Raw model (for completeness)
{
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"westerndm_prepreprealpha.pk3"
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"added": "2021/06/13 00:18:29",
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"added": "2021/06/13 00:18:29",
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"type": "PK3",
"size": 4683318,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/572f949d162305b6c12d9ea42c36a49cc04d35f2/572f949d162305b6c12d9ea42c36a49cc04d35f2.pk3.gz",
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"text_files": [
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Revolvers.txt",
"contents": "ACTOR SingleActionRevolver : Pistol replaces Pistol\n {\n Weapon.SelectionOrder 350\n // Inventory.PickupSound \"\"\n\t Inventory.Pickupmessage \"You got the Single Action Revolver!\"\n Weapon.AmmoGive 50\n Weapon.AmmoUse 1\n Weapon.SlotNumber 2\n\t Weapon.AmmoType \"Clip\"\n AttackSound \"weapons/revolver1\"\n States\n {\n Spawn:\n SAAR A -1\n Stop\n Ready:\n SAAR A 1 A_WeaponReady\n Loop\n Deselect:\n SAAR A 1 A_Lower\n Loop\n Select:\n SAAR A 1 A_Raise\n Loop\n Fire:\n SAAR A 3\n SAAR B 0 A_FireBullets (0, 0, 1, 34, \"BulletPuff\", FBF_USEAMMO|FBF_NORANDOM)\n SAAR B 2 A_GunFlash // While on fire state it spawns the weapon's flash.\n SAAR C 2\n\t\tSAAR D 3\n\t\tSAAR C 2\n\t\tSAAR C 1 Offset(0, 35)\n\t\tSAAR C 1 Offset(0, 45)\n\t\tSAAR B 1 Offset(-2, 55)\n\t\tSAAR B 1 Offset(-4, 65)\n\t\tSAAR B 1 Offset(-6, 75)\n\t\tSAAR B 1 Offset(-8, 85)\n\t\tSAAR B 1 Offset(-10, 95)\n\t\tSAAR B 1 Offset(-12, 105)\n\t\tSAAR B 4 Offset(-14, 115) A_PlaySound(\"weapons/hammer\")\n\t\tSAAR A 4 Offset(-15, 120)\n\t\tSAAR A 4 Offset(-14, 115)\n\t\tSAAR A 1 Offset(-12, 105)\n\t\tSAAR A 1 Offset(-10, 95)\n\t\tSAAR A 1 Offset(-8, 85)\n\t\tSAAR A 1 Offset(-6, 75)\n\t\tSAAR A 1 Offset(-4, 65)\n\t\tSAAR A 1 Offset(-2, 55)\n\t\tSAAR A 1 Offset(-1, 45)\n\t\tSAAR A 1 Offset(0, 35)\n\n Goto Ready\n Flash: // The weapons flash.\n SAAR E 2\n Stop\n }\n }\n\n ACTOR DoubleActionRevolver : Pistol replaces Chaingun\n {\n Weapon.SelectionOrder 350\n // Inventory.PickupSound \"\"\n\t Inventory.Pickupmessage \"You got the Double Action Revolver!\"\n Weapon.AmmoGive 50\n Weapon.AmmoUse 1\n Weapon.SlotNumber 4\n\t Weapon.AmmoType \"Clip\"\n AttackSound \"weapons/revolver1\"\n States\n {\n Spawn:\n DARR S -1\n Stop\n Ready:\n DARR A 1 A_WeaponReady\n Loop\n Deselect:\n DARR A 1 A_Lower\n Loop\n Select:\n DARR A 1 A_Raise\n Loop\n Fire:\n DARR A 3\n DARR B 0 A_FireBullets (0, 0, 1, 34, \"BulletPuff\", FBF_USEAMMO|FBF_NORANDOM)\n DARR B 2 A_GunFlash // While on fire state it spawns the weapon's flash.\n\t\tDARR E 2\n\t\tDARR D 2\n\t\tDARR C 2\n\t\tDARR A 1 A_Refire\n\n Goto Ready\n Flash: // The weapons flash.\n DARF A 2\n Stop\n }\n }"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Rifles.txt",
"contents": "ACTOR NitroExpress : Weapon replaces BFG9000\n {\n Weapon.SelectionOrder 350\n Weapon.AmmoUse 2\n Weapon.AmmoGive 4\n Weapon.AmmoType \"Cell\"\n Weapon.SlotNumber 7\n Weapon.KickBack 10\n Inventory.PickupMessage \"You got the Nitro Express!\"\n Obituary \"%o had his torso removed %k's Nitro Express.\"\n States\n {\n Ready:\n KFDB A 1 A_WeaponReady\n Loop\n Deselect:\n KFDB A 1 A_Lower\n Loop\n Select:\n KFDB A 1 A_Raise\n Loop\n /* Fire:\n KFDB A 3\n KFDB B 0 A_PlayWeaponSound (\"KFFIRE\")\n KFDB B 0 A_FireBullets (0, 0, 1, 666, \"BulletPuff\")\n KFDB B 3 A_GunFlash\n KFDB C 14\n KFDB D 5 A_CheckReload\n KFDB E 6\n KFDB E 3 A_Playsound (\"KFOPN\")\n KFDB SF 3\n KFDB GF 3\n KFDB GF 3\n KFDB S 1\n KFDB H 7\n KFDB IMJNOPK 3\n KFDB L 2 A_Playsound (\"weapons/sshotl\")\n KFDB E 7\n KFDB D 7 A_Playsound (\"KFCLS\")\n KFDB A 5\n KFDB A 0 A_ReFire\n Goto Ready */\n Fire:\n KFDP BC 5\n KFDP A 12\n KFDP D 0 A_PlayWeaponSound (\"KFFIRE\")\n KFDP D 0 A_FireBullets (0, 0, 2, 666, \"BulletPuff\", FBF_USEAMMO|FBF_NORANDOM)\n KFDP D 3 A_GunFlash\n KFDP E 14\n KFDP ACB 5\n KFDP B 0\n KFDB D 0\n KFDB D 7 A_CheckReload\n KFDB E 9 A_Playsound (\"KFOPN\")\n KFDB SF 3\n KFDB GF 3\n KFDB S 1\n KFDB H 7\n KFDB K 3\n\tKFDB K 1 Offset(0, 35)\n\tKFDB K 1 Offset(0, 45)\n\tKFDB K 1 Offset(-2, 55)\n\tKFDB K 1 Offset(-4, 65)\n\tKFDB K 1 Offset(-6, 75)\n\tKFDB K 1 Offset(-8, 85)\n\tKFDB K 1 Offset(-10, 95)\n\tKFDB K 1 Offset(-12, 105)\n\tKFDB K 4 Offset(-14, 115) A_PlaySound(\"weapons/hammer\")\n\tKFDB K 4 Offset(-15, 120)\n\tKFDB K 4 Offset(-14, 115)\n\tKFDB K 1 Offset(-12, 105)\n\tKFDB K 1 Offset(-10, 95)\n\tKFDB K 1 Offset(-8, 85)\n\tKFDB K 1 Offset(-6, 75)\n\tKFDB K 1 Offset(-4, 65)\n\tKFDB K 1 Offset(-2, 55)\n\tKFDB K 1 Offset(-1, 45)\n\tKFDB K 1 Offset(0, 35)\n KFDB L 2 A_Playsound (\"weapons/sshotl\")\n KFDB E 7\n KFDB D 7 A_Playsound (\"KFCLS\")\n KFDB A 5\n KFDB A 0 A_ReFire\n Goto Ready\n Spawn:\n DBKF A -1\n Stop\n\tFlash:\n KFDM D 3 Bright A_Light2\n Goto LightDone\n }\n}\n\nACTOR LeverAction : Weapon replaces Shotgun\n {\n Weapon.SelectionOrder 350\n // Inventory.PickupSound \"\"\n\t Inventory.Pickupmessage \"You got the Lever Action Rifle!\"\n Weapon.AmmoGive 10\n Weapon.AmmoUse 1\n Weapon.SlotNumber 3\n\t Weapon.AmmoType \"Clip\"\n AttackSound \"weapons/revolver2\"\n States\n {\n Spawn:\n SHOT A -1\n Stop\n Ready:\n LEVR A 1 A_WeaponReady\n Loop\n Deselect:\n LEVR A 1 A_Lower\n Loop\n Select:\n LEVR A 1 A_Raise\n Loop\n Fire:\n LEVR A 3\n LEVR B 0 A_FireBullets (0, 0, 1, 60, \"BulletPuff\", FBF_USEAMMO|FBF_NORANDOM)\n LEVR B 2 A_GunFlash // While on fire state it spawns the weapon's flash.\n LEVR C 2 A_CheckReload\n\t\tLEVR D 2\n\t\tLEVR E 2 A_PlaySound (\"weapons/lever\")\n\t\tLEVR G 2\n\t\tLEVR H 3\n\t\tLEVR I 3\n\t\tLEVR J 4\n\t\tLEVR I 3\n\t\tLEVR H 3\n\t\tLEVR G 2\n\t\tLEVR E 2\n\t\tLEVR D 2\n\t\tLEVR C 2\n\n Goto Ready\n Flash: // The weapons flash.\n LEVR F 2\n Stop\n }\n }"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Tnt.txt",
"contents": "//Based on Froon's Hand Grenade\n\nACTOR TNT : Weapon 20675\n{\n Inventory.PickupMessage \"You got the TNT!\"\n Weapon.AmmoType \"TNTAmmo\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"ThrowPower\"\n Weapon.AmmoGive2 0\n Weapon.AmmoUse2 0\n Weapon.SlotNumber 5\n +NOALERT\n States\n {\n Spawn:\n PGRN D -1\n Loop\n Ready:\n TNTF A 1 A_WeaponReady\n Loop\n Deselect:\n NULL A 0 A_JumpIfInventory(\"TNTAmmo\",1,2)\n NULL A 1 A_Lower\n Loop\n TNTF A 1 A_Lower\n Loop\n Select:\n TNTF A 0 A_TakeInventory(\"ThrowPower\",999)\n TNTF A 1 A_Raise\n Loop\n Fire:\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",1,9)\n TNTF B 2\n TNTF CCE 2 A_PlaySound(\"weapons/grnpullpin\")\n TNTF EFFG 2\n NULL A 2 A_GiveInventory(\"ThrowPower\",1)\n NULL A 0 A_Refire\n TNTF I 2 A_PlaySound(\"weapons/grntoss\")\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",30,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",29,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",28,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",27,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",26,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",25,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",24,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",23,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",22,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",21,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",20,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",19,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",18,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",17,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",16,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",15,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",14,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",13,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",12,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",11,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",10,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",9,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",8,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",7,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",6,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",5,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",4,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",3,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",2,30)\n TNTF A 0 A_JumpIfInventory(\"ThrowPower\",1,30)\n\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade30\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade29\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade28\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade27\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade26\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade25\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade24\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade23\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade22\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade21\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade20\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade19\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade18\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade17\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade16\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade15\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade14\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade13\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade12\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade11\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade10\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade9\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade8\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade7\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade6\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade5\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade4\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade3\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade2\",0,1,0,0)\n Goto Fire +72\n TNTF J 0 A_FireCustomMissile(\"ThrownGrenade1\",0,1,0,0)\n Goto Fire +72\n\n HNDG J 0 A_PlaySound(\"weapons/grntoss\")\n HNDG JKLMNOPQ 2\n HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n NULL A 12 A_CheckReload\n HNDG XWVUTS 1\n\n Goto Ready\n\n }\n}\n\nACTOR TNTLauncher : RocketLauncher replaces RocketLauncher\n{\n\tWeapon.SlotNumber 5\n\tWeapon.AmmoType \"TNTAmmo\"\n\tStates\n\t{\n\tReady:\n\t\tMISG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMISG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMISG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tMISG B 8 A_GunFlash\n\t\tMISG B 12 A_FireCustomMissile(\"ThrownGrenade30\",0,1,0,0)\n\t\tMISG B 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tMISF A 3 Bright A_Light1\n\t\tMISF B 4 Bright\n\t\tMISF CD 4 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n }\n}\n\nACTOR TNTAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 25\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 50\n Inventory.PickupMessage \"You got some TNT\"\n Inventory.Icon TBNDA0\n Scale 0.5\n States\n {\n Spawn:\n TBND A -1\n Loop\n Pickup:\n\t TNT1 A 0 A_GiveInventory (\"TNT\")\n\t Stop\n }\n}\n\nActor TNTBundle : CustomInventory replaces RocketAmmo 10474\n{\n Radius 16\n Height 8\n Inventory.PickupMessage \"Picked up a bundle of TNT\"\n Inventory.Icon TBNDA0\n Inventory.Amount 1\n States\n {\n Spawn:\n TBND A -1\n\t Stop\n Pickup:\n\t TNT1 A 0 A_GiveInventory (\"TNT\")\n\t TNT1 A 0 A_GiveInventory (\"TNTAmmo\", 1)\n\t Stop\n }\n}\n\nActor TNTBox : CustomInventory replaces RocketBox 10475\n{\n Radius 16\n Height 8\n Inventory.PickupMessage \"Picked up a box of TNT\"\n Inventory.Icon TBNDA0\n Inventory.Amount 1\n States\n {\n Spawn:\n BROK A -1\n\t Stop\n Pickup:\n\t TNT1 A 0 A_GiveInventory (\"TNT\")\n\t TNT1 A 0 A_GiveInventory (\"TNTAmmo\", 5)\n\t Stop\n }\n}\n\nACTOR ThrowPower : Ammo\n{\n Inventory.MaxAmount 30\n Ammo.BackpackMaxAmount 30\n Inventory.Icon THROW\n}\n\nACTOR ThrownGrenade1\n{\n Radius 5\n Height 5\n Speed 1\n Damage 10\n Scale 0.3\n SeeSound \"weapons/grnbounce\"\n\n PROJECTILE\n -NOGRAVITY\n +HEXENBOUNCE\n +LOWGRAVITY\n States\n {\n Spawn:\n PTNT A 0\n PTNT A 4 A_AlertMonsters\n PTNT BCDEFABCDEFABCDEF 4\n Goto Death\n Death:\n HGRN G 0 A_PlaySound(\"weapons/grnexplode\")\n HGRN G 0 A_Explode\n HGRN GHIJ 3 Bright\n Stop\n }\n}\n\nACTOR ThrownGrenade2 : ThrownGrenade1\n{\n Speed 2\n}\n\nACTOR ThrownGrenade3 : ThrownGrenade1\n{\n Speed 3\n}\n\nACTOR ThrownGrenade4 : ThrownGrenade1\n{\n Speed 4\n}\n\nACTOR ThrownGrenade5 : ThrownGrenade1\n{\n Speed 5\n}\n\nACTOR ThrownGrenade6 : ThrownGrenade1\n{\n Speed 6\n}\n\nACTOR ThrownGrenade7 : ThrownGrenade1\n{\n Speed 7\n}\n\nACTOR ThrownGrenade8 : ThrownGrenade1\n{\n Speed 8\n}\n\nACTOR ThrownGrenade9 : ThrownGrenade1\n{\n Speed 9\n}\n\nACTOR ThrownGrenade10 : ThrownGrenade1\n{\n Speed 10\n}\n\nACTOR ThrownGrenade11 : ThrownGrenade1\n{\n Speed 11\n}\n\nACTOR ThrownGrenade12 : ThrownGrenade1\n{\n Speed 12\n}\n\nACTOR ThrownGrenade13 : ThrownGrenade1\n{\n Speed 13\n}\n\nACTOR ThrownGrenade14 : ThrownGrenade1\n{\n Speed 14\n}\n\nACTOR ThrownGrenade15 : ThrownGrenade1\n{\n Speed 15\n}\n\nACTOR ThrownGrenade16 : ThrownGrenade1\n{\n Speed 16\n}\n\nACTOR ThrownGrenade17 : ThrownGrenade1\n{\n Speed 17\n}\n\nACTOR ThrownGrenade18 : ThrownGrenade1\n{\n Speed 18\n}\n\nACTOR ThrownGrenade19 : ThrownGrenade1\n{\n Speed 19\n}\n\nACTOR ThrownGrenade20 : ThrownGrenade1\n{\n Speed 20\n}\n\nACTOR ThrownGrenade21 : ThrownGrenade1\n{\n Speed 21\n}\n\nACTOR ThrownGrenade22 : ThrownGrenade1\n{\n Speed 22\n}\n\nACTOR ThrownGrenade23 : ThrownGrenade1\n{\n Speed 23\n}\n\nACTOR ThrownGrenade24 : ThrownGrenade1\n{\n Speed 24\n}\n\nACTOR ThrownGrenade25 : ThrownGrenade1\n{\n Speed 25\n}\n\nACTOR ThrownGrenade26 : ThrownGrenade1\n{\n Speed 26\n}\n\nACTOR ThrownGrenade27 : ThrownGrenade1\n{\n Speed 27\n}\n\nACTOR ThrownGrenade28 : ThrownGrenade1\n{\n Speed 28\n}\n\nACTOR ThrownGrenade29 : ThrownGrenade1\n{\n Speed 29\n}\n\nACTOR ThrownGrenade30 : ThrownGrenade1\n{\n Speed 30\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Nailgun.txt",
"contents": "Actor NailGunMG : Weapon replaces PlasmaRifle\n{\n Weapon.AmmoUse 1\n Weapon.AmmoGive 25\n Weapon.KickBack 40\n Weapon.AmmoType \"Nails\"\n Inventory.PickupSound \"Misc/W_PkUp\"\n Inventory.PickupMessage \"You got the NailGun!\"\n Obituary \"%o was nailed by %k.\"\n Weapon.SlotNumber 6\n States\n {\n Spawn:\n NLMG F -1\n Loop\n Select:\n NLMG A 1 A_Raise\n Loop\n Deselect:\n NLMG A 1 A_Lower\n Loop\n Ready:\n NLMG A 1 A_WeaponReady\n Loop\n Fire:\n NLMG B 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n NLMG B 2 A_FireCustomMissile(\"MGNail\", Random(4, -4), 1, -3, 0, 0, Random(2, -2))\n NLMG B 0 Bright A_Light2\n NLMG C 1\n NLMG A 1\n NLMG D 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n NLMG D 2 A_FireCustomMissile(\"MGNail\", Random(4, -4), 1, 3, 0, 0, Random(2, -2))\n NLMG D 0 Bright A_Light2\n NLMG E 1\n NLMG A 1\n NLMG E 0 A_Light0\n Goto Ready\n }\n}\n\nActor Nails : Ammo replaces Cell\n{\n Radius 16\n Height 8\n Inventory.PickupMessage \"Picked up a some Nails\"\n Inventory.Icon \"NLPJI0\"\n Inventory.Amount 25\n Inventory.MaxAmount 125\n Ammo.BackpackAmount 25\n Ammo.BackpackMaxAmount 250\n States\n {\n Spawn:\n NLPJ I -1\n Stop\n }\n}\n\nActor NailBox : Nails 10473\n{\n Radius 16\n Height 8\n Inventory.PickupMessage \"Picked up a some Nails\"\n Inventory.Icon \"NLPJI0\"\n Inventory.Amount 50\n States\n {\n Spawn:\n NBOX A -1\n Stop\n }\n}\n\nActor MGNail\n{\n Projectile\n Radius 3\n Height 3\n Speed 44\n Damage 4\n Scale 0.5\n +BloodSplatter\n SeeSound \"\"\n DeathSound \"\"\n Decal BulletChip\n States\n {\n Spawn:\n NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n Loop\n Crash:\n Death:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n NLPJ BCDEFG 2\n Stop\n XDeath:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHitBleed\")\n NLPJ BCDEFG 2\n Stop\n }\n}\n\nActor NailBlur\n{\n Height 8\n Radius 1\n Damage 0\n Scale 0.6\n Speed 0.2\n RenderStyle Translucent\n Alpha 0.5\n +NoGravity\n +DropOff\n +NoTeleport\n States\n {\n Spawn:\n NLPJ A 1 A_FadeOut(0.4)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Misc.txt",
"contents": "ACTOR Chaserk : Berserk replaces Chainsaw\n{\n}"
}
]
},
"maps": []
}