Raw model (for completeness)
{
"meta": {
"id": "00773377-f590-4ab7-9200-711497d844e0",
"sha1": "bbbe364b19914d39f5aec6d9bac2309157fef502",
"sha256": "80f850c121beb845c38bd380a9af53f59446d696b6aae8f5974a7864ede79944",
"filenames": [
"bd_razorjack.danny.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021/05/08 09:06:40",
"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": "2021/05/08 09:06:40",
"file": {
"type": "PK3",
"size": 351338,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/bbbe364b19914d39f5aec6d9bac2309157fef502/bbbe364b19914d39f5aec6d9bac2309157fef502.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 55,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "Perestroika.txt",
"contents": "/* Obviously a Russian Overkill ripoff.\nCREDITS:\nSprites - Xatrix (Redneck Rampage)\nPickup - WildWeasel\n\nSounds:\nUp - Epic Games (UT2004)\nIdle, Fire, flinged saw impact - Croteam (Serious Sam 2)\nSaw flesh - Croteam (Serious Sam: SE)\nSaw wall - ID (Doom 3)\nAlt-Fire - Epic Games (Unreal)\n2nd part of impact - ?\n*/\n\nACTOR Razorjack : Weapon 24514\n{\n\t//$Category Weapons\n\t//$Title Razorjack\n\t//$Sprite RAZGX0\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.PickupMessage \"You've found the RazorJack!\"\n\tObituary \"%o was eviscerated by %k's rotating blade.\"\n\tTag \"RazorJack\"\n\tWeapon.UpSound \"Weapons/RazorjackGun\"\n\tWeapon.SelectionOrder 7\n\tWeapon.Kickback 10\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoGive2 10\n\tWeapon.AmmoType2 \"BladeAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 1.6\n\tWeapon.BobRangeY 0.6\n\tWeapon.BobRangeX 1.2\n\t+WEAPON.NOALERT\n\tStates\n {\n Steady:\n\tTNT1 A 1\n\tGoto Ready\n Spawn:\n RAZG X -1\n Loop\n Ready:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\",1,1)\n\t Goto NoAmmoReady\n RAZG A 0 A_TakeInventory(\"RazorjackEmpower\",1)\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIdle\",\"Soundslot6\",1)\n RAZG A 0 A_StopSoundEx(\"SoundSlot5\")\n\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n RAZG A 1 A_WeaponReady\n Loop\n NoAmmoReady:\n RAZG A 0 A_TakeInventory(\"RazorjackEmpower\",1)\n RAZG A 0 A_StopSoundEx(\"SoundSlot5\")\n\t RAZG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n RAZG B 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\", 1, 1)\n\t Goto Load\n Loop\n Load:\n\t RAZR AB 2\n\t Goto Ready\n Deselect:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\",1,1)\n\t Goto NoAmmoDeselect\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIEnd\",\"Soundslot6\")\n\t TNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n Looper:\n\t RAZE A 0 A_StopSoundEx(\"Soundslot5\")\n RAZG A 0 A_Lower\n RAZG A 1 A_Lower\n Loop\n NoAmmoDeselect:\n\t TNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n Looper2:\n\t RAZE A 0 A_StopSoundEx(\"Soundslot5\")\n RAZG B 0 A_Lower\n RAZG B 1 A_Lower\n Loop\n Select:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\",1,1)\n\t Goto NoAmmoSelect\n RAZG A 0 A_Raise\n\t TNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",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(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"RazorJackSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n RAZG A 1 A_Raise\n Loop\n NoAmmoSelect:\n RAZG A 0 A_Raise\n\t TNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",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(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"RazorJackSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n RAZG B 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\",1,1)\n\t Goto NoAmmoReady\n RAZG A 0 A_GiveInventory(\"RazorjackEmpower\",1)\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIEnd\",\"Soundslot6\")\n RAZE A 0 A_PlayWeaponSound(\"Weapons/RazorjackUp\")\n RAZE ABABAB 2 A_AlertMonsters\n RAZG A 0 A_StopSoundEx(\"Weapon\")\n\t TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n RAZE A 0 A_PlaySoundEx(\"Weapons/RazorjackLoop\",\"Soundslot5\",1)\n RAZE A 1 A_CustomPunch(10, 0, 0, \"RazorPuff\", 75+random(15,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE B 1 A_CustomPunch(10, 0, 0, \"SilentRazPuff\", 75+random(5,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE A 1 A_CustomPunch(10, 0, 0, \"RazorPuff\", 75+random(15,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE B 1 A_CustomPunch(10, 0, 0, \"SilentRazPuff\", 75+random(5,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE A 0 A_ReFire\n RAZG A 0 A_StopSoundEx(\"SoundSlot5\")\n RAZE A 0 A_PlayWeaponSound(\"Weapons/RazorjackDown\")\n RAZE AB 2\n RAZE ABAB 3 A_WeaponReady(WRF_NOSWITCH)\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIdle\",\"Soundslot6\",1)\n RAZE AB 4\n Goto ready\n Hold:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\",1,1)\n\t Goto NoAmmoReady\n RAZG A 0 A_GiveInventory(\"RazorjackEmpower\",1)\n RAZE A 0 A_PlaySoundEx(\"Weapons/RazorjackLoop\",\"Soundslot5\",1)\n RAZE A 1 A_CustomPunch(10, 0, 0, \"RazorPuff\", 75+random(15,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n\t TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n RAZE B 1 A_CustomPunch(10, 0, 0, \"SilentRazPuff\", 75+random(5,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE A 1 A_CustomPunch(10, 0, 0, \"RazorPuff\", 75+random(15,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE B 1 A_CustomPunch(10, 0, 0, \"SilentRazPuff\", 75+random(5,-5))\n RAZE A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH)\n RAZE A 0 A_ReFire\n RAZG A 0 A_StopSoundEx(\"SoundSlot5\")\n RAZE A 0 A_PlayWeaponSound(\"Weapons/RazorjackDown\")\n RAZE AB 2 A_AlertMonsters\n RAZE ABAB 3 A_WeaponReady(WRF_NOSWITCH)\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIdle\",\"Soundslot6\",1)\n RAZE AB 4\n Goto ready\n AltFire:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\", 1, 1)\n\t Goto NoAmmoReady+6\n RAZE A 0 A_StopSoundEx(\"Soundslot5\")\n RAZG A 0 A_JumpIfInventory(\"RazorjackEmpower\",1,\"EmpowerAltFire\")\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIEnd\",\"Soundslot6\")\n RAZG A 0 A_PlaySound(\"Weapons/RazorjackFire\",1,0.8)\n RAZF AB 2 A_AlertMonsters\n\t TNT1 A 0 A_TakeInventory(\"BladeAmmo\", 1)\n RAZF C 0 A_FireCustomMissile(\"Razorblade\",frandom(1.5,-1.5),0,7,-2,0,frandom(1.5,-1.5))\n RAZF CD 2\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\", 1, 1)\n\t Goto NoAmmoReady\n RAZR AB 2\n //RAZG A 4\n RAZG A 2 A_ReFire\n Goto ready\n AltHold:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\", 1, 1)\n\t Goto NoAmmoReady+6\n RAZE A 0 A_StopSoundEx(\"Soundslot5\")\n RAZG A 0 A_JumpIfInventory(\"RazorjackEmpower\",1,\"EmpowerAltFire\")\n RAZG A 0 A_PlaySound(\"Weapons/RazorjackFire\",1,0.8)\n RAZF AB 2 A_AlertMonsters\n\t TNT1 A 0 A_TakeInventory(\"BladeAmmo\", 1)\n RAZF C 0 A_FireCustomMissile(\"Razorblade\",frandom(1.5,-1.5),0,7,-2,0,frandom(1.5,-1.5))\n RAZF CD 2\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\", 1, 1)\n\t Goto NoAmmoReady\n RAZR AB 2\n //RAZG A 4\n RAZG A 2 A_ReFire\n Goto ready\n EmpowerAltFire:\n\t TNT1 A 0 A_JumpIfInventory(\"BladeAmmo\", 1, 1)\n\t Goto NoAmmoReady\n RAZG A 0 A_TakeInventory(\"RazorjackEmpower\",1)\n RAZG A 0 A_PlaySoundEx(\"Weapons/RazorjackIEnd\",\"Soundslot6\")\n RAZG A 0 A_PlaySound(\"Weapons/RazorjackFire\",1,0.8)\n RAZF AB 2\n\t RAZF C 0 A_FireCustomMissile(\"EmpoweredRazorblade\",0,0,7,-2,0,0)\n\t TNT1 A 0 A_TakeInventory(\"BladeAmmo\", 1)\n RAZF CD 2\n RAZR AB 2\n //RAZG A 4\n RAZG A 2 A_ReFire\n Goto ready\n\tDoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicRocketLauncher\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto Ready\n\t}\n}\n\nACTOR RazorPuff : PunchPuff\n{\n Decal \"SlashHorizontal\"\n DamageType Cut\n SeeSound \"\"\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"weapons/razorjackhit\",0,0.7)\n\tTNT1 A 0 A_SpawnItem (\"Sparks\", 0)\n\tTNT1 AAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n PUFF AAABBBCCCDDD 1 A_FadeOut(0.05)\n stop\n Crash:\n TNT1 A 0 A_PlaySound(\"weapons/razorjackhit\",0,0.7)\n\tTNT1 A 0 A_SpawnItem (\"Sparks\", 0)\n\tTNT1 AAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n PUFF AAABBBCCCDDD 1 A_FadeOut(0.05)\n stop\n Melee:\n TNT1 A 0 A_PlaySound(\"weapons/razorjackflesh\")\n stop\n }\n}\n\nACTOR SilentRazPuff : PunchPuff\n{\n Decal \"SlashHorizontal\"\n DamageType Cut\n SeeSound \"\"\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Sparks\", 0)\n\tTNT1 AAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n PUFF AAABBBCCCDDD 1 A_FadeOut(0.05)\n stop\n Crash:\n TNT1 A 0 A_SpawnItem (\"Sparks\", 0)\n\tTNT1 AAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n PUFF AAABBBCCCDDD 1 A_FadeOut(0.05)\n stop\n Melee:\n TNT1 A 0\n stop\n }\n}\n\nActor Razorblade\n{\n radius 6\n height 8\n Scale 0.8\n speed 80\n damage 65\n seesound \"\"\n deathsound \"\"\n Obituary \"%o's guts were shredded by %k's flying blade.\"\n DamageType Cut\n Gravity 0.35\n PROJECTILE\n +RIPPER\n -NOGRAVITY\n states\n {\n Spawn:\n RAZJ A 0 NoDelay\n RAZJ AAAA 1 A_SpawnItemEx(\"RazorbladeTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n Loop\n Death:\n\tTNT1 A 0 A_NoGravity\n TNT1 A 0 A_PlaySound(\"Weapons/RazorBladeWall\")\n TNT1 A 1 A_SpawnItemEx(\"RazorbladeStruck\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tStop/*\n Looplet:\n\tRAZJ A 70 A_CheckSight(1)\n\tLoop\n\tRAZJ A 1 A_FadeOut(0.1)\n Wait*/\n XDeath:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"Weapons/PainsawFlesh\")\n BLUD AB 4\n BLUD C 8\n Stop\n }\n}\n\nActor Demolitionblade\n{\n radius 6\n height 8\n Scale 0.8\n speed 80\n damage 65\n seesound \"\"\n deathsound \"\"\n Obituary \"%o's guts were shredded by %k's flying blade.\"\n DamageType Cut\n Gravity 0.35\n PROJECTILE\n -RIPPER\n -NOGRAVITY\n states\n {\n Spawn:\n RAZD A 0 NoDelay\n RAZD AAAA 1 A_SpawnItemEx(\"RazorbladeTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n Loop\n Death:\n\tTNT1 A 0 A_NoGravity\n TNT1 A 0 A_PlaySound(\"Weapons/RazorBladeWall\")\n\tTNT1 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\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n XDeath:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"Weapons/PainsawFlesh\")\n BLUD AB 4\n BLUD C 8\n Stop\n }\n}\n\nACTOR RazorbladeTrail\n{\n\tradius 6\n\theight 8\n\tScale 0.8\n\tAlpha 0.8\n\t+NOCLIP\n\t+NOINTERACTION\n\tRenderstyle Translucent\n\tStates\n\t{\n\tSpawn:\n\tRAZJ AAAAAAA 1 A_FadeOut(0.15)\n\tStop\n\t}\n}\n\nActor RazorjackEmpower : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor EmpoweredRazorblade\n{\n radius 6\n height 8\n Scale 0.8\n speed 160\n damage 150\n seesound \"\"\n deathsound \"\"\n Obituary \"%o's guts were shredded even more painfully by %k's overclocked flying blade.\"\n DamageType Cut\n Gravity 0.15\n PROJECTILE\n +RIPPER\n -NOGRAVITY\n +SEEKERMISSILE\n states\n {\n Spawn:\n RAZJ A 0 NoDelay A_SeekerMissile(75,50,SMF_PRECISE,50,10)\n RAZJ AAAA 1 A_SpawnItemEx(\"RazorbladeTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n Loop\n Death:\n\tTNT1 A 0 A_NoGravity\n TNT1 A 0 A_PlaySound(\"Weapons/RazorBladeWall\")\n TNT1 A 1 A_SpawnItemEx(\"RazorbladeStruck\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tStop/*\n Looplet:\n\tRAZJ A 70 A_CheckSight(1)\n\tLoop\n\tRAZJ A 1 A_FadeOut(0.1)\n Wait*/\n XDeath:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"Weapons/PainsawFlesh\")\n BLUD AB 4\n BLUD C 8\n Stop\n }\n}\n/*\nActor EmpoweredRazorblade : Razorblade\n{\n speed 95\n damage 85\n Obituary \"%o's guts were shredded even more painfully by %k's overclocked flying blade.\"\n states\n {\n Spawn:\n RAZJ A 0 NoDelay A_SeekerMissile(85,60,SMF_PRECISE,50,10)\n RAZJ A 1 A_SpawnItemEx(\"RazorbladeTrailA\",0,0,0,0,0,0,0,128)\n RAZJ B 1 A_SpawnItemEx(\"RazorbladeTrailB\",0,0,0,0,0,0,0,128)\n RAZJ C 1 A_SpawnItemEx(\"RazorbladeTrailC\",0,0,0,0,0,0,0,128)\n RAZJ D 1 A_SpawnItemEx(\"RazorbladeTrailD\",0,0,0,0,0,0,0,128)\n RAZJ A 0 A_SeekerMissile(85,60,SMF_PRECISE,50,10)\n RAZJ E 1 A_SpawnItemEx(\"RazorbladeTrailE\",0,0,0,0,0,0,0,128)\n RAZJ F 1 A_SpawnItemEx(\"RazorbladeTrailF\",0,0,0,0,0,0,0,128)\n RAZJ G 1 A_SpawnItemEx(\"RazorbladeTrailG\",0,0,0,0,0,0,0,128)\n RAZJ H 1 A_SpawnItemEx(\"RazorbladeTrailH\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n \"####\" \"#\" 0 A_NoGravity\n \"####\" \"#\" 0 A_PlaySound(\"weapons/razorbladewall\")\n //\"####\" \"#\" 0 A_SpawnItemEx(\"RazorbladeStruck\",0,0,0,0,0,0,0,128)\n Looplet:\n \"####\" \"#\" 70 A_CheckSight(1)\n\tLoop\n \"####\" \"#\" 1 A_FadeOut(0.1)\n\tWait\n }\n}\n*/\nACTOR RazorbladeTrailA : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ A 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailB : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ B 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailC : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ C 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailD : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ D 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailE : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ E 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailF : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ F 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailG : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ G 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nACTOR RazorbladeTrailH : RazorbladeTrail\n{\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\tRAZJ H 1 A_FadeOut(0.1)\n\tWait\n\t}\n}\n\nActor BladeAmmo : Ammo\n{\n\tradius 6\n\theight 8\n\tScale 0.4\n\tInventory.Amount 1\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 40\n\tInventory.PickupMessage \"Picked up a circular blade.\"\n\tInventory.PickupSound \"blade/pick\"\n\tInventory.Icon \"BLADE0\"\n\tStates\n\t{\n\tSpawn:\n\t\tRAZJ A -1\n\t\tLoop\n\t}\n}\n\nActor RazorbladeStruck : BladeAmmo\n{\n\t+NoGravity\n}\n/*\nActor SawSpawner : RandomSpawner replaces Chainsaw\n{\nDropItem \"Chain_saw\", 256, 3\nDropItem \"RazorJack\", 256, 1\n}\n*/"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "weapons/razorjackgun\tRAZRGUN\nweapons/razorjackidle\tRAZRIDLE\nweapons/razorjackiend\tRAZRIEND\n\nweapons/razorjackup\tRAZRUP\nweapons/razorjackloop\tRAZRLOOP\nweapons/razorjackdown\tRAZRDOWN\n\n$random weapons/razorjackhit { weapons/razorjackhit1 weapons/razorjackhit2 weapons/razorjackhit3 weapons/razorjackhit4 }\nweapons/razorjackhit1\tRAZRHIT1\nweapons/razorjackhit2\tRAZRHIT2\nweapons/razorjackhit3\tRAZRHIT3\nweapons/razorjackhit4\tRAZRHIT4\n\n$random weapons/razorjackflesh { weapons/razorjackflesh0 weapons/razorjackflesh1 weapons/razorjackflesh2 weapons/razorjackflesh3 weapons/razorjackflesh4 weapons/razorjackflesh5 weapons/razorjackflesh6 weapons/razorjackflesh7 weapons/razorjackflesh8 weapons/razorjackflesh9 }\nweapons/razorjackflesh0\tRAZRFLS0\nweapons/razorjackflesh1\tRAZRFLS1\nweapons/razorjackflesh2\tRAZRFLS2\nweapons/razorjackflesh3\tRAZRFLS3\nweapons/razorjackflesh4\tRAZRFLS4\nweapons/razorjackflesh5\tRAZRFLS5\nweapons/razorjackflesh6\tRAZRFLS6\nweapons/razorjackflesh7\tRAZRFLS7\nweapons/razorjackflesh8\tRAZRFLS8\nweapons/razorjackflesh9\tRAZRFLS9\n\n$random weapons/razorjackfire { weapons/razorjack1 weapons/razorjack2 weapons/razorjack3 }\nweapons/razorjack1\t\tRAZRFIR1\nweapons/razorjack2\t\tRAZRFIR2\nweapons/razorjack3\t\tRAZRFIR3\n\nweapons/razorbladewall\tRAZRWALL\n\n//WEPON\n$random misc/w_pkup { items/weapon1 items/weapon2 items/weapon3 items/weapon4 }\nitems/weapon1\t\t\tWEAPON1\nitems/weapon2\t\t\tWEAPON2\nitems/weapon3\t\t\tWEAPON3\nitems/weapon4\t\t\tWEAPON4\n\nblade/pick RAZRPICK\n\nweapons/razorjack_nope VINDNOPE"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "//Decals for the Machetera- *ehem* Perestroika.\n\ndecal SlashRight1\n{\n\tpic SLASH1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal SlashRight2\n{\n\tpic SLASH2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal SlashRight3\n{\n\tpic SLASH3\n\ttranslucent 0.85\n\tflipx\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecalgroup SlashRight\n{\n\tSlashRight1\t1\n\tSlashRight2\t1\n\tSlashRight3\t1\n}\n\ndecal SlashRight1\n{\n\tpic SLASH1\n\ttranslucent 0.85\n\tflipx\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal SlashRight2\n{\n\tpic SLASH2\n\ttranslucent 0.85\n\tflipx\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal SlashRight3\n{\n\tpic SLASH3\n\ttranslucent 0.85\n\tflipx\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecalgroup SlashRight\n{\n\tSlashRight1\t1\n\tSlashRight2\t1\n\tSlashRight3\t1\n}\n\ndecal SlashLeft1\n{\n\tpic SLASH1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal SlashLeft2\n{\n\tpic SLASH2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal SlashLeft3\n{\n\tpic SLASH3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecalgroup SlashHorizontal\n{\n\tSlashLeft1\t1\n\tSlashLeft2\t1\n\tSlashLeft3\t1\n}\n\n//Chome Justice\n\ndecal ChromeScorchLower\n{\n\tpic FRNGSCRH\n\tshade \"00 00 00\"\n\tx-scale 0.1\n\ty-scale 0.1\n\trandomflipx\n\trandomflipy\n}\n\ndecal ChromeScorch\n{\n\tpic FRNGA0 //FRNGSCRH\n\t//shade \"56 00 00\"\n\tfullbright\n\tx-scale 0.1\n\ty-scale 0.1\n\tanimator GoAway\n\tadd 1\n\tlowerdecal ChromeScorchLower\n}\n\n//Nutcracker\ndecal NutcrackerChip\n{\n\tpic NUTHOLE\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}"
}
]
},
"maps": []
}