westerndm_prepreprealpha.pk3

PK3 4.5 MiB 0 map(s)

Counts

endoom0
graphics0
lumps177
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "007344aa-6c7f-40e0-a39d-41a00ac563b0",
    "sha1": "572f949d162305b6c12d9ea42c36a49cc04d35f2",
    "sha256": "9b571ad4963dabb5ed4e05efb69fc4e420da87e8c301075d2e440ba015995db7",
    "filenames": [
      "westerndm_prepreprealpha.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/06/13 00:18:29",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021/06/13 00:18:29",
    "file": {
      "type": "PK3",
      "size": 4683318,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/572f949d162305b6c12d9ea42c36a49cc04d35f2/572f949d162305b6c12d9ea42c36a49cc04d35f2.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 177,
        "maps": 0,
        "palettes": 0
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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": []
}

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