgun\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\n\tSprinting:\n\t\tA1SP A 0 offset(-9,32)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tA1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)\n\t\tA12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 offset(-9,32)\n\t\tA12G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tA1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tA12G A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tA12G A 0 A_PlaySound(\"Tired\", 2)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready3\n\tStopSprint:\n\t\tA1SP A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tA12P A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Axe.txt",
        "contents": "ACTOR BrutalAxe : BrutalWeapon\n{\n\tObituary \"%o was chopped down by %k's axe.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"AXEDRAW\"\n\tInventory.Pickupmessage \"$GOTAXE\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.MELEEWEAPON\n    +FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\tWeapon.SelectionOrder 2300\n\tScale 0.9\n\tTag \"Axe\"\n\tDropItem \"AxeSpawner\"\n\tStates\n\t{\n\tDualWield:\n\t\tAXEG ABCDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tAXEF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongThrow\")\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxe\", 0, 0, 0, 0)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 11)\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tStrongThrow:\n\t\tTNT1 A 0\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxeStrong\", 0, 0, 0, 0)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 11)\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tReady3:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\tReady:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_TakeInventory(\"HasPlasmaWeapon\",1)\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tAXEG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodCheckSprint\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodCheckSprint\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodCheckSprint\")\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\n\tSprinting:\n\t\tAXEP A 0 offset(-9,64)\n\t\tAXEG A 0 offset(-9,64) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 offset(-9,64) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,64) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tAXEP A 1 offset(-9,66) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(-6,68) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(-3,70) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(0,70) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(3,68) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(6,66) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(9,64) A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 offset(9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 offset(-9,64)\n\t\tAXEG A 0 offset(9,65) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXEP A 1 offset(9,66) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(6,68) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(3,70) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(0,70) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-3,68) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(-6,66) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-9,64) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEG A 0 offset(-9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 offset(-9,64) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tAXEP A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tAXEG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        AXES CBA 1\n\t\tAXEG A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tAXEG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawSelected\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"HasPlasmaWeapon\",1)\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t    AXEG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        AXEG A 0 A_PlaySound(\"AXEDRAW\")\n        AXES ABCD 1\n        AXEG A 0 A_GunFlash\n\t\tGoto Ready\n\n    Fire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodFire\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodFire\")\n        AXEG ABCDE 1\n\n\tHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.RedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG D 1\n\t\tAXEF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tEndSwing:\n\t\tAXEG A 0\n\t\tAXEF C 1 A_SetPitch(pitch+2)\n\t\tAXEF D 1 A_SetPitch(pitch+2)\n\t\tAXEF E 1 A_SetPitch(pitch+2)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto EndSwing\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tSpawn:\n\t\tAXE1 A -1\n\t\tStop\n\n\tRedBloodReady:\n\tRedBloodReady3:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXRG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"RedBloodCheckSprint\")\n\t\tLoop\n\n\tRedBloodCheckSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"RedBloodStartSprint\")\n\t\tGoto Ready\n\n\tRedBloodStartSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"RedBloodStopSprintTired\")\n\n\tRedBloodSprinting:\n\t\tAXRP A 0 offset(-9,64)\n\t\tAXRG A 0 offset(-9,64) A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXRG A 0 offset(-9,64) A_JumpIfInventory(\"UsedStamina\", 100, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,64) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tAXRP A 1 offset(-9,66) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(-6,68) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(-3,70) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(0,70) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(3,68) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(6,66) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(9,64) A_SetPitch(pitch -0.5)\n\t\tAXRG A 0 offset(9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXRG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXRG A 0 offset(-9,64)\n\t\tAXRG A 0 offset(9,65) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXRP A 1 offset(9,66) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(6,68) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(3,70) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(0,70) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-3,68) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(-6,66) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-9,64) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRG A 0 offset(-9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 offset(-9,64) A_JumpIfInventory(\"IsRunning\", 1, \"RedBloodSprinting\")\n\t\tGoto RedBloodStopSprint\n\n\tRedBloodStopSprintTired:\n\t\tAXRP A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXRG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto RedBloodReady\n\n\tRedBloodStopSprint:\n\t\tAXRG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto RedBloodReady\n\n    RedBloodFire:\n        AXRG ABCDE 1\n\tHold.RedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG D 1\n\t\tAXRF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"RedBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tRedBloodEndSwing:\n\t\tAXRF CD 1\n\t\tAXRF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tRedBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto RedBloodEndSwing\n\n\tBlueBloodReady:\n\tBlueBloodReady3:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXBG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"BlueBloodCheckSprint\")\n\t\tLoop\n\n\tBlueBloodCheckSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"BlueBloodStartSprint\")\n\t\tGoto Ready\n\n\tBlueBloodStartSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"BlueBloodStopSprintTired\")\n\n\tBlueBloodSprinting:\n\t\tAXBP A 0 offset(-9,64)\n\t\tAXBG A 0 offset(-9,64) A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXBG A 0 offset(-9,64) A_JumpIfInventory(\"UsedStamina\", 100, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,64) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tAXBP A 1 offset(-9,66) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(-6,68) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(-3,70) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(0,70) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(3,68) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(6,66) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(9,64) A_SetPitch(pitch -0.5)\n\t\tAXBG A 0 offset(9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXBG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXBG A 0 offset(-9,64)\n\t\tAXBG A 0 offset(9,65) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXBP A 1 offset(9,66) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(6,68) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(3,70) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(0,70) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-3,68) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(-6,66) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-9,64) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBG A 0 offset(-9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 offset(-9,64) A_JumpIfInventory(\"IsRunning\", 1, \"BlueBloodSprinting\")\n\t\tGoto BlueBloodStopSprint\n\n\tBlueBloodStopSprintTired:\n\t\tAXBP A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXBG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto BlueBloodReady\n\tBlueBloodStopSprint:\n\t\tAXBG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto BlueBloodReady\n\n    BlueBloodFire:\n        AXBG ABCDE 1\n\tHold.BlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG D 1\n\t\tAXBF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BlueBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tBlueBloodEndSwing:\n\t\tAXBF CD 1\n\t\tAXBF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tBlueBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto BlueBloodEndSwing\n\n\tGreenBloodReady:\n\tGreenBloodReady3:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXGG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"GreenBloodCheckSprint\")\n\t\tLoop\n\n\tGreenBloodCheckSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"GreenBloodStartSprint\")\n\t\tGoto Ready\n\n\tGreenBloodStartSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"GreenBloodStopSprintTired\")\n\n\tGreenBloodSprinting:\n\t\tAXGP A 0 offset(-9,64)\n\t\tAXGG A 0 offset(-9,64) A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXGG A 0 offset(-9,64) A_JumpIfInventory(\"UsedStamina\", 100, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,64) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tAXGP A 1 offset(-9,66) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(-6,68) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(-3,70) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(0,70) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(3,68) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(6,66) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(9,64) A_SetPitch(pitch -0.5)\n\t\tAXGG A 0 offset(9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXGG A 0 offset(-9,64)\n\t\tAXGG A 0 offset(9,65) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXGP A 1 offset(9,66) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(6,68) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(3,70) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(0,70) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-3,68) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(-6,66) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-9,64) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGG A 0 offset(-9,64) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 offset(-9,64) A_JumpIfInventory(\"IsRunning\", 1, \"GreenBloodSprinting\")\n\t\tGoto GreenBloodStopSprint\n\n\tGreenBloodStopSprintTired:\n\t\tAXGP A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXGG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGG A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto GreenBloodReady\n\tGreenBloodStopSprint:\n\t\tAXGG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto GreenBloodReady\n\n    GreenBloodFire:\n        AXGG ABCDE 1\n\tHold.GreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG D 1\n\t\tAXGF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"GreenBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tGreenBloodEndSwing:\n\t\tAXGF CD 1\n\t\tAXGF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tGreenBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto GreenBloodEndSwing\n\n\t//Alt Fire Mode\n    AltFire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltRedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"AltBlueBloodFire\")\n        AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"AltGreenBloodFire\")\n        AXEG ABCDE 1\n\tAltHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.AltRedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.AltBlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.AltGreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG DC 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltEndSwing:\n\t\tAXEG A 0\n\t\tAXEF I 1 A_SetAngle(angle+2)\n\t\tAXEF J 1 A_SetAngle(angle+2)\n\t\tAXEF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tAltStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltEndSwing\n\n    AltRedBloodFire:\n        AXRG ABCDE 1\n\tHold.AltRedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG DC 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltRedBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltRedBloodEndSwing:\n\t\tAXRF I 1 A_SetAngle(angle+2)\n\t\tAXRF J 1 A_SetAngle(angle+2)\n\t\tAXRF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tAltRedBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltRedBloodEndSwing\n\n    AltBlueBloodFire:\n        AXBG ABCDE 1\n\tHold.AltBlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG DC 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltBlueBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltBlueBloodEndSwing:\n\t\tAXBF I 1 A_SetAngle(angle+2)\n\t\tAXBF J 1 A_SetAngle(angle+2)\n\t\tAXBF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tAltBlueBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltBlueBloodEndSwing\n\n    AltGreenBloodFire:\n        AXGG ABCDE 1\n\tHold.AltGreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG DC 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltGreenBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltGreenBloodEndSwing:\n\t\tAXGF I 1 A_SetAngle(angle+2)\n\t\tAXGF J 1 A_SetAngle(angle+2)\n\t\tAXGF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tAltGreenBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltGreenBloodEndSwing\n\t}\n}\n\nACTOR AxeAttack: FastProjectile\n{\n\tRadius 8\n\tHeight 16\n\tDamageType Cut\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\t+FORCEPAIN\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.15\n    Damage (random(100,100))\n    Speed 48\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tdecal \"SawVertical\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXEG A 0\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\tCrash:\n\tDeath:\n\t\tAXEG A 0\n\t\tAXEG A 0\n\t\tTNT1 AB 0 bright\n\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tAXEG A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tAXEG A 0 A_SpawnItem (\"Sparks\", 0)\n\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\tAXEG A 0 A_ALertMonsters(128)\n\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\tStop\n\n\tSpawnFloor:\n\t\tAXEG A 0\n\t\tAXEG A 0 Acs_namedexecutealways(\"BDCheckFloorType\", 0, 0, 0, 0)//Check if is under a liquid\n\t\tTNT1 A 2\n\t\tAXEG A 0 A_ALertMonsters(128)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"SpawnWater\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"SpawnNukage\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverPurple\", 1, \"SpawnPurple\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"SpawnSlime\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverTar\", 1, \"SpawnTar\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"SpawnBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"SpawnLava\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"SpawnMagenta\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"SpawnDirt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"SpawnSand\")\n\n\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\tPUFF A 0 bright A_PlaySound(\"ricochet/hit\")\n\t\tAXEG A 0 A_SpawnItem (\"YellowFlareSmall\", 0)\n\t\tAXEG A 0 A_SetScale(-0.6)\n\t\tAXEG A 0 A_Jump (132, 15)\n\t\tFX58 ABCD 1 BRIGHT\n\t\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX58 EFGHIJ 1 bright\n\t\tStop\n\t\tTNT1 AAAAA 0\n\t\tFX57 ABCD 1 BRIGHT\n\t\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX57 EFGHIJ 1 bright\n\t\tstop\n\n\tSpawnWater:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXSuperFast\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"WaterSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHW ABCDE 3\n\t\tStop\n\n\tSpawnSlime:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SLimeParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SlimeParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"SlimeSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHB ABCDE 3\n\t\tStop\n\n\tSpawnTar:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"TarParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"TarParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"TarSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHT ABCDE 3\n\t\tStop\n\n\tSpawnNukage:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"NukageSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHG ABCDE 3\n\t\tStop\n\n\tSpawnPurple:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"purpleParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"purpleParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"purpleSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHP ABCDE 3\n\t\tStop\n\n\tSpawnBlood:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"BloodSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHR ABCDE 3\n\t\tStop\n\n\tSpawnLava:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (10, 90))\n\t\tAXEG A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-5, 5), random (-5, 5))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 10, 0, random (0, 180), 2, random (10, 90))\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tINFE ABCDEFGHIJKLMNOPQR 1 BRIGHT\n\t\tINFE ST 1 BRIGHT A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 32, 0, random (160, 210), 2, random (10, 90))\n\t\tTNT1 AAA 4 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 14, 0, random (160, 210), 2, random (10, 90))\n\t\tStop\n\n\tSpawnMagenta:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (10, 90))\n\t\tAXEG A 0 A_SpawnItemEx(\"TinyBurningPiece3M\", random (-5, 5), random (-5, 5))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"MagentaParticleHeavy\", 10, 0, random (0, 180), 2, random (10, 90))\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tINFM ABCDEFGHIJKLMNOPQR 1 BRIGHT\n\t\tINFM ST 1 BRIGHT A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 32, 0, random (160, 210), 2, random (10, 90))\n\t\tTNT1 AAA 4 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 14, 0, random (160, 210), 2, random (10, 90))\n\t\tStop\n\n\tSpawnDirt:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"BrownCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk3\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk4\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tAXEG A 0 A_CustomMissile (\"MudDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tAXEG A 0 A_SpawnItem(\"DirtRicochet\")\n\t\tStop\n\n\tSpawnSand:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"SandCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tAXEG A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tAXEG A 0 A_CustomMissile (\"SandDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tStop\n\n\tXDeath:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tAXEG A 0 A_PlaySound(\"AXEHIT\", 6)\n\t\tAXEG A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor AltAxeAttack: AxeAttack\n{\n\tRadius 16\n\tHeight 8\n\tdecal \"SawHorizontal\"\n}\n\nActor AxeAttackStrong: AxeAttack\n{\n\tDamage (random(200, 200))\n}\n\nActor AltAxeAttackStrong: AxeAttack\n{\n\tRadius 16\n\tHeight 8\n\tDamage (random(200, 200))\n\tdecal \"SawHorizontal\"\n}\n\nACTOR AxePuffs: HitPuff\n{\n\trenderstyle Translucent\n\tscale 0.15\n\talpha 0.7\n\tRadius 16\n\tdamagetype Cut\n\tdecal \"SawVertical\"\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+FORCEXYBILLBOARD\n\t+BLOODSPLATTER\n\tstates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\tXDeath:\n\t\tMelee:\n\t\t\tTNT1 A 20\n\t\t\tStop\n\t}\n}\n\nACTOR AltAxePuffs: AxePuffs\n{\n\tdamagetype Cut\n\tdecal \"SawHorizontal\"\n}\n\nACTOR ThrowedAxe\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 32\n\tDamage (random(100, 100))\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t-NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\t+THRUSPECIES\n\t+BLOODSPLATTER\n\tSpecies \"Marines\"\n\tdamagetype Cut\n\tGravity 1.0\n\tscale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tAXET ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"AxeHit\", 1)\n\t\tTNT1 A 0 A_AlertMonsters(128)\n\t\tTNT1 A 0 A_spawnItem(\"BrutalAxe\")\n\t\tStop\n\t}\n}\n\nACTOR ThrowedAxeStrong: ThrowedAxe\n{\n\tDamage (random(200, 200))\n\tSpeed 48\n}\n\nACTOR BrutalAxeOnWall: CustomInventory\n{\n scale 0.5\n +NOGRAVITY\n +FLOAT\n    States\n    {\n\t Spawn:\n\t\tAXET A 1\n\t\tAXET A -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalAxe\", 1)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Baron.txt",
        "contents": "ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell\n{\n    Scale 1.1\n\tGame Doom\n    GibHealth 25\n\tHealth 1200\n\t+QUICKTORETALIATE\n\tPainSound \"PSXDPN\"\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamageFactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 2.0\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 1.0\n\tDamagefactor \"Fatality\", 2.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 2.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\tDamageFactor \"SSG\", 2.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\tDamageFactor \"TankWeakSpot\", 0.0\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tPainChance \"CallingTheBaronAFaggot\", 255\n\n    BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tObituary \"%o was brutalized by a Baron of Hell.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+DONTHARMSPECIES\n\tDeathHeight 0\n\tRadius 21\n\tHeight 60\n\tBurnHeight 0\n\tSpeed 6\n\tPainChance 25\n\tTag \"Baron of Hell\"\n\tDropItem \"DemonRuneMix\", 16\n\tStates\n\t{\n\n\tReplaceVanilla:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaBaronOfHell\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID | SXF_TRANSFERSPECIAL,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tTNT1 A 0 A_Die(\"Vanish\")\n\t\tStop\n\n\tDeath.Vanish:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tReplaceForBoss1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BaronBoss1\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\n\tReplaceForBoss2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BaronBoss2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tStop\n    Spawn:\n\t\tBARO B 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tTNT1 A 0 A_JumpIf(x == 304, \"ReplaceForBoss1\")\n\t\tTNT1 A 0 A_JumpIf(x == 528, \"ReplaceForBoss2\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckStuff\")//Check if new monsters are disabled\n\t\tBARO B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"nonewenemies\", 1, \"Stand\")\n\t\tTNT1 A 0 A_Jump(4, \"ReplaceBelphegor\")\n\t\tGoto Stand\n\n\tReplaceBelphegor:\n\t\tTNT1 A 0 A_JumpIf((CeilingZ - FloorZ) < 93,\"Stand\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Belphegor2\",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | SXF_TRANSFERSPECIAL,0, tid)\n\t\tStop\n\n\tStand:\n\t\tTNT1 A 0\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 58)\n\t\tBARO BB 10 A_Look\n\t\tLoop\n\n\tSee:\n\t\tBARO A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO A 1\n        BTS3 ABC 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBTS3 D 4\n\t\tBTS3 CBA 1\n\t\tGoto See2\n\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"ForgetTarget\")\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO DD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n\t\tBARO AABBCCDD 2 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t    TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tGoto Stand\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tGoto LookingForPlayer\n\n\tRAGE:\n        TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n        BTS3 ABC 2  A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBTS3 DEDF 3  A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBTS3 DEDF 3  A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBTS3 CBA 2  A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t    TNT1 A 0\n\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",16,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n        BARO E 6\n        TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",32,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",32,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n    Missile:\n\t\tBARO A 1\n\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 36)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n    SpecialAttack:\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\n\t\tBARO R 3 A_FaceTarget\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, -15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, -9, 11)\n\t\tBARO R 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 0, 0, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 36)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\t\tGoto Missile+5\n\n\tRetreat:\n\t\tTNT1 A 0\n        //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0\n\t\tGoto See2\n\n\tMissileBarrel:\n\t\tBOBA A 0\n\t\tBOBA A 1 A_Chase(\"\",\"\")\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBOBA ABC 4\n\t\tBOBA D 1\n\t\tWaitingToThrow:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 54)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 72,0)\n\t\tBOBA D 8\n\t\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 54)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 72,0)\n\t\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\t\tBOBA E 8\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 54)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 72,0)\n\t\tBOBA E 8\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 54)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 72,0)\n\t\tBOBA D 8\n\n\t    ThrowBarrel:\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t    BARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 72, 15, 0, CMF_OFFSETPITCH, 10)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 32)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H  3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H  3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2Green\", 0, 0, 60)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\n\tDeath:\n\t\tBXDE A  0\n\t\tBXDE B  0 A_Scream\n\t\tBXDE C  0 A_BossDeath\n\t\tBXDE D  0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tDeath2:\n\t\tBADD ABCD 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaron\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tXDeath:\n\t\tBXDE A  0\n\t\tBXDE B  0 A_Scream\n\t\tBXDE C  0 A_BossDeath\n\t\tBXDE D  0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t    TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE EFGH 0\n        TNT1 A 0\n\t    Stop\n\n\tRaise:\n    BOSS O 8\n    BOSS NMLKJI 8\n    Goto See\n\n\tDeath.Desintegrate:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_Stop\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronOfHellHeadExplode\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 45, 0, random (0, 360), 2, random (10, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 45, 0, random (0, 360), 2, random (10, 80))\n        BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBDSSV\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tGoto Missile\n\n   Death.Explosive:\n   Death.ExplosiveImpact:\n        TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A  8 A_Scream\n\t\tBOH3 B  8 A_NoBlocking\n\t\tBOH3 CCCCCC  8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3D\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E  8 A_Scream\n\t\tBOH3 F  8 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBOH3 GGGGGG  8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3H\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.Cut:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 32, 0, random (0, 360), 2, random (0, 160))\n        BBO2 AABCD 10\n        TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Minigun:\n\tDeath.SSG:\n\tDeath.Railgun:\n        TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_Jump(128, \"Death.Desintegrate\")\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t    KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Minigun\")\n\t\tGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 AA 0 A_CustomMissile (\"muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n        BADH A 9\n        BADH B 9\n        BADH C 9 A_BossDeath\n\t\tBADH D  9 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t    TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n        BADH A 9\n        BADH B 9\n        BADH C 9 A_BossDeath\n\t\tBADH D  9 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t    TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n    Death.Fatality:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n        TNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.SuperPlasma:\n    Death.Plasma: Death.Plasma2:\n\t    TNT1 A 0 A_Stop\n        TNT1 A 0 A_BossDeath\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        BOSC ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        BOSB E -1\n        Stop\n\n\t Death.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\tDeath.Fire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        BOSB E -1\n        Stop\n\n    Pain.KillMe:\n    Pain.Taunt:\n        TNT1 A 0\n\t\tTNT1 A 0 HealThing(2)\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n        Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t    TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBARO JKL 2\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tGIBS Z 1\n\t\tGIBS Z -1\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t CurbstompMarine:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNTF A 8\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t\tKNTF BC 8 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"mUCHbLOOD3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF DDDD 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF EEEEFFFF 2 A_CustomMissile (\"XDeath1\", 38, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tKNTF GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n        TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\n\t\tGoto See2\n\n   FatalityZombieman:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n       3HF1 A 8\n\t   TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t   3HF1 BC 8\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 8 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 8\n\t\t3HF1 E 8\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 8\n\t\t3HF1 G 8\n\n        TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 4\n\t\tGoto See2\n\n\tFatalitySergeant:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n       3HF1 I 8\n\t   TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t   3HF1 I 8\n\n\t   TNT1 AAAA 0 A_CustomMissile (\"Guts\", 30, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t   3HF1 J 8\n\n\t   3HF1 KLM 8\n\n        TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\t3HF1 M 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 4\n        Goto See2\n\n       FatalityDemon:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n        3HF1 N 8\n\n\t   TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t   3HF1 OPQ 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n        TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n        TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n        Goto See2\n\n\tFatalityImp:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n        3HF2 ABABAB 4\n\n\t   TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n       TNT1 AAA 0 A_CustomMissile (\"Guts\", 42, 0, random (0, 360), 2, random (0, 160))\n\t   3HF2 CDE 8\n\n\t   3HF2 F 8 A_Chase(\"\",\"\")\n\t   3HF2 GHIJ 8\n\t   TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n        TNT1 A 0 A_TakeInventory(\"ImpFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n        Goto See2\n\t}\n}\n\nActor DeadBaron: CurbstompedMarine\n{\n    Radius 12\n    Height 12\n    Scale 1.1\n    +SHOOTABLE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n    Mass 1000\n    Health 200\n    damagefactor \"Blood\", 0.0\n    damagefactor \"Trample\", 0.0\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\nStates\n    {\n    Spawn:\n\t\tBADD F -1\n        Stop\n\n\tPain.Kick:\n\tPain.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n\t\tTNT1 A 0 A_Jump(256, \"Spawn\")\n\t\tGoto Death\n\n\tPain.Trample:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"floorslimy\")\n\t\tTNT1 A 0 ThrustThingZ(0,25,1,1)\n\t\tTNT1 A 0 A_Jump(256, \"Spawn\")\n\t\tGoto Death\n\n    Death.Plasma: Death.Plasma2:\n    Death.Flames:\n    Death.Burn:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n        BOSB E -1\n        Stop\n\n\tDeath:\n\t\t TNT1 A 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t     TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\t\t}}\n\nActor DeadBaronHalfDown: DeadBaron\n{States{Spawn:        BBO2 D -1\n\t\tStop\n\n\tDeath:\n\t\t TNT1 A 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n         TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadBaronHalfUp: DeadBaron\n{States{Spawn:        BTO2 D -1\nStop\n\n\t\tDeath:\n\t\t TNT1 A 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop}}\n\nActor DeadBaronNoHead: DeadBaron\n{States{Spawn:        BADH D -1\nStop\n\t\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t Stop\t}}\n\nActor DeadBaronBOH3D : DeadBaron\n{States{Spawn:        BOH3 D -1\nStop\n\n\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 5, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\t}}\n\nActor DeadBaronBOH3H : DeadBaronBOH3D\n{States{Spawn:        BOH3 H -1\nStop}}\n\nActor DeadBaronBDSSV : DeadBaron\n{States{Spawn:        BDSS V -1\nStop\n\tDeath:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadBaronClassic: DeadBaron\n{States{Spawn:        KSA8 G -1\nStop}}\n\nACTOR XDeathHalfBOH : DeadBaron\n{\n    Radius 1\n    Height 8\n    Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\n    DeathSound \"misc/xdeath1\"\n    States\n    {\n    Spawn:\n        Goto Death\n    Death:\n        BTO2 AABBCC 4 A_CustomMissile(\"Green_Blood\",0,0,180,2)\n        HPLA A 0 A_SpawnItem(\"DeadBaronHalfUp\",0,0,0,1)\n        Stop\n    }\n}\n\nACTOR DyingBaron1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tScale 1.1\n\tHealth 100\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 2.0\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 0.5\n\tDamagefactor \"Fatality\", 0.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16//255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOPAIN\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tGoto Death\n\n\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_PlaySound(\"baron/death\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tStop\n\n\tDeath.head:\n\t    TNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n        TNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBADH A 9\n        BADH B 9\n        BADH C 9 A_BossDeath\n\t\tBADH D  9 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t    Stop\n\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\tDeath.Explosive:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Muchblood2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    Stop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Minigun\")\n\tGoto Death\n\tDeath.Minigun:\n\t    TNT1 A 0 A_Scream\n\t\tTNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Xdeath2bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"Muchblood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 24, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tBBO2 AABCD 10\n        TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tStop\n\t}\n}\n\nACTOR BaronAttack: BaronBall\n{\n\tRadius 24\n\tHeight 16\n\tDamageType BHFT\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n    +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (random(40,40))\n    Speed 28\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n        TNT1 A 2 //A_PlaySound(\"weapons/gswing\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BaronAttackOnbarrel: BaronAttack\n{\n\tDamageType BHFTOnBarrel\n    Damage 1\n}\n\nACTOR CallingTheBaronAFaggot: BaronBall\n{\n\tRadius 4\n\tHeight 4\n\tDamageType CallingTheBaronAFaggot\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n    +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (random (2, 3))\n    Speed 32\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor BaronBoss1: BaronofHell2 3013\n{\n\tScale 1.3\n\tHeight 72\n\tHealth 4000\n\tSpeed 9\n\tPainChance 10\n\tMaxStepHeight 28\n\tMaxDropOffHeight 38\n\tTranslation \"16:47=22:47\", \"48:79=62:79\"\n\tObituary \"%o was brutalized by the Bruiser Brothers.\"\n\tDropItem \"64UnmakerUpgradeSpawner\", 16\n\t//$Category BD Bosses\n\t//$Icon \"monster\"\n\t//$Colour rgb(200, 0, 0)\n\t//$Sprite BAROA1\n\tStates\n{\nSpawn:\n\t\tBARO A 1\n\t\tTNT1 A 0 A_CheckSight(\"WAITING\")\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDBruiserBrothersHealth\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDBruiserBrotherOne\")\n\t\tTNT1 A 0 A_changeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tGoto Stand\n\n\tWaiting:\n\t\t\tBARO A 1\n\t\t\tGoto Spawn\n\n\tStand:\n\t\tTNT1 A 0\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 72)\n\t\tBARO BB 10 A_Look\n\t\tLoop\n\n\tSee:\n\t\tBARO A 0\n\t\t//TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO A 1\n        BTS3 ABC 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBTS3 D 4\n\t\tBTS3 CBA 1\n\t\t//TNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"ForgetTarget\")\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO DD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n\t\tBARO AABBCCDD 2 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t    TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Wander\n\t\tBARO A 4 A_Look\n\n\t\tGoto Stand\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tGoto LookingForPlayer\n\n\tRAGE:\n        TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n        BTS3 ABC 2  A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBTS3 DEDF 3  A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBTS3 DEDF 3  A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBTS3 CBA 2  A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",16,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n        BARO E 6\n        TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",32,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",32,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n    Missile:\n\t\tBARO A 1\n\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 36)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n    SpecialAttack:\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO R 3 A_FaceTarget\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, -9, 11)\n\t\tBARO R 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, 0, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 36)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\t\tGoto Missile+5\n\n\tRetreat:\n\t\tTNT1 A 0\n        //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0\n\t\tGoto See2\n\n\tMissileBarrel:\n\t\tBOBA A 0\n\t\tBOBA A 1 A_Chase(\"\",\"\")\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBOBA ABC 4\n\t\tBOBA D 1\n\t\tWaitingToThrow:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 67)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 85,0)\n\t\tBOBA D 8\n\t\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 67)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 85,0)\n\t\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\t\tBOBA E 8\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 67)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 85,0)\n\t\tBOBA E 8\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 67)\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 85,0)\n\t\tBOBA D 8\n\n\t    ThrowBarrel:\n\t    TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t    BARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 85, 15, 0, CMF_OFFSETPITCH, 10)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 32)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H  3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H  3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2Green\", 0, 0, 60)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\n\tDeath:\n\t\tBXDE A  0\n\t\tBXDE B  0 A_Scream\n\t\tBXDE C  0 A_BossDeath\n\t\tBXDE D  0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tDeath2:\n\t\tBADD ABCD 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaron\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tXDeath:\n\t\tBXDE A  0\n\t\tBXDE B  0 A_Scream\n\t\tBXDE C  0 A_BossDeath\n\t\tBXDE D  0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t    TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE EFGH 0\n        TNT1 A 0\n\t    Stop\n\n\tRaise:\n    BOSS O 8\n    BOSS NMLKJI 8\n    Goto See\n\n\tDeath.Desintegrate:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_Stop\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronOfHellHeadExplode\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 45, 0, random (0, 360), 2, random (10, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 45, 0, random (0, 360), 2, random (10, 80))\n        BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBDSSV\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tGoto Missile\n\n   Death.Explosive:\n   Death.ExplosiveImpact:\n        TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A  8 A_Scream\n\t\tBOH3 B  8 A_NoBlocking\n\t\tBOH3 CCCCCC  8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3D\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E  8 A_Scream\n\t\tBOH3 F  8 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBOH3 GGGGGG  8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3H\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.Cut:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 32, 0, random (0, 360), 2, random (0, 160))\n        BBO2 AABCD 10\n        TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Minigun:\n\tDeath.SSG:\n\tDeath.Railgun:\n        TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_Jump(128, \"Death.Desintegrate\")\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t    KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Minigun\")\n\t\tGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 AA 0 A_CustomMissile (\"muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n        BADH A 9\n        BADH B 9\n        BADH C 9 A_BossDeath\n\t\tBADH D  9 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t    TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n        BADH A 9\n        BADH B 9\n        BADH C 9 A_BossDeath\n\t\tBADH D  9 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t    TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n    Death.Fatality:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n        TNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.SuperPlasma:\n    Death.Plasma: Death.Plasma2:\n\t    TNT1 A 0 A_Stop\n        TNT1 A 0 A_BossDeath\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        BOSC ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        BOSB E -1\n        Stop\n\n\t Death.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\tDeath.Fire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        BOSB E -1\n        Stop\n\n    Pain.KillMe:\n    Pain.Taunt:\n        TNT1 A 0\n\t\tTNT1 A 0 HealThing(2)\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n        Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t    TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBARO JKL 2\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tGIBS Z 1\n\t\tGIBS Z -1\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t CurbstompMarine:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNTF A 8\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t\tKNTF BC 8 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"mUCHbLOOD3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF DDDD 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF EEEEFFFF 2 A_CustomMissile (\"XDeath1\", 38, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tKNTF GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n        TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\n\t\tGoto See2\n\n   FatalityZombieman:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n       3HF1 A 8\n\t   TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t   3HF1 BC 8\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 8 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 8\n\t\t3HF1 E 8\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 8\n\t\t3HF1 G 8\n\n        TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 4\n\t\tGoto See2\n\n\tFatalitySergeant:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n       3HF1 I 8\n\t   TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t   3HF1 I 8\n\n\t   TNT1 AAAA 0 A_CustomMissile (\"Guts\", 30, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t   3HF1 J 8\n\n\t   3HF1 KLM 8\n\n        TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\t3HF1 M 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 4\n        Goto See2\n\n       FatalityDemon:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n        3HF1 N 8\n\n\t   TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t   3HF1 OPQ 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n        TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n        TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n        Goto See2\n\n\tFatalityImp:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n        3HF2 ABABAB 4\n\n\t   TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t   TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n       TNT1 AAA 0 A_CustomMissile (\"Guts\", 42, 0, random (0, 360), 2, random (0, 160))\n\t   3HF2 CDE 8\n\n\t   3HF2 F 8 A_Chase(\"\",\"\")\n\t   3HF2 GHIJ 8\n\t   TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n        TNT1 A 0 A_TakeInventory(\"ImpFatality\",1)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n        Goto See2\n\t\t}\n}\n\nActor BaronBoss2: BaronBoss1 3023\n{\n//$Category BD Bosses\n//$Icon \"monster\"\n//$Colour rgb(200, 0, 0)\n//$Sprite BAROA1\nStates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tBARO A 1\n\t\tTNT1 A 0 A_CheckSight(\"WAITING\")\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDBruiserBrotherTwo\")\n\t\tTNT1 A 0 A_changeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tGoto Stand\n\nWaiting:\n\t\t\tBARO A 1\n\t\t\tGoto Spawn\n\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "BDControls.txt",
        "contents": "//Scripts of my old bike. Required to make the tank work.\n\n#library \"BDControls\"\n#include \"zcommon.acs\"\n\nint arrayHealth[32];\nint arrayArmor[32];\nstr arrayArmorClass[32];\nstr arrayBase[8];\nint vehicleprevioushealth;\nint playReload;\n\n//FORWARD\nscript \"BDForwardInput\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_FORWARD)\n{\n   GiveInventory(\"Accelerate\", 1);\n   //giveinventory(\"HealthBonus\", GetActorProperty(0, APROP_HEALTH));\n\n   delay(1);\n}\n   delay(1);\n   TakeInventory(\"Accelerate\", 1);\n }\n}\n\n//BACKPEDAL\nscript \"BDBackInput\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_BACK)\n{\n    GiveInventory(\"BackPedal\", 1);\n\tdelay(2);\n}\n\n   delay(2);\n   TakeInventory(\"BackPedal\", 1);\n }\n}\n\n//LEFT\nscript \"BDLeftInput\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_MOVELEFT)\n{\n    GiveInventory(\"TurnLeft\", 1);\n\t//if (checkinventory(\"IsRunning2\") == 1) { GiveInventory(\"RollLeft\", 1); }\n\t//if (checkinventory(\"IsRunning2\") == 1) { GiveInventory(\"GoSpecial\", 1); }\n}\n   delay(1);\n   TakeInventory(\"TurnLeft\", 1);\n }\n}\n\n//RIGHT\nscript \"BDRightInput\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_MOVERIGHT)\n{\n    GiveInventory(\"TurnRight\", 1);\n\n\t//if (checkinventory(\"IsRunning2\") == 1) { GiveInventory(\"RollRight\", 1); }\n\t//if (checkinventory(\"IsRunning2\") == 1) { GiveInventory(\"GoSpecial\", 1); }\n}\n\n   delay(1);\n\n   TakeInventory(\"TurnRight\", 1);\n }\n}\n\n//USE\nscript \"BDUseInput\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_USE)\n{\n    GiveInventory(\"PressedUse\", 1);\n}\n\n   delay(1);\n   TakeInventory(\"PressedUse\", 1);\n }\n}\n\n//JUMP\nscript \"BDJumpInput\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_JUMP)\n{\n    GiveInventory(\"PressedJump\", 1);\n}\n\n   delay(1);\n   TakeInventory(\"PressedJump\", 1);\n }\n}\n\n//==================================================================================================\n//SPRINTING\nscript \"CheckSprint\" ENTER\n{\n\n int buttonSpeed;\n\n while (TRUE)\n {\n   buttonSpeed = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttonSpeed & BT_SPEED)\n{\n   if (checkinventory(\"istacticalclass\") == 1) { GiveInventory(\"IsRunning\", 1); }\n   GiveInventory(\"IsRunning2\", 1);\n   delay(1);\n   restart;\n}\n   TakeInventory(\"IsRunning\", 1);\n   TakeInventory(\"IsRunning2\", 1);\n   delay(4);\n }\n\n}\n\nscript \"CheckPrimary\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_ALTATTACK)\n{\n   GiveInventory(\"FiredSecondary\", 1);\n   delay(1);\n   restart;\n}\n   TakeInventory(\"FiredSecondary\", 1);\n   delay(4);\n }\n\n}\n\nscript \"CheckSecondary\" ENTER\n{\n int buttons2;\n\n while (TRUE)\n {\n   buttons2 = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons2 & BT_ATTACK)\n{\n   GiveInventory(\"FiredPrimary\", 1);\n   delay(1);\n   restart;\n}\n   TakeInventory(\"FiredPrimary\", 1);\n   delay(4);\n }\n}\n\nscript \"CheckCrouch\" ENTER\n{\n int buttons2;\n\n while (TRUE)\n {\n   buttons2 = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons2 & BT_CROUCH)\n{\n   GiveInventory(\"IsCrouching\", 1);\n   delay(1);\n   restart;\n}\n   TakeInventory(\"IsCrouching\", 1);\n   delay(4);\n }\n}\n\nScript \"HeliRollRight\" (VOID)\n{\nChangeActorRoll (0, 0.005, 1); delay (1);\nChangeActorRoll (0, 0.010, 1); delay (1);\nChangeActorRoll (0, 0.015, 1); delay (1);\nChangeActorRoll (0, 0.02, 1); delay (1);\nChangeActorRoll (0, 0.03, 1); delay (1);\nChangeActorRoll (0, 0.05, 1); delay (1);\nChangeActorRoll (0, 0.06, 1); delay (1);\nChangeActorRoll (0, 0.07, 1); delay (1);\nChangeActorRoll (0, 0.075, 1); delay (1);\nChangeActorRoll (0, 0.08, 1); delay (1);\nChangeActorRoll (0, 0.085, 1); delay (1);\nChangeActorRoll (0, 0.09, 1); delay (1);\n}\n\nScript \"HeliRollLeft\" (VOID)\n{\nChangeActorRoll (0, -0.005, 1); delay (1);\nChangeActorRoll (0, -0.010, 1); delay (1);\nChangeActorRoll (0, -0.015, 1); delay (1);\nChangeActorRoll (0, -0.02, 1); delay (1);\nChangeActorRoll (0, -0.03, 1); delay (1);\nChangeActorRoll (0, -0.05, 1); delay (1);\nChangeActorRoll (0, -0.06, 1); delay (1);\nChangeActorRoll (0, -0.07, 1); delay (1);\nChangeActorRoll (0, -0.075, 1); delay (1);\nChangeActorRoll (0, -0.08, 1); delay (1);\nChangeActorRoll (0, -0.085, 1); delay (1);\nChangeActorRoll (0, -0.09, 1); delay (1);\n}\n\nScript \"HeliStopRight\" (VOID)\n{\nChangeActorRoll (0, 0.09, 1); delay (1);\nChangeActorRoll (0, 0.085, 1); delay (1);\nChangeActorRoll (0, 0.08, 1); delay (1);\nChangeActorRoll (0, 0.075, 1); delay (1);\nChangeActorRoll (0, 0.07, 1); delay (1);\nChangeActorRoll (0, 0.06, 1); delay (1);\nChangeActorRoll (0, 0.05, 1); delay (1);\nChangeActorRoll (0, 0.03, 1); delay (1);\nChangeActorRoll (0, 0.02, 1); delay (1);\nChangeActorRoll (0, 0.015, 1); delay (1);\nChangeActorRoll (0, 0.007, 1); delay (1);\nChangeActorRoll (0, 0, 1); delay (1);\n}\n\nScript \"HeliStopLeft\" (VOID)\n{\nChangeActorRoll (0, -0.09, 1); delay (1);\nChangeActorRoll (0, -0.085, 1); delay (1);\nChangeActorRoll (0, -0.08, 1); delay (1);\nChangeActorRoll (0, -0.075, 1); delay (1);\nChangeActorRoll (0, -0.07, 1); delay (1);\nChangeActorRoll (0, -0.06, 1); delay (1);\nChangeActorRoll (0, -0.05, 1); delay (1);\nChangeActorRoll (0, -0.03, 1); delay (1);\nChangeActorRoll (0, -0.02, 1); delay (1);\nChangeActorRoll (0, -0.015, 1); delay (1);\nChangeActorRoll (0, -0.007, 1); delay (1);\nChangeActorRoll (0, 0, 1); delay (1);\n}\n\n//Bike\n\nScript \"BikeRollRight\" (VOID)\n{\nChangeActorRoll (0, 0.005, 1); delay (1);\nChangeActorRoll (0, 0.010, 1); delay (1);\nChangeActorRoll (0, 0.015, 1); delay (1);\nChangeActorRoll (0, 0.02, 1); delay (1);\nChangeActorRoll (0, 0.03, 1); delay (1);\nChangeActorRoll (0, 0.05, 1); delay (1);\n}\n\nScript \"BikeRollLeft\" (VOID)\n{\nChangeActorRoll (0, -0.005, 1); delay (1);\nChangeActorRoll (0, -0.010, 1); delay (1);\nChangeActorRoll (0, -0.015, 1); delay (1);\nChangeActorRoll (0, -0.02, 1); delay (1);\nChangeActorRoll (0, -0.03, 1); delay (1);\nChangeActorRoll (0, -0.05, 1); delay (1);\n}\n\nScript \"BikeStopRight\" (VOID)\n{\nChangeActorRoll (0, 0.04, 1); delay (1);\nChangeActorRoll (0, 0.03, 1); delay (1);\nChangeActorRoll (0, 0.02, 1); delay (1);\nChangeActorRoll (0, 0.015, 1); delay (1);\nChangeActorRoll (0, 0, 1); delay (1);\n}\n\nScript \"BikeStopLeft\" (VOID)\n{\nChangeActorRoll (0, -0.04, 1); delay (1);\nChangeActorRoll (0, -0.03, 1); delay (1);\nChangeActorRoll (0, -0.02, 1); delay (1);\nChangeActorRoll (0, -0.015, 1); delay (1);\nChangeActorRoll (0, 0, 1); delay (1);\n}\n\nScript \"BDFiredTankMainGun\" (VOID) NET\n{\n delay (90);\n TakeInventory(\"FiredTankMainGun\", 1);\n}\n\nScript \"BDUnMorph\" (VOID) NET\n{\n delay (4);\n UnMorphActor(0, 0);\n}\n\nScript \"BDCHeckOnline\" (VOID)//Check if player is online.\n{\nif\t(GameType () > 0)\n\tSetActorState(0,\"IsOnline\");\n}\n\nscript \"GetVehiclePreviousHealth\" (VOID) NET\n{\n vehicleprevioushealth = GetActorProperty(261, APROP_Health);\n  delay(1);\n}\n\nscript \"GetPlayerValues\" (VOID) NET\n{\n\tarrayHealth[PlayerNumber()] = GetActorProperty(0, APROP_HEALTH);\n\tarrayArmor[PlayerNumber()] = CheckInventory(\"BasicArmor\");\n\tarrayArmorClass[PlayerNumber()] = GetArmorInfo(ARMORINFO_CLASSNAME);\n\t//Log(s:\"Health= \", i: arrayHealth[PlayerNumber()]);\n\t//Log(s:\"Armor#= \", i: arrayArmor[PlayerNumber()]);\n\t//Log(s:\"ArmorClass= \", s: arrayArmorClass[PlayerNumber()]);\n\tdelay(1);\n}\n\n//Entering Heavy Machinegun\nscript \"BDEnterHMG\" (VOID) NET\n{\n\tTakeInventory(\"PowerInvisibility\",1);\n\tSetActorAngle (0, GetActorAngle (261));\n\tThing_Move(0, 261, 1);\n\tSetActorProperty(0, APROP_HEALTH, arrayHealth[PlayerNumber()]);\n\t//Log(s:\"Enter Health= \", i: GetActorProperty(0, APROP_HEALTH));\n\tint thisgunmachinegunammo = CheckActorInventory(261, \"HeavyMachinegunAmmo\");\n\tdelay(6);\n\tGiveInventory(\"HeavyMachinegunAmmo\", thisgunmachinegunammo);\n\t//Return ArmorClass and # of Armor Points\n\tif (arrayArmorClass[PlayerNumber()] != \"None\")\n\t{\n\t\tGiveInventory(arrayArmorClass[PlayerNumber()], 1);\n\t\t//Log(s:\"Returned ArmorClass= \", s:GetArmorInfo(ARMORINFO_CLASSNAME));\n\t\t//Log(s:\"Returned InitialArmor= \", i:CheckInventory(\"BasicArmor\"));\n\n\t\tif (CheckInventory(\"BasicArmor\") > arrayArmor[PlayerNumber()])\n\t\t{\n\t\t\tWhile(CheckInventory(\"BasicArmor\") > arrayArmor[PlayerNumber()])\n\t\t\t{\n\t\t\t\tTakeInventory(\"BasicArmor\",1);\n\t\t\t}\n\t\t}\n\t\telse if (CheckInventory(\"BasicArmor\") < arrayArmor[PlayerNumber()])\n\t\t{\n\t\t\tWhile (CheckInventory(\"BasicArmor\") < arrayArmor[PlayerNumber()])\n\t\t\t{\n\t\t\t\tGiveInventory(\"GiveArmor\",1);\n\t\t\t}\n\t\t}\n\t}\n\t//Log(s:\"Enter ArmorPoints= \", i:CheckInventory(\"BasicArmor\"));\n\tdelay(2);\n}\n\n//leaving Heavy Machinegun\nscript \"BDLeaveHMG\" (VOID) NET\n{\n\tarrayHealth[PlayerNumber()] = GetActorProperty(0, APROP_HEALTH);\n\tarrayArmor[PlayerNumber()] = CheckInventory(\"BasicArmor\");\n\tarrayArmorClass[PlayerNumber()] = GetArmorInfo(ARMORINFO_CLASSNAME);\n\t//Log(s:\"Health= \", i: arrayHealth[PlayerNumber()]);\n\t//Log(s:\"Armor#= \", i: arrayArmor[PlayerNumber()]);\n\t//Log(s:\"ArmorClass= \", s: arrayArmorClass[PlayerNumber()]);\n\tint thisgunmachinegunammo = CheckInventory(\"HeavyMachinegunAmmo\");\n\tdelay (1);\n\tTakeInventory(\"HeavyMachinegunAmmo\", 9999);\n\tThing_Move(0, 264, 1);\n\tUnMorphActor(0, 0);\n\tif (arrayArmorClass[PlayerNumber()] != \"None\")\n\t{\n\t\tGiveInventory(arrayArmorClass[PlayerNumber()], 1);\n\t\t//Log(s:\"Returned ArmorClass= \", s:GetArmorInfo(ARMORINFO_CLASSNAME));\n\t\t//Log(s:\"Returned InitialArmor#= \", i:CheckInventory(\"BasicArmor\"));\n\n\t\tif (CheckInventory(\"BasicArmor\") > arrayArmor[PlayerNumber()])\n\t\t{\n\t\t\tWhile(CheckInventory(\"BasicArmor\") > arrayArmor[PlayerNumber()])\n\t\t\t{\n\t\t\t\tTakeInventory(\"BasicArmor\",1);\n\t\t\t}\n\t\t}\n\t\telse if (CheckInventory(\"BasicArmor\") < arrayArmor[PlayerNumber()])\n\t\t{\n\t\t\tWhile (CheckInventory(\"BasicArmor\") < arrayArmor[PlayerNumber()])\n\t\t\t{\n\t\t\t\tGiveInventory(\"GiveArmor\",1);\n\t\t\t}\n\t\t}\n\t}\n\t//Log(s:\"Post ArmorPoints= \", i: CheckInventory(\"BasicArmor\"));\n\tSetActorProperty(0, APROP_HEALTH, arrayHealth[PlayerNumber()]);\n\t//Log(s:\"Post Health= \", i: GetActorProperty(0, APROP_HEALTH));\n\tGiveActorInventory(261, \"HeavyMachinegunAmmo\", thisgunmachinegunammo);\n}\n\n//Entering Tank\nscript \"BDEnterTank\" (VOID) NET\n{\n\tTakeInventory(\"PowerInvisibility\",1);\n\tSetActorAngle (0, GetActorAngle (261));\n\tThing_Move(0, 261, 1);\n\tvehicleprevioushealth = GetActorProperty(261, APROP_Health);\n\tSetActorProperty(0, APROP_Health, vehicleprevioushealth);\n\tint thisgunmachinegunammo = CheckActorInventory(261, \"HeavyMachinegunAmmo\");\n\tint thisTankAmmo = CheckActorInventory(261, \"TankAmmo\");\n\tint thisvehicleAutocannonAmmo = CheckActorInventory(261, \"AutocannonAmmo\");\n\tint thisvehicleHelicopterRocketAmmo = CheckActorInventory(261, \"HelicopterRocketAmmo\");\n\tint thisvehicleMechRocketAmmo = CheckActorInventory(261, \"MechRocketAmmo\");\n\tint vehiclepreviousbaseangle = CheckActorInventory(261, \"TankBaseDirection\");\n\tdelay (6);\n\tGiveInventory(\"HeavyMachinegunAmmo\", thisgunmachinegunammo);\n\tGiveInventory(\"TankAmmo\", thisTankAmmo);\n\tGiveInventory(\"AutocannonAmmo\", thisvehicleAutocannonAmmo);\n\tGiveInventory(\"HelicopterRocketAmmo\", thisvehicleHelicopterRocketAmmo);\n\tGiveInventory(\"MechRocketAmmo\", thisvehicleMechRocketAmmo);\n\tGiveInventory(\"IsInATank\",1);\n\tSetUserVariable(0, \"user_tankbasedirection\", vehiclepreviousbaseangle);\n\tdelay(2);\n}\n\n//leaving Tank\nscript \"BDLeaveTank\" (VOID) NET\n{\n\tvehicleprevioushealth = GetActorProperty(0, APROP_Health);\n\tint thisgunmachinegunammo = CheckInventory(\"HeavyMachinegunAmmo\");\n\tint thisTankAmmo = CheckInventory(\"TankAmmo\");\n\tint thisvehicleAutocannonAmmo = CheckInventory(\"AutocannonAmmo\");\n\tint thisvehicleHelicopterRocketAmmo = CheckInventory(\"HelicopterRocketAmmo\");\n\tint thisvehicleMechRocketAmmo = CheckInventory(\"MechRocketAmmo\");\n\tint vehiclepreviousbaseangle = GetUserVariable(0, \"user_tankbasedirection\");\n\tdelay (1);\n\tTakeInventory(\"HeavyMachinegunAmmo\", 9999);\n\tTakeInventory(\"TankAmmo\", 9999);\n\tTakeInventory(\"AutocannonAmmo\", 9999);\n\tTakeInventory(\"HelicopterRocketAmmo\", 9999);\n\tTakeInventory(\"MechRocketAmmo\", 9999);\n\tTakeInventory(\"IsInATank\", 9);\n\tThing_Move(0, 264, 1);\n\tUnMorphActor(0, 0);\n\tif (arrayArmorClass[PlayerNumber()] != \"None\")\n\t{\n\t\tGiveInventory(arrayArmorClass[PlayerNumber()], 1);\n\t\t//Log(s:\"Returned ArmorClass= \", s:GetArmorInfo(ARMORINFO_CLASSNAME));\n\t\t//Log(s:\"Returned InitialArmor#= \", i:CheckInventory(\"BasicArmor\"));\n\n\t\tif (CheckInventory(\"BasicArmor\") > arrayArmor[PlayerNumber()])\n\t\t{\n\t\t\tWhile(CheckInventory(\"BasicArmor\") > arrayArmor[PlayerNumber()])\n\t\t\t{\n\t\t\t\tTakeInventory(\"BasicArmor\",1);\n\t\t\t}\n\t\t}\n\t\telse if (CheckInventory(\"BasicArmor\") < arrayArmor[PlayerNumber()])\n\t\t{\n\t\t\tWhile (CheckInventory(\"BasicArmor\") < arrayArmor[PlayerNumber()])\n\t\t\t{\n\t\t\t\tGiveInventory(\"GiveArmor\",1);\n\t\t\t}\n\t\t}\n\t}\n\t//Log(s:\"Post ArmorPoints= \", i: CheckInventory(\"BasicArmor\"));\n\tSetActorProperty(0, APROP_HEALTH, arrayHealth[PlayerNumber()]);\n\t//Log(s:\"Post Health= \", i: GetActorProperty(0, APROP_HEALTH));\n\tSetActorProperty(261, APROP_Health, vehicleprevioushealth);\n\tGiveActorInventory(261, \"HeavyMachinegunAmmo\", thisgunmachinegunammo);\n\tGiveActorInventory(261, \"TankAmmo\", thisTankAmmo);\n\tGiveActorInventory(261, \"AutocannonAmmo\", thisvehicleAutocannonAmmo);\n\tGiveActorInventory(261, \"HelicopterRocketAmmo\", thisvehicleHelicopterRocketAmmo);\n\tGiveActorInventory(261, \"MechRocketAmmo\", thisvehicleMechRocketAmmo);\n\tGiveActorInventory(261, \"TankBaseDirection\", vehiclepreviousbaseangle);\n}\n\nscript \"BDForceUnmorph\" (VOID) NET\n{\n GiveInventory(\"CeaseMorph\",1);\n UnMorphActor(0, 0);\n TakeInventory(\"MorphToken\", 1);\n Delay(1);\n}\n\n//Set Tank's new base angle after you leave it.\nscript \"BDSetBaseAngle\" (VOID) NET\n{\n int thisvehiclecurrentbaseangle = CheckInventory(\"TankBaseDirection\");\n SpawnSpot(\"TankBaseStationed\", 0, 0, thisvehiclecurrentbaseangle*256/360);\n delay (1);\n}\n\n//Set the current direction of a newly spawned tank.\nscript \"BDSetNewTankDirection\" (VOID) NET\n{\n int thisvehicleinitialbaseangle = GetActorAngle(0);\n int angleformulacalculation = thisvehicleinitialbaseangle >> 8;\n int angleformulacalculationlastpart = angleformulacalculation*360/256;\n GiveInventory(\"TankBaseDirection\", angleformulacalculationlastpart);\n delay (1);\n}\n\nScript \"BDEnterTankInfo\"(VOID)\n{\nsetfont(\"TNHSA0\");\n\thudmessage(s:\"A\";\n\t\t\t\tHUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.57, 1.0);\n\tdelay(40 * 6);\n}\n\nScript \"BDTankOrientation\" (VOID)\n{\n\tstr Turret;\n\tint healthMax;\n\n\t\tIf(CheckActorClass(0, \"PlayerTank\"))\n\t\t{\n\t\t\thealthMax = 4000;\n\t\t}\n\t\tElse If(CheckActorClass(0, \"PlayerArtilleryTank\"))\n\t\t{\n\t\t\thealthMax = 2000;\n\t\t}\n\n\t\tIf(GetActorProperty(0, APROP_HEALTH) >= (healthMax/2) + 1)\n\t\t{\n\t\t\tTurret = \"TURG0\";\n\t\t\tarrayBase[0] = \"BASG0\";\n\t\t\tarrayBase[1] = \"BASG1\";\n\t\t\tarrayBase[2] = \"BASG2\";\n\t\t\tarrayBase[3] = \"BASG3\";\n\t\t\tarrayBase[4] = \"BASG4\";\n\t\t\tarrayBase[5] = \"BASG5\";\n\t\t\tarrayBase[6] = \"BASG6\";\n\t\t\tarrayBase[7] = \"BASG7\";\n\t\t}\n\t\tElse If(GetActorProperty(0, APROP_HEALTH) >= (healthMax/4) + 1)\n\t\t{\n\t\t\tTurret = \"TURY0\";\n\t\t\tarrayBase[0] = \"BASY0\";\n\t\t\tarrayBase[1] = \"BASY1\";\n\t\t\tarrayBase[2] = \"BASY2\";\n\t\t\tarrayBase[3] = \"BASY3\";\n\t\t\tarrayBase[4] = \"BASY4\";\n\t\t\tarrayBase[5] = \"BASY5\";\n\t\t\tarrayBase[6] = \"BASY6\";\n\t\t\tarrayBase[7] = \"BASY7\";\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tTurret = \"TURR0\";\n\t\t\tarrayBase[0] = \"BASR0\";\n\t\t\tarrayBase[1] = \"BASR1\";\n\t\t\tarrayBase[2] = \"BASR2\";\n\t\t\tarrayBase[3] = \"BASR3\";\n\t\t\tarrayBase[4] = \"BASR4\";\n\t\t\tarrayBase[5] = \"BASR5\";\n\t\t\tarrayBase[6] = \"BASR6\";\n\t\t\tarrayBase[7] = \"BASR7\";\n\t\t}\n\n\tInt angleTurret = (GetActorAngle(0)/(65536/360));\n\t//log(s:\"Turret= \",i:angleTurret);//Left(0 to 180CCW) Right(360 to 180CW)\n\tInt angleTracks = GetUserVariable(0,\"user_tankbasedirection\");\n\t//log(s:\"Tracks= \",i:angleTracks);//Left(0 to 180CCW) Right(360 to 180CW)\n\tInt angleSeparation = angleTurret - angleTracks;\n\t//log(s:\"Separation= \",f:angleSeparation);\n\tSetfont(Turret);\n\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\tIf ((angleSeparation >= 293 && angleSeparation <= 337) ||\n\t\t\t\t\t(angleSeparation >= -68 && angleSeparation <= -22))\n\t\t{\n\t\t\tSetFont(arrayBase[7]);//10:30\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse If ((angleSeparation >= 248 && angleSeparation <= 292) ||\n\t\t\t\t\t(angleSeparation >= -113 && angleSeparation <= -67))\n\t\t{\n\t\t\tSetFont(arrayBase[6]);//9:00\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse If ((angleSeparation >= 203 && angleSeparation <= 247) ||\n\t\t\t\t\t(angleSeparation >= -158 && angleSeparation <= -112))\n\t\t{\n\t\t\tSetFont(arrayBase[5]);//7:30\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse If ((angleSeparation >= 158 && angleSeparation <= 202) ||\n\t\t\t\t\t(angleSeparation >= -203 && angleSeparation <= -157))\n\t\t{\n\t\t\tSetFont(arrayBase[4]);//6:00\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse If ((angleSeparation >= 113 && angleSeparation <= 157) ||\n\t\t\t\t\t(angleSeparation >= -248 && angleSeparation <= -202))\n\t\t{\n\t\t\tSetFont(arrayBase[3]);//4:30\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse If ((angleSeparation >= 68 && angleSeparation <= 112) ||\n\t\t\t\t\t(angleSeparation >= -293 && angleSeparation <= -247))\n\t\t{\n\t\t\tSetFont(arrayBase[2]);//3:00\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse If ((angleSeparation >= 23 && angleSeparation <= 67) ||\n\t\t\t\t\t(angleSeparation >= -338 && angleSeparation <= -292))\n\t\t{\n\t\t\tSetFont(arrayBase[1]);//1:30\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tSetFont(arrayBase[0]);//12:00\n\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.05, 0.11);\n\t\t}\n\tDelay(4);\n}\n\nScript \"BDTankHUD\" (VOID)\n{\n\tACS_NamedExecuteAlways(\"BDTankOrientation\",0,0,0,0);\n\tint ammoTank = CheckInventory(\"TankAmmo\");\n\tint readyTank = CheckInventory(\"TankReady\");\n\t\tIf (readyTank <= 139)\n\t\t{\n\t\t\tplayReload = 0;\n\t\t\tGiveInventory(\"TankReady\", 1);\n\t\t}\n\t\tIf(readyTank == 140 && playReload == 0 && ammoTank >= 1)\n\t\t{\n\t\t\tPlaySound(0, \"TANKRE\", 3);\n\t\t\tplayReload = 1;\n\t\t}\n\thudmessage(s: \"CANNON HE-AT\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.925, 0.11);\n\t\tIf(ammoTank >= 1 && readyTank == 140)\n\t\t{\n\t\t\thudmessage(s: \"READY\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.95, 0.11);\n\t\t}\n\t\tElse If(ammoTank >=1 && readyTank <= 139)\n\t\t{\n\t\t\thudmessage(s: \"RELOADING\"; HUDMSG_PLAIN, 0, CR_YELLOW, 0.5, 0.95, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, 0.5, 0.95, 0.11);\n\t\t}\n\n\tint ammoHMG = CheckInventory(\"HeavyMachinegunAmmo\");\n\thudmessage(s: \".50 MG\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.1, 0.5, 0.11);\n\t\tIf(ammoHMG >= 1)\n\t\t{\n\t\t\thudmessage(s: \"READY\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.1, 0.525, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, -0.1, 0.525, 0.11);\n\t\t}\n\n\tbool checkZoom = CheckInventory(\"TankZoom\");\n\t\tIf(checkZoom == 1)\n\t\t{\n\t\t\thudmessage(s: \"x5\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.875, 0.5, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"x1\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.875, 0.5, 0.11);\n\t\t}\n\tdelay(1);\n}\n\nScript \"BDATHUD\" (VOID)\n{\n\tACS_NamedExecuteAlways(\"BDTankOrientation\",0,0,0,0);\n\tint ammo20Auto = CheckInventory(\"HeavyMachinegunAmmo\");\n\t\thudmessage(s: \"20MM AUTOx2\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.925, 0.11);\n\t\tIf(ammo20Auto >= 1)\n\t\t{\n\t\t\thudmessage(s: \"READY\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.95, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, 0.5, 0.95, 0.11);\n\t\t}\n\n\tint ammoRocket = CheckInventory(\"HelicopterRocketAmmo\");\n\t\thudmessage(s: \"MISSILE\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.1, 0.5, 0.11);\n\t\tIf(ammoRocket >= 1)\n\t\t{\n\t\t\thudmessage(s: \"READY\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.1, 0.525, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, -0.1, 0.525, 0.11);\n\t\t}\n\n\tbool checkZoom = CheckInventory(\"TankZoom\");\n\t\tIf(checkZoom == 1)\n\t\t{\n\t\t\thudmessage(s: \"x5\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.875, 0.5, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"x1\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.875, 0.5, 0.11);\n\t\t}\n\tdelay(1);\n}\n\nScript \"BDHelicopterHUD\"(VOID)\n{\n\tint fireMode = CheckInventory(\"MechFireMode\");\n\tint ammo20Auto = CheckInventory(\"AutocannonAmmo\");\n\tint ammoHMG = CheckInventory(\"HeavyMachinegunAmmo\");\n\tint ammoRocket = CheckInventory(\"HelicopterRocketAmmo\");\n\t//Weapon selection\n\t\tIf(fireMode == 0 && ammo20Auto >= 1)\n\t\t{\n\t\t\thudmessage(s: \"[20mm AUTO]\"; HUDMSG_PLAIN, 0, CR_YELLOW, 0.5, 0.8, 0.11);\n\t\t}\n\t\tElse If (fireMode == 0 && ammo20Auto == 0)\n\t\t{\n\t\t\thudmessage(s: \"20mm AUTO\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.8, 0.11);\n\t\t\tGiveInventory(\"MechFireMode\",1);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"20mm AUTO\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.8, 0.11);\n\t\t}\n\t\tIf(fireMode == 1 && ammoHMG >= 1)\n\t\t{\n\t\t\thudmessage(s: \"[.50 MGx2]\"; HUDMSG_PLAIN, 0, CR_YELLOW, -0.3, 0.8, 0.11);\n\t\t}\n\t\tElse If (fireMode == 1 && ammoHMG == 0)\n\t\t{\n\t\t\thudmessage(s: \".50 MGx2\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.3, 0.8, 0.11);\n\t\t\tGiveInventory(\"MechFireMode\",1);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \".50 MGx2\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.3, 0.8, 0.11);\n\t\t}\n\t\tIf(fireMode == 2 && ammoRocket >= 1)\n\t\t{\n\t\t\thudmessage(s: \"[ROCKETS]\"; HUDMSG_PLAIN, 0, CR_YELLOW, -0.65, 0.8, 0.11);\n\t\t}\n\t\tElse If (fireMode == 2 && ammoRocket == 0)\n\t\t{\n\t\t\thudmessage(s: \"ROCKETS\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.65, 0.8, 0.11);\n\t\t\tTakeInventory(\"MechFireMode\",3);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"ROCKETS\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.65, 0.8, 0.11);\n\t\t}\n\t//Ammo status\n\t\tIf(ammo20Auto >= 1)\n\t\t{\n\t\t\thudmessage(s: \"READY\"; HUDMSG_PLAIN, 0, CR_WHITE, 0.5, 0.825, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, 0.5, 0.825, 0.11);\n\t\t}\n\n\t\tIf(ammoHMG >= 1)\n\t\t{\n\t\t\thudmessage(s: \"READY\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.3, 0.825, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, -0.3, 0.825, 0.11);\n\t\t}\n\n\t\tIf(ammoRocket >= 1)\n\t\t{\n\t\t\thudmessage(i:ammoRocket; HUDMSG_PLAIN, 0, CR_WHITE, -0.65, 0.825, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"EMPTY\"; HUDMSG_PLAIN, 0, CR_RED, -0.65, 0.825, 0.11);\n\t\t}\n\n\t//Elevation gauge & pitch ladder\n\tint elevationZ = ((GetActorZ(0) - GetActorFloorZ(0))/65536);\n\t\tHudmessage(s:\"ELEVATION\"; HUDMSG_PLAIN, 0, CR_WHITE, -0.65, 0.5, 0.11);\n\t\tHudmessage(i:elevationZ; HUDMSG_PLAIN, 0, CR_WHITE, -0.65, 0.525, 0.11);\n\n\tint anglePitch = (GetActorPitch(0)/(65536/360));//from 32(D) to -56(U) Zand | 90(D) to -90(U) GZDoom\n\t//LOG(s: \"Pitch= \", i: anglePitch);\n\tint posY = (170.0/65536) - (anglePitch*3);\n\t\tSetHudSize(640,400,false);\n\t\tSetfont(\"PTCH0\");\n\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN | HUDMSG_LAYER_UNDERHUD, 0, 0, 320.0, (posY * 65536), 0.11);\n\tdelay(1);\n}\n\nScript \"BDMechHUD\"(VOID)\n{\n\tsetfont(\"CONFONT\");\n\t//Zoom indicator\n\tbool checkZoom = CheckInventory(\"TankZoom\");\n\t\tIf(checkZoom == 1)\n\t\t{\n\t\t\thudmessage(s: \"x5\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.875, 0.5, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"x1\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.875, 0.5, 0.11);\n\t\t}\n\t//Weapon display panels\n\tint fireMode = CheckInventory(\"MechFireMode\");\n\tint leftMGAmmo = CheckInventory(\"HeavyMachinegunAmmo\")/2;\n\tint rightMGAmmo = CheckInventory(\"HeavyMachinegunAmmo\")/2;\n\t\tIf (fireMode == 0 && leftMGAmmo >= 1 && rightMGAmmo >= 1)\n\t\t{\n\t\t\thudmessage(s: \"[MGUN]\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.7, 0.11);\n\t\t\thudmessage(i: leftMGAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.72, 0.11);\n\n\t\t\thudmessage(s: \"[MGUN]\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.7, 0.11);\n\t\t\thudmessage(i: rightMGAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.72, 0.11);\n\t\t}\n\t\tElse If (fireMode == 0 && leftMGAmmo == 0 && rightMGAmmo == 0)\n\t\t{\n\t\t\thudmessage(s: \"MGUN\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.7, 0.11);\n\t\t\thudmessage(i: leftMGAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.72, 0.11);\n\n\t\t\thudmessage(s: \"MGUN\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.7, 0.11);\n\t\t\thudmessage(i: rightMGAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.72, 0.11);\n\t\t\tGiveInventory(\"MechFireMode\",1);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"MGUN\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.7, 0.11);\n\t\t\thudmessage(i: leftMGAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.72, 0.11);\n\n\t\t\thudmessage(s: \"MGUN\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.7, 0.11);\n\t\t\thudmessage(i: rightMGAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.72, 0.11);\n\t\t}\n\n\t\tIf(fireMode == 1)\n\t\t{\n\t\t\thudmessage(s: \"[LASER]\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.8, 0.11);\n\n\t\t\thudmessage(s: \"[LASER]\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.8, 0.11);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"LASER\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.8, 0.11);\n\n\t\t\thudmessage(s: \"LASER\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.8, 0.11);\n\t\t}\n\n\tint leftRocketAmmo = CheckInventory(\"MechRocketAmmo\")/2;\n\tint rightRocketAmmo = CheckInventory(\"MechRocketAmmo\")/2;\n\t\tIf(fireMode == 2 && leftRocketAmmo >= 1 && rightRocketAmmo >= 1)\n\t\t{\n\t\t\thudmessage(s: \"[ROCKET]\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.9, 0.11);\n\t\t\thudmessage(i: leftRocketAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.92, 0.11);\n\n\t\t\thudmessage(s: \"[ROCKET]\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.9, 0.11);\n\t\t\thudmessage(i: rightRocketAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.92, 0.11);\n\t\t}\n\t\tElse If (fireMode == 2 && leftRocketAmmo == 0 && rightRocketAmmo == 0)\n\t\t{\n\t\t\thudmessage(s: \"ROCKET\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.9, 0.11);\n\t\t\thudmessage(i: leftRocketAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.92, 0.11);\n\n\t\t\thudmessage(s: \"ROCKET\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.9, 0.11);\n\t\t\thudmessage(i: rightRocketAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.92, 0.11);\n\t\t\tTakeInventory(\"MechFireMode\",3);\n\t\t}\n\t\tElse\n\t\t{\n\t\t\thudmessage(s: \"ROCKET\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.9, 0.11);\n\t\t\thudmessage(i: leftRocketAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.325, 0.92, 0.11);\n\n\t\t\thudmessage(s: \"ROCKET\"; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.9, 0.11);\n\t\t\thudmessage(i: rightRocketAmmo; HUDMSG_PLAIN, 0, CR_CYAN, -0.58, 0.92, 0.11);\n\t\t}\n\t//Armor display\n\tint mechhealth = GetActorProperty(0, APROP_HEALTH);\n\t\thudmessage(i: mechhealth; HUDMSG_PLAIN, 0, CR_CYAN, 0.5, 0.9, 0.11);\n\tIf(mechhealth >= 500)\n\t{\n\t\tSetFont(\"MEKHB0\");\n\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.85, 0.11);\n\t}\n\tElse If(mechhealth >= 250)\n\t{\n\t\tSetFont(\"MEKHC0\");\n\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.85, 0.11);\n\t}\n\tElse\n\t{\n\t\tSetFont(\"MEKHD0\");\n\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN, 0, 0, 0.5, 0.85, 0.11);\n\t}\n\tdelay(1);\n}"
      },
      {
        "source": "pk3",
        "name": "Belphegor.txt",
        "contents": "ACTOR Belphegor2 : BaronofHell 2544\n{\n\t//$Category BD Monsters\n\t//$Icon \"monster\"\n\t//$Colour rgb(200, 0, 0)\n\t//$Sprite BOS3A1\n    Scale 1.2\n\tGame Doom\n    GibHealth 25\n\t+NOICEDEATH\n    Health 2500\n\tMass 2000\n\tSeeSound \"belphegor/sight\"\n\tPainSound \"PSXDP2\"\n\tActiveSound \"belphegor/active\"\n\tDeathSound \"belphegor/death\"\n\tObituary \"%o was no match for the Belphegor.\"\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDamagefactor \"CallingTheBaronAFaggot\", 0.0\n\t+DONTHARMSPECIES\n\t+MISSILEMORE\n\tDeathHeight 4\n\tBurnHeight 0\n    Speed 8\n\tFastSpeed 12\n\tSpecies \"BaronofHell\"\n\tRadius 24//62SpriteW(120%=74)\n\tHeight 71//74SpriteH(120%=89)\n\tTag \"Belphegor\"\n\tDropItem \"64UnmakerUpgradeSpawner\", 4\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 D 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Token1\", 1, \"See2\")\n\t\tBOS3 AAAA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 BBBB 2 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 CCCC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 BBBB 2 A_Chase\n\t\tLoop\n\n\tSee2:\n\t\tB0S3 PPP 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tB0S3 QQQ 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tB0S3 RRR 1 A_Chase\n\t\tLoop\n\n\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(2)\n\t\tTNT1 A 0 A_CHangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_CHangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Token1\", 1)\n\t\tB0S3 IJKL 3\n\t\tTNT1 A 0 A_PlaySound(\"belphegor/sight\")\n\t\tB0S3 MNONMNOMN 3\n\t\tB0S3 LKJ 3\n\t\tGoto See2\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n        BOS3 F 8\n        TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",16,0,0,0)\n\t\tBOS3 H 8 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n\tMelee2:\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",16,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tBOS3 H 8 A_FaceTarget\n        TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n    Missile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Token1\", 1, \"MissileAngry\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 F 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 8 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 47, 0, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 47)\n\t\tGoto See\n\n\t MissileAngry:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 FFFF 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 GGGG 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 0 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 47, 0, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\", 47)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 HHHH 1 A_Chase(\"\",\"\")\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfHealthLower(1000, \"Pain.Taunt\")\n\t\tBOS3 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 71)\n\t\tBOS3 E 3 A_Pain\n\t\tTNT1 A 0 A_Jump(32, \"Pain.Taunt\")\n\t\tGoto See\n    Death.SSG:\n\tXDeath:\n\tDeath.Railgun:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 55)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightArm\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE B  0 A_Scream\n\t\tBXDE C  0 A_bossdeath\n\t\tBXDE D  0 A_NoBlocking\n\t\tBO3G ABCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadBelphegorXDeath\")\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath:\n\t    BOS3 I 8 A_Scream\n\t\tBOS3 J 8 A_bossdeath\n\t\tBOS3 K 8 A_NoBlocking\n\t\tBOS3 L 8\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBelphegor\")\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.head:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6\", 82, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_bossdeath\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOS3 MNOPQR 8\n\t\tBOS3 R -1\n\t    Stop\n\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI  8\n\t\tGoto See\n    Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n    Pain.Killme:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tGoto Missile\n\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n   CurbstompMarine:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n        BS3F AB 8\n\t    BS3F CDEF 8\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBS3F HI 8\n\t\tBS3F J 4\n\t\tBS3F K 4\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS3F L 4\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t    TNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t    TNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t    TNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\")\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto See\n\t}\n}\n\nACTOR BelphegorGreenPlasmaBall: BaronBall\n{\n\tRadius 10\n\tHeight 16\n\tSpeed 20\n\tFastSpeed 25\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n    +THRUGHOST\n    Damage (random(48,48))\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 1.6\n\tSeeSound \"baron/attack\"\n\tDeathSound \"FAREXPL\"\n\tDecal \"Scorch\"\n\tDamageType \"ExplosiveImpact\"\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_SpawnItem(\"GreenFlare22\",0,0)\n\t\tFRPG K 1 BRIGHT A_SpawnItemEx(\"GreenExplosionFlameTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tBFE1 A 0 Bright A_Explode(16,16,1)\n        TNT1 AAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n        EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tFRPG BCDEF 2 Bright\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor DeadBelphegor: CurbstompedMarine\n{\n    Radius 12\n    Height 18\n    Scale 1.2\n    Mass 8000\n    Health 1000\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tStates\n    {\n    Spawn:\n\t\tBOS3 L 1\n\t\tBOS3 L -1\n        Stop\n\n\tPain.Kick:\n\tPain.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n\t\tTNT1 A 0 A_Jump(256, \"Spawn\")\n\t\tGoto Death\n\n\tPain.Trample:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"floorslimy\")\n\t\tTNT1 A 0 ThrustThingZ(0,25,1,1)\n\t\tTNT1 A 0 A_Jump(256, \"Spawn\")\n\t\tGoto Death\n\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI  8\n        TNT1 A 0 A_SpawnItem (\"Belphegor2\", 3)\n\t\tStop\n    Death:\n\t\t TNT1 A 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadBelphegorXDeath\")\n\t\t Stop\n    Death.Plasma: Death.Plasma2:\n    Death.Flames:\n    Death.Burn:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n        BOSB E -1\n        Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\n\n\t\t}}\n\nActor DeadBelphegorXDeath: DeadBelphegor\n{\n\tHealth 5000\n\tStates\n    {\n    Spawn:\n\n\t\tBO3G E 1\n\t\tBO3G E -1\n        Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n        TNT1 A 0 A_SpawnItem (\"Belphegor2\", 3)\n\t\tStop\n    Death:\n\t\t TNT1 A 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t Stop\n\t\t }\n}\n\nActor FatalizedBelphegor: DeadBelphegor\n{\nStates\n    {\n    Spawn:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS4F JK 7\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"MuchBloodGreen\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS4F L -1\n        Stop\n    }}"
      },
      {
        "source": "pk3",
        "name": "BFG.txt",
        "contents": "ACTOR BIG_FUCKING_GUN : BrutalWeapon\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"AmmoCell\"\n    Inventory.PickupSound \"BFGREADY\"\n\t+FORCEXYBILLBOARD\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\tTag \"BFG 9000\"\n    Inventory.PickupMessage \"$GOTBFG9000\"\n\tScale 0.8\n\tDropItem \"BFG9000Spawner\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\tReload:\n\t\tBFGN A 1 A_WeaponReady\n        BFGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        BFGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBFGN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBFGN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBFGN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tBFGN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tNoAmmo:\n\t\tBFGN A 1\n\t\tBFGN A 2 A_PlaySound(\"weapons/empty\", 4)\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tBFGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tBFGN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBFGN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tStartSprint:\n\t\tBFGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBFSP A 0 offset(-9,32)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tBFSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tBFGN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBFGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        BFGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        BFGN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tBFGN A 0 offset(-9,32)\n\t\tBFGN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBFSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBFGN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBFGN A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tBFGN A 0 A_PlaySound(\"Tired\", 2)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready\n\tStopSprint:\n\t\tBFSP A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tBFGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tTNT1 AAAAAAAAAAAA 0 A_Lower\n\t\tBFGS EDCBA 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tBFGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tBFGN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tBFGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBFGN A 0 A_GunFlash\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n        BFGN A 0 A_PlaySound(\"BFGREADY\")\n\t\tSelectAnimation:\n\t\tBFGS ABCDE 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n\n\tFire:\n\t\tBFGN A 0\n\t\tBFGN A 0 A_JumpIfInventory(\"AmmoCell\",50,2)\n        Goto NoAmmo\n\t\tBFGN A 0\n\t\tBFGN A 0 A_TakeInventory(\"AmmoCell\", 50)\n        BFGN A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABCDABCDABCDABCDABCDABCDABCD 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n        BFGA A 2 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n        BFGN A 0 A_PlaySound(\"BFGFIRE\")\n\t\tBFGA B 0 A_ZoomFactor(0.95)\n        BFGN A 0 A_Recoil(8)\n\n        BFGN A 0 BRIGHT A_FireCustomMissile(\"Alerter\",0,0)\n\t\tBFGN A 0 A_JumpIfInventory(\"DMgame\", 1, 4)\n\t\tBFGN A 0 BRIGHT A_FireCustomMissile(\"SuperBFGBall\")\n\t\tBFGN A 0\n\t\tGoto RecoilFire\n\t\tTNT1 AAA 0\n\t\tBFGN A 0 BRIGHT A_FireCustomMissile(\"BFGBallDM\")\n\n\tRecoilFire:\n\t\tBFGN A 0\n\t\tBFGA B 2 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(-10 + pitch)\n\t\tRIFG A 0 A_SetPitch(-10 + pitch)\n\t\tBFGA CDCBA 2 BRIGHT A_SetPitch(pitch+2.0)\n\t\tBFGN A 8\n        BFGN A 0 A_Refire\n\t\tGoto Ready3\n\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n\t+EXTREMEDEATH\n\tDamage (random(800, 800))\n\tDecal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n\tDamageType Desintegrate\n\tScale 0.7\n\tSpecies \"Marines\"\n\tHeight 1\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n  States\n  {\n Spawn:\n    BFGN A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n    BFS1 AB 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n    Loop\n\n Death:\n    BFGN A 0\n    BFGN A 0 Radius_Quake(4,34,0,12,0)\n\tBFGN A 0 Radius_Quake(1,34,0,32,0)\n\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n\tBFGN A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    TNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterNoFire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySOund(\"BFGEXPL2\", 1)\n\tBFGN A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, -50, 0)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGB A 2 BRIGHT A_Explode(700,350,0)\n    BFGB F 0 Bright A_BFGSpray(\"SuperBFGExtra\", 50)\n\tBFGB BCDEFG 2 Bright\n\tBFGN A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n    TNT1 A 12\n    Stop\n  }\n}\n\nActor BFGBallDM : SuperBFGBall\n{\n\tSpecies \"None\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nActor FriendlyBFGBAll : SuperBFGBall\n{\n    Damagetype \"FriendBullet\"\n\tStates\n\t{\n\tDeath:\n    BFGN A 0\n    BFGN A 0 Radius_Quake(4,34,0,12,0)\n\tBFGN A 0 Radius_Quake(1,34,0,32,0)\n\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n\tBFGN A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    TNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterNoFire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySOund(\"BFGEXPL2\", 1)\n\tBFGN A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, -50, 0)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGB A 2 BRIGHT A_Explode(700,350,0)\n    BFGB F 0 Bright A_BFGSpray(\"MarineBFGExtra\", 50)\n\tBFGB BCDEFG 2 Bright\n\tBFGN A 0 A_SPawnItem(\"MarineBFGExtraGiant\")\n    TNT1 A 12\n    Stop\n\t}\n}\n\nActor BFGTrailParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  Speed 3\n  +Missile\n  +NoBlockMap\n  +NoGravity\n  +DontSplash\n  RenderStyle Add\n  Scale 0.05\n  States\n  {\n  Spawn:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor BFGDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.5\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor BFGDeathParticleFast: BFGDeathParticle\n{\n  Speed 10\n  Scale 0.1\n  States\n  {\n  Spawn:\n  Death:\n\tSPKG A 11 BRIGHT\n    SPKG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_FadeOut(0.06)\n    Stop\n  }\n}\n\nActor BFGDeathParticleSuperFast: BFGDeathParticleFast\n{\n  Speed 20\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n  +NoBlockMap\n  +NoGravity\n  RenderStyle Add\n  +FORCERADIUSDMG\n  +THRUGHOST\n  Alpha 0.75\n  Scale 0.6\n  Radius 1\n  Height 1\n  States\n  {\n  Spawn:\n    BFE2 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFGB ABCDEFGHIJK 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n    stop\n  }\n}\n\nActor MarineBFGExtra : SuperBFGExtra\n{\n\tDamageType \"FriendBullet\"\n}\n\nActor SuperBFGExtraGiant : SuperBFGExtra\n{\n\tScale 2.9\n\tStates\n\t{\n\tSpawn:\n\tBFE2 A 0\n\tBFGB ABCDEFGH 2 Bright\n\tStop\n\t}\n}\n\nActor MarineBFGExtraGiant : MarineBFGExtra\n{\n\tScale 2.9\n\tStates\n\t{\n\tSpawn:\n\tBFE2 A 0\n\tBFGB ABCDEFGH 2 Bright\n\tStop\n\t}\n}\n\nActor BFGExtraParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +DontSplash\n  +NoInteraction\n  RenderStyle Add\n  Scale 0.035\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nACTOR GreenShockWave\n{\n   Speed 0\n   Height 64\n   Radius 32\n   Scale 2.25\n   RenderStyle add\n   Alpha 0.9\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n      SHOK A 1 BRIGHT\n      Goto Death\n   Death:\n      SHOK BCDEFGHIJKLMNOPQR 1 BRIGHT A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR WhiteShockWave: GreenShockwave\n{\nScale 2.0\nAlpha 0.05\n   States\n   {\n   Spawn:\n      SHWK A 1\n      SHWK CEGIKMOQ 1 A_FadeOut(0.01)\n      Stop\n   }\n}\n\nACTOR WhiteShockWaveBig: WhiteShockWave\n{\nScale 3.0\n}\n\nACTOR WhiteShockWaveSmall: WhiteShockWave\n{\nScale 1.0\n}\n\nACTOR BFGFOG\n{\n    Radius 1\n    Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n\t\tTNT1 A 2\n        BFOG ABCDEF 1 BRIGHT\n\t\tStop\n    }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 0.5\n}"
      },
      {
        "source": "pk3",
        "name": "BFG10k.txt",
        "contents": "Actor BFG10k : BrutalWeapon\n{\n\tRadius 20\n\tHeight 20\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"AmmoCell\"\n\tWeapon.Kickback 100\n\tWeapon.SelectionOrder 2900\n\tInventory.Pickupmessage \"$GOTBFG10K\"\n\tInventory.PickupSound \"BFGREADY\"\n\tObituary \"%o was blasted by %k's BFG10K\"\n\tDecal BFGLightning\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\tYScale 0.7\n\tXScale 0.9\n\tDropItem \"BFG10KSpawner\"\n  States\n  {\n\tSpawn:\n\t\tBFG2 A -1\n\t\tStop\n\n\tReady:\n\tReady3:\n\tSteadY:\n\t\tBG2G A 0\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G B 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G C 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G D 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tDeselect:\n\t\tBG2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tTNT1 AAAAAAAAAAAA 0 A_Lower\n\t\tBG2G EEEE 1 BRIGHT A_Lower\n\t\tLoop\n\n  Select:\n\tBG2G A 0 A_Giveinventory(\"GoSpecial\",1)\n\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\tTNT1 A 0 A_GiveInventory(\"BFG10KSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\tBG2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\tBG2G A 0 A_GunFlash\n    BG2G EEEE 1 BRIGHT A_Raise\n\tBG2G A 0 A_PlaySound(\"BFGREADY\", 3)\n\tTNT1 AAAAAAAAAAAA 0 A_Raise\n    Goto Ready\n\n  Fire:\n\tBG2G A 0 A_JumpIfInventory(\"AmmoCell\",10,1)\n\tGoto Ready\n    BG2G E 20 BRIGHT A_PlaySound(\"10KSTART\", 4)\n    BG2G FGHIJ 2 BRIGHT\n    Goto Hold\n\n  Hold:\n\tBG2G A 0 A_JumpIfInventory(\"AmmoCell\",10,1)\n\tGoto Ready\n    BG2G K 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tBG2G A 0 A_PlaySound(\"10KFIRE\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\tBG2G A 0 A_JumpIfInventory(\"DMgame\", 1, \"DMHold\")\n    BG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_Ball\",frandom(-1.2,1.2),1,0,0,0,frandom(-1.4,1.4))\n\tTNT1 A 0 A_Recoil(4)\n\tTNT1 A 0 A_ZoomFactor(0.97)\n    BG2G M 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tBG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+1.2)\n    BG2G N 0 A_ReFire\n    BG2G O 30 A_PlaySound(\"10KSTOP\", 4)\n    Goto Ready\nDMHold:\n\tBG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_BallDM\",frandom(-1.2,1.2),1,0,0,0,frandom(-1.4,1.4))\n\tTNT1 A 0 A_Recoil(4)\n\tTNT1 A 0 A_ZoomFactor(0.97)\n    BG2G M 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tBG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+1.2)\n    BG2G N 0 A_ReFire\n    BG2G O 30 A_PlaySound(\"10KSTOP\", 4)\n    Goto Ready\n\n CheckSprint:\n\t\tBG2G ABCD 3 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tBG2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tStartSprint:\n\t\tBG2G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBG2G A 0\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDSprint\", 0, 0, 0, 0)//Makes player faster.\n\t\tBG2G A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBG2G A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBG2G A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G B 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G B 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G C 1 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBG2G C 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G C 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBG2G C 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G D 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G D 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G A 0 A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBG2G A 0\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tBG2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G B 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G C 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G D 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G A 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G B 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tBG2G A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 90, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_NamedExecuteAlways(\"BDTacticalSpeed\", 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n  }\n}\n\nACTOR BFG10K_Ball: FastProjectile\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 200\n\tDamage (random(400, 400))\n    DamageType Desintegrate\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\t+SPECTRAL\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Marines\"\n\tScale 1.0\n\trenderstyle ADD\n\talpha 0.99\n\tScale 0.4\n\tDeathSound \"weapons/plasmax\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\n\tSpawn:\n        BFS1 AB 1 BRIGHT A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tBFE1 A 3 Bright A_Explode(350,175,0)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n\t\tBFGN A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterNoFire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBG2G A 0 Radius_Quake(3, 2, 0, 12, 0)\n\t\tBG2G A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBFE1 BCDEF 2 Bright\n\t\tBG2G A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR MarineBFG10K_Ball : BFG10K_Ball\n{\n\tDamageType \"Friendbullet\"\n\tStates\n\t{\n\n\tSpawn:\n        BFS1 AB 1 BRIGHT A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tBFE1 A 3 Bright A_Explode(350,175,0)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n\t\tBFGN A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterNoFire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBG2G A 0 Radius_Quake(3, 2, 0, 12, 0)\n\t\tBG2G A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBFE1 BCDEF 2 Bright\n\t\tBG2G A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor BFG10K_BallDM : BFG10K_Ball\n{\n\n\tSpecies \"None\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR GreenExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n    Scale 2.0\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n    Spawn:\n        TNT1 A 1\n        EXPG ABCDEFG 3 BRIGHT\n        Stop\n\t}\n}\n\nACTOR GreenExplosionFireSmall: GreenExplosionFire\n{\n    Scale 0.6\n}"
      },
      {
        "source": "pk3",
        "name": "BFG10KMarine.txt",
        "contents": "ACTOR PrePlacedMarineBFG10K\n{\n\ttranslation \"112:127=[0,140,0]:[0,0,0]\"\n\tMONSTER\n\tHeight 56\n\tRadius 16\n\t-COUNTKILL\n    States\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG10KSpawn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tStop\n    }\n}\n\nACTOR Marine_BFG10KSpawn: RedTorch\n{\n    Radius 10\n    Height 48\n\tMONSTER\n\t-SHOOTABLE\n\t-COUNTKILL\n\t-FRIENDLY\n\ttranslation \"112:127=[0,140,0]:[0,0,0]\"\n\tStates\n    {\n    Spawn:\n\t    M10K A 10\n\t\tM10K A 1 A_CheckSight(\"DontSpawn\")\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_Look\n\tSee:\n\t\tTNT1 A 0 ACS_NamedExecute(\"AddMarineBFG10K\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG10K\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        Stop\n\tDontSpawn:\n\t    M10K A 1\n\t\tGoto Spawn\n    }\n}\n\nACTOR Marine_BFG10K: Marine_Rifle\n{\n\tHealth 125\n\tDropItem \"BFG10KSpawner\"\n\ttranslation \"112:127=[0,140,0]:[0,0,0]\"\n\tMaxTargetRange 4096\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 50, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tM10K A 30\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFG10KMarineGuarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tM10K A 4 A_Look\n\t\tGoto FindPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tForgetActiveTarget:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"10KSTOP\",4)\n\t\tM10K A 30 A_Look\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tSee:\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tM10K AAA 1 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tM10K BBB 1 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinenoway\", 1, \"CheckIfCanJumpSee\")\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tM10K CCC 1 A_Chase\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckFront\", 28, 0, 0, 2, 0)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tM10K BBB 1 A_Chase\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckJump\", 64, 0, 0, CMF_AIMDIRECTION, 45)\n\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBA 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBB 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinenoway\", 1, \"CheckIfCanJumpFollow\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckFront\", 28, 0, 0, 2, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckJump\", 64, 0, 0, CMF_AIMDIRECTION, 45)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\n\tCheckIfCanJumpSee:\n\t\tTNT1 A 0\n\t\tM10K D 2 A_FaceTarget\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinenoway\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinecanjump\", 1, \"Jump\")\n\t\tGoto See\n\n\tCheckIfCanJumpFollow:\n\t\tTNT1 A 0\n\t\tM10K D 2 A_FaceTarget\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinenoway\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinecanjump\", 1, \"Jump\")\n\t\tGoto FollowPlayer\n\n\tFindPlayer:\n\t\tTNT1 A 0\n\t    TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tM10K D 12 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tM10K AAA 1 A_Wander\n\t\tM10K BBB 1 A_Wander\n\t\tM10K CCC 1 A_Wander\n\t\tM10K BBB 1 A_Wander\n\t\tLoop\n\n\tFollowPlayer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBA 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBB 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinenoway\", 1, \"CheckIfCanJumpFollow\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckFront\", 28, 0, 0, 2, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tM10K BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckJump\", 64, 0, 0, CMF_AIMDIRECTION, 45)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tGoto FollowPlayer\n\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(512, 1)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto Spawn\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG10KPathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tWaits:\n\t\tM10K D 0\n\t\tM10K D 8 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 1)\n\t\tGoto See\n\t\tTNT1 A 0 A_Jump(16, \"Waits2\", \"Waits3\")\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tM10K D 8 A_FaceTarget\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tM10K D 8 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tM10K D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tWaits2:\n\t\tM10K D 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_PlaySound(\"MRNWT\", 2)\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tM10K D 8 A_FaceTarget\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tM10K D 8 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tM10K D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tWaits3:\n\t\tM10K D 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"AmmoCell\", 20, 1)\n\t\tGoto GiveAmmo\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_PlaySound(\"MRNWC\", 2)\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tM10K D 8 A_FaceTarget\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tM10K D 8 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tM10K D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tHeal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle4\", 50, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tM10K D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tM10K D 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"MRNGI1\")\n\t\tM10K D 15 A_FaceTarget\n\t\tPLA1 H 1 A_FaceTarget\n\t\tPLA1 E 4 A_SpawnItemEx(\"AmmoCell\",16,0,32,5)\n\t\tPLA1 H 1 A_FaceTarget\n\t\tM10K D 6 A_FaceTarget\n\t\tGoto Waits\n\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileClose\")\n\t\tTNT1 A 0 A_PlaySound(\"10KSTART\")\n\t\tM10K D 30 A_FaceTarget\n\tMissileContinue:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_Jump(128, \"MissileLeft\", \"MissileRight\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileClose\")\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetActiveTarget\")\n\t\tGoto MissileContinue\n\n\tMissileClose:\n\t\tTNT1 A 0 A_Jump(128, \"MissileCloseLeft\", \"MissileCloseRight\")\n\t\tPLA3 E 3 A_FaceTarget\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileLeft:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseLeft\")\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetActiveTarget\")\n\t\tGoto MissileContinue\n\n\tMissileCloseLeft:\n\t\tPLA3 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileRight:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseRight\")\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetActiveTarget\")\n\t\tGoto MissileContinue\n\n\tMissileCloseRight:\n\t\tPLA3 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tReload:\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tPLA3 JKJ 3 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tGoto See\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Retreat\")\n\t\tGoto MissileContinue+4\n\n\tRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"RetreatClose\")\n\t\tTNT1 A 0 A_PlaySound(\"10KSTART\")\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\t\tGoto Pain.Avoid\n\n\tRetreatClose:\n\t\tPLA3 E 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tGoto Pain.Avoid\n\n\tMelee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tM10K D 3 A_FaceTarget\n\t\tPKIK AB 3 A_FastChase\n\t\tPKIK C 3 A_CustomMissile(\"MarineKick\",32,0,0,0)\n\t\tPKIK B 3 A_FastChase\n\t\tM10K D 3 A_FaceTarget\n\t\tGoto See\n\n\tJump:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tM10K J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tM10K J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto FollowPlayer\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tWaitforLand:\n\t\tTNT1 A 0\n\t\tM10K JJJJJJJJJJJ 3 A_Checkfloor(\"See\")\n\t\tGoto FollowPlayer\n\n\tJumpBack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tM10K J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tM10K J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto FollowPlayer\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tPain:\n\t    M10K E 3\n\t\tTNT1 A 0 A_Jump(128,\"Pain.Avoid\")\n\t\tM10K E 3 A_Pain\n\t\tGoto FollowPlayer\n\n\tPain.Kick:\n\tPain.ExtremePunches:\n\t\tM10K E 3 A_Pain\n\t\tGoto See\n\n\tPain.Avoid:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, \"RollLeft\", \"RollRight\")\n\t\tGoto JumpBack\n\n\tRollLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)\n\t\tPROL EDCBA 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tRollRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)\n\t\tPROL ABCDE 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n    Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        XPL1 A 10 A_XScream\n        XPL1 B 20 A_NoBlocking\n        XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL1 E -1\n        Stop\n\n    Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL2 E -1\n        Stop\n\n    Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_NoBlocking\n        TNT1 A -1\n        Stop\n\n    Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_Jump (128, 3)\n        Goto Death\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL2 E -1\n        Stop\n\n    Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 A 10 A_XScream\n        TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL3 F -1\n        Stop\n\tDeath.Massacre:\n\tDeath.Explosive:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        MHEA A 7 A_XScream\n        MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        MHEA CD 7\n        MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.SuperPunch:\n\tDeath.BFG10K:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t    M10K O 2 A_FaceTarget\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        M10K OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        M10K U -1\n        Stop\n\n    Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 C 20\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 D 20\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 E 20\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 F 20\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL4 F -1\n        Stop\n\n    Death.plasma:\n        TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 1\n        TNT1 A -1\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t PBUR A 1\n      PBUR A 1 A_Scream\n      PBUR A 1 A_NoBlocking\n\t  TNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n       PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t    PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n        PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        PBUR E -1\n        Stop\n\n    Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n      BURN W 6 A_Scream\n      BURN X 6 A_NoBlocking\n\t  TNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n       BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n       BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n       BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        BURN V -1\n      Stop\n\n\t  Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n\t\tNULL A 0 A_XScream\n        XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n        XPL6 BCDE 5\n        XPL6 F -1\n        Stop\n\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n\t\tTNT1 A -1\n        Stop\n\n    Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG10K\")\n        TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n        Stop\n\t}\n}\n\nACTOR BFG10KMarineGuarding: Marine_BFG10K\n{\n\tSpeed 0\n\tFastSpeed 0\n\tMaxStepHeight 0\n\t+FRIENDLY\n\t+MISSILEMORE\n\t+NODROPOFF\n\t+MISSILEEVENMORE\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 50, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tM10K A 30\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG10K\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tM10K AAAAAAAA 4 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tLoop\n\n\tHeal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle4\", 50, 0, 0, 2, 90)\n\t\tGoto Spawn\n\n\tSee:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tM10K AAAAAADDDDDD 1 A_Chase\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileClose\")\n\t\tTNT1 A 0 A_PlaySound(\"10KSTART\")\n\t\tM10K D 30 A_FaceTarget\n\tMissileContinue:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_Jump(128, \"MissileLeft\", \"MissileRight\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileClose\")\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetActiveTarget\")\n\t\tGoto MissileContinue\n\n\tMissileClose:\n\t\tTNT1 A 0 A_Jump(128, \"MissileCloseLeft\", \"MissileCloseRight\")\n\t\tPLA3 E 3 A_FaceTarget\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileLeft:\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseLeft\")\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetActiveTarget\")\n\t\tGoto MissileContinue\n\n\tMissileCloseLeft:\n\t\tPLA3 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileRight:\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseRight\")\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFG10KFIRE\")\n\t\tM10K D 1 BRIGHT A_CustomMissile(\"MarineBFG10K_Ball\", 32)\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tM10K D 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tM10K A 5 BRIGHT A_FaceTarget\n\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetActiveTarget\")\n\t\tGoto MissileContinue\n\n\tMissileCloseRight:\n\t\tPLA3 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPLA3 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 32, 0, 0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))\n\t\tPLA3 HJ 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\t\tPLA3 KJHE 3 A_FaceTarget\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 8, \"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMelee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tM10K D 3 A_FaceTarget\n\t\tPKIK AB 3 A_FastChase\n\t\tPKIK C 3 A_CustomMissile(\"MarineKick\",32,0,0,0)\n\t\tPKIK B 3 A_FastChase\n\t\tM10K D 3 A_FaceTarget\n\t\tGoto See\n\n\tJump:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tM10K J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tM10K J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto See\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tWaitforLand:\n\t\tTNT1 A 0\n\t\tM10K JJJJJJJJJJJ 3 A_Checkfloor(\"See\")\n\t\tGoto See\n\n\tJumpBack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tM10K J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tM10K J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto See\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tPain:\n\t    M10K E 3\n\t\tTNT1 A 0 A_Jump(128,\"Pain.Avoid\")\n\t\tM10K E 3 A_Pain\n\t\tGoto See\n\n\tPain.Avoid:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, \"RollLeft\", \"RollRight\")\n\t\tGoto JumpBack\n\n\tRollLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)\n\t\tPROL EDCBA 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tRollRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)\n\t\tPROL ABCDE 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\t}\n}\n\nACTOR Marine_BFG10KPathfinder\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 50\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 32768\n\tMonster\n\tdamagefactor \"SpawnMarine\", 8000.0\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n    +DONTSPLASH\n\t-SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 4 A_Look\n\t\tLoop\n\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 AAAA 1 A_Chase\n\t\tLoop\n\n\tMelee:\n\tMissile:\n\t\tTNT1 A 4 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIf(velx == 0, \"CheckAgain\")\n\tSpawnMarine:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_BFG10K\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"FriendlymarineTFog\")\n\t\tStop\n\tCheckAgain:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIF(vely == 0, \"See\")\n\t\tGoto SpawnMarine\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "BFGMarine.txt",
        "contents": "ACTOR PrePlacedMarineBFG Replaces MarineBFG\n{\n\ttranslation \"112:127=[0,140,0]:[0,0,0]\", \"48:76=[205,133,63]:[0,0,0]\"\n\tMONSTER\n\tHeight 56\n\tRadius 16\n\t-COUNTKILL\n    States\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFGSpawn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tStop\n    }\n}\n\nACTOR Marine_BFGSpawn: RedTorch\n{\n    Radius 10\n    Height 48\n\tMONSTER\n\t-SHOOTABLE\n\t-COUNTKILL\n\t-FRIENDLY\n\ttranslation \"112:127=[0,140,0]:[0,0,0]\", \"48:76=[205,133,63]:[0,0,0]\"\n\tStates\n    {\n    Spawn:\n\t    MAR7 A 10\n\t\tMAR7 A 1 A_CheckSight(\"DontSpawn\")\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_Look\n\tSee:\n\t\tTNT1 A 0 ACS_NamedExecute(\"AddMarineBFG\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        Stop\n\tDontSpawn:\n\t    MAR7 A 1\n\t\tGoto Spawn\n    }\n}\n\nACTOR Marine_BFG: Marine_Rifle\n{\n\tHealth 125\n\tDropItem \"BFG9000Spawner\"\n\ttranslation \"112:127=[0,140,0]:[0,0,0]\", \"48:76=[205,133,63]:[0,0,0]\"\n\tMaxTargetRange 4096\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 50, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tMAR7 A 30\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFGMarineGuarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tMAR7 A 4 A_Look\n\t\tGoto FindPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tSee:\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tMAR7 AAA 1 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tMAR7 BBB 1 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinenoway\", 1, \"CheckIfCanJumpSee\")\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tMAR7 CCC 1 A_Chase\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckFront\", 28, 0, 0, 2, 0)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tMAR7 BBB 1 A_Chase\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckJump\", 64, 0, 0, CMF_AIMDIRECTION, 45)\n\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBA 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBB 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinenoway\", 1, \"CheckIfCanJumpFollow\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckFront\", 28, 0, 0, 2, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckJump\", 64, 0, 0, CMF_AIMDIRECTION, 45)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\n\tCheckIfCanJumpSee:\n\t\tTNT1 A 0\n\t\tMAR7 D 2 A_FaceTarget\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinenoway\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinecanjump\", 1, \"Jump\")\n\t\tGoto See\n\n\tCheckIfCanJumpFollow:\n\t\tTNT1 A 0\n\t\tMAR7 D 2 A_FaceTarget\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinenoway\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinecanjump\", 1, \"Jump\")\n\t\tGoto FollowPlayer\n\n\tFindPlayer:\n\t\tTNT1 A 0\n\t    TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tMAR7 D 12 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tMAR7 AAA 1 A_Wander\n\t\tMAR7 BBB 1 A_Wander\n\t\tMAR7 CCC 1 A_Wander\n\t\tMAR7 BBB 1 A_Wander\n\t\tLoop\n\n\tFollowPlayer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBA 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBB 1 A_Chase(\"\",\"\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 AAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"evmarinenoway\", 1, \"CheckIfCanJumpFollow\")\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 CCC 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckFront\", 28, 0, 0, 2, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(256, \"Waits\")\n\t\tMAR7 BBB 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_CustomMissile(\"EvilMarineCheckJump\", 64, 0, 0, CMF_AIMDIRECTION, 45)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tGoto FollowPlayer\n\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(512, 1)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto Spawn\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFGPathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tWaits:\n\t\tMAR7 D 0\n\t\tMAR7 D 8 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 1)\n\t\tGoto See\n\t\tTNT1 A 0 A_Jump(16, \"Waits2\", \"Waits3\")\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tMAR7 D 8 A_FaceTarget\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tMAR7 D 8 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tMAR7 D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tWaits2:\n\t\tMAR7 D 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_PlaySound(\"MRNWT\", 2)\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tMAR7 D 8 A_FaceTarget\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tMAR7 D 8 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tMAR7 D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tWaits3:\n\t\tMAR7 D 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"AmmoCell\", 20, 1)\n\t\tGoto GiveAmmo\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_PlaySound(\"MRNWC\", 2)\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tMAR7 D 8 A_FaceTarget\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tMAR7 D 8 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tMAR7 D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tHeal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle4\", 50, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tMAR7 D 8 A_LookEx(0,0,0,0,360,\"FollowPlayer\")\n\t\tGoto FindPlayer\n\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tMAR7 D 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"MRNGI1\")\n\t\tMAR7 D 15 A_FaceTarget\n\t\tPLA1 H 1 A_FaceTarget\n\t\tPLA1 E 4 A_SpawnItemEx(\"AmmoCell\",16,0,32,5)\n\t\tPLA1 H 1 A_FaceTarget\n\t\tMAR7 D 6 A_FaceTarget\n\t\tGoto Waits\n\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tTNT1 A 0 A_Jump(128, \"MissileLeft\", \"MissileRight\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileClose\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileClose:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileLeft:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseLeft\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileCloseLeft:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileRight:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseRight\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileCloseRight:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"RetreatClose\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tGoto Pain.Avoid\n\n\tRetreatClose:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tGoto Pain.Avoid\n\n\tMelee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tMAR7 D 3 A_FaceTarget\n\t\tPKIK AB 3 A_FastChase\n\t\tPKIK C 3 A_CustomMissile(\"MarineKick\",32,0,0,0)\n\t\tPKIK B 3 A_FastChase\n\t\tMAR7 D 3 A_FaceTarget\n\t\tGoto See\n\n\tJump:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tMAR7 J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tMAR7 J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto FollowPlayer\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tWaitforLand:\n\t\tTNT1 A 0\n\t\tMAR7 JJJJJJJJJJJ 3 A_Checkfloor(\"See\")\n\t\tGoto FollowPlayer\n\n\tJumpBack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tMAR7 J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tMAR7 J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto FollowPlayer\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tPain:\n\t    MAR7 E 3\n\t\tTNT1 A 0 A_Jump(128,\"Pain.Avoid\")\n\t\tMAR7 E 3 A_Pain\n\t\tGoto FollowPlayer\n\n\tPain.Kick:\n\tPain.ExtremePunches:\n\t\tMAR7 E 3 A_Pain\n\t\tGoto See\n\n\tPain.Avoid:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, \"RollLeft\", \"RollRight\")\n\t\tGoto JumpBack\n\n\tRollLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)\n\t\tPROL EDCBA 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tRollRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)\n\t\tPROL ABCDE 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n    Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        XPL1 A 10 A_XScream\n        XPL1 B 20 A_NoBlocking\n        XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL1 E -1\n        Stop\n\n    Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL2 E -1\n        Stop\n\n    Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_NoBlocking\n        TNT1 A -1\n        Stop\n\n    Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_Jump (128, 3)\n        Goto Death\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL2 E -1\n        Stop\n\n    Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 A 10 A_XScream\n        TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL3 F -1\n        Stop\n\tDeath.Massacre:\n\tDeath.Explosive:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        MHEA A 7 A_XScream\n        MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        MHEA CD 7\n        MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.SuperPunch:\n\tDeath.BFG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t    MAR7 O 2 A_FaceTarget\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        MAR7 OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MAR7 U -1\n        Stop\n\n    Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 C 20\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 D 20\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 E 20\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 F 20\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL4 F -1\n        Stop\n\n    Death.plasma:\n        TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 1\n        TNT1 A -1\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t PBUR A 1\n      PBUR A 1 A_Scream\n      PBUR A 1 A_NoBlocking\n\t  TNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n       PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t    PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n        PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        PBUR E -1\n        Stop\n\n    Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n        TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n      BURN W 6 A_Scream\n      BURN X 6 A_NoBlocking\n\t  TNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n       BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n       BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n       BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        BURN V -1\n      Stop\n\n\t  Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n\t\tNULL A 0 A_XScream\n        XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n        XPL6 BCDE 5\n        XPL6 F -1\n        Stop\n\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n\t\tTNT1 A -1\n        Stop\n\n    Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveMarineBFG\")\n        TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n        Stop\n\t}\n}\n\nACTOR BFGMarineGuarding: Marine_BFG\n{\n\tSpeed 0\n\tFastSpeed 0\n\tMaxStepHeight 0\n\t+FRIENDLY\n\t+MISSILEMORE\n\t+NODROPOFF\n\t+MISSILEEVENMORE\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 50, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tMAR7 A 30\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tMAR7 AAAAAAAA 4 A_Look\n\t\tTNT1 A 0 A_JumpIfHealthLower(125,\"Heal\")\n\t\tLoop\n\n\tHeal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle4\", 50, 0, 0, 2, 90)\n\t\tGoto Spawn\n\n\tSee:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tMAR7 AAAAAADDDDDD 1 A_Chase\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto Spawn\n\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tTNT1 A 0 A_Jump(128, \"MissileLeft\", \"MissileRight\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileClose\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileClose:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseLeft\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileCloseLeft:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"MissileCloseRight\")\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tMAR7 D 14 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",16,0,32)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tMAR7 D 1 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendlyBFGBall\", 32)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\n\t\tMAR7 A 20 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMissileCloseRight:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPLA9 F 3 BRIGHT A_CustomMissile(\"MarineMuzzle1\", 32)\n\t\tTNT1 A 0 A_AlertMonsters(0, AMF_TARGETEMITTER)\n\t\tTNT1 A 0 A_PlaySound(\"SSHFIRE\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"Alerter\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundSSG\", 32, 0, 0, 1, 0)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"MarineShotgunTracer\", 32, 0, random(-6, 6), CMF_OFFSETPITCH, random(-3, 3))\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tMSSG A 6 A_FaceTarget\n\t\tMSSG D 13 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 AA 0 A_SpawnItem (\"SSGCaseSpawner\", 0, 30,0)\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tMSSG D 9 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tMSSG A 8 A_FaceTarget\n\t\tTNT1 A 0 A_MonsterRefire(0,\"ForgetTarget\")\n\t\tGoto Missile\n\n\tMelee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\t\tMAR7 D 3 A_FaceTarget\n\t\tPKIK AB 3 A_FastChase\n\t\tPKIK C 3 A_CustomMissile(\"MarineKick\",32,0,0,0)\n\t\tPKIK B 3 A_FastChase\n\t\tMAR7 D 3 A_FaceTarget\n\t\tGoto See\n\n\tJump:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tMAR7 J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tMAR7 J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto See\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tWaitforLand:\n\t\tTNT1 A 0\n\t\tMAR7 JJJJJJJJJJJ 3 A_Checkfloor(\"See\")\n\t\tGoto See\n\n\tJumpBack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"evmarinecanjump\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 32, 0, 1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tMAR7 J 3\n\t\tTNT1 A 0 A_CheckSight(\"WaitforLand\")\n\t\tMAR7 J 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"WaitForLand\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\t\tGoto See\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"JumpKick\")\n\t\tGoto Missile\n\n\tPain:\n\t    MAR7 E 3\n\t\tTNT1 A 0 A_Jump(128,\"Pain.Avoid\")\n\t\tMAR7 E 3 A_Pain\n\t\tGoto See\n\n\tPain.Avoid:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, \"RollLeft\", \"RollRight\")\n\t\tGoto JumpBack\n\n\tRollLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)\n\t\tPROL EDCBA 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tRollRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)\n\t\tPROL ABCDE 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\t}\n}\n\nACTOR Marine_BFGPathfinder\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 50\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 32768\n\tMonster\n\tdamagefactor \"SpawnMarine\", 8000.0\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n    +DONTSPLASH\n\t-SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 4 A_Look\n\t\tLoop\n\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 AAAA 1 A_Chase\n\t\tLoop\n\n\tMelee:\n\tMissile:\n\t\tTNT1 A 4 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIf(velx == 0, \"CheckAgain\")\n\tSpawnMarine:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"FriendlymarineTFog\")\n\t\tStop\n\tCheckAgain:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIF(vely == 0, \"See\")\n\t\tGoto SpawnMarine\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Bike.txt",
        "contents": "//Sergeant Mark IV's bike.\n//Special thanks to Doomero.\n//If you want to modify and reuse this on your wad, please ask me first.\n\nActor LongFly : Inventory\n{\ninventory.maxamount 20\n}\n\nActor TurnCounter : Inventory\n{\ninventory.maxamount 6\n}\n\nActor AlreadyStoped : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Speed : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"$GOTCLIP\"\n\tInventory.Amount 0\n\tInventory.MaxAmount 202\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 202\n\tInventory.Icon \"KMPHA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tKMPH A -1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBike : PlayerPawn\n{\n\tSpeed 0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 300\n\tPainChance 255\n\tScale 1.0\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\n\tDamagefactor \"FriendBullet\", 0.0\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 0.0\tDamagefactor \"HeadKick\", 0.0\n\tDamagefactor \"HelperMarineFatallity\", 0.0\tDamagefactor \"KillMe\", 0.0\tDamagefactor \"Leg\", 0.0\n\tDamagefactor \"MonsterKnocked\", 0.0\tDamagefactor \"PussyGrab\", 100.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"SSG\", 5.0\tDamageFactor \"TankWeakSpot\", 0.0\n\tDamagefactor \"Taunt\", 0.0\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\n\tSpecies \"Marines\"\n\tDamageType \"BikeHealthCalculation\"\n\tPlayer.MorphWeapon \"BikeHUD\"\n\t+SOLID\n\t+DONTHURTSPECIES\n\t+THRUGHOST\n\t+THRUSPECIES\n\t-NOSKIN\n\t-PICKUP\n\t+FORCERADIUSDMG\n\t+DONTHARMSPECIES\n\tGibHealth 10\n\tStates\n\t{\n\tSentback:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\tBIKE A 15\n\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\tGoto Stay\n\n\tPain.CrashStrong:\n\tPain.Kick:\n\t\tBIKE A 0\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Speed\", 60, \"CrashOut\")\n\t\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 64)\n\t\tBIKE A 0 A_PlaySOund(\"EBIKECLS\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 36, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 10, 1)\n\t\tGoto SentBack\n\t\tTNT1 A 0 A_Recoil(20)\n\t\tBIKE A 15\n\t\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tGoto Stay\n\n\tFullRepairs:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Print(\"Bike Repaired!\")\n\t\tTNT1 A 0 HealThing(100)\n\t\tBIKE A 1\n\t\tGOto Stay\n\n\tPain.CrashLeft:\n\t\tBIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_SetAngle(-5 + angle)\n\t\tBIKE A 1\n\t\tBIKE A 0 A_PlaySOund(\"BIKECLW\", 3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0) // (angle, force, nolimit, tid)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 15, 2)\n\t\tGoto SentBack\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 30, \"Accelerate\")\n\t\tGoto Stay\n\n\tPain.CrashRight:\n\t\tBIKE A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tBIKE A 1 A_SetAngle(5 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_PlaySOund(\"BIKECLW\", 3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0) // (angle, force, nolimit, tid)\n\n\t\tBIKE A 0 A_SetAngle(5 + angle)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 15, 1)\n\t\tGoto SentBack\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 30, \"Accelerate\")\n\t\tGoto Stay\n\n\tSpawn:\n\tStartBike:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"IsAVehicle\", 1)\n\t    TNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedJump\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BackPedal\", 1)\n\t\tBIKE A 1\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Crashed\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"BIKESTRT\")\n\t\tBIKE A 20\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Crashed\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto Stay\n\n\tStay:\n\t    BIKE A 0\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tBIKE A 2\n\t\t//TNT1 A 0 A_GiveInventory(\"BikeHUD\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 3)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 2, \"Accelerate\")\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tLoop\n\tBackPedal:\n\t    BIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, \"Brake\")\n\t    BIKE A 0 A_Recoil(1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"BackPedal\")\n\t\tGoto Stay\n\n\tTurnRightBackPedal:\n\t    BIKE A 0\n\t\tTNT1 A 0 A_SetAngle(1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnLeftBackPedal:\n\t    BIKE A 0\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnRightPedal:\n\t\tBIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t    BIKE A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnLeftPedal:\n\t\tBIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t    BIKE A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tTNT1 A 0 A_SetAngle(1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tBrake:\n\t    BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 20)\n\t\tBIKE A 0 A_PlaySound(\"BIKESK\", 2, 1, 1)\n\t\tBIKE A 3\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackpedal\n\t\tBIKE A 0\n\t\tGoto Accelerate\n\n\tStartBackpedal:\n\t\tBIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"AlreadyStoped\", 1, \"BackPedal\")\n\t\tBIKE A 12\n\t\tBIKE A 0 A_GiveInventory(\"AlreadyStoped\", 1)\n\t\tGoto Backpedal\n\n\tNoTurn:\n\t   BIKE A 0\n\t   BIKE A 0 A_TakeInventory(\"Speed\", 100)\n\t   BIKE A 2\n\t   BIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t   BIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t   Goto Stay\n\n\tTurnRight:\n\t    BIKE A 0\n\n\t\tBIKE A 0 A_GiveInventory(\"TurnCounter\", 1)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\t//BIKE A 0 A_jumpIfInventory(\"Speed\", 1,1)\n\t\t//BIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto TurnRightNoAcceleration\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnRightSlow\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tEasyTurnRightSlow:\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto NoTurn\n\t    TNT1 A 0 A_SetAngle(-2 + angle)\n\n\t\tBIKE C 1\n\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    TNT1 A 0 A_SetAngle(-2 + angle)\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    TNT1 A 0 A_SetAngle(-2 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Accelerate\n\tTurnLeft:\n\t    BIKE A 0\n\t\tBIKE A 0 A_GiveInventory(\"TurnCounter\", 1)\n\t\t//BIKE A 0 A_jumpIfInventory(\"Speed\", 1,1)\n\t\t//BIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto TurnLeftNoAcceleration\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnLeftSlow\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(2 + angle)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tEasyTurnLeftSlow:\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto NoTurn\n\n\t    TNT1 A 0 A_SetAngle(2 + angle)\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t    TNT1 A 0 A_SetAngle(2 + angle)\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t    TNT1 A 0 A_SetAngle(2 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Accelerate\n\n\tTurnRightNoAcceleration:\n\t    BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto TurnRightPedal\n\t    TNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnRightNoAcceleration\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tEasyTurnRightNoAcceleration:\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    TNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    BIKE A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnLeftNoAcceleration:\n\t    BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto TurnLeftPedal\n\t    TNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnLeftNoAcceleration\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\tEasyTurnLeftNoAcceleration:\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t    TNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t    BIKE A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnRightBrake:\n\t    BIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 14)\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackPedal\n\t    TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_PlaySound(\"BIKESK1\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t    TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnLeftBrake:\n\t    BIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 14)\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackPedal\n\t    TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_PlaySound(\"BIKESK1\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t    TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t    TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t    TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tAccelerate:\n\t    BIKE A 0\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tBIKE A 1\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_TakeInventory(\"AlreadyStoped\")\n\t\tBIKE A 0 A_CheckFloor(\"StartAcceleration\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SetPitch(-0.3 + pitch)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 90, \"SendFlying3\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 60, \"SendFlying2\")\n\n\tSendFlying1:\n\t\tBIKE A 0 A_Recoil(-12)\n\t\tGoto Fly\n\tSendFlying2:\n\t\tBIKE A 0 A_Recoil(-16)\n\t\tGoto Fly\n\tSendFlying3:\n\t\tBIKE A 0 A_Recoil(-20)\n\t\tGoto Fly\n\n\tFly:\n\t    TNT1 A 0\n\t\tBIKE A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tBIKE A 0 A_GiveInventory(\"LongFly\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1D\", 2, 1, 1)\n\t\tBIKE A 0 A_CheckFloor(\"Land\")\n\t\tLoop\n\n\tLand:\n\t    BIKE A 0\n\n\t\tBOLE A 0 A_SetPitch(0)\n\t\tBIKE A 0 A_SpawnItem(\"BikeBounceSound\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"LongFly\", 7, 6)\n\t\tBIKE A 0 A_TakeInventory(\"LongFly\", 20)\n\t\tGoto StartAcceleration\n\t\tTNT1 AAAAA 0\n\t\tBIKE A 0 A_TakeInventory(\"LongFly\", 20)\n\t\tBIKE A 0 A_SpawnItem(\"QuakeCamera\")\n\t\tBIKE A 0 A_SpawnItem(\"BikeBounceSound2\")\n\n\t\tTNT1 AAAA 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 AAAAAA 0 A_SetPitch(+1.5 + pitch)\n\t\tBIKE A 3\n\t\tTNT1 AAAAAA 0 A_SetPitch(-1.5 + pitch)\n\t\tBIKE A 1 A_SetPitch(0)\n\t\tGoto StartAcceleration\n\n\tStartAcceleration:\n\t    BIKE A 0\n\t\tBIKE A 0 ThrustThingZ(0,-15,0,1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_GiveInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 20, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -20, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 30, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -30, 2, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 200, \"Speed20\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 190, \"Speed19\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 180, \"Speed18\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 170, \"Speed17\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 160, \"Speed16\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 150, \"Speed15\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 140, \"Speed14\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 130, \"Speed13\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 120, \"Speed12\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 110, \"Speed11\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 100, \"Speed10\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 90, \"Speed9\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 80, \"Speed8\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 70, \"Speed7\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 60, \"Speed6\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 50, \"Speed5\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 40, \"Speed4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 30, \"Speed3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 20, \"Speed2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 10, \"Speed1\")\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed1:\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed2:\n\t\tTNT1 A 0 A_Recoil(-3)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed3:\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed4:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed5:\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed6:\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed7:\n\t\tTNT1 A 0 A_Recoil(-9)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontDevastative\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed8:\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontDevastative\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed9:\n\t\tTNT1 A 0 A_Recoil(-11)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed10:\n\t\tTNT1 A 0 A_Recoil(-13)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed11:\n\t\tTNT1 A 0 A_Recoil(-14)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed12:\n\t\tTNT1 A 0 A_Recoil(-15)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed13:\n\t\tTNT1 A 0 A_Recoil(-17)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed14:\n\t\tTNT1 A 0 A_Recoil(-18)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed15:\n\t\tTNT1 A 0 A_Recoil(-19)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed16:\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed17:\n\t\tTNT1 A 0 A_Recoil(-22)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed18:\n\t\tTNT1 A 0 A_Recoil(-23)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed19:\n\t\tTNT1 A 0 A_Recoil(-24)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed20:\n\t\tTNT1 A 0 A_Recoil(-25)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tFinishSpeed:\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 2)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tGoto FinishSpeed+3\n\t\tBIKE A 0 A_PlaySound(\"BIKE1A\", 2, 1, 1)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tBIKE A 0\n\t\tGoto Stay\n\n\tPain.BikeHealthCalculation:\n\tBIKE A 1\n\tGoto StartBike\n\n\tPain:\n\t\tPLAY G 0\n\t\tBIKE A 1 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory(\"LongFly\", 1, \"Fly\")\n\t\tGoto Stay\n\tDeath:\n\t\tTNT1 A 0\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_TakeInventory(\"BikeHUD\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUSE\", 1)\n\t\tTNT1 A 0 A_jumpIfInventory(\"Speed\", 10, \"DieFast\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KnockBike\")\n\t\tPLAY IJKLM 6\n\t\tPLAY N -1\n\t\tStop\n\n\tDieFast:\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KnockBike\")\n\t\tBIKE A 0 ThrustThingZ(0,15,0,1)\n\t\tBKX2 ABCDEFGHI 4 A_Recoil(-3)\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"BikeHUD\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUSE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Crashed\", 1, \"DieFast\")\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"CrashMetalShards\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces1\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces2\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces3\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces4\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tBKX1 A 2\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tBIKE A 0 ThrustThingZ(0,100,0,1)\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX1 ABCDEFGHIJKLMNOP 1\n\t\tGoto XDeathSentFlying\n\n\tXDeathSentFlying:\n\t    BKX1 ABCDEFGHIJKLMNOP 2 A_CheckFloor(\"XDeathLand\")\n\t\tLoop\n\n\tXDeathLand:\n\t    BIKE A 0 ThrustThingZ(0,40,0,1)\n\tXDeathLand1:\n\t    BKX2 AB 2\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX2 CEDFGHI 2 A_CheckFloor(\"XdeathLand2\")\n\t\tLoop\n\n\tXDeathLand2:\n\t\tBIKE A 0 ThrustThingZ(0,20,0,1)\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX2 ABCDEF 4\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tPLAY N 25 A_NoBlocking\n\t\tPLAY N -1\n\t\tStop\n\n\tExitVehicle:\n\tBIKE A 1\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_SpawnItemEx (\"TransferPlayerOutOfVehicle\", -64, 0, 4)\n\tBIKE A 4\n\tTNT1 A 0 A_JumpIfInventory(\"CanLeaveVehicle\", 1, \"CanExit\")\n\tTNT1 A 0 A_Print(\"Can't leave from this direction\", 1)\n\tGoto Stay\n\n\tCanExit:\n\tTNT1 A 0\n\tTNT1 A 2 A_TakeInventory(\"IsAVehicle\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tTNT1 A 0 A_SpawnItemEx (\"Bike\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tGoto FinishExit\n\n\tFInishExit:\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 AAA 10 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tGoto Stay\n\t}\n}\n\nACTOR BikeHUD : BrutalWeapon\n{\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"Speed\"\n\tWeapon.SelectionOrder 9999\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tTag \"Bike\"\n\tStates\n\t{\n\tSelect:\n\t\tBKHU A 1 A_Raise\n\t\tTNT1 AAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Ready\n\tReady:\n\t    TNT1 A 0\n\t\tBIKE A 0 A_SetPitch(0)\n\t\tBIKE A 0 SetPlayerProperty(0,1,4)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBKHU A 1\n\tReady2:\n\t\tBIKE A 0 A_JumpIfInventory(\"Crashed\",1, \"Crashed\")\n\t\tBIKE A 0 A_JumpIfInventory(\"MaxLeft\",1, \"MaxLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"MaxRight\",1, \"MaxRight\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\",1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\",1, \"TurnRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tBKHU A 1 A_WeaponReady\n\t\tLoop\n\tTurnLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeRollLeft\", 0, 0, 0, 0)\n\t\tBKHL AB 1\n\t\tBIKE A 0 A_GiveInventory(\"MaxLeft\", 1)\n\t\tBKHL C 1\n\t\tGoto MaxLeft\n\n\tMaxLeft:\n\t    BIKE A 0\n\t\t//BIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, 1)\n\t\tGoto StopTurningLeft\n\n\t\tBKHL C 1\n\t\tGoto Ready2\n\n\tStopTurningLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeStopLeft\", 0, 0, 0, 0)\n\t\tBKHL BA 1\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBKHU A 2\n\t\tGoto Ready2\n\n\tTurnRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeRollRight\", 0, 0, 0, 0)\n\t\tBKHR AB 1\n\t\tBIKE A 0 A_GiveInventory(\"MaxRight\", 1)\n\t\tBKHR C 1\n\t\tGoto MaxRight\n\n\tMaxRight:\n\t    BIKE A 0\n\t\t//BIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, 1)\n\t\tGoto StopTurningRight\n\t\tBKHR C 1\n\t\tGoto Ready2\n\n\tStopTurningRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeStopRight\", 0, 0, 0, 0)\n\t\tBKHR BA 1\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBKHU A 2\n\t\tGoto Ready2\n\n\tStopTurning:\n\tBIKE A 0\n\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\tGoto Ready2\n\n\tDeselect:\n\t\tBKHL A 1 A_Lower\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tLoop\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\n\tCrashed:\n\t    TNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUse\", 1)\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 100\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Ready2\n\n\tFire:\n\t\tTNT1 A 1\n\t\tGoto Ready2\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"FlashOn\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tTNT1 A 1\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"PitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"PitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"PitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"PitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tPitChFront:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(-6)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken\", 20)\n\t\tGoto Flash\n\n\tLampPitChFront:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-6)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken\", 20)\n\t\tGoto Flash\n\n\tPitChFrontHard:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(-12)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken2\", 20)\n\t\tGoto Flash\n\n\tLampPitChFrontHard:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-12)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken2\", 20)\n\t\tGoto Flash\n\n\tPitChBack:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(6)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken\", 20)\n\t\tGoto Flash\n\n\tLampPitChBack:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(6)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken\", 20)\n\t\tGoto Flash\n\n\tPitChBackHard:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(12)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken2\", 20)\n\t\tGoto Flash\n\n\tLampPitChBackHard:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(12)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken2\", 20)\n\t\tGoto Flash\n\n\tFlashOn:\n\t    TNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 5)\n        Goto Ready\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 5)\n        Goto Ready\n\n\tLightEnd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n//Base vehicle Actor\n\nACTOR BikePowerup : PowerupGiver\n{\n  Powerup.Type \"BikeSwitch\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Health 100\n  GibHealth 1\n  Scale 0.7\n  +SHOOTABLE\n  +NOBLOOD\n  +FIXMAPTHINGPOS\n  +NORADIUSDMG\n  Mass 999999999\n  Height 96\n  Radius 32\n  damagefactor \"stomp\", 0\n  damagefactor \"normal\", 0.5\n  painchance 255\n  GibHealth 10\n  States\n  {\n\n    Spawn:\n    BIKP A 10\n\tBIKE A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n    NULL A 0 A_JumpIf (momZ == 0, \"Spawn2\")\n\tBIKE A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n    TNT1 A 1\n\tBIKP A 1\n    BIKP ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 1\n\tBIKP A 1 A_ChangeFlag(\"THRUACTORS\", 0)\n\tGoto Spawn2\n\n Spawn2:\n\tBIKP A 2\n\tBIKE A 0 A_jumpifhealthlower(20, 2)\n\tBIKE A 0 A_Jump(256, 6)\n\tTNT1 AA 0\n\tBIKE A 0 A_Jump(256, 10)\n\tTNT1 AAA 0\n\tBIKE A 0 A_jumpifhealthlower(50, 2)\n\tBIKE A 0 A_Jump(256, 6)\n\tTNT1 AA 0\n\tTNT1 AAAAAA 0\n\tLoop\n\tBIKE A 0\n\n Death:\n XDeath:\n    TNT1 A 1\n\tBIKE A 0 A_SpawnItem(\"BigExplosion1112\")\n\tBIKE A 0 A_PlaySound(\"weapons/explode\")\n\tBIKE A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tBIKE A 0 A_Scream\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tELEC A 0 A_Explode(100, 250)\n\tTNK1 B 500\n\tTNK1 B 2000\n\tTNT1 A -1\n\tStop\n\n}\n}\n\nACTOR Bike: Tank 7265\n{\n\t//$Category BD Vehicles\n\t//$Colour rgb(200, 200, 200)\n\t//$Sprite BIKPA1\n\tHealth 100\n\tGibHealth 1\n\tScale 0.5\n\tHeight 32\n\tRadius 32\n\tMass 200\n    States\n    {\n    Spawn:\n\t    TNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetNewTankDirection\", 0, 0, 0, 0)//Check vehicle initial angle.\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tGoto StandingHere\n\n\t  StandingHere:\n\t\tBIKP A 1\n\t\tLoop\n\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTNK1 C 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tBIKP A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"BikePowerup\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"BikeMorpher\", 1)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBIKP A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tBIKP A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tBIKP A 1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 1\n\t\tBIKE A 0 A_NoBlocking\n\t\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"CrashMetalShards\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces1\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces2\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces3\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces4\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Repair:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\t TNT1 A 0 HealThing(7)\n\t\t TNK1 T 1\n\t\t TNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\t Goto StandingHere\n\t}\n}\n\nACTOR PowerBikeSwitch : PowerMorph {PowerMorph.PlayerClass \"PlayerBike\"}\n\nACTOR BikeMorpher : CustomInventory\n{\n  States\n  {\n  PickUp:\n  TNT1 A 1\n  TNT1 A 0 ACS_NamedExecuteAlways(\"BDEnterTank\", 0, 0, 0, 0)//Get into Bike\n  TNT1 A 0 A_GiveInventory(\"TankMorphActivation\")\n  TNT1 A 0 A_SpawnItem(\"CancelTeleportFog\")\n  TNT1 A 1\n  Stop\n  }\n }"
      },
      {
        "source": "pk3",
        "name": "Blood.txt",
        "contents": "//All the liquid gore stuff goes here.\n\n//Hit puff actor\n\nactor Brutal_Blood Replaces Blood\n{\n\tDecal BrutalBloodSplat\n\tRenderstyle Translucent\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\tSpeed 0\n\tScale 0.8\n\tAlpha 1.0\n\tMass 999999\n\t states\n\t {\n\t  Spawn:\n\t\t\tBSPR A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckBloodIntensity\")\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath5\")\n\t\t\tBSPR A 2\n\t\t\tTNT1 A 0 A_CustomMissile (\"WaterBloodCHecker\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t\tGoto LowBlood\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n\t\t\tstop\n\t\tLotsOfBlood:\n\t\t   TNT1 A 0\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"BloodMistSmall\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   Goto LowBlood\n\t\tAbsurdBlood:\n\t\t   TNT1 A 2\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t\t   TNT1 AA 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (10, 50))\n\t\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (40, 60))\n\t\t   TNT1 A 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperGoreMist\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 AAA 0 A_CustomMissile (\"BloodmistSpray\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t   Goto LowBlood\n\t\t AnimuGore:\n\t\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (10, 50))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (40, 60))\n\t\t   TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (40, 80))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperGoreSpawner\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"BloodmistSpray\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t   Goto LowBlood\n\t\t LowBlood:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(128, 2)\n\t\t\tTNT1 A 0 A_SetScale(-0.7, 0.8)\n\t\t\tBSPR BCDEFGHIJJ 1\n\t\t\tStop\n\n\t\tSpawnPlayer:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_Jump(128, 2)\n\t\t\tTNT1 A 0 A_SetScale(-0.7, 0.8)\n\t\t\tBSPR BCDEFGHIJJ 1 BRIGHT\n\t\t\tStop\n\t }\n}\n\n//Dummy actor just to replace the bloodpuff made by Hexen axe\nactor SawBlood : Brutal_Blood Replaces AxeBlood\n{\n-ALLOWPARTICLES\nSpeed 1\n states\n {\n Spawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"HitSaw\", AAPTR_TARGET)\n\t\tBSPR A 0\n\t\tTNT1 A 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckBloodIntensity\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath5\")\n\t\tBSPR A 2\n\t\tTNT1 A 0 A_CustomMissile (\"WaterBloodCHecker\", 7, 0, random (0, 360), 2, random (30, 60))\n\tSpawn2:\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\tGoto LowBlood\n\n\tHitSaw:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_RadiusGive(\"ChainsawHitRed\", 200, RGF_PLAYERS | RGF_MONSTERS , 1)\n\t\tTNT1 A 0 A_RadiusGive(\"PowerBloodOnVisor\", 200, RGF_PLAYERS | RGF_MONSTERS , 1)\n\t\tTNT1 A 0 A_CustomMissile (\"BloodmistChainsaw\", -10, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (40, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"ChainsawWallRedBlood\", 0, 0, random (0, 360), 2, random (-10, 80))\n\t\tTNT1 A 0 A_PlaySound(\"CSAWFLESH\")\n\t\tTNT1 A 0 Radius_Quake (2, 2, 0, 2, 0)\n\t\tStop\n }\n}\n\n//Dummy actor just to replace the bloodpuff made by projectiles\nactor BloodSPlatterReplacer : Brutal_Blood Replaces BloodSplatter\n{\n\tspeed 4\n}\nactor BrainBlood : Brutal_Blood\n{\n\tspeed 4\n}\n\n//Base flying blood actor. Leaves bloodspots on the floor\nACTOR Brutal_FlyingBlood\n{\n   scale 0.5\n   speed 4\n   radius 8\n   height 1\n   Gravity 0.8\n   Renderstyle Translucent\n   Alpha 0.9\n   Decal BrutalBlood\n   Mass 1\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +THRUACTORS\n   +FORCEXYBILLBOARD\n   +MOVEWITHSECTOR\n   +DONTSPLASH\n    States\n    {\n     Spawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.6, 0.6)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.7, -0.7)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(0.6, -0.6)\n\t\t\tGoto live\n\n\t Live:\n\t\t\tBSPR ABCDEFGH 2\n\t\t\tBSPR I 100 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tStop\n\n\tSplash:\n\t\t\tBLOD A 0\n\t\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n\t\t\tstop\n\n     Death:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\tTNT1 A 0 A_CheckFloor(\"DeathFloor\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\n\t\tDeathFloor:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"Brutal_BloodSpot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION |  SXF_TRANSFERTRANSLATION,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t    XDT1 EFGHIJKL 2\n\t\t\tStop\n\n\t\tNoSpawn:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\n    }\n}\n\n//Faster version used in some specific cases\nACTOR Brutal_FlyingBloodMuchFaster: Brutal_FlyingBlood\n{\n\t Scale 1.0\n\t Speed 8\n}\n\nactor Brutal_FlyingBloodTrail\n{\n\tscale 0.5\n\tmass 1\n\trenderstyle Normal\n\tDecal BrutalBloodSplat\n\t+MISSILE\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\t+THRUACTORS\n\t+DONTSPLASH\n\tGravity 0.4\n\tSpeed 2\n\tstates\n\t{\n\t  Spawn:\n\t\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_Jump(128, 2)\n\t\t  TNT1 A 0 A_SetScale (-0.5, 0.6)\n\t\t  BL8A ABCDE 1\n\t\t  BL8A F 60\n\t\t  stop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n        stop\n\n }\n}\n\nactor Brutal_FlyingBloodFaster: Brutal_FlyingBloodTrail\n{\nSpeed 3\nScale 0.7\n+BOUNCEONWALLS\n states\n {\n  Spawn:\n\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t   TNT1 A 0\n\t  TNT1 A 0 A_Jump(128, 2)\n\t  TNT1 A 0 A_SetScale (-0.7, 0.9)\n\t  BL8A ABCDEF 2\n\t  BL8A F 35\n\t  stop\n }\n}\n\nACTOR Brutal_FlyingBloodFake: Brutal_FlyingBloodTrail\n{\n\tscale 0.5\n\tspeed 3\n\tGravity 0.3\n\tRenderstyle Translucent\n\tAlpha 0.95\n\t+NOCLIP\n    Mass 1\n    States\n    {\n     Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tBLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)\n        Stop\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n        stop\n\tDeath:\n\t    TNT1 A 10\n\t\tStop\n    }\n}\n\nACTOR Brutal_FlyingBloodFakeNoDecal: Brutal_FlyingBloodFake { decal \"none\"}\n\nACTOR Brutal_FlyingBloodTrail5: Brutal_FlyingBloodTrail { decal \"none\"}\nACTOR Brutal_FlyingBloodTrail8: Brutal_FlyingBloodTrail { decal \"none\"}\nACTOR BloodTrails: Brutal_FlyingBloodTrail { decal \"none\"}\nACTOR BloodTr255: Brutal_FlyingBloodTrail { decal \"none\"}\n\nactor Bloodmist : Brutal_FlyingBlood\n{\n\t+BOUNCEONWALLS\n\t+BOUNCEONCEILINGS\n\tscale 0.8\n\tradius 2\n\theight 2\n\tspeed  8\n\tGravity 0.6\n\talpha 0.9\n\t states\n\t {\n\tSpawn:\n\t\t\tBLHT A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckJanitor4\", 0 , 0, 0, 0)\n\t\t\tBLHT A 1\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.8, 0.8)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.9, -0.9)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(0.7, -0.7)\n\t\t\tGoto live\n\n\t Live:\n\t\t\tBLHT ABCDEFGHI 3\n\t\t\tTNT1 A 0\n\t\t\tBLHT JJJJ 6 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tStop\n\n\tVanish:\n\t\t TNT1 A 0\n\t\t Stop\n\n\tDeath:\n\t\tXDT1 FGHIJKL 2\n\t\tStop\n\n\t}\n}\n\nactor BloodmistSmall : Bloodmist\n{\n\tscale    0.5\n\tspeed    8\n\tGRAVITY 1.0\n\n\tstates\n\t {\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckJanitor4\", 0 , 0, 0, 0)\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.5, 0.5)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.4, -0.4)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(0.5, -0.6)\n\t\t\tGoto live\n\t\t}\n}\n\nactor BloodmistBig : Bloodmist\n{\n\tscale    1\n\tspeed    5\n\tGRAVITY 0.4\n\n\tstates\n\t {\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckJanitor4\", 0 , 0, 0, 0)\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-1.1, 1.1)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.9, -0.9)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(1.0, -1.0)\n\t\t\tGoto live\n\t\t}\n}\n\nactor BloodmistExtraBig : Bloodmist\n{\n\tscale    1.5\n\tspeed    5\n\tGRAVITY 0.4\n\n\tstates\n\t {\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckJanitor4\", 0 , 0, 0, 0)\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-1.6, 1.6)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-1.5, -1.6)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(1.4, -1.5)\n\t\t\tGoto live\n\t\t}\n}\n\nActor BloodMistLarge: BloodMistBig\n{\nspeed    6\n}\n\nactor BloodmistXXXBig : Bloodmist\n{\n\tscale   3.0\n\tspeed    10\n\tGRAVITY 0.2\n\n\tstates\n\t {\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-3.6, 3.6)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-3.5, -3.6)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(3.2, -3.2)\n\t\t\tGoto live\n\t\t}\n}\n\nactor BloodmistXXBig : BloodmistXXXBig\n{\n\tscale   3.0\n\tspeed    12\n}\n\n//More wattery version\nactor BloodmistSpray : Bloodmist\n{\n\tscale    1.0\n\tGravity 0.4\n\t states\n\t\t{\n\t\tSpawn:\n\t\t\tBSPR ABCDEFGHIJJJJ 2\n\t\t\tStop\n\t\t}\n}\n\nactor BloodmistChainsaw : Bloodmist\n{\n\tScale 0.4\n\tAlpha 0.9\n\tGravity 0.5\n\tDecal BrutalBloodSuper\n\tSpeed 9\n\t states\n\t\t{\n\t\tSpawn:\n\t\t\tMSBL ABCDEFGH 1\n\t\t\tMSBL H 200\n\t\t\tStop\n\t\t}\n}\n\nactor BloodmistSpraySmall : BloodmistSpray\n{\n\tSpeed 8\n\tGravity 0.7\n}\n\n/////////////////////// BLOOD SPOTS //////////////////////////\n\n//base bloodspot actor\nACTOR Brutal_BloodSpot\n{\n\tradius 2\n\theight 2\n\tmass 1\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\t+MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t-SOLID\n\t+THRUACTORS\n\tAlpha 0.99\n\tScale 0.5\n\tDecal BrutalBloodSplat\n\tstates\n\t {\n\t Spawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t TNT1 A 1\n\n\t\t TNT1 A 0 A_CheckFloor(\"SpawnNormally\")\n\t\t Goto Splash\n\n\t  SpawnNormally:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_QueueCorpse\n\t\t\tTNT1 A 0 A_Jump(255, \"SpawnBFrameOnly\", \"SpawnCFrameOnly\", \"SpawnDFrameOnly\")\n\t\tSpawnAFrameOnly:\n\t\t\tBPDL A 800\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\t\t\tLoop\n\n\t\t  SpawnBFrameOnly:\n\t\t\tBPDL B 800\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\t\t\tLoop\n\n\t\t  FadeA:\n\t\t\tBPDL AAAA 1 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\t  FadeB:\n\t\t\tBPDL BBBB 1 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\t  SpawnCFrameOnly:\n\t\t\tBPDL C 800\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\t\t\tLoop\n\n\t\t  SpawnDFrameOnly:\n\t\t\tBPDL D 800\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\t\t\tLoop\n\n\t\t  FadeC:\n\t\t\tBPDL CCCC 1 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\t  FadeD:\n\t\t\tBPDL DDDD 1 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tStop\n\n\t\tIsOverLiquid:\n\t\t\tBPDL E 1 A_FadeOut(0.9)\n\t\t\tBPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeIn(0.05)\n\t\t\tBPDL E 400\n\t\t\tBPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeOut(0.05)\n\t\t\tStop\n\n\tDoNothing:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\n//a special flying blood actor that spawns muddy water pools over liquids\nACTOR WaterBloodCHecker\n{\n    Speed 4\n    Scale 1.2\n\tRadius 1\n\t+MISSILE\n\t+EXPLODEONWATER\n\t+CLIENTSIDEONLY\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n\tHeight 1\n    SeeSound \"none\"\n    DeathSound \"none\"\n\tDecal none\n\tStates\n    {\n    Spawn:\n\t    TNT1 A 5\n        Loop\n    Death:\n        TNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverPurple\", 1, \"IsOverLiquid\")\n        TNT1 A 10\n        Stop\n\n\tIsOverLiquid:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_CheckFloor(\"SpawnOnWater\")\n\t\tTNT1 A 2\n\t\tStop\n\n\tSpawnOnWater:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem (\"WaterBloodSpot\", 5)\n\t\tStop\n    }\n}\n\n//muddy water bloodspot actor\nACTOR WaterBloodSpot\n{\n+CLIENTSIDEONLY\n+THRUACTORS\nRadius 0\nHeight 0\nRenderstyle Shaded\nStencilColor \"55 00 00\"\nAlpha 0.2\n states\n {\n\tSpawn:\n\t\tBPDL E 1 A_FadeOut(0.9)\n\t\tBPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeIn(0.02)\n\t\tBPDL E 100\n\t\tBPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeOut(0.02)\n\t\tStop\n }\n}\n\n//bigger bloodsplat\nactor GiantBloodSpot: Brutal_BloodSpot\n{\n Scale 1.1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")//Check Floortype\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverPurple\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tGoto SpawnAFrameOnly\n\n\tDisappear:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor MinuscleBloodSpot: Brutal_BloodSpot {Scale 0.25}\nactor BigBloodSpot: GiantBloodSpot { Scale 0.7}\nactor MediumBloodSpot: GiantBloodSpot { Scale 0.4}\nactor MediumBloodSpot2: GiantBloodSpot{ Scale 0.4}\n\n//Big version spawned by XDeath animations\nACTOR SplatteredSmall: Brutal_BloodSpot\n{\n states\n {\n Spawn:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n    TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n    TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"Splash\")\n\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n Rest:\n\tBPDL A 800\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\tLoop\n }\n}\n\n//Big version spawned by XDeath animations of bigger enemies\nACTOR SplatteredLarge: Brutal_BloodSpot\n{\n states\n {\n Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n   TNT1 A 0 A_CheckFloor(\"Live\")\n   Goto Splash\n\n  Live:\n    TNT1 A 0\n    TNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")//Check if is under a liquid\n\tTNT1 A 4\n    TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"WaterBloodSpot\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"WaterBloodSpot\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"WaterBloodSpot\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"WaterBloodSpot\")\n\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_QueueCorpse\n  Rest:\n\tBPDL A 800\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\tLoop\n\n WaterBloodSpot:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WaterBloodSpot\")\n\tStop\n }\n}\n\n//A blood pool spawned by regular enemy deaths.\nactor GrowingBloodPool: Brutal_BloodSpot\n{\n\tvar int user_bloodpoolsize;\n\tradius 1\n\theight 1\n\tmass 1\n\tHealth 600\n\tRenderStyle Normal\n\tAlpha 0.99\n\t+MISSILE\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t-CLIENTSIDEONLY\n\tScale 0.3\n\tDecal BrutalBloodSplat\n\t\tstates\n\t\t {\n\t\t Spawn:\n\t\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t  TNT5 A 1\n\t\t  TNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t  TNT5 A 2 A_QueueCorpse\n\t\t  TNT5 A 1 A_SetScale(0.33, 0.33)\n\t\t  TNT5 A 1 A_SetScale(0.36, 0.36)\n\t\t  TNT5 A 1 A_SetScale(0.39, 0.39)\n\t\t  TNT5 A 1 A_SetScale(0.42, 0.42)\n\t\t  TNT5 A 1 A_SetScale(0.45, 0.45)\n\t\t  TNT5 A 1 A_SetScale(0.48, 0.48)\n\t\t  TNT5 A 1 A_SetScale(0.50, 0.50)\n\n\t\t  TNT5 A 2 A_SetScale(0.53, 0.53)\n\t\t  TNT5 A 2 A_SetScale(0.56, 0.56)\n\t\t  TNT5 A 2 A_SetScale(0.59, 0.59)\n\t\t  TNT5 A 2 A_SetScale(0.62, 0.62)\n\t\t  TNT5 A 2 A_SetScale(0.65, 0.65)\n\t\t  TNT5 A 2 A_SetScale(0.68, 0.68)\n\t\t  TNT5 A 2 A_SetScale(0.70, 0.70)\n\n\t\t  TNT5 A 3 A_SetScale(0.73, 0.73)\n\t\t  TNT5 A 3 A_SetScale(0.76, 0.76)\n\t\t  TNT5 A 3 A_SetScale(0.79, 0.79)\n\t\t  TNT5 A 3 A_SetScale(0.82, 0.82)\n\t\t  TNT5 A 3 A_SetScale(0.85, 0.85)\n\t\t  TNT5 A 3 A_SetScale(0.88, 0.88)\n\t\t  TNT5 A 3 A_SetScale(0.90, 0.90)\n\n\t\t  TNT5 A 3 A_SetScale(0.93, 0.93)\n\t\t  TNT5 A 3 A_SetScale(0.96, 0.96)\n\t\t  TNT5 A 3 A_SetScale(0.99, 0.99)\n\t\t  TNT5 A 3 A_SetScale(1.02, 1.02)\n\t\t  TNT5 A 3 A_SetScale(1.05, 1.05)\n\t\t  TNT5 A 3 A_SetScale(1.08, 1.08)\n\t\t  TNT5 A 3 A_SetScale(1.11, 1.11)\n\n\t\t Live:\n\t\t  TNT5 A 900\n\t\t  TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\t  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n\t\t  Loop\n\t\tSplash:\n\t\t  BLOD A 0\n\t\t  stop\n\t }\n}\n\n//A decorative kind of flying blood spawned by arterial blood\nACTOR Brutal_LiquidBlood: Brutal_FlyingBlood\n{\n speed 3\n scale 0.2\n gravity 0.6\n decal \"BrutalBloodSmearSmall\"\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 1, 0, random (0, 360), 2, random (40, 90))\n\t BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n\t Stop\n\t Death:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t   XDT1 FGHIJKL 2\n\t   TNT1 A 0\n       Stop\n    }\n}\n\n//Faster version, leaves no decals. Used to prevent decal overflow\nACTOR Brutal_LiquidBlood2: Brutal_LiquidBlood\n{\n speed 4\n scale 0.4\n gravity 0.6\n decal \"None\"\n}\n\n//Very fast version\nACTOR Brutal_LiquidBloodFast: Brutal_LiquidBlood2\n{\n speed 8\n}\n\n//This version leaves a bloodspot\nACTOR Brutal_LiquidBlood3: Brutal_FlyingBlood\n{\nSpeed 3\n    States\n    {\n\t Death:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t   TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t   TNT1 A 4\n\t   Stop\n\n\t SpawnFloor:\n\t   tnt1 a 0 A_SPawnItem(\"Brutal_BloodSpot\")\n\t   XDT1 FGHIJKL 2\n\t   TNT1 A 0\n       Stop\n    }\n}\n\n//Decorative trails\nACTOR Brutal_LiquidBloodTrail: Brutal_FlyingBlood\n{\n scale 0.4\n gravity 0.4\n    States\n    {\n     Spawn:\n\t  TNT1 A 0\n      BRTL ABC 2\n\t  Stop\n\t Death:\n\t  TNT1 A 0\n      Stop\n    }\n}\n\n//An actor that will spawn multiple arterial blood actors\nACTOR ArterialBloodSpray\n{\n Speed 0\n +CLIENTSIDEONLY\n +NOINTERACTION\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_stop\n\t\tTNT1 AAAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 12\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 12\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 16\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 19\n\t\tTNT1 A 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n       Stop\n    }\n}\n\nACTOR BloodDying : Brutal_Blood\n{\n Speed 0\n +CLIENTSIDEONLY\n +NOINTERACTION\n    States\n    {\n     Spawn:\n\t    TNT1 AAAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n       Stop\n    }\n}\n\n/////////////////// CEILING BLOOD //////////////////////////\n\n//Launches bloodspots on the ceiling\nACTOR CeilBloodLauncher: Brutal_FLyingBlood\n{\n    +THRUACTORS\n\t-DOOMBOUNCE\n\t-SKYEXPLODE\n\t+BOUNCEONWALLS\n    Speed 15\n    Gravity 0.0\n\tRadius 1\n\tHeight 1\n\tDecal BrutalBloodSplat\n    States\n\t\t{\n\t\t Spawn:\n\t\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 3\n\t\t\tStop\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\t\t Death:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckCeiling(\"IsOnCeil\")\n\t\t\tTNT1 A 0\n\t\t\tstop\n\n\t\t IsOnCeil:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n\t\t\tStop\n\t\t Melee:\n\t\t Xdeath:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t}\n}\n\n//Longer version (for extreme deaths)\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n    States\n    {\n\t\t Spawn:\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 12\n\t\t\tStop\n    }\n}\n\n// The Ceil Blood Spot\nactor CeilBloodSpot\n{\n\t+MISSILE\n\t+CEILINGHUGGER\n\t-SKYEXPLODE\n\t+THRUACTORS\n\t+DONTSPLASH\n\t+NOBLOCKMAP\n\tHeight 1\n\tRadius 2\n\tMass 0\n\tScale 0.5\n\tGravity 0.0\n\tDecal BrutalBloodSplat\n\tRenderstyle Normal\n\tAlpha 0.9\n\tstates\n\t{\n\t\tSpawn:\n\t\t  BPDL A 1\n\t\t  TNT1 A 0 A_QueueCorpse\n\t\t  TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n\t\t  TNT1 A 0 A_SpawnItem (\"CeilBloodTinyBloodSpawner\")\n\t\tLive:\n\t\t  BPDL A 5 ThrustThingZ(0, 20, 0, 1)\n\t\t  Loop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t\t\t}\n}\n\n//Bigger version of a ceil blood spot, usually left by sticky gibs.\nactor CeilBloodSpotLarge: CeilBloodSpot\n{\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBPDL A 1\n\t\t\tTNT1 A 0 A_QueueCorpse\n\t\t\tTNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n\t\t\tTNT1 A 0 A_SpawnItem (\"CeilBloodLargeBloodSpawner\")\n\t\tLive:\n\t\t\tBPDL A 5 ThrustThingZ(0, 20, 0, 1)\n\t\t\tLoop\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\t\t\t}\n}\n\n//These are the actors that spawns blood drips. They are separate from the bloodspots so the sticky gibs can spawn them separately.\n\n//Small blood drips spawner, usually caused by regular blood touching the ceiling.\nACTOR CeilBloodTinyBloodSpawner: Brutal_FlyingBlood\n{\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+NOCLIP\n\t States\n\t\t{\n\t\t Spawn:\n\t\t\t  TNT1 A 0\n\t\t\t  TNT1 A 1 A_SpawnItemEx (\"DripingBloodLeavesSmallPool\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 8 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 12 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItem (\"BloodDripingFromCeiling\")\n\t\t\t  stop\n\t\t}\n}\n\n//Large blood drips spawner, usually caused by huge chunks of meat getting stuck on the ceiling.\nACTOR CeilBloodLargeBloodSpawner: Brutal_FlyingBlood\n{\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+NOCLIP\n\tScale 0.5\n\t States\n\t\t{\n\t\t Spawn:\n\t\t\t  TNT1 A 0\n\t\t\t  TNT1 A 1 A_SpawnItemEx (\"DripingBloodLeavesSmallPool\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 8 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 12 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  stop\n\t\t}\n}\n\n//This is the actual blood driping from the ceiling actor\nACTOR BloodDripingFromCeiling: Brutal_FlyingBlood\n{\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\t+FORCEYBILLBOARD\n\t+TOUCHY\n\t+NOBLOCKMAP\n\tAlpha 0.9\n\tGravity 1.0\n\tRadius 2\n\tHeight 1\n     States\n\t\t{\n\t\t Spawn:\n\t\t   TNT1 A 0\n\t\t   TNT1 A 0 A_Jump(230, \"NoSpawn\")\n\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t   BLUD Z 500\n\t\t   loop\n\n\t\t  Death:\n\t\t\t TNT1 A 0\n\t\t\t TNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\t XDT1 EFGHIJKL 2\n\t\t\t stop\n\t\t}\n}\n\nActor DripingBlood: BloodDripingFromCeiling {Alpha 0.9 Scale 1.0}\n\n//This is a bigger and denser version of the blood drip, droped by sticky gibs\nACTOR BloodDripingFromCeilingBig: BloodDripingFromCeiling\n{\n\tXScale 0.4\n\tYScale 1.0\n\tGravity 0.8\n    States\n    {\n     Spawn:\n       TNT1 A 0\n\t   TNT1 A 0 A_Jump(160, \"NoSpawn\")\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n       BLUD Z 500\n       loop\n\t Death:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t XDT1 EFGHIJKL 2\n\t\t stop\n    }\n}\n\n//This is the first drip spawned by the drip spawners, which leaves a small blood pool\nACTOR DripingBloodLeavesPool: BloodDripingFromCeiling\n{\n+FORCEYBILLBOARD\n\n scale 0.3\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 4\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\n//Just like above, but leaves a smaller pool\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n+FORCEYBILLBOARD\n+DONTSPLASH\nStates\n{\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\n//An invisible projectile only used to spawn bloodsplats on the walls, usually spawned by extreme deaths.\nACTOR WallRedBlood\n{\n\tscale 0.6\n\tspeed 7\n\thealth 1\n\tradius 8\n\theight 1\n\tGravity 0.7\n\tdamage 0\n\tDamageType Blood\n\tDecal BrutalBloodSmearer\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +THRUACTORS\n    States\n    {\n\t\tSpawn:\n\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 ABCD 1\n\t\t\tStop\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\t\t Death:\n\t\t\tTNT1 A 3\n\t\t\tstop\n    }\n}\n\n//This one spawns an even bigger decal\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n Decal BrutalBloodSuper\n     States\n\t\t{\n\t\t Spawn:\n\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 ABCD 1\n\t\t\tStop\n\t\t}\n}\n\n//This one spawns a ridiculously bigger decal, used by BFG extreme deaths\nACTOR GiantWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n Decal BrutalBloodGiant\n     States\n\t\t{\n\t\t Spawn:\n\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t   TNT1 ABCD 1\n\t\t   Stop\n\n\t\t}\n}\n\nACTOR ChainsawWallRedBlood: GiantWallRedBlood\n{\n Decal BloodSplat\n speed 64\n}\n\n//Spawns giant blood decals all around the area. Used in Brutal Doom's BFG deaths.\nActor BloodSplinter\n{\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\t\t Spawn:\n\t\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 0, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 45, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 90, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 135, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 180, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 225, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 270, 2, random (0, 35))\n\t\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallRedBlood\", 40, 0, 315, 2, random (0, 35))\n\t\t\t   Stop\n\n\t\t\tSplash:\n\t\t\t\tBLOD A 0\n\t\t\t\tstop\n\t\t}\n}\n\n//Spawned by BD's kicked heads  to spawn blood decals and make the head bounce sound.\nACTOR ShortWallRedBlood: WallRedBlood\n{\n speed 2\n Gravity 1\n Radius 24\n Height 12\n     States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 3\n        Stop\n\tDeath:\n\t    TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"HEDBON\")\n\t    TNT1 A 20\n\t\tStop\n\t}\n}\n\n//Blood actors spawned underwater\nACTOR Underblood1\n{\n\tscale 1.4\n\tspeed 1\n\thealth 1\n\tradius 8\n\theight 1\n\tGravity 0.9\n\tRenderstyle Translucent\n\tAlpha 0.2\n\tDecal BrutalBloodSplat\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\t-DONTSPLASH\n\t+THRUACTORS\n\tMass 1\n\t\tStates\n\t\t{\n\t\t Spawn:\n\t\t  BSP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_JumpIf(waterlevel < 1, \"Splash\")\n\t\t  Stop\n\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\t\t Death:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t\t}\n}\n\n//Shorter version\nACTOR Underblood2: Underblood1\n{\n scale 0.7\n speed 0\n    States\n    {\n     Spawn:\n\t BSP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(waterlevel < 1, \"Splash\")\n\t Stop\n\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n  \t    TNT1 A 0\n        Stop\n    }\n}\n//Bigger version that moves, used for gibbing.\nACTOR Underblood3: Underblood1\n{\n scale 2.2\n speed 2\n Alpha 0.3\n}\n\n//Big blood mists\n\nactor SuperGore\n{\n\tDecal BloodSplat\n\tAlpha 0.6\n\tRenderstyle Translucent\n\t+FORCEXYBILLBOARD\n\t+GHOST\n\t+NOBLOCKMAP\n\tGravity 0.01\n\t+DontSplash\n\t-EXPLODEONWATER\n\t-ALLOWPARTICLES\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\t+THRUACTORS\n\t+NOCLIP\n\tGravity 0.2\n\tScale 1.0\n\tSpeed 1\n\t states\n\t {\n\t  Spawn:\n\t\tTNT1 A 0\n\t\t//BLOR HHHHHHHHHHHHHHHHHHHHHHHHIJKKKK 1 A_FadeOut(0.01)\n\t\tBLOR L 15\n\t\tBLOR LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.015)\n\t\tStop\n\t }\n}\n\nActor SuperGoreMist: SuperGore\n{\nScale 1.5\nSpeed 1\n+NOGRAVITY\n}\n\nactor SuperGoreMistSmall: SuperGore\n{\nScale 1.0\n}\n\nactor SmallSuperGore: SuperGore\n{\nScale 1.0\n}\n\n//Used on bullet hit impacts\nActor SuperGoreMistTiny: SuperGore\n{\nScale 0.4\nAlpha 0.3\nSpeed 0\n+NOGRAVITY\n\t states\n\t {\n\t  Spawn:\n\t\tTNT1 A 0\n\t\tBLOR AAABBBCCCDDDEEEFFFGGGHHHIIJJKK 1 A_FadeOut(0.01)\n\t\tStop\n\t }\n}\n\nactor BigSuperGore: SuperGore\n{\nScale 2.0\nSpeed 4\n}\n\nactor GiantSuperGore: SuperGore\n{\nScale 4.0\nSpeed 4\n}\n\n//Spawners for the supergore thing\nActor SuperGoreSpawner\n{\n\tProjectile\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\t+NOBLOCKMAP\n\tDecal BloodSuper\n\tradius 2\n\theight 2\n\tspeed 15\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTNT1 AAA 2 A_CustomMissile(\"SuperGore\", 0, 0, random (0, 360), 2, random (30, 60))\n\t\tStop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor SuperGoreSpawner2: SuperGoreSpawner\n{\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tTNT1 AAAAAA 2 A_CustomMissile(\"SuperGore\", 0, 0, random (0, 360), 2, random (30, 60))\n\t\tStop\n\t}\n}\n\nActor SuperGoreSpawner3: SuperGoreSpawner\n{\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTNT1 AAAAAAAAAAAAAAAAA 2 A_CustomMissile(\"SuperGore\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tStop\n\t}\n}\n\nactor UltraGore: SuperGore\n{\n\tScale 4.0\n\tSpeed 1\n\t states\n\t {\n\t  Spawn:\n\t\tTNT1 A 0\n\t\tBLOR LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_FadeOut(0.01)\n\t\tStop\n\t }\n}\n\nActor UltraGoreSpawner: SuperGoreSpawner\n{\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAA 3 A_CustomMissile(\"UltraGore\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tStop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\n//Bloody footprints still requires the player to be edited to work.\n//Gives the player an inventory item to indicate the feet are smeared.\nACTOR BootSmearerRed\n{\n\tMONSTER\n\t-SOLID\n\t+THRUACTORS\n\t-COUNTKILL\n\t+LOOKALLAROUND\n\t-FRIENDLY\n\tRadius 0\n\tHeight 0\n\t states\n\t {\n\t Spawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 1 A_Look\n\t\t Goto See\n\n\t See:\n\t\t TNT1 AA 1 A_Chase(\"\",\"\")\n\t\t TNT1 A 0 A_Die(\"LookForPlayer\")\n\t Death:\n\t Death.LookForPlayer:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\t\tStop\n\tSmearBootsWithRedBlood:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 8)\n\t\tBPDL A 0\n\t\tStop\n\t}\n}\n\nACTOR RedBloodFootPrintLeft: GrowingBloodPool\n{\n\tScale 0.09\n\t+CLIENTSIDEONLY\n\tAlpha 1.0\n\t states\n\t {\n\t Spawn:\n\t Death:\n\t Crash:\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")//Check if is under a liquid\n\t\tTNT1 A 4\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"Splash\")\n\t\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\t\t//Goto Splash\n\tShowUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tBPDL A 200\n\t\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\t\tBPDL A -1\n\t\tStop\n\tSplash:\n\t\tTNT1 A 0\n\t\tStop\n\t }\n}\n\nACTOR RedBloodFootPrintRight: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n\t Spawn:\n\t Death:\n\t Crash:\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")//Check if is under a liquid\n\t\tTNT1 A 4\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"Splash\")\n\t\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\t\tGoto Splash\n\t\tShowUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tBPDL A 200\n\t\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\t\tBPDL A -1\n\t\tStop\n\tSplash:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nactor DeadBlood\n{\n\tDecal BrutalBloodSplat\n\tRenderstyle Translucent\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tScale 0.6\n\tAlpha 0.9\n\tMass 999999\n\tSpeed 1\n\t states\n\t {\n\t  Spawn:\n\t\t\tBSPR A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckBloodIntensity\")\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath5\")\n\t\t\tBSPR A 2\n\t\t\tTNT1 A 0 A_CustomMissile (\"WaterBloodCHecker\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tSpawn2:\n\t\t\t//TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\t\tGoto LowBlood\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n\t\t\tstop\n\t\tLotsOfBlood:\n\t\t   TNT1 A 0\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"BloodMistSmall\", 10, 0, random (0, 360), 2, random (0, 90))\n\t\t   TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (40, 90))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 0, 0, random (0, 360), 2, random (5, 15))\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\t   Goto LowBlood\n\t\tAbsurdBlood:\n\t\t   TNT1 A 2\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t\t   TNT1 AA 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (10, 50))\n\t\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (40, 60))\n\t\t   TNT1 A 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperGoreMist\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 AAA 0 A_CustomMissile (\"BloodmistSpray\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t   Goto LowBlood\n\t\t AnimuGore:\n\t\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (10, 50))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (40, 60))\n\t\t   TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (40, 80))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperGoreSpawner\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"BloodmistSpray\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t   Goto LowBlood\n\t\t LowBlood:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(128, 2)\n\t\t\tTNT1 A 0 A_SetScale(-0.7, 0.8)\n\t\t\tBSPR ABCDEFGHIJ 1\n\t\t\tStop\n\n\t\tSpawnPlayer:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t\tBSPR ABCDEFGHIJ 1 BRIGHT\n\t\t\tStop\n\t }\n}\n\nActor Fireblood : Brutal_Blood\n{\n\tDecal \"Scorch\"\n\tRenderstyle Normal\n\tScale 1.0\n\tAlpha 1.0\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (40, 90))\n\t\tEXPL A 0 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"ExplosionParticleHeavy\", 10, 0, random (0, 180), 2, random (40, 90))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "BLOODSPLASH.txt",
        "contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#library \"bloodsplash\"\n#include \"zcommon.acs\"\n\nscript \"BDRedBloodHUD\" (void)\n{\n\n\tdelay(1);\n\tint ranx = random (0.4, 1.0);\n\tint rany = random (0.4, 1.0);\n\tint ran2x = random (0.0, 1.0);\n\tint ran2y = random (0.0, 1.0);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);\n\n}\n\nscript \"BDMoreRedBloodHUD\" (void)\n{\n\tSetHudSize(400,250,1);\n\n\tdelay(1);\n\tint ranx = random (2.0, 400.0);\n\tint rany = random (2.0, 250.0);\n\tint ran2x = random (2.0, 400.0);\n\tint ran2y = random (2.0, 250.0);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);\n}\n\nscript \"BDGreenBloodHUD\" (void)\n{\n\n\tSetHudSize(400,250,1);\n\n\tdelay(1);\n\tint ranx = random (2.0, 400.0);\n\tint rany = random (2.0, 250.0);\n\tint ran2x = random (2.0, 400.0);\n\tint ran2y = random (2.0, 250.0);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);\n}\n\nscript \"BDBlueBloodHUD\" (void)\n{\n\n\tSetHudSize(400,250,1);\n\n\tdelay(1);\n\tint ranx = random (2.0, 400.0);\n\tint rany = random (2.0, 250.0);\n\tint ran2x = random (2.0, 400.0);\n\tint ran2y = random (2.0, 250.0);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);\n}\n\n//WATER\nscript \"BDWaterHUD\" (void)\n{\n\n\tSetHudSize(400,250,1);\n\n\tdelay(1);\n\tint ranx = random (200.0, 300.0);\n\tint rany = random (2.0, 50.0);\n\tsetfont(\"WTSP\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);\n}"
      },
      {
        "source": "pk3",
        "name": "BlueGore.txt",
        "contents": "//All the liquid gore stuff goes here.\n\n//Hit puff actor\n\nactor Blue_Blood: Brutal_Blood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n\t states\n\t {\n\t  Spawn:\n\t\t\tBSPR A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueSuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckBloodIntensity\")\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/XDeath5\")\n\t\t\tBSPR A 2\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueWaterBloodCHecker\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t\tGoto LowBlood\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"BlueUnderblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n\t\t\tstop\n\t\tLotsOfBlood:\n\t\t   TNT1 A 0\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"BlueBloodMistSmall\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperWallBlueBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   Goto LowBlood\n\t\tAbsurdBlood:\n\t\t   TNT1 A 2\n\t\t   TNT1 AAAA 0 A_CustomMissile (\"SuperWallBlueBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t\t   TNT1 AA 0 A_CustomMissile (\"BlueBloodMist\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t   TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (10, 50))\n\t\t   TNT1 A 0 A_CustomMissile (\"Blue_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (40, 60))\n\t\t   TNT1 A 0 A_CustomMissile (\"BlueBloodMistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t\t   TNT1 A 0 A_CustomMissile (\"BlueSuperGoreMist\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 AAA 0 A_CustomMissile (\"BlueBloodMistSpray\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t   Goto LowBlood\n\t\t AnimuGore:\n\t\t   TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (10, 50))\n\t\t   TNT1 A 0 A_CustomMissile (\"SuperWallBlueBlood\", 0, 0, random (0, 360), 2, random (-15, 15))\n\t\t   TNT1 A 0 A_CustomMissile (\"Blue_FlyingBloodMuchFaster\", 7, 0, random (0, 360), 2, random (40, 60))\n\t\t   TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 70))\n\t\t   TNT1 AAAAAAAAA 0 A_CustomMissile (\"XDeath1Blue\", 0, 0, random (0, 360), 2, random (40, 80))\n\t\t   TNT1 A 0 A_CustomMissile (\"BlueSuperGoreSpawner\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t   TNT1 AAAAA 0 A_CustomMissile (\"BlueBloodMistSpray\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t   Goto LowBlood\n\t\t LowBlood:\n\t\t\tTNT1 A 0\n\t\t\tBSPR BCDEFGHIJJJ 1\n\t\t\tStop\n\t }\n}\n\n//Base flying blood actor. Leaves bloodspots on the floor\nACTOR Blue_FlyingBlood: Brutal_FlyingBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n     Spawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Live\")\n\t Spawn1:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.4, 0.4)\n\t\t\tGoto live\n\n\tSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(-0.45, -0.45)\n\t\t\tGoto live\n\n\tSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetScale(0.5, -0.5)\n\t\t\tGoto live\n\n\t Live:\n\t\t\tBLHT BCDEFG 1\n\t\t\tTNT1 A 0\n\t\t\tBLHT HHHHH 100 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tStop\n\n\tSplash:\n\t\t\tBLOD A 0\n\t\t\tTNT1 A 0 A_SpawnItem (\"BlueUnderblood2\")\n\t\t\tstop\n\n     Death:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\tTNT1 A 0 A_CheckFloor(\"DeathFloor\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\n\t\tDeathFloor:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"Blue_BloodSpot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION |  SXF_TRANSFERTRANSLATION,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t    XDT1 EFGHIJKL 2\n\t\t\tStop\n\n\t\tNoSpawn:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\n    }\n}\n\n//Faster version used in some specific cases\nACTOR Blue_FlyingBloodMuchFaster: Blue_FlyingBlood\n{\n\t Scale 1.0\n\t Speed 8\n}\n\nactor Blue_FlyingBloodTrail: Brutal_FlyingBloodTrail\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n\tstates\n\t{\n\t  Spawn:\n\t\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t  BLHT BCDEFG 1\n\t\t  BLHT HHHHHHHHH 1 A_FadeOut(0.02)\n\t\t  stop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BlueUnderblood2\")\n        stop\n\n }\n}\n\nactor Blue_BloodTrails: Brutal_FlyingBloodTrail\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal None\n}\n\nactor Blue_FlyingBloodFaster: Blue_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n  Spawn:\n\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t  BLOD ABCDEFFFFFF 3\n\t  stop\n }\n}\n\nACTOR Blue_FlyingBloodFake: Brutal_FlyingBloodFake\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n     Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tBLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)\n        Stop\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BlueUnderblood2\")\n        stop\n\tDeath:\n\t    TNT1 A 10\n\t\tStop\n    }\n}\n\nACTOR Blue_FlyingBloodFakeNoDecal: Blue_FlyingBloodFake { decal \"none\"}\n\nactor BlueBloodMist : BloodMist\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueBloodMistBig : BloodMistBig\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueBloodMistSmall : BloodMistSmall\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueBloodMistExtraBig :BloodMistExtraBig\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//More wattery version\nactor BlueBloodMistSpray : BloodMistSpray\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueBloodMistChainsaw : BloodMistChainsaw\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n/////////////////////// BLOOD SPOTS //////////////////////////\n\n//base bloodspot actor\nACTOR Blue_BloodSpot: Brutal_Bloodspot\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//a special flying blood actor that spawns muddy water pools over liquids\nACTOR BlueWaterBloodCHecker: WaterBloodCHecker\n{\n\n\tDecal none\n\tStates\n    {\n    Spawn:\n\t    TNT1 A 5\n        Loop\n    Death:\n        TNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverPurple\", 1, \"IsOverLiquid\")\n        TNT1 A 10\n        Stop\n\n\tIsOverLiquid:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_CheckFloor(\"SpawnOnWater\")\n\t\tTNT1 A 2\n\t\tStop\n\n\tSpawnOnWater:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem (\"BlueWaterBloodSpot\", 5)\n\t\tStop\n    }\n}\n\n//muddy water bloodspot actor\nACTOR BlueWaterBloodSpot: WaterBloodSpot\n{\nRenderstyle Shaded\nStencilColor \"0 00 55\"\nDecal BlueBloodSplat\n states\n {\n\tSpawn:\n\t\tBPDL E 1 A_FadeOut(0.9)\n\t\tBPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeIn(0.02)\n\t\tBPDL E 100\n\t\tBPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeOut(0.02)\n\t\tStop\n }\n}\n\n//bigger bloodsplat\nactor BlueGiantBloodSpot: GiantBloodSpot\n{\nScale 1.1\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nStates\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")//Check Floortype\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverPurple\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"Disappear\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerBlue\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tGoto SpawnAFrameOnly\n\t}\n}\n\nactor BlueMinuscleBloodSpot: Blue_BloodSpot {Scale 0.25}\nactor BlueBigBloodSpot: BlueGiantBloodSpot { Scale 0.7}\nactor BlueMediumBloodSpot: BlueGiantBloodSpot { Scale 0.4}\nactor BlueMediumBloodSpot2: BlueGiantBloodSpot{ Scale 0.4}\n\n//Big version spawned by XDeath animations\nACTOR SplatteredBlueSmall: Blue_BloodSpot\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//Big version spawned by XDeath animations of bigger enemies\nACTOR SplatteredBlueLarge: Blue_BloodSpot\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n states\n {\n Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n   TNT1 A 0 A_CheckFloor(\"Live\")\n   Goto Splash\n\n  Live:\n    TNT1 A 0\n    TNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")//Check if is under a liquid\n\tTNT1 A 4\n    TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"BlueWaterBloodSpot\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"BlueWaterBloodSpot\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"BlueWaterBloodSpot\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverMagenta\", 1, \"BlueWaterBloodSpot\")\n\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerGreen\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_QueueCorpse\n  Rest:\n\tBPDL A 800\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n\tLoop\n\n BlueWaterBloodSpot:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"BlueWaterBloodSpot\")\n\tStop\n }\n}\n\n//A blood pool spawned by regular enemy deaths.\n\nactor BlueGrowingBloodPool: GrowingBloodPool\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nstates\n\t\t {\n\t\t Spawn:\n\t\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t  TNT5 A 1\n\t\t  TNT1 A 0 A_SpawnItemEx (\"BootSmearerBlue\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t  TNT5 A 2 A_QueueCorpse\n\t\t  TNT5 A 1 A_SetScale(0.33, 0.33)\n\t\t  TNT5 A 1 A_SetScale(0.36, 0.36)\n\t\t  TNT5 A 1 A_SetScale(0.39, 0.39)\n\t\t  TNT5 A 1 A_SetScale(0.42, 0.42)\n\t\t  TNT5 A 1 A_SetScale(0.45, 0.45)\n\t\t  TNT5 A 1 A_SetScale(0.48, 0.48)\n\t\t  TNT5 A 1 A_SetScale(0.50, 0.50)\n\n\t\t  TNT5 A 2 A_SetScale(0.53, 0.53)\n\t\t  TNT5 A 2 A_SetScale(0.56, 0.56)\n\t\t  TNT5 A 2 A_SetScale(0.59, 0.59)\n\t\t  TNT5 A 2 A_SetScale(0.62, 0.62)\n\t\t  TNT5 A 2 A_SetScale(0.65, 0.65)\n\t\t  TNT5 A 2 A_SetScale(0.68, 0.68)\n\t\t  TNT5 A 2 A_SetScale(0.70, 0.70)\n\n\t\t  TNT5 A 3 A_SetScale(0.73, 0.73)\n\t\t  TNT5 A 3 A_SetScale(0.76, 0.76)\n\t\t  TNT5 A 3 A_SetScale(0.79, 0.79)\n\t\t  TNT5 A 3 A_SetScale(0.82, 0.82)\n\t\t  TNT5 A 3 A_SetScale(0.85, 0.85)\n\t\t  TNT5 A 3 A_SetScale(0.88, 0.88)\n\t\t  TNT5 A 3 A_SetScale(0.90, 0.90)\n\n\t\t  TNT5 A 3 A_SetScale(0.93, 0.93)\n\t\t  TNT5 A 3 A_SetScale(0.96, 0.96)\n\t\t  TNT5 A 3 A_SetScale(0.99, 0.99)\n\t\t  TNT5 A 3 A_SetScale(1.02, 1.02)\n\t\t  TNT5 A 3 A_SetScale(1.05, 1.05)\n\t\t  TNT5 A 3 A_SetScale(1.08, 1.08)\n\t\t  TNT5 A 3 A_SetScale(1.11, 1.11)\n\n\t\t Live:\n\t\t  TNT5 A 900\n\t\t  TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\t  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n\t\t  TNT5 A -1\n\t\t  Stop\n\t\tSplash:\n\t\t  //BLOD A 0\n\t\t  TNT1 A 0\n\t\t  stop\n\t}\n}\n\n//A decorative kind of flying blood spawned by arterial blood\nACTOR Blue_LiquidBlood: Brutal_LiquidBlood\n{\n decal \"BlueBloodSmearSmall\"\n translation \"168:191=192:207\",\"16:47=240:247\"\n\tStates\n    {\n\tSpawn:\n\t   TNT1 A 0\n\t   TNT1 A 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 10, 0, random (0, 360), 2, random (0, 90))\n\t   BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem(\"Blue_LiquidBloodTrail\")\n\t   Stop\n\tDeath:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t   //XDT1 FGHIJKL 2\n\t   TNT1 A 0\n       Stop\n\t}\n}\n\n//Faster version, leaves no decals. Used to prevent decal overflow\nACTOR Blue_LiquidBlood2: Blue_LiquidBlood\n{\n speed 4\n scale 0.4\n gravity 0.6\n decal \"None\"\n}\n\n//Very fast version\nACTOR Blue_LiquidBloodFast: Blue_LiquidBlood2\n{\n speed 8\n}\n\n//This version leaves a bloodspot\nACTOR Blue_LiquidBlood3: Blue_FlyingBlood\n{\nSpeed 3\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n\t Death:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t   TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t   TNT1 A 4\n\t   Stop\n\n\t SpawnFloor:\n\t   tnt1 a 0 A_SPawnItem(\"Blue_BloodSpot\")\n\t   XDT1 FGHIJKL 2\n\t   TNT1 A 0\n       Stop\n    }\n}\n\n//Decorative trails\nACTOR Blue_LiquidBloodTrail: Brutal_LiquidBloodTrail\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//An actor that will spawn multiple arterial blood actors\nACTOR BlueArterialBloodSpray\n{\n Speed 0\n +CLIENTSIDEONLY\n +NOINTERACTION\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_stop\n\t\tTNT1 AAAA 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 6\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 9\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 12\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 12\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 16\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n\t\tTNT1 A 19\n\t\tTNT1 A 2 A_CustomMissile (\"Blue_LiquidBlood2\", 0, 0, 0, 2, random (0, 60))\n       Stop\n    }\n}\n\n/////////////////// CEILING BLOOD //////////////////////////\n\n//Launches bloodspots on the ceiling\nACTOR BlueCeilBloodLauncher: CeilBloodLauncher\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nStates\n\t{\n\t Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckCeiling(\"IsOnCeil\")\n\t\tTNT1 A 0\n\t\tstop\n\n\t IsOnCeil:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItem(\"BlueCeilBloodSpot\",0,0,0,1)\n\t\tStop\n\t}\n}\n\n//Longer version (for extreme deaths)\nACTOR BlueCeilBloodLauncherLong: BlueCeilBloodLauncher\n{\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 12\n\t\tStop\n\t}\n}\n\n// The Ceil Blood Spot\nactor BlueCeilBloodSpot: CeilBloodSpot\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nstates\n\t{\n\t\tSpawn:\n\t\t  BPDL A 1\n\t\t  TNT1 A 0 A_QueueCorpse\n\t\t  TNT1 A 0 A_SpawnItem (\"DripingBlueBloodLeavesSmallPool\")\n\t\t  TNT1 A 0 A_SpawnItem (\"BlueCeilBloodTinyBloodSpawner\")\n\t\tLive:\n\t\t  BPDL A 5 ThrustThingZ(0, 20, 0, 1)\n\t\t  Loop\n\t}\n}\n\n//Bigger version of a ceil blood spot, usually left by sticky gibs.\nactor BlueCeilBloodSpotLarge: BlueCeilBloodSpot\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//These are the actors that spawns blood drips. They are separate from the bloodspots so the sticky gibs can spawn them separately.\n\n//Small blood drips spawner, usually caused by regular blood touching the ceiling.\nACTOR BlueCeilBloodTinyBloodSpawner: CeilBloodTinyBloodSpawner\n{\n\t States\n\t\t{\n\t\t Spawn:\n\t\t\t  TNT1 A 0\n\t\t\t  TNT1 A 1 A_SpawnItemEx (\"DripingBlueBloodLeavesSmallPool\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx (\"BlueBloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 8 A_SpawnItemEx (\"BlueBloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 12 A_SpawnItemEx (\"BlueBloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItem (\"BlueBloodDripingFromCeiling\")\n\t\t\t  stop\n\t\t}\n}\n\n//Large blood drips spawner, usually caused by huge chunks of meat getting stuck on the ceiling.\nACTOR BlueCeilBloodLargeBloodSpawner: Blue_FlyingBlood\n{\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+NOCLIP\n\tScale 0.5\n\t States\n\t\t{\n\t\t Spawn:\n\t\t\t  TNT1 A 0\n\t\t\t  TNT1 A 1 A_SpawnItemEx (\"DripingBlueBloodLeavesSmallPool\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx (\"BlueBloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 8 A_SpawnItemEx (\"BlueBloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 12 A_SpawnItemEx (\"BlueBloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx (\"BlueBloodDripingFromCeiling\", random (-5, 5), random (-5, 5), 0, 0, 0, -5)\n\t\t\t  stop\n\t\t}\n}\n\n//This is the actual blood driping from the ceiling actor\nACTOR BlueBloodDripingFromCeiling: BloodDripingFromCeiling\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//This is a bigger and denser version of the blood drip, droped by sticky gibs\nACTOR BlueBloodDripingFromCeilingBig: BloodDripingFromCeiling\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//This is the first drip spawned by the drip spawners, which leaves a small blood pool\nACTOR DripingBlueBloodLeavesPool: DripingBloodLeavesPool\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 4\n        loop\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BlueMediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\n//Just like above, but leaves a smaller pool\nACTOR DripingBlueBloodLeavesSmallPool: DripingBloodLeavesSmallPool\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nStates\n{\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BlueMinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\n//An invisible projectile only used to spawn bloodsplats on the walls, usually spawned by extreme deaths.\nACTOR WallBlueBlood: WallRedBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSmearer\n    States\n    {\n\t\tSpawn:\n\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 ABCD 4\n\t\t\tloop\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\t\t Death:\n\t\t\tTNT1 A 3\n\t\t\tstop\n    }\n}\n\n//This one spawns an even bigger decal\nACTOR SuperWallBlueBlood: WallRedBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n}\n\n//This one spawns a ridiculously bigger decal, used by BFG extreme deaths\nACTOR GiantWallBlueBlood: WallBlueBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodGiant\n}\n\n//Spawns giant blood decals all around the area. Used in Blue Doom's BFG deaths.\nActor BlueBloodSplinter\n{\n+THRUACTORS\n+CLIENTSIDEONLY\nStates\n\t{\n\t\t Spawn:\n\t\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 0, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 45, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 90, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 135, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 180, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 225, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 270, 2, random (0, 35))\n\t\t   TNT1 A 0 A_CustomMissile (\"GiantWallBlueBlood\", 40, 0, 315, 2, random (0, 35))\n\t\t   Stop\n\n\t\tSplash:\n\t\t\tBLOD A 0\n\t\t\tstop\n\t}\n}\n\n//Spawned by BD's kicked heads  to spawn blood decals and make the head bounce sound.\nACTOR ShortWallBlueBlood: WallBlueBlood\n{\n speed 2\n Gravity 1\n Radius 24\n Height 12\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 3\n        Stop\n\tDeath:\n\t    TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"HEDBON\")\n\t    TNT1 A 20\n\t\tStop\n\t}\n}\n\n//Blood actors spawned underwater\nACTOR BlueUnderblood1: Underblood1\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\n//Shorter version\nACTOR BlueUnderblood2: BlueUnderblood1\n{\n scale 0.7\n speed 0\n}\n//Bigger version that moves, used for gibbing.\nACTOR BlueUnderblood3: BlueUnderblood1\n{\n scale 2.2\n speed 2\n Alpha 0.3\n}\n\n//Big blood mists\n\nactor BlueSuperGore: SuperGore\n{\n\ttranslation \"168:191=192:207\",\"16:47=240:247\"\n\tDecal BlueBloodSplat\n}\n\nActor BlueSuperGoreMist: SuperGoreMist\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//Used on bullet hit impacts\nActor BlueSuperGoreMistTiny: SuperGoreMistTiny\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BigBlueSuperGore: BigSuperGore\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor GiantBlueSuperGore: GiantSuperGore\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\n//Spawners for the BlueSuperGore thing\nActor BlueSuperGoreSpawner: SuperGoreSpawner\n{\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tTNT1 AAA 3 A_CustomMissile(\"BlueSuperGore\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tStop\n\t}\n}\n\n//Bloody footprints still requires the player to be edited to work.\n//Gives the player an inventory item to indicate the feet are smeaBlue.\nACTOR BootSmearerBlue: BootSmearerRed\n{\n\t states\n\t {\n\t Spawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 1 A_Look\n\t\t Goto See\n\n\t See:\n\t\t TNT1 A 1 A_Chase(\"\",\"\")\n\t\t TNT1 A 0 A_Die(\"LookForPlayer\")\n\t Death:\n\t Death.LookForPlayer:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithBlueBlood\")\n\t\tStop\n\tSmearBootsWithBlueBlood:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithBlueBlood\", 8)\n\t\tBPDL A 0\n\t\tStop\n\t}\n}\n\nACTOR BlueBloodFootPrintLeft: RedBloodFootPrintLeft\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nACTOR BlueBloodFootPrintRight: RedBloodFootPrintRight\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\n//Gib actors\n\nACTOR XDeath1Blue: XDeath1\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n\t\tBLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem(\"Blue_LiquidBloodTrail\")\n        Stop\n    Death:\n        TNT1 A 0 A_SpawnItemEx (\"Blue_BloodSpot\", 0, 0, 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckIfOverLiquid\")\n\t\tXDT1 EF 3\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"IsOverLiquid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"IsOverLiquid\")\n        XDT1 GHIJKL 3\n        Stop\n        TNT1 A 1\n     Underwater:\n\t Splash:\n\t    BLUD C 0 ThrustThingZ (0,35,1,0)\n        XDT1 AB 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBLUD C 0 ThrustThingZ (0,35,1,0)\n\t\tXDT1 CD 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n\n\tIsOverLiquid:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_CheckFloor(\"SpawnOnWater\")\n\n\tSpawnOnWater:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem (\"BlueWaterBloodSpot\", 5)\n\t\tStop\n    }\n}\n\n//A flying piece of meat\nACTOR XDeath2Blue: XDeath2\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XMT1 ABCDEFGH 2 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_CheckCeiling(\"SpawnCeiling\")\n\t\tTNT1 A 0 A_SpawnItem(\"SmearingXDeath2Blue\")\n\t\tStop\n\n\tSpawnFloor:\n\t    XMT1 M 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tTNT1 A 0 A_SpawnItemEx (\"Blue_BloodSpot\", 0, 0, 1)\n\t\tGoto Rest\n\tRest:\n\t\tXMT1 M 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\n\tSpawnCeiling:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"CeilXDeath2Blue\", 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BlueCeilBloodSpotLarge\", 0, 0, 1)\n\t\tStop\n\n\tVanish:\n\t    TNT1 A 5\n\t\tStop\n    }\n}\n\nACTOR XDeath2bBlue: XDeath2Blue {\tSpeed 4 } //Low-range version.\n\n//A piece of meat that has hit the wall, and now is slowly smearing\nACTOR SmearingXDeath2Blue: SmearingXDeath2\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n    States\n    {\n\tSpawn:\n\t\tXMT1 N 10\n\t\tTNT1 A 0 ThrustThingZ(0, 1, 1, 1)\n\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\n\tSpawn1:\n\t\tXMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tSpawn2:\n\t\tXMT1 NNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tSpawn3:\n\t\tXMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tSpawn4:\n\t\tXMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tDeath:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem(\"XDeath2BlueNoStick\")\n        Stop\n\n\tRest:\n\t\tXMT1 M 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tTNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n\t\tGoto Rest1\n\tRest1:\n\t\tXMT1 M 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\n\tVanish:\n\t    TNT1 A 5\n\t\tStop\n    }\n}\n\n//piece of meat that got stuck in the ceiling\nactor CeilXDeath2Blue: CeilXdeath2\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\nstates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JUmp (255, \"Live1\", \"Live2\", \"Live3\")\n\t\tGoto Live1\n\n\t  Live1:\n\t\t  XMT1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)\n\t\t  Goto Fall\n\n\t  Live2:\n\t\t  XMT1 IIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)\n\t\t  Goto Fall\n\n\t  Live3:\n\t\t  XMT1 IIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)\n\t\t  Goto Fall\n\t Fall:\n\t\t  XMT1 F 0\n\t\t  XMT1 JJJKKLL 2\n\t\t  TNT1 A 0 A_SpawnItemEx(\"XDeath2BlueNoStick\", 0, 0, 0, 0, 0, -1)\n\t\t  stop\n\t Splash:\n\t\t  BLOD A 0\n\t\t  stop\n\t}\n}\n\n//piece of meat that got stuck on the ceiling/wall and now is falling\nACTOR XDeath2BlueNoStick: XDeath2NoStick\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n    Spawn:\n\t\tXMT1 FFFGGH 2\n\tLive:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_CheckFloor(\"Death\")\n\t\tXMT1 ABCDEFGH 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 70))\n        XMT1 M 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tXMT1 M 3\n\t\tTNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n\t\tGoto Rest\n\tRest:\n\t\tXMT1 M 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n    }\n}\n\n//Variation of XDeath2Blue\nACTOR XDeath3Blue: XDeath3\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XMT2 ABCDEFGH 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_CheckCeiling(\"SpawnCeiling\")\n\t\tTNT1 A 0 A_SpawnItem(\"SmearingXDeath3Blue\")\n\t\tStop\n\n\tSpawnFloor:\n\t    XMT2 I 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tTNT1 A 0 A_SpawnItemEx (\"Blue_BloodSpot\", 0, 0, 1)\n\t\tGoto Rest\n\tRest:\n\t\tXMT2 M 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\n\tSpawnCeiling:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"CeilXDeath3Blue\", 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BlueCeilBloodSpotLarge\", 0, 0, 1)\n\t\tStop\n    }\n}\n\nACTOR XDeath3bBlue: XDeath3Blue {\tSpeed 4 } //Low-range version.\n\n//A piece of meat that has hit the wall, and now is slowly smearing\nACTOR SmearingXDeath3Blue: SmearingXDeath3\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n    States\n    {\n\tSpawn:\n\t\tXME2 G 10\n\t\tTNT1 A 0 ThrustThingZ(0, 1, 1, 1)\n\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\n\tSpawn1:\n\t\tXMT2 OOOOOOOOOOOOOOOO 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tSpawn2:\n\t\tXMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tSpawn3:\n\t\tXMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tSpawn4:\n\t\tXMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor(\"Rest\")\n\t\tGoto Death\n\n\tDeath:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem(\"XDeath3BlueNoStick\")\n        Stop\n\n\tRest:\n\t\tXMT2 I 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tTNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n\t\tGoto Rest\n\tRest:\n\t\tXMT2 I 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\n\tVanish:\n\t    TNT1 A 5\n\t\tStop\n    }\n}\n\n//piece of meat that got stuck in the ceiling\nactor CeilXDeath3Blue: CeilXDeath3\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tGoto Crash\n\t\t\tDeath:\n\t\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JUmp (255, \"Live1\", \"Live2\", \"Live3\")\n\t\t\tGoto Live1\n\n\t\t  Live1:\n\t\t\t  XMT2 JJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)\n\t\t\t  Goto Fall\n\n\t\t  Live2:\n\t\t\t  XMT2 JJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)\n\t\t\t  Goto Fall\n\n\t\t  Live3:\n\t\t\t  XMT2 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)\n\t\t\t  Goto Fall\n\n\t\t Fall:\n\t\t\t  XMT2 JJJJKKKLLM 2\n\t\t\t  TNT1 A 0 A_SpawnItemEx(\"XDeath3BlueNoStick\", 0, 0, 0, 0, 0, -1)\n\t\t\t  XMT2 MMN 2\n\t\t\t  stop\n\t\t}\n}\n\n//piece of meat that got stuck on the ceiling/wall and now is falling\nACTOR XDeath3BlueNoStick: XDeath3NoStick\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSuper\n    States\n    {\n\t Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_CheckFloor(\"Death\")\n        XMT2 O 3\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 70))\n        XMT2 I 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tXMT2 I 3\n\t\tTNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n\t\tGoto Rest\n\tRest:\n\t\tXMT2 I 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n    }\n}\n\n//Big piece of ribcage\nACTOR XDeath4Blue: XDeath4\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XDB6 AAAAAA 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n\t\tXDB6 B 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tGoto Rest\n\tRest:\n\t\tXDB6 B 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n    }\n}\n\n//Big piece of ribcage 2\nACTOR XDeath5Blue: XDeath5\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME5 A 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_SpawnItemEx (\"Blue_BloodSpot\", 0, 0, 1)\n\t\tXME5 B 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tXME5 B -1\n\t\tTNT1 A 0\n        XME5 B 3\n    Living:\n\t\tXME5 B 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n        Loop\n\tVanish:\n\t    TNT1 A 1\n\t    Stop\n\n    }\n}\n//Big piece of ribcage 3\nACTOR XDeath6Blue: XDeath6\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME5 C 3 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_SpawnItemEx (\"Blue_BloodSpot\", 0, 0, 1)\n\t\tXME5 D 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tXME5 D -1\n\t\tTNT1 A 0\n        XME5 D 3\n    Living:\n\t\tXME5 D 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n        Loop\n\tVanish:\n\t    TNT1 A 1\n\t    Stop\n\n    }\n}\n\nACTOR XDeath5BlueBig: XDeath5Blue\n{\n\tXScale -1.5\n\tYScale 1.5\n\tSpeed 6\n}\n\nACTOR XDeath6BlueBig: XDeath6Blue\n{\n\tXScale -1.5\n\tYScale 1.5\n\tSpeed 6\n}\n\n//Generic organ\nACTOR BlueXDeathOrgan1: XDeathOrgan1\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n    States\n    {\n    Spawn:\n\t    XME8 A 4 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    }\n}\n\nACTOR BlueXDeathOrgan1b: XDeathOrgan1b\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR BlueXDeathOrgan2: BlueXDeathOrgan1\n{\nStates\n{\n    Spawn:\n\t    XME8 B 4 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        XME8 B 1\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tGoto Rest\n\tRest:\n\t\tXME8 B 800\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n    }\n}\n\nACTOR BlueGuts: Guts\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR BlueGuts2: BlueGuts\n{\n    Speed 3\n}\n\nACTOR SmallBlueBrainPiece: SmallBrainPiece\n{\ntranslation \"16:47=[147,129,192]:[47,35,56]\", \"176:191=111:111\"\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Fly\")\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetScale(0.2, 0.2)\n\t\tGoto Fly\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetScale(-0.5, 0.5)\n\t\tGoto Fly\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetScale(-0.3, 0.3)\n\t\tGoto Fly\n\tSpawn4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetScale(-0.2, 0.2)\n\t\tGoto Fly\n\tFly:\n\t\tXDB5 ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"Rest\")\n\t\tTNT1 A 0 A_CheckCeiling(\"SpawnCeil\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SmearingBlueBrain\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERSCALE)\n\t\tStop\n\tSpawnCeil:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"SmallBlueBrainPieceCeil\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERSCALE)\n\t\tStop\n\n    }\n}\n\nACTOR SmallBlueBrainPieceFast: SmallBlueBrainPiece {  Speed 14 }\n\nActor SmallBlueBrainPieceCeil: SmallBrainPieceCeil\n{\ntranslation \"16:47=[147,129,192]:[47,35,56]\", \"176:191=111:111\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JUmp (255, \"Live1\", \"Live2\", \"Live3\")\n\t\t\tGoto Live1\n\n\t\t  Live1:\n\t\t\t  XDB5 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)\n\t\t\t  Goto Fall\n\n\t\t  Live2:\n\t\t\t  XDB5 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)\n\t\t\t  Goto Fall\n\n\t\t  Live3:\n\t\t\t  XDB5 JJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)\n\t\t\t  Goto Fall\n\n\t\t Fall:\n\t\t\t  TNT1 A 0 A_SpawnItemEx(\"SmallBlueBrainPieceFalling\", 0, 0, 0, 0, 0, -2, SXF_TRANSFERSCALE)\n\t\t\t  stop\n\t}\n}\n\nACTOR SmallBlueBrainPieceFalling: SmallBrainPieceFalling\n{\ntranslation \"16:47=[147,129,192]:[47,35,56]\", \"176:191=111:111\"\n}\n\nACTOR SmearingBlueBrain: SmearingBrain\n{\ntranslation \"16:47=[147,129,192]:[47,35,56]\", \"176:191=111:111\"\n}\n\nactor MuchBloodBlue : Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n        TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"Blue_FlyingBloodTrail\", 0, 0, 180)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BlueBloodMistSmall\", 0, 0, random (0, 360), 2, random (30, 90))\n  \t    TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor MuchBlood2Blue : Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n        TNT1 AAA 0 A_CustomMissile(\"BlueBloodMistSmall\", 0, 0, random (0, 360), 2, random (30, 90))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAA 0 A_CustomMissile(\"Blue_FlyingBloodTrail\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueBloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\n\t\tBLOD BCD 0\n\t\tTNT1 A 10\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor MuchBlood3Blue : Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAA 0 A_CustomMissile(\"Blue_FlyingBloodTrail\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor BlueBloodDying : Brutal_Blood\n{\n states\n {\n  Spawn:\n        //TNT1 AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n        //TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAA 3 A_CustomMissile (\"Blue_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 80))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor BlueSawBlood : SawBlood\n{\n states\n {\n  Spawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"HitSaw\", AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueSuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BD_CheckBloodIntensity\")\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/XDeath5\")\n\t\t\tBSPR A 2\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueWaterBloodCHecker\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (20, 90))\n\t\t\tGoto LowBlood\n\n\tHitSaw:\n\t\tTNT1 A 0 A_RadiusGive(\"ChainsawHitBlue\", 200, RGF_PLAYERS | RGF_MONSTERS , 1)\n\t\tTNT1 A 0 A_RadiusGive(\"PowerBlueBloodOnVisor\", 200, RGF_PLAYERS | RGF_MONSTERS , 1)\n\t\tTNT1 A 0 A_CustomMissile (\"BlueBloodmistChainsaw\", -10, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1Blue\", 0, 0, random (0, 360), 2, random (40, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"WallBlueBlood\", 0, 0, random (0, 360), 2, random (-10, 80))\n\t\tTNT1 A 0 A_PlaySound(\"CSAWFLESH\")\n\t\tTNT1 A 0 Radius_Quake (2, 2, 0, 2, 0)\n\t\tStop\n }\n}"
      }
    ]
  },
  "maps": []
}

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