Counts

endoom0
graphics0
lumps4102
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0084132e-f172-4f2b-9708-e97bfadca8fe",
    "sha1": "0b6bfc0c49d1f630c87a9aeee020d9681a72c20c",
    "sha256": "0249b8d6da8253cc51166da933b3dbde7906eada028a218567d813eb8ba82445",
    "filenames": [
      "bd64gamev2-monstersonly-archvilereturns.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:18:44",
      "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": "2021-01-10 03:18:44",
    "file": {
      "type": "PK3",
      "size": 19333205,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/0b6bfc0c49d1f630c87a9aeee020d9681a72c20c/0b6bfc0c49d1f630c87a9aeee020d9681a72c20c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 4102,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "TEXTURE M_SKULL1\npic 1 tics 4\npic 2 tics 4\npic 3 tics 4\npic 4 tics 4\npic 5 tics 4\npic 6 tics 4\npic 7 tics 4\npic 8 tics 4\n\nflat NUKAGE1\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\tflat NUKAGE2\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\tflat NUKAGE3\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\t\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\nwarp2 texture HEA2A1\nwarp2 texture HEA2A2A8\nwarp2 texture HEA2A4A6\nwarp2 texture HEA2A3A7\nwarp2 texture HEA2A5\n\nwarp2 texture HEB2B1\nwarp2 texture HEA2B2B8\nwarp2 texture HEA2B4B6\nwarp2 texture HEA2B3B7\nwarp2 texture HEA2B5\n\nwarp2 texture HEA2C1\nwarp2 texture HEA2C2D8\nwarp2 texture HEA2C4C6\nwarp2 texture HEA2C3C7\nwarp2 texture HEA2C5\n\nwarp2 texture HEA2D1\nwarp2 texture HEA2D2D8\nwarp2 texture HEA2D4D6\nwarp2 texture HEA2D3D7\nwarp2 texture HEA2D5\n\nwarp2 texture HEA2E1\nwarp2 texture HEA2E2E8\nwarp2 texture HEA2E4E6\nwarp2 texture HEA2E3E7\nwarp2 texture HEA2E5\n\nwarp2 texture HEA2F1\nwarp2 texture HEA2F2F8\nwarp2 texture HEA2F3F7\nwarp2 texture HEA2F4F6\nwarp2 texture HEA2F5\n\nwarp2 texture HEA2G1\nwarp2 texture HEA2G2G8\nwarp2 texture HEA2G3G7\nwarp2 texture HEA2G4G6\nwarp2 texture HEA2G5\n\nwarp2 texture HEA2H1\nwarp2 texture HEA2H2H8\nwarp2 texture HEA2H3H7\nwarp2 texture HEA2H4H6\nwarp2 texture HEA2H5\n\nwarp2 texture HEA2I1\nwarp2 texture HEA2I2I8\nwarp2 texture HEA2I3I7\nwarp2 texture HEA2I4I6\nwarp2 texture HEA2I5\n\nwarp2 texture SAR3A1\nwarp2 texture SAR3A2A8\nwarp2 texture SAR3A4A6\nwarp2 texture SAR3A3A7\nwarp2 texture SAR3A5\n\nwarp2 texture HEB2B1\nwarp2 texture SAR3B2B8\nwarp2 texture SAR3B4B6\nwarp2 texture SAR3B3B7\nwarp2 texture SAR3B5\n\nwarp2 texture SAR3C1\nwarp2 texture SAR3C2D8\nwarp2 texture SAR3C4C6\nwarp2 texture SAR3C3C7\nwarp2 texture SAR3C5\n\nwarp2 texture SAR3D1\nwarp2 texture SAR3D2D8\nwarp2 texture SAR3D4D6\nwarp2 texture SAR3D3D7\nwarp2 texture SAR3D5\n\nwarp2 texture SAR3E1\nwarp2 texture SAR3E2E8\nwarp2 texture SAR3E4E6\nwarp2 texture SAR3E3E7\nwarp2 texture SAR3E5\n\nwarp2 texture SAR3F1\nwarp2 texture SAR3F2F8\nwarp2 texture SAR3F3F7\nwarp2 texture SAR3F4F6\nwarp2 texture SAR3F5\n\nwarp2 texture SAR3G1\nwarp2 texture SAR3G2G8\nwarp2 texture SAR3G3G7\nwarp2 texture SAR3G4G6\nwarp2 texture SAR3G5\n\nwarp2 texture SAR3H1\nwarp2 texture SAR3H2H8\nwarp2 texture SAR3H3H7\nwarp2 texture SAR3H4H6\nwarp2 texture SAR3H5\n\nwarp2 texture SAR3I1\nwarp2 texture SAR3I2I8\nwarp2 texture SAR3I3I7\nwarp2 texture SAR3I4I6\nwarp2 texture SAR3I5\n\n//Blood\n\nflat BLOOD1\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\tflat BLOOD2\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\tflat BLOOD3\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\t//Water\n\n\tflat FWATER1\n    pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\n\t\tflat FWATER2\n     pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\n\t\tflat FWATER3\n    pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\n\t\tflat FWATER4\n     pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\n\tflat FWATER03\n    pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\n\tflat FWATER02\n    pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\n//\tflat FTILE083\n//pic HDWAT01 rand 1 1\n//pic HDWAT02 rand 1 1\n//pic HDWAT03 rand 1 1\n//pic HDWAT04 rand 1 1\n//pic HDWAT05 rand 1 1\n//pic HDWAT06 rand 1 1\n//pic HDWAT07 rand 1 1\n//pic HDWAT08 rand 1 1\n//pic HDWAT09 rand 1 1\n//pic HDWAT11 rand 1 1\n//pic HDWAT12 rand 1 1\n//pic HDWAT13 rand 1 1\n//pic HDWAT14 rand 1 1\n//pic HDWAT15 rand 1 1\n//pic HDWAT16 rand 1 1\n//pic HDWAT17 rand 1 1\n//pic HDWAT18 rand 1 1\n//pic HDWAT19 rand 1 1\n//pic HDWAT20 rand 1 1\n//pic HDWAT21 rand 1 1\n//pic HDWAT22 rand 1 1\n//pic HDWAT23 rand 1 1\n//pic HDWAT24 rand 1 1\n//pic HDWAT25 rand 1 1\n//pic HDWAT26 rand 1 1\n//pic HDWAT27 rand 1 1\n//pic HDWAT28 rand 1 1\n//pic HDWAT29 rand 1 1\n//pic HDWAT30 rand 1 1\n//pic HDWAT31 rand 1 1\n//pic HDWAT32 rand 1 1\n//pic HDWAT33 rand 1 1\n//pic HDWAT34 rand 1 1\n\n//flat FTILE080\nflat FTILE080\n    pic RRWAT_01 rand 3 3\n\tpic RRWAT_02 rand 3 3\n\tpic RRWAT_03 rand 3 3\n\tpic RRWAT_04 rand 3 3\n\tpic RRWAT_05 rand 3 3\n\tpic RRWAT_06 rand 3 3\n\tpic RRWAT_07 rand 3 3\n\tpic RRWAT_08 rand 3 3\n\tpic RRWAT_09 rand 3 3\n\tpic RRWAT_10 rand 3 3\n\tpic RRWAT_11 rand 3 3\n\tpic RRWAT_12 rand 3 3\n\nwarp2 texture RRWAT_01\nwarp2 texture RRWAT_02\nwarp2 texture RRWAT_03\nwarp2 texture RRWAT_04\nwarp2 texture RRWAT_05\nwarp2 texture RRWAT_06\nwarp2 texture RRWAT_07\nwarp2 texture RRWAT_08\nwarp2 texture RRWAT_09\nwarp2 texture RRWAT_10\nwarp2 texture RRWAT_11\nwarp2 texture RRWAT_12\n\nflat SLIME01\n    pic RBWAT_01 rand 3 3\n\tpic RBWAT_02 rand 3 3\n\tpic RBWAT_03 rand 3 3\n\tpic RBWAT_04 rand 3 3\n\tpic RBWAT_05 rand 3 3\n\tpic RBWAT_06 rand 3 3\n\tpic RBWAT_07 rand 3 3\n\tpic RBWAT_08 rand 3 3\n\tpic RBWAT_09 rand 3 3\n\tpic RBWAT_10 rand 3 3\n\tpic RBWAT_11 rand 3 3\n\tpic RBWAT_12 rand 3 3\n\nflat SLIME02\n    pic RBWAT_01 rand 3 3\n\tpic RBWAT_02 rand 3 3\n\tpic RBWAT_03 rand 3 3\n\tpic RBWAT_04 rand 3 3\n\tpic RBWAT_05 rand 3 3\n\tpic RBWAT_06 rand 3 3\n\tpic RBWAT_07 rand 3 3\n\tpic RBWAT_08 rand 3 3\n\tpic RBWAT_09 rand 3 3\n\tpic RBWAT_10 rand 3 3\n\tpic RBWAT_11 rand 3 3\n\tpic RBWAT_12 rand 3 3\n\nflat SLIME03\n    pic RBWAT_01 rand 3 3\n\tpic RBWAT_02 rand 3 3\n\tpic RBWAT_03 rand 3 3\n\tpic RBWAT_04 rand 3 3\n\tpic RBWAT_05 rand 3 3\n\tpic RBWAT_06 rand 3 3\n\tpic RBWAT_07 rand 3 3\n\tpic RBWAT_08 rand 3 3\n\tpic RBWAT_09 rand 3 3\n\tpic RBWAT_10 rand 3 3\n\tpic RBWAT_11 rand 3 3\n\tpic RBWAT_12 rand 3 3\n\nflat SLIME04\n    pic RBWAT_01 rand 3 3\n\tpic RBWAT_02 rand 3 3\n\tpic RBWAT_03 rand 3 3\n\tpic RBWAT_04 rand 3 3\n\tpic RBWAT_05 rand 3 3\n\tpic RBWAT_06 rand 3 3\n\tpic RBWAT_07 rand 3 3\n\tpic RBWAT_08 rand 3 3\n\tpic RBWAT_09 rand 3 3\n\tpic RBWAT_10 rand 3 3\n\tpic RBWAT_11 rand 3 3\n\tpic RBWAT_12 rand 3 3\n\nflat SLIME05\n    pic RBWAT_01 rand 3 3\n\tpic RBWAT_02 rand 3 3\n\tpic RBWAT_03 rand 3 3\n\tpic RBWAT_04 rand 3 3\n\tpic RBWAT_05 rand 3 3\n\tpic RBWAT_06 rand 3 3\n\tpic RBWAT_07 rand 3 3\n\tpic RBWAT_08 rand 3 3\n\tpic RBWAT_09 rand 3 3\n\tpic RBWAT_10 rand 3 3\n\tpic RBWAT_11 rand 3 3\n\tpic RBWAT_12 rand 3 3\n\nflat CUSTOMCI\n    pic RBWAT_01 rand 3 3\n\tpic RBWAT_02 rand 3 3\n\tpic RBWAT_03 rand 3 3\n\tpic RBWAT_04 rand 3 3\n\tpic RBWAT_05 rand 3 3\n\tpic RBWAT_06 rand 3 3\n\tpic RBWAT_07 rand 3 3\n\tpic RBWAT_08 rand 3 3\n\tpic RBWAT_09 rand 3 3\n\tpic RBWAT_10 rand 3 3\n\tpic RBWAT_11 rand 3 3\n\tpic RBWAT_12 rand 3 3\n\nwarp2 texture RBWAT_01\nwarp2 texture RBWAT_02\nwarp2 texture RBWAT_03\nwarp2 texture RBWAT_04\nwarp2 texture RBWAT_05\nwarp2 texture RBWAT_06\nwarp2 texture RBWAT_07\nwarp2 texture RBWAT_08\nwarp2 texture RBWAT_09\nwarp2 texture RBWAT_10\nwarp2 texture RBWAT_11\nwarp2 texture RBWAT_12\n\nflat SLIME06\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\nflat SLIME07\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\nflat SLIME08\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\n\twarp2 flat FHDM01\n\twarp2 flat FHDM02\n\twarp2 flat FHDM03\n\twarp2 flat FHDM04\n\twarp2 flat FHDM05\n\twarp2 flat FHDM06\n\twarp2 flat FHDM07\n\twarp2 flat FHDM08\n\twarp2 flat FHDM09\n\twarp2 flat FHDM10\n\twarp2 flat FHDM11\n\twarp2 flat FHDM12\n\twarp2 flat FHDM13\n\twarp2 flat FHDM14\n\twarp2 flat FHDM15\n\twarp2 flat FHDM16\n\twarp2 flat FHDM17\n\twarp2 flat FHDM18\n\twarp2 flat FHDM19\n\twarp2 flat FHDM20\n\twarp2 flat FHDM21\n\twarp2 flat FHDM22\n\twarp2 flat FHDM23\n\twarp2 flat FHDM24\n\twarp2 flat FHDM25\n\twarp2 flat FHDM26\n\twarp2 flat FHDM27\n\twarp2 flat FHDM28\n\twarp2 flat FHDM29\n\twarp2 flat FHDM30\n\twarp2 flat FHDM31\n\twarp2 flat FHDM32\n\nwarp texture SP_FACE1\nwarp texture SKSNAKE1\nwarp texture SKSNAKE2\n\nwarp flat LAVA1\nwarp flat LAVA2\nwarp flat LAVA3\nwarp flat LAVA4\nwarp flat SFLR6_1\nwarp flat SFLR6_4\n\nflat SLIME12\n\tpic SLIME09 rand 3 3\n\tpic SLIME10 rand 3 3\n\tpic SLIME11 rand 3 3\n    pic SLIME12 rand 3 3\n\tpic SLIME11 rand 3 3\n\tpic SLIME10 rand 3 3\n\nflat SLIME11\n\tpic SLIME09 rand 3 3\n\tpic SLIME10 rand 3 3\n\tpic SLIME11 rand 3 3\n    pic SLIME12 rand 3 3\n\tpic SLIME11 rand 3 3\n\tpic SLIME10 rand 3 3\n\nflat SLIME10\n\tpic SLIME09 rand 3 3\n\tpic SLIME10 rand 3 3\n\tpic SLIME11 rand 3 3\n    pic SLIME12 rand 3 3\n\tpic SLIME11 rand 3 3\n\tpic SLIME10 rand 3 3\n\nflat SLIME09\n\tpic SLIME09 rand 3 3\n\tpic SLIME10 rand 3 3\n\tpic SLIME11 rand 3 3\n    pic SLIME12 rand 3 3\n\tpic SLIME11 rand 3 3\n\tpic SLIME10 rand 3 3\n\nTexture BLODRIP1\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\nTexture BLODRIP2\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\nTexture BLODRIP3\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\nTexture BLODRIP4\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\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 FIREWALL\n    pic FIREWALL rand 3 3\n\tpic FIREWALA rand 3 3\n\tpic FIREWALB rand 3 3\nTexture FIREWALA\n    pic FIREWALL rand 3 3\n\tpic FIREWALA rand 3 3\n\tpic FIREWALB rand 3 3\nTexture FIREWALB\n    pic FIREWALL rand 3 3\n\tpic FIREWALA rand 3 3\n\tpic FIREWALB rand 3 3\n\nTexture FIREMAG1\n    pic FIREMAG1 rand 3 3\n\tpic FIREMAG2 rand 3 3\n\tpic FIREMAG3 rand 3 3\nTexture FIREMAG2\n    pic FIREMAG1 rand 3 3\n\tpic FIREMAG2 rand 3 3\n\tpic FIREMAG3 rand 3 3\nTexture FIREMAG3\n    pic FIREMAG1 rand 3 3\n\tpic FIREMAG2 rand 3 3\n\tpic FIREMAG3 rand 3 3\n\nTexture FIRELAVA\n    pic FIRELAVA rand 3 3\n\tpic FIRELAV2 rand 3 3\n\tpic FIRELAV3 rand 3 3\nTexture FIRELAV2\n    pic FIRELAVA rand 3 3\n\tpic FIRELAV2 rand 3 3\n\tpic FIRELAV3 rand 3 3\nTexture FIRELAV3\n    pic FIRELAVA rand 3 3\n\tpic FIRELAV2 rand 3 3\n\tpic FIRELAV3 rand 3 3"
      },
      {
        "source": "pk3",
        "name": "CVARS.txt",
        "contents": "#include \"zcommon.acs\"\n#library \"CVARS\"\n\nscript 166 enter\n{\n    TakeInventory(\"PowerInvisibility\", 1);\n}\n\nscript 301 (VOID) NET\n{\n GiveInventory(\"Kicking\", 1);\n}\n\nScript 303 (VOID) NET\n{\n GiveInventory(\"Reloading\", 1);\n}\n\nScript 119 (VOID)\n{\nif\t(GameType () == GAME_NET_DEATHMATCH)\n\tGiveInventory(\"IsDM\", 1);\n}\n\nScript 799 (VOID)\n{\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 1)\n{\nif\t(GetCvar(\"bd_bloodamount\") == 0) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"bd_bloodamount\") == 1) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"bd_bloodamount\") == 3) { SetActorState(0,\"LotsOfBlood\"); }\nif\t(GetCvar(\"bd_bloodamount\") >= 4) { SetActorState(0,\"AbsurdBlood\"); }\n}\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 0)\n{\nif\t(GetCvar(\"zdoombrutalblood\") == 0) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"zdoombrutalblood\") == 1) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"zdoombrutalblood\") == 3) { SetActorState(0,\"LotsOfBlood\"); }\nif\t(GetCvar(\"zdoombrutalblood\") >= 4) { SetActorState(0,\"AbsurdBlood\"); }\n}\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 1)\n{\nif\t(GetCvar(\"bd_bloodamount\") == 666)\n\t{\n\tSetActorState(0,\"AbsurdBlood\");\n\tGiveInventory(\"AnimuGore\", 1);\n\t}\n}\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 0)\n{\nif\t(GetCvar(\"zdoombrutalblood\") == 666)\n\t{\n\tSetActorState(0,\"AbsurdBlood\");\n\tGiveInventory(\"AnimuGore\", 1);\n\t}\n}\n\n}\n\nScript 798 (VOID)\n{\nif\t(GetCvar(\"bd_lowgraphicsmode\") == 1) { GiveInventory(\"LowGraphicsMode\", 1); }\nif\t(GetCvar(\"zdoombrutaljanitor\") == 1) { GiveInventory(\"LowGraphicsMode\", 1); }\n}\n\nScript 797 (VOID)\n{\nif\t(GetCvar(\"bd_bloodamount\") == 1) { SetActorState(0,\"Vanish\"); }\nif\t(GetCvar(\"bd_bloodamount\") == 0) { SetActorState(0,\"Vanish\"); }\n}\n\n//SPRINTING\n\nscript 822 OPEN\n{\nConsoleCommand(\"compat_clientssendfullbuttoninfo 1\");\n}\n\nscript 851 ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n   buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_SPEED)\n{\n   GiveInventory(\"IsRunning\", 1);\n   delay(1);\n}\n   delay(1);\n   TakeInventory(\"IsRunning\", 1);\n }\n}\n\nscript 852 (void)\n{\n        SetActorProperty (0, APROP_Speed, 2.0);\n\t\tdelay (1);\n}\n\nscript 853 (void)\n{\n        SetActorProperty (0, APROP_Speed, 1.0);\n\t\tdelay (1);\n}"
      },
      {
        "source": "pk3",
        "name": "Decaldef.BrutalBloodSplats.txt",
        "contents": "stretcher BrutalBloodSmearer\n{\n   GoalX 0.4\n   GoalY 1.4\n   StretchStart 1\n   StretchTime 24\n}\n\ndecal BrutalBloodSmear1\n{\n\tpic BSPLNEW4\n\tx-scale 0.4\n\ty-scale 0.4\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecal BrutalBloodSmear2\n{\n\tpic BSPLNEW5\n\tx-scale 0.4\n\ty-scale 0.4\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecalgroup BrutalBloodSmear\n{\n\tBrutalBloodSmear1\t1\n\tBrutalBloodSmear2\t1\n}\n\ndecal BrutalBloodSmearSmall1\n{\n\tpic BSPLNEW8\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecal BrutalBloodSmearSmall2\n{\n\tpic BSPLNEW7\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecalgroup BrutalBloodSmearSmall\n{\n\tBrutalBloodSmearSmall1\t1\n\tBrutalBloodSmearSmall2\t1\n}\n\n/// +++++++++++++++++////\n/// Blood Base\n/// +++++++++++++++++////\ndecal BloodSplat001\n{\npic BSPLNEW\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmearSmall\n}\n\ndecal BloodSplat002\n{\npic BSPLNEW\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmearSmall\n}\n\ndecalgroup BloodSplat\n{\nBloodSplat001 6\nBloodSplat002 6\n}\n\n/// +++++++++++++++++////\n/// Red Blood\n/// +++++++++++++++++////\n\ndecal BrutalBloodSplat01\n{\npic BSPLNEW\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmearSmall\n}\n\ndecal BrutalBloodSplat02\n{\npic BSPLNEW2\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmear\n}\n\ndecalgroup BrutalBloodSplat\n{\nBrutalBloodSplat01 6\nBrutalBloodSplat02 6\n}\n\ndecal BrutalBloodSuper01\n{\npic BSPLBIG1\nx-scale 0.45\ny-scale 0.45\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSuper02\n{\npic BSPLBIG2\nx-scale 0.45\ny-scale 0.45\nrandomflipx\nlowerdecal BrutalBloodSmear\n}\n\ndecalgroup BrutalBloodSuper\n{\nBrutalBloodSuper01 6\nBrutalBloodSuper02 6\n}\n\ndecal BlueBrutalBloodSmear1\n{\n\tpic BBPLNEW4\n\tx-scale 0.6\n\ty-scale 0.6\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecal BlueBrutalBloodSmear2\n{\n\tpic BBPLNEW5\n\tx-scale 0.6\n\ty-scale 0.6\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecalgroup BlueBrutalBloodSmear\n{\n\tBlueBrutalBloodSmear1\t1\n\tBlueBrutalBloodSmear2\t1\n}\n\n/// +++++++++++++++++////\n/// Blue Blood Base\n/// +++++++++++++++++////\ndecal BlueBloodSplat001\n{\npic BBPLNEW\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecal BlueBloodSplat002\n{\npic BBPLNEW2\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecalgroup BlueBloodSplat\n{\nBlueBloodSplat001 6\nBlueBloodSplat002 6\n}\n\ndecal BlueBrutalBloodSuper01\n{\npic BBPLNEW2\nx-scale 0.8\ny-scale 0.8\nrandomflipx\nrandomflipy\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecal BlueBrutalBloodSuper02\n{\npic BBPLNEW\nx-scale 0.8\ny-scale 0.8\nrandomflipx\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecalgroup BlueBrutalBloodSuper\n{\nBlueBrutalBloodSuper01 6\nBlueBrutalBloodSuper02 6\n}\n\ndecal SkullScorch1\n{\n   pic PLASMA1\n   shade \"00 00 00\"\n   x-scale 0.6\n   y-scale 0.6\n   randomflipx\n   randomflipy\n}\n\ndecal SkullScorch2\n{\n   pic PLASMA2\n   shade \"00 00 00\"\n   x-scale 0.6\n   y-scale 0.6\n   randomflipx\n   randomflipy\n}\n\ndecalgroup SkullScorch\n{\n   SkullScorch1   1\n   SkullScorch2   1\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// BLOOD DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\n/// +++++++++++++++++////\n/// Blood Animators\n/// +++++++++++++++++////\n\nslider BSlide1\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\nstretcher BStretch1\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BSlide2\n{\nDistY -20\nSlideStart 0\nSlideTime 12\n}\n\nstretcher BStretch2\n{\nGoalX 1.0\nGoalY 3.2\nStretchStart 0\nStretchTime 12\n}\n\ncombiner BloodSlide1\n{\nBSlide1\nBStretch1\n}\n\ncombiner BloodSlide2\n{\nBSlide2\nBStretch2\n}"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "decal Crack1\n{\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecal Crack2\n{\n\tpic BFGLITE2\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecalgroup Crack\n{\n\tCrack1\t1\n\tCrack2\t1\n}\n\ndecal GiantScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 5.75\n\ty-scale 5.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal SkullScorch1\n{\n   pic PLASMA1\n   shade \"00 00 00\"\n   x-scale 0.6\n   y-scale 0.6\n   randomflipx\n   randomflipy\n}\n\ndecal SkullScorch2\n{\n   pic PLASMA2\n   shade \"00 00 00\"\n   x-scale 0.6\n   y-scale 0.6\n   randomflipx\n   randomflipy\n}\n\ndecalgroup SkullScorch\n{\n   SkullScorch1   1\n   SkullScorch2   1\n}\n\ndecal BigScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BiggerScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 2.5\n\ty-scale 2.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal FireworxScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.1\n\ty-scale 1.1\n\trandomflipx\n\trandomflipy\n}\n\ndecal SmallerScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.6\n\ty-scale 0.6\n\trandomflipx\n\trandomflipy\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.AlphaUnmaker.txt",
        "contents": "ACTOR LasergunSpawner : CustomInventory  9351\n{\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"You got the Super Secret Laser Gun! Oh yeah!\"\n  Inventory.PickupSound \"WPICK\"\n  Scale 0.9\n  States\n  {\n  Spawn:\n    LGUN B 1\n\tLGUN B -1\n    Stop\n  Pickup:\n    LGUN B 1\n    TNT1 A 0 A_GiveInventory(\"Lasergun\")\n    Stop\n  }\n}\n\nactor Lasergun : DoomWeapon\n{\n  //$Category Weapons\n  spawnid 84\n  game Doom\n  scale 0.82\n  Weapon.SelectionOrder 2900\n  Inventory.PickupMessage \"You got the Super Secret Laser Gun! Oh yeah!\"\n  AttackSound \"weapons/AlphaLZRGker\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Inventory.Icon LGUNA0\n  States\n  {\n  Spawn:\n\t\tLGUN B -1\n\t\tloop\n  Ready:\n\t\tLZRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tloop\n\n  Select:\n\t\tTNT1 AAAAA 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tLZRS ABCD 1\n\t\tTNT1 A 0 A_giveInventory(\"HasPLasmaWeapon\", 1)\n\t\tGoto Ready\n\n\tDeselect:\n\t\tLZRS DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"HasPLasmaWeapon\", 1)\n\t\tTNT1 A 0 A_StopSoundEx(\"WEAPON\")\n\t\tTNT1 AAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n   Fire:\n\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_PlaySound (\"LSSTART\",2)\n\n\t Hold:\n\t  TNT1 A 0 A_PlaySoundEx (\"LSLOOP\",\"WEAPON\",1)\n\t  LZRG B 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 1)\n\t  LZRG C 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 0)\n\t  LZRG B 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 1)\n\t  LZRG C 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 0)\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_StopSoundEx(\"WEAPON\")\n\t  TNT1 A 0 A_PlaySound (\"LSSTOP\",2)\n\t  TNT1 A 0 A_ZoomFactor(1.0)\n\t  LZRG AAAAA 2 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t  Goto Ready\n\n\tDoKick:\n\t    TNT1 A 0\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_jumpifinventory(\"Stamina\",20,4)\n\t\tTNT1 A 0 A_Print(\"Not enough stamina!\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Stamina\", 20)\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\tGoto SelectAnimation\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\tGoto SelectAnimation\n\n\tAirKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Stamina\", 20)\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\tGoto SelectAnimation\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\tGoto SelectAnimation\n  }\n}\n\nactor AlphaLZRGkerLaser : FastProjectile 9904\n{\n  game Doom\n  radius 1\n  height 1\n  speed 999\n  scale 0.6\n  damage 2\n  PROJECTILE\n  +RANDOMIZE\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  DAmagetype \"Plasma\"\n  Renderstyle Add\n  Decal Bulletchip\n  Alpha 1\n  SeeSound \"weapons/AlphaLZRGker\"\n  DeathSound \"Null\"\n  Obituary \"%o was LZRGde by %k.\"\n  States\n  {\n  Spawn:\n      TNT1 A 1\n\t  lOOP\n  Death:\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"ExplosionParticleLaser\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tTNT1 AA 1 A_SpawnItem(\"RocketFlare\")\n\t //EXPL A 0 A_CustomMissile (\"ExplosionSmokeFast22\", 5, 0, random (0, 360), 2, random (0, 360))\n    Stop\n  }\n}\n\nactor AlphaLZRGkerLaserTrail\n{\n  game Doom\n  height 4\n  radius 2\n  scale 0.6\n  speed 0\n  damage 0\n  Renderstyle Add\n  Alpha 1\n  seesound \"null\"\n  deathsound \"null\"\n  PROJECTILE\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    LAZR abab 1 bright\n    stop\n  Death:\n    LPUF A 1 bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.ARCHVILE.txt",
        "contents": "//Archvile64:\n//Base DECORATE and sprites by [Sun]MadCat\n//Splashes, XDeath state, Plasma Death state, Blood Pool spawn are based on Seargeant Mark's code\n//Sprite edits for XDeath state by Dr. Crowley\n\nACTOR 64Archvile : Archvile replaces Archvile\n{\n  DamageFactor \"CauseWaterSplash\", 0.0\n  DamageFactor \"CauseObjectsToSplash\", 0.0\n  Scale 0.9\n  GibHealth 20\n  Health 700\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 15\n  PainChance 10\n  Monster\n  MaxTargetRange 896\n  +QUICKTORETALIATE\n  +FLOORCLIP\n  +NOTARGET\n  scale 0.8\n  SeeSound \"vile/sight\"\n  PainSound \"vile/pain\"\n  DeathSound \"vile/death\"\n  ActiveSound \"vile/active\"\n  MeleeSound \"vile/stop\"\n  Obituary \"$OB_VILE\"\n  Painchance \"SuperFists\", 220\n  Painchance \"Kick\", 255\n  Painchance \"SuperKick\", 255\n  States\n  {\n  Spawn:\n    ARXE AB 10 A_Look\n    Loop\n  See:\n    ARXE AABBCCDD 2 A_VileChase\n    Loop\n  Missile:\n    ARXE E 0 Bright A_VileStart\n    ARXE E 0 Bright A_FaceTarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-24,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,24,0)\n    ARXE E 10 Bright A_FaceTarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-24,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,24,0)\n    ARXE F 8 Bright A_VileTarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-24,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,24,0)\n    ARXE E 8 Bright a_facetarget\n    ARXE F 0 Bright\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-18,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,18,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect2\",68,0,0)\n    ARXE F 8 Bright a_facetarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,14,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",60,-14,0)\n    ARXE F 8 Bright a_facetarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,10,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-10,0)\n    ARXE F 8 Bright a_facetarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,7,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-7,0)\n    ARXE F 8 Bright a_facetarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,5,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-5,0)\n    ARXE F 8 Bright a_facetarget\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,2,0)\n    ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-2,0)\n    ARXE F 8 Bright A_VileTarget(\"Archvile64Effect3\")\n    ARXE F 1 Bright\n    ARXE F 8 Bright A_VileAttack\n    ARXE F 20 Bright\n    Goto See\n  Heal:\n    ARXE G 1 Bright A_SpawnItemEx(\"Archvile64Effect4\",32,32,0,0,0,0)\n    ARXE G 1 Bright A_SpawnItemEx(\"Archvile64Effect4\",32,-32,0,0,0,0)\n    ARXE G 20 Bright\n    Goto See\n  Pain:\n    ARXE B 5\n    ARXE B 5 A_Pain\n    Goto See\n  Crush:\n    POL5 A 0\n    POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n    POL5 A -1\n    Stop\n  Death.SuperFists:\n  XDeath:\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 AAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 A 0 A_Scream\n\tARD1 A 8 A_NoBlocking\n\tARD1 B 20\n\tARD1 BCD 6\n\tARD1 E -1\n    Stop\n  Death:\n    ARXE H 7\n    ARXE I 7 A_Scream\n    ARXE J 7 A_NoBlocking\n    ARXE K 7\n\tTNT1 A 0 A_CustomMissile (\"GrowingBloodPool\", 0, 0, random (0, 360), 2, random (0, 90))\n    ARXE L -1\n    Stop\n  Death.Plasma:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"MeltedHumanoidBig\")\n\tStop\n  }\n}\nACTOR Archvile64Effect1\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Add\n  Alpha 1\n  scale 0.25\n  States\n  {\n  Spawn:\n    ARFI ABCDEFGH 2 Bright\n    Stop\n  }\n}\nACTOR Archvile64Effect2\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Translucent\n  Alpha 0.35\n  scale 0.25\n  States\n  {\n  Spawn:\n    AREX ABCDEF 10 Bright\n    Stop\n  }\n}\nACTOR Archvile64Effect3\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Translucent\n  Alpha 0.5\n  scale 0.5\n  States\n  {\n  Spawn:\n    AREX GGGHHHH 2 Bright\n    Stop\n  }\n}\nACTOR Archvile64Effect4\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +FLOORHUGGER\n  RenderStyle Add\n  Alpha 1\n  scale 0.7\n  Translation \"160:167=172:191\"\n  States\n  {\n  Spawn:\n    ARFI ABCDEFGH 4 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.BaronOfHell.txt",
        "contents": "actor 64BaronOfHell : BaronOfHell Replaces BaronOfHell\n{\n  missiletype BaronBall2\n//  bloodcolor \"8C 39 10\"\n  scale 0.9\n  Painchance \"Provoke\", 255\n  \t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\tPainchance \"SuperFists\", 200\n  Painchance \"Kick\", 255\n  Painchance \"SuperKick\", 255\n\tDamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  states\n  {\n  Spawn:\n    BOSS A 5 A_Look\n\tLoop\n\n  See:\n    BOSs AABBCCDD 2 A_Chase\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n    TNT1 A 0\n    TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n\n  Missile:\n    TNT1 A 0 A_JumpIfInTargetInventory(\"IsDeadPLayer\", 1, \"See\")\n    BOSS EF 8 A_FaceTarget\n    BOSS G 8 A_BasicAttack (10, \"baron/melee\", 64BaronBall, 32)\n    goto See\n  Melee:\n    TNT1 A 0 A_JumpIfInTargetInventory(\"IsDeadPLayer\", 1, \"Stomp\")\n    BOSS EF 8 A_FaceTarget\n    BOSS G 8 A_BasicAttack (10, \"baron/melee\", 64BaronBall, 32)\n    goto See\n\n  Pain.Provoke:\n    BOSS A 2\n\tGoto See\n\n  Pain.Vertigo:\n    BOSS H 0 ThrustThingZ (0, 55, 0, 0)\n    BOSS H 2\n    BOSS H 2 A_Pain\n    Goto See\n  Death:\n  \tBOSS I 8\n\tBOSS J 8 A_Scream\n\tBOSS K 8\n\tBOSS L 8 A_NoBlocking\n\tBOSS M 8\n\tBOSS N -1 A_BossDeath\n\tstop\n  Raise:\n  \tBOSS NMLKJI 8\n\tgoto See\n  Crush:\n    \tPOL5 A 0\n     \tPOL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n   \tPOL5 A -1\n    \tStop\n\n\tStomp:\n\t   // BOSS A 1 A_FaceTarget\n\t\t//BOSS ABCD 4 A_Recoil(-1)\n\t    BRST AAAAAABBCD 3 A_faceTarget\n\t\tBRST DDEF 3 A_FaceTarget\n\t\tTNT1 A 0 A_BasicAttack (40, \"None\", 64BaronBall, 32)\n\t\tBRST G 4\n\t\tGoto See\n\nDeath.SSG:\n\t\tBOSS H 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(12)\n\t\tTNT1 A 0 A_JumpIfCloser(170, \"XDeath\")\n\t\tBOSS H 1\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Death\n\tXDeath:\n\n\t     TNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath5\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 50, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 50, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Bloodmist\", 55, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BloodmistBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronARm\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"XDeathBaronLegs\")\n\t\t TNT1 A 0 ThrustThingZ (0, 50, 0, 0)\n\t\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_Scream\n\t\t BGB1 A 2 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\t BGB1 AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CheckFloor(\"LANDAFTERXDEATH\")\n\t\t Goto LandAfterXDeath\n\n\t\t LandAfterXDeath:\n\t\t\tBGB1 B 1 A_stop\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\t\tBGB1 B -1\n\t\t\tStop\n\n\t\tDeath.Plasma:\n\t     TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"BloodmistSmall\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n        EXPL AA 0 A_CustomMissile (\"CarbonizedSmoke1\", 30, 0, random (0, 360), 2, random (10, 90))\n        TNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_spawnItemEx(\"BurningFleshEffect\", 0, 0, 5)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOSB IJKLMN 6\n\t\tTNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tBOSB N -1\n\t\tSTop\n  }\n}\n\nActor XDeathBaronLegs\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n XScale -0.9\n YScale 0.9\n States\n {\n\tSpawn:\n\tBGB3 ABC 4\n\tBGB3 D -1\n\tStop\n\t}\n}\n\nactor 64BaronBall : BaronBall\n{\n  renderstyle Add\n  scale 0.75\n  states\n  {\n  Spawn:\n    BAL2 A 1 BRIGHT A_SpawnItem(\"LensFlareProjectileOrange\")\n\tTNT1 AA 0 A_SpawnItem(\"BaronProjectileCore\")\n    loop\n  Death:\n    TNT1 A 1\n\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"ExplosionParticleFast\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallFireballFireTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBAL1 DEFGHIJ 1 BRIGHT A_SpawnItem(\"LensFlareTorchOrange\",0,0)\n    stop\n  }\n}\n\nActor BaronProjectileCore\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n Renderstyle Add\n Scale 0.9\n Alpha 0.9\n States\n {\n\tSpawn:\n\tBAL7 I 2 BRIGHT\n\tStop\n\t}\n}\n\nactor 64BaronBallGreen : BaronBall Replaces BaronBall\n{\n  renderstyle Add\n  scale 0.75\n  states\n  {\n  Spawn:\n    BAL7 A 1 BRIGHT A_SpawnItem(\"LensFlareProjectileGreen\")\n\tTNT1 AA 0 A_SpawnItem(\"BaronGreenProjectileCore\")\n    loop\n  Death:\n    TNT1 A 1\n\t\tTNT1 AAA 0 A_CustomMissile (\"ExplosionParticleGreenHeavySmall\", 0, 0, random (0, 360), 2, random (10, 70))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleGreenHeavySmall\", 0, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleGreenVeryFast\", 0, 0, random (0, 360), 2, random (20, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"ExplosionParticleGreen\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBAL1 DEFGHIJ 1 BRIGHT A_SpawnItem(\"LensFlareTorchGreen\",0,0)\n    stop\n  }\n}\n\nActor BaronGreenProjectileCore\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n Renderstyle Add\n Scale 0.9\n Alpha 0.9\n States\n {\n\tSpawn:\n\tBAL7 G 2 BRIGHT\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.Barrel.txt",
        "contents": "Actor 64ExplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel\n{\n\tScale 0.8\n\tHealth 20\n\t+EXTREMEDEATH\n\tStates\n\t{\n\tDeath:\n\tBEXP ABC 3 BRIGHT\n\tTNT1 A 0 A_NOBlocking\n\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"64BarrelExplosion\")\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Explode(100, 200)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n    stop\n\t}\n}\n\nActor 64BarrelExplosion 9934\n{\n  Renderstyle Translucent\n  Alpha 0.6\n  damage 0\n  scale 0.75\n  PROJECTILE\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Explode(10, 200)\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 AAAAAAAAAA 0 A_CustomMissile (\"64ExplosionFireBase\", 40, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"BarrelExplosionFire\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BarrelExplosionFireLargeSpawn\", 0, 0, random (0, 360), 2, random (10, 40))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SPawnItem(\"ExplosionAirDisplacementEffect\")\n\n\t\tTNT1 A 0 A_playSound(\"EXPLO3\", 1)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)\n\t\tTNT1 A 100\n    stop\n  }\n}\n\nactor 64BossExplosion 9910\n{\n  Renderstyle translucent\n  alpha 0.6\n  damage 0\n  scale 0.75\n  PROJECTILE\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n     TNT1 A 1\n        TNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_CustomMissile (\"64ExplosionFireBase\", 20, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BarrelExplosionFire\", 20, 0, random (0, 360), 2, random (10, 40))\n\t\t//TNT1 A 0 A_CustomMissile (\"BarrelExplosionFireLargeSpawn\", 0, 0, random (0, 360), 2, random (10, 40))\n        EXPL A 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_playSound(\"EXPLO3\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"BloodmistBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)\n\t\tTNT1 A 100\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.BLOOD.txt",
        "contents": "//All the liquid gore stuff goes here.\n\nACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n\t+DontSplash\n\tGravity 0.7\n\tDecal BrutalBloodSplat\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n   -EXPLODEONWATER\n\t+DOOMBOUNCE\n\tBounceCount 0\n\tBounceFactor 0.01\n    States\n    {\n     Spawn:\n\t   TNT1 A 0\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 500\n\t\tStop\n\tNoSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tSplash:\n        BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop3\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\nactor Brutal_Blood Replaces Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+NOGRAVITY\n+THRUACTORS\n+CLIENTSIDEONLY\n-ALLOWPARTICLES\nScale 0.5\nSpeed 0\n states\n {\n  Spawn:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n\t\tSpawn2:\n\t\t//TNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 1, 0, random (0, 360), 2, random (0, 40))\n        TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n        TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_Stop\n\t\t//TNT1 A 0 A_Jump(128, \"Spawn2\")\n\tSplash:\n        BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n\tLotsOfBlood:\n\t   TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n       TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 40))\n\t   TNT1 A 0 A_CustomMissile (\"BloodmistSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t   //TNT1 AA 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (60, 90))\n\t   TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t   Stop\n\tAbsurdBlood:\n\t   TNT1 A 2\n\t   TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t   TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n       TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t   TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t   TNT1 AA 0 A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t   TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t   Stop\n\t  AnimuGore:\n\t   TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n       TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t   TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t   TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t   TNT1 AA 0 A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 A 0 A_CustomMissile (\"SuperGoreSpawner2\", 0, 0, random (0, 360), 2, random (10, 90))\n\t   TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t   Stop\n\t LowBlood:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (80, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"BloodHit\")\n\t\tStop\n }\n}\n\nactor BD64ArachnotronBlood: Brutal_Blood\n{\nDecal None\n states\n {\n\n  HitMetal:\n\t   TNT1 A 1\n\t   TNT1 A 0 A_SpawnItem(\"HitPuff\")\n\t   Stop\n  Spawn:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIf((z - floorz) > 45, 1)\n\t\tGoto HitMetal\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n\t\tSpawn2:\n\t\t//TNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 1, 0, random (0, 360), 2, random (0, 40))\n        TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n        TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_Stop\n\t\t//TNT1 A 0 A_Jump(128, \"Spawn2\")\n\tGoto Splash\n }\n}\n\nactor BloodHit\n{\n  height 8\n  radius 4\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOCLIP\n  +CLIENTSIDEONLY\n  Scale 0.7\n  states\n  {\n  Spawn:\n  TNT1 A 0\n  BLHT ABCDE 1\n    Stop\n  }\n}\n\nactor Big_Blood : Brutal_Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n        BLOD BCD 0\n        stop\n }\n}\n\nactor 12BloodTrail : Brutal_Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n        stop\n }\n}\n\nactor BrainBlood : Brutal_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Brutal_FlyingBlood\n{\n game Doom\n scale 0.5\n speed 4\n health 1\n radius 8\n height 1\n Gravity 0.8\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BloodSplat\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n    +THRUACTORS\n    +BLOODLESSIMPACT\n   +FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   +MOVEWITHSECTOR\n   +CORPSE\n   +BOUNCEONFLOORS\n   BounceFactor 0.01\n   \tBounceCount 1\n   //-DONTSPLASH\n   Mass 1\n    States\n    {\n     Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD AB 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD C 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        loop\n\tSpawn2:\n\t\tBLOD E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        loop\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n        stop\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_BloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t\t\t//TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n\t\t\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\t//TNT1 AAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n  Stop\n    }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n -DONTSPLASH\n scale 1.0\n Gravity 1.0\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t   BLUD C 0 ThrustThingZ (0,25,1,0)\n        BLOD C 3\n        Stop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Brutal_Bloodspot\", 0, 0, 0, 0, 0, 0, random(0, 360))\n\t\t//TNT1 A 0 A_SpawnItem(\"Brutal_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t//XDT1 EFGHIJK 3\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", 12, 12)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", 12, -12)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", -12, 12)\n        TNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", -12, -12)\n\t\tstop\n    }\n}\n\nACTOR Brutal_FlyingBloodMuchFaster: Brutal_FlyingBlood\n{\n speed 18\n}\n\nACTOR Brutal_FlyingBloodLevel3: Brutal_FlyingBlood\n{\n Scale 1.0\n Speed 7\n}\n\nACTOR Brutal_BloodSpot\n{\n game Doom\n radius 2\n height 2\n mass 1\n Health 300\n+NOTELEPORT\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+NOTARGET\n-SHOOTABLE\n+NOBLOOD\n-SOLID\n+THRUACTORS\n+BOUNCEONFLOORS\n+MISSILE\nBounceFactor 0.01\nBounceCount 1\nAlpha 1.0\nMass 99999999\nScale 0.5\nDecal BrutalBloodSplat\n-NOGRAVITY\n-DONTSPLASH\nSpeed 0\nGravity 1.0\nDamageFactor \"TeleportRemover\", 100.0\n states\n {\n Spawn:\n\n TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  tnt1 A 2\n  TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n  TNT1 A 0 A_CheckFloor(\"SpawnNormally\")\n  Goto Splash\n\n  SpawnNormally:\n  //TNT1 A 0 A_SpawnItem(\"GibRemoving\")\n  TNT1 A 0 A_Jump(255, \"SpawnBFrameOnly\", \"SpawnCFrameOnly\", \"SpawnDFrameOnly\")\n  SpawnAFrameOnly:\n  BPDL A 800//duration\n  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeA\")\n  Loop\n  SpawnBFrameOnly:\n  BPDL B 800//duration\n  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeB\")\n  Loop\n\n  FadeA:\n  BPDL AAAA 1 A_FadeOut(0.05)\n  Stop\n\n  FadeB:\n  BPDL BBBB 1 A_FadeOut(0.05)\n  Stop\n\n  SpawnCFrameOnly:\n  BPDL C 800//duration\n  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeC\")\n  Loop\n\n  SpawnDFrameOnly:\n  BPDL D 800//duration\n  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeD\")\n  Loop\n\n  FadeC:\n  BPDL CCCC 1 A_FadeOut(0.05)\n  Stop\n\n  FadeD:\n  BPDL DDDD 1 A_FadeOut(0.05)\n  Stop\n\n\tSplash:\n        BLOD A 0\n        stop\n\t//Death:\n\t//TNT1 A 0\n\t//TNT1 A 0 A_NoBlocking\n\t//Stop\n }\n}\n\nactor GiantBloodSpot: Brutal_BloodSpot\n{\n Scale 1.1\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 2\n\tGoto SpawnAFrameOnly\n\t}\n}\n\nactor BigBloodSpot: GiantBloodSpot\n{\n Scale 0.7\n}\n\nactor MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nactor MediumBloodSpot2: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nACTOR CeilBloodLauncher: Brutal_FLyingBlood\n{\n    +THRUACTORS\n    +BLOODLESSIMPACT\n\t-DOOMBOUNCE\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 3\n        Stop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n       TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n        TNT1 A 0\n        stop\n\t Melee:\n     Xdeath:\n\t    TNT1 A 1\n        Stop\n    }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 12\n        Stop\n    }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   -DONTSPLASH\n   +NOGRAVITY\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n  Stop\n    }\n}\n\nACTOR DetectCeilBloodSimplerLarge: DetectCeilBloodSimpler\n{\n    States\n    {\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodCheckerLarge\", -15, 0, 90, 2, 90)\n  Stop\n    }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Brutal_FLyingBlood\n{\n    +THRUACTORS\n    +BLOODLESSIMPACT\ndamagetype Blood\ndamage 0\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 4\n        Stop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n       TNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n                TNT1 A 5\n        stop\n     Xdeath:\n\t    TNT1 A 1\n        Stop\n    }\n}\n\nACTOR CeilBloodCheckerLarge: CeilBloodChecker\n{\nStates\n{\n     Death:\n        TNT1 A 1 A_SpawnItem(\"CeilBloodSpotLarge\",0,0,0,1)\n        TNT1 A 5\n        stop\n}}\n\n// The Ceil Blood Spot.\nactor CeilBloodSpot: Brutal_BloodSpot\n{\nProjectile\n+SPAWNCEILING\n+CEILINGHUGGER\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n+DontSplash\nstates\n{\nSpawn:\n  BPDL A 1\n  TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n  TNT1 A 0 A_SpawnItem (\"CeilBloodTinyBloodSpawner\")\n  BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n  BPDL AAAAAAAAA 1 A_FadeOut(0.1)\n  stop\n    }\n}\nactor CeilBloodSpotLarge: CeilBloodSpot\n{\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n  BPDL A 1\n  TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n  TNT1 A 0 A_SpawnItem (\"CeilBloodLargeBloodSpawner\")\n  BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n   BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n  BPDL AAAAAAAAA 1 A_FadeOut(0.1)\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n    }\n}\n\nACTOR CeilBloodTinyBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n    States\n    {\n     Spawn:\n      TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n  TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n  TNT1 AAAAAAAAAAAAAA 24 A_SpawnItem (\"BloodDripingFromCeiling\")\n  stop\n    }\n}\n\nACTOR CeilBloodLargeBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n    States\n    {\n     Spawn:\n  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n  TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n  TNT1 AAAAAAAAAAAAAA 15 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n  TNT1 AAAAAAAAAAAAAA 20 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n  stop\n    }\n}\n\nACTOR BloodDripingFromCeiling: TinyBlood\n{\n+DOOMBOUNCE\n+THRUACTORS\n+CLIENTSIDEONLY\nBounceFactor 0.1\n    States\n    {\n     Spawn:\n       TNT1 A 0\n\t   BPDL A 0 ThrustThingZ(0,300,0,1)\n\t   TNT1 A 0 A_Jump(230, \"NoSpawn\")\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 500\n        loop\n    }\n}\n\nACTOR BloodDripingFromCeilingBig: TinyBlood\n{\n+DOOMBOUNCE\nBounceFactor 0.1\nXScale 0.4\nYScale 0.8\n    States\n    {\n     Spawn:\n       TNT1 A 0\n\t   BPDL A 0 ThrustThingZ(0,300,0,1)\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    }\n}\n\nACTOR DripingBlood: TinyBlood\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 TNT1 A 0 A_PlaySound(\"blooddrop2\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\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\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\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// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n  renderstyle Translucent\n  alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n  +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //BTRL ABCD 4\nBLOD FFFFFFFFFF 4 A_JumpIf(waterlevel > 1, \"Splash\")\n  stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n        stop\n\n }\n}\n\nactor Brutal_FlyingBloodTrail5 : Brutal_FlyingBloodTrail\n{\nDecal None\n}\n\nactor BloodTr: Brutal_FlyingBloodTrail\n{\nSpeed 4\n  alpha 0.7\nscale 1.1\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 4\n  stop\n }\n }\n\nactor BloodTr2: Brutal_FlyingBloodTrail\n{\nSpeed 4\n  alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.6\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 4\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nactor BloodTr3: Brutal_FlyingBloodTrail\n{\nSpeed 6\n  alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.9\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 6\n  stop\n }\n }\n\nactor BloodTr95: Brutal_FlyingBloodTrail\n{\nSpeed 4\n  alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.7\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 7\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nactor BloodTr255: Brutal_FlyingBloodTrail\n{\nSpeed 2\n  alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\nGravity 0.3\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 3\n  stop\n  Death:\n  TNT1 A 2\n  Stop\n }\n }\n\nactor BloodTr255G: Brutal_FlyingBloodTrail\n{\nSpeed 3\n  alpha 0.6\nscale 0.7\n-NOGRAVITY\nGravity 0.8\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 3\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nactor Brutal_FlyingBloodFaster: Brutal_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //BTRL ABCD 6\n  BLOD ABCDEFFFFFF 3\n  stop\n }\n}\n\nactor Brutal_FlyingBloodTrail16: Brutal_FlyingBloodTrail\n{\n  renderstyle Translucent\n  alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n    Radius 2\n    Height 2\n\tSpeed 10\n\tMass 1\n\tScale 0.5\n\tDecal BloodSplat\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n\t+THRUGHOST\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t-DONTSPLASH\n\t+FORCEXYBILLBOARD\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n    States\n    {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32, \"DoNothing\")\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tGoto See\n    See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 A_CheckFloor(\"Rest\")\n\tTNT1 A 0 A_SpawnItem(\"DetectCeilBrain\")\n\tTNT1 A 2\n\tStop\n\n\tRest:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n        XDT5 B 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tRest2:\n\t\tXDT5 O 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains1 //Random bloody piece\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFactor 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n\t+CLIENTSIDEONLY\n    -DONTSPLASH\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tStop\n\tDeath:\n\t    XDT5 C 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n        XDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tRest2:\n\t\tXDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains2 //Teeth\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\tScale 0.9\n\t+DOOMBOUNCE\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIB A 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n        BRIB A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tRest2:\n\t\tBRIB C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains3 //Eyeballs\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.5\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n\tScale 0.8\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIB E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\", \"Rest3\", \"Rest4\")\n\tRest1:\n        BRIB E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tRest2:\n\t\tBRIB F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tRest3:\n        BRIB G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tRest4:\n\t\tBRIB H 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains4 //White skinned piece 1\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.4\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN D 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BRIN D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains5 //White skinned piece 2\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tScale 0.9\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.4\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BRIN E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains6 //Brown skinned piece\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB MNOP 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN F 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BRIN F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains6Big: Brains6 //White skinned piece 1\n{\nScale 1.8\n}\n\nACTOR Brains7 //Brown skinned teeth\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB QRST 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN G 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BRIN G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains7Big: Brains7 //White skinned piece 1\n{\nScale 1.3\n}\n\nACTOR Brains4Green: Brains4 //White skinned piece 1\n{\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BR7N D 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BR7N D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains4GreenBig: Brains4 //White skinned piece 1\n{\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BR7B A 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BR7B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains4Blonde: Brains4 //White skinned piece 1\n{\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BR8B I 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BR8B I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains4BlondeBig: Brains4 //White skinned piece 1\n{\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BR8B A 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BR8B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR BrainsSergeantHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B EFGH 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BR7B E 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BR7B E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR BrainsImpHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7N E 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BR7N E 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        BR7N E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR BaronHeadPiece\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.4\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n\tScale 1.2\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE5 IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    XHE5 I 1\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        XHE5 I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR PinkyJaw: BaronHeadPiece\n{\n\tScale 1.2\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tPDG1 ABCDEFGH 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    PDG1 H 2\n\t    TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        PDG1 i 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR HellKnightHeadPiece: BaronHeadPiece\n{\n\tScale 1.0\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHKHE IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    HKHE I 2\n\t    TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n        HKHE I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR HellKnightHeadPiece2: HellKnightHeadPiece\n{\n\tXScale -1.0\n}\n\nACTOR BloodJuice\n{\n    Radius 1\n    Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n    States\n    {\n    Spawn:\n        BLOD A 1\n        Goto Death\n\tDeath:\n\t    BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n    }\n}\n\nactor FatalityBlood: Brutal_FlyingBlood\n{\n Speed 14\n}\n\nactor MuchBlood : Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BloodMistSmall\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Brutal_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 MuchBlood2 : 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        TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tBLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor MuchBlood3 : 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        TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 20, 0, random (0, 360), 2, random (30, 90))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  Spawn:\n        TNT1 A 0\n        //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n        TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n        //TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n  \t    stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR GoreBloodFly: Brutal_FlyingBlood\n{\n speed 10\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +THRUACTORS\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 ABCD 4\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n  \t    TNT1 A 3\n        stop\n    }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n     States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 ABCD 1\n        Stop\n\n}\n}\n\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}\n}\n\nACTOR MediumInfiniteBlood: Brutal_FlyingBlood\n{\n    States\n    {\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n        TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\", 1)\n        TNT1 A 0\n    }\n}\n\nactor BloodDying : 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 AAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        //TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n\t\t//TNT1 AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n  \t    TNT1 A 0 A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_FlyingBlood\")\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor MinuscleBloodSpot: Brutal_BloodSpot\n{\nScale 0.25\n}\n\nACTOR MiniBloodDropEffect\n{\n    +CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\tScale 0.4\n    States\n    {\n    Spawn:\n\t\tXDT1 EFGHIJK 2\n\t\tStop\n    Stop\n    }\n}\n\nactor SawBlood : Blood Replaces AxeBlood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\nSpeed 0\n states\n {\n  Spawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_Look\n  See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 ////A_GiveToTarget(\"PowerBloodOnVisor\", 1)\n        TNT1 A 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        //TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"Melee\",\"Melee\")\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0 //A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n        stop\n\tSplash:\n        BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n }\n}\n\nactor BloodSPlatterReplacer : Brutal_Blood Replaces BloodSplatter\n{\n}\n\nACTOR Brutal_FlyingBloodSaw: Brutal_FlyingBlood\n{\n Alpha 0.3\n Speed 0.5\n Gravity 0.3\n    States\n    {\n     Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD EEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.03)\n\t\tStop\n\tXdeath:\n\tDeath:\n\tSplash:\n        BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n\tTNT1 A 10\n  Stop\n    }\n}\n\nactor GrowingBloodPoolOld\n{\n game Doom\n radius 1\n height 1\n mass 1\n  RenderStyle Shaded\n  StencilColor \"52 00 00\"\n  Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n  //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //Check if blood is over water. If yes, disappear.\n  // make the blood spots stay on the ground. 9009 is the default duration.\n  BPDL A 15\n  BPDL ABCDEFGHIJKLMNOPQRSTUVWXYZ 5\n  BPDL Z 9009\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nactor GrowingBloodPool: Brutal_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n Health 600\n  //RenderStyle Translucent\n  //StencilColor \"49 00 00\"\n  Alpha 0.99\n +NOTELEPORT\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  TNT5 A 1\n  TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n  TNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n  TNT5 A 30\n  TNT5 BCD 2\n  TNT5 EFGHIJKLMNOP 2\n  TNT5 QRSTUVWXYZ 2\n Live:\n  TNT5 Z 900//duration\n  TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n  loop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR GrowingBloodTrails\n{\n game Doom\n radius 1\n height 1\n mass 100\n  RenderStyle Translucent\n  //StencilColor \"52 00 00\"\n  Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_SpawnItem(\"GrowingSmallBloodSpot\")\n TNT1 A 0 A_SetAngle(random(16, -16) + angle)\n TNT1 A 2 A_Recoil(-1)\n TNT1 A 0 A_Stop\n TNT1 A 1\n TNT1 A 0 A_Jump(4, \"Death\")\n Loop\n Death:\n Crash:\n TNT1 A 0 A_SpawnItem(\"GrowingSmallBloodSpot\")\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR GrowingSmallBloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n  RenderStyle Translucent\n  //StencilColor \"52 00 00\"\n  Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nXScale 0.05\nYScale 0.02\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n  //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //Check if blood is over water. If yes, disappear.\n  //Randomize blood texture:\n  TNT1 A 0 ThrustThingZ(0,5,0,1)\n  BLOD M 9009\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR Brutal_LiquidBlood: Brutal_FlyingBlood\n{\n speed 3\n scale 0.2\n gravity 0.6\n\n    States\n    {\n     Spawn:\n     BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n     Loop\n\t Death:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t   XDT1 FGHIJKL 2\n\t   TNT1 A 0\n       Stop\n    }\n}\n\nACTOR Brutal_LiquidBlood2: Brutal_FlyingBlood\n{\n speed 4\n scale 0.4\n gravity 0.6\n\n    States\n    {\n     Spawn:\n     BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n     Loop\n\t Death:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t   XDT1 FGHIJKL 2\n\t   TNT1 A 0\n       Stop\n    }\n}\n\nACTOR Brutal_LiquidBlood3: Brutal_FlyingBlood\n{\nSpeed 3\n    States\n    {\n     Spawn:\n     BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n     Loop\n\t Death:\n  \t   TNT1 A 0 A_PlaySound(\"blooddrop\")\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\nACTOR Brutal_LiquidBloodFast: Brutal_LiquidBlood2\n{\n speed 8\n}\n\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     BL8D ABCDEEEEE 2\n\t Stop\n\t Death:\n\t   TNT1 A 0\n       Stop\n    }\n}\n\nACTOR XDeath1Trail: Brutal_FlyingBlood\n{\n scale 0.8\n gravity 1\n Speed 0\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n     BLOD ABCDEF 2\n\t Stop\n\t Death:\n\t   TNT1 A 0\n       Stop\n    }\n}\n\nACTOR Brutal_FlyingBloodFake\n{\n game Doom\n scale 0.5\n speed 3\n health 1\n radius 8\n height 1\n Gravity 0.3\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n    +BLOODLESSIMPACT\n   +FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   +MOVEWITHSECTOR\n   +CORPSE\n   -DONTSPLASH\n   +THRUACTORS\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\n{\n decal \"none\"\n}\n\nACTOR RegularBloodHitEffect: Brutal_FlyingBloodFake\n{\n scale 0.8\n Speed 1\n States\n\t{\n\tSpawn:\n\t\tBLOD ABCDJ 2\n\t\tStop\n\t\t}\n}\n\nactor Bloodmist : Brutal_FlyingBlood\n{\ndecal BrutalBloodSuper\n+MISSILE +NOTELEPORT +NOBLOCKMAP +NOBLOCKMONST +DONTSPLASH +CLIENTSIDEONLY +THRUACTORS\nscale    0.8\nradius    2\nheight    2\nspeed    8\nGravity 0.4\nRenderStyle    Translucent\nalpha    0.9\nstates\n{\nSpawn:\nTNT1 A 0\n//TNT1 A 0 ACS_ExecuteAlways(797, 0, 0, 0, 0)//Check if Blood is set to low\nMSBL ABCDEFGH 1\nMSBL HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_FadeOut(0.005)\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_CheckFloor(\"Disappear\")\nMSBL HHHHHHHH 1 A_FadeOut(0.1)\nStop\n\nVanish:\nDisappear:\nTNT1 A 2\nStop\n}\n}\n\nactor BloodmistBig : Bloodmist\n{\nscale    0.9\nspeed    4\nGRAVITY 0.4\n}\n\nactor BloodmistSmall : Bloodmist\n{\nscale    0.45\nGravity 0.8\n}\n\nactor BloodmistExtraBig : Bloodmist\n{\nscale    1.4\n}\n\nactor BloodmistLarge : Bloodmist\n{\nscale    0.95\n}\n\nactor BloodmistXXBig : Bloodmist\n{\nscale    2.2\nGRAVITY 0.2\n}\n\nACTOR SplatteredSmall: Brutal_BloodSpot\n{\n states\n {\n Spawn:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\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_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR SplatteredLarge: Brutal_BloodSpot\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n    TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n\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_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR RedBloodFootPrintLeft: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\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_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR RedBloodFootPrintRight: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\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_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR BootSmearerRed: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n  See:\n    TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.lookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithRedBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerBlue: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n  See:\n    TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.lookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithBlueBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerGreen: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n  See:\n    TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.lookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithGreenBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nActor AnimuGore : Inventory//bloodammount_666 easter egg\n{\ninventory.maxamount 1\n}\n\nACTOR MancubusEyeballs //Eyeballs\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 1.2\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tMANE Y 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    MANE Y 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n\t\tMANE Y 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nactor SawBlood : Blood Replaces AxeBlood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\nSpeed 0\n states\n {\n  Spawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_Look\n  See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PowerBloodOnVisor\", 1)\n        TNT1 A 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        //TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"Melee\",\"Melee\")\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n        stop\n\tSplash:\n        BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n }\n}\n\nactor BloodSPlatterReplacer : Brutal_Blood Replaces BloodSplatter\n{\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.Casing.txt",
        "contents": "ACTOR RifleCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",1,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR ShotCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ShotgunCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nActor SSGCaseSpawner : ShotcaseSpawn\n{\n\t\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\t\t\tTNT1 A 1\n\t\t\t\tGoto Death\n\t\tDeath:\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"ShotgunCasing\",0,0,random(80,100),2,random(50,70))\n\t\t\t\tStop\n\t\t}\n}\n\nACTOR 50CaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",-2,0,random(80,100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nACTOR MastermindCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"GiantEmptyBrass\",-5,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR EmptyBrass\n{\n   Height 2\n   Radius 2\n   Speed 6\n   Scale 0.15\n   +DOOMBOUNCE\n   - NOGRAVITY\n   +WINDTHRUST\n   +CLIENTSIDEONLY\n   +MOVEWITHSECTOR\n   +MISSILE\n   +NOBLOCKMAP\n   -DROPOFF\n   +NOTELEPORT\n   +FORCEXYBILLBOARD\n   +NOTDMATCH\n   +GHOST\n   //+DONTSPLASH\n   //+CANBOUNCEWATER\n   +FLOORCLIP\n   +THRUACTORS\n   Mass 4\n   BounceFactor 0.3\n   SeeSound \"weapons/casing\"\n   States\n   {\n   Spawn:\n      CAS3 FGHABCDEFGHABCDEFGH 3 A_JumpIf(waterlevel > 1, \"Splash\")\n      STOP\n\n   Death:\n       CAS3 I 0\n\t   TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n      LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n      Goto Rest1\n    Rest1:\n      CAS3 I 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest2:\n      CAS3 J 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest3:\n      CAS3 K 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest4:\n      CAS3 L 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest5:\n      CAS3 M 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest6:\n      CAS3 I 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest7:\n      CAS3 J 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest8:\n      CAS3 K 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n   }\n}\n\nACTOR GiantEmptyBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.5\n}\n\nACTOR underwaterEmptyBrass: EmptyBrass\n{\n   Speed 0\n   -DOOMBOUNCE\n   Mass 1\n   SeeSound \"none\"\n   States\n   {\n   Spawn:\n      BLUD C 0 ThrustThingZ (0,7,1,0)\n      CAS3 ABCD 3\n\t  BLUD C 0 ThrustThingZ (0,7,1,0)\n\t  CAS3 EFGH 3\n\t  BLUD C 0 ThrustThingZ (0,7,1,0)\n      CAS3 ABCD 3\n\t  BLUD C 0 ThrustThingZ (0,7,1,0)\n\t  CAS3 EFGH 3\n\t   TNT1 A 0 A_SpawnItem(\"BUBULZ\")\n      Loop\n   }\n}\n\nACTOR ShotgunCasing\n{\n   Height 12\n   Radius 9\n   Speed 6\n   Scale 0.15\n   +DOOMBOUNCE\n   - NOGRAVITY\n   +WINDTHRUST\n   +CLIENTSIDEONLY\n   +MOVEWITHSECTOR\n   +MISSILE\n   +NOBLOCKMAP\n   -DROPOFF\n   +NOTELEPORT\n   +FORCEXYBILLBOARD\n   +NOTDMATCH\n   +GHOST\n   //+CANBOUNCEWATER\n   //+DONTSPLASH\n   Mass 1\n   BounceFactor 0.3\n   SeeSound \"weapons/shell\"\n   States\n   {\n    Spawn:\n      CAS2 ABCDEFGHABCDEFGHABCDEFGH 3\n      Stop\n   Death:\n\t  TNT1 A 0\n\t  TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n      LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n      Goto Rest1\n    Rest1:\n      CAS2 I 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest2:\n      CAS2 J 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest3:\n      CAS2 K 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest4:\n      CAS2 L 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest5:\n      CAS2 M 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest6:\n      CAS2 I 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest7:\n      CAS2 J 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n    Rest8:\n      CAS2 K 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n   Loop\n\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n   }\n}\n\nACTOR EmptyClip\n{\n   Height 2\n   Radius 2\n   Speed 4\n   Scale 1.01\n   +DOOMBOUNCE\n   - NOGRAVITY\n   +WINDTHRUST\n   +CLIENTSIDEONLY\n   +MOVEWITHSECTOR\n   +MISSILE\n   +NOBLOCKMAP\n   -DROPOFF\n   +NOTELEPORT\n   +FORCEXYBILLBOARD\n   +NOTDMATCH\n   +GHOST\n   Mass 1\n   SeeSound \"weapons/largemagdrop\"\n   States\n   {\n   Spawn:\n      TNT1 A 7 A_PlaySound(\"NULL\")\n      ECLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n      Stop\n   Death:\n\t  TNT1 A 0\n\t  TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n      ECLI G 400\n\t  TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n      Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n   }\n}\n\nACTOR EmptyRocketChamber\n{\n   Height 2\n   Radius 2\n   Speed 4\n   Scale 1.3\n   +DOOMBOUNCE\n   - NOGRAVITY\n   +WINDTHRUST\n   +CLIENTSIDEONLY\n   +MOVEWITHSECTOR\n   +MISSILE\n   +NOBLOCKMAP\n   -DROPOFF\n   +NOTELEPORT\n   +FORCEXYBILLBOARD\n   +NOTDMATCH\n   +GHOST\n   Mass 1\n   SeeSound \"weapons/barrelpain\"\n   States\n   {\n   Spawn:\n      TNT1 A 7 A_PlaySound(\"NULL\")\n      RCSE ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n      Stop\n   Death:\n      RCSE G 600\n      Loop\n   }\n}\n\nACTOR EmptyCell\n{\n   Height 2\n   Radius 2\n   Speed 4\n   Scale 0.9\n   +DOOMBOUNCE\n   - NOGRAVITY\n   +WINDTHRUST\n   +CLIENTSIDEONLY\n   +MOVEWITHSECTOR\n   +MISSILE\n   +NOBLOCKMAP\n   -DROPOFF\n   +NOTELEPORT\n   +FORCEXYBILLBOARD\n   +NOTDMATCH\n   +GHOST\n   Mass 1\n   SeeSound \"weapons/largemagdrop\"\n   States\n   {\n   Spawn:\n      TNT1 A 7 A_PlaySound(\"NULL\")\n      ECEL ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n      Stop\n   Death:\n      ECEL A 600\n      Loop\n   }\n}\n\nACTOR RocketCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyRocketChamber\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyCell\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR EmptyClipSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyClip\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.Cyberdemon.txt",
        "contents": "actor 64Cyberdemon : Cyberdemon Replaces Cyberdemon\n{\n  scale 0.9\n  \t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\tPainchance \"SuperFists\", 200\n  Painchance \"Kick\", 200\n  Painchance \"SuperKick\", 200\n\tDamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  speed 13\n  Health 5000\n  states\n  {\n  Spawn:\n    CYBR F 10 A_Look\n    loop\n  See:\n    CYBR A 3 A_Metal\n    CYBR AA 3 A_Chase\n    CYBR B 3 A_Hoof\n    CYBR BBCCCDDD 3 A_Chase\n    Loop\n  Pain:\n    CYBR F 10 A_Pain\n    goto See\n  Pain.Vertigo:\n    CYBR F 0 ThrustThingZ (0, 55, 0, 0)\n    CYBR F 10 A_Pain\n    Goto See\n  Missile:\n    CYBR F 7 A_FaceTarget\n    CYBR E 10 A_CustomMissile (CyberROcket,55,-20,0)\n    CYBR F 10 A_FaceTarget\n    CYBR E 10 A_CustomMissile (CyberROcket,55,-20,0)\n    CYBR F 10 A_FaceTarget\n    CYBR E 10 A_CustomMissile (CyberROcket,55,-20,0)\n    goto See\n  Death:\n    CYBR G 10\n    CYBR G 0 A_Scream\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,55,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,110,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,0,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,55,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,110,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,0,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,55,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,110,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,55,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,110,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,0,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,55,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,110,0,0,0,0,130)\n    CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,0,0,0,0,0,130)\n    CYBR H 4 A_SpawnItemEx (\"64BossExplosion\",0,0,55,0,0,0,0,130)\n    CYBR H 4 A_SpawnItemEx (\"64BossExplosion\",20,20,110,0,0,0,0,130)\n    CYBR I 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,0,0,0,0,0,130)\n    CYBR I 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,55,0,0,0,0,130)\n    CYBR J 4 A_SpawnItemEx (\"64BossExplosion\",20,20,110,0,0,0,0,130)\n    CYBR J 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,0,0,0,0,0,130)\n    CYBR K 4 A_SpawnItemEx (\"64BossExplosion\",20,20,55,0,0,0,0,130)\n    CYBR K 4 A_SpawnItemEx (\"64BossExplosion\",0,0,110,0,0,0,0,130)\n    CYBR L 6 A_NoBlocking\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 32)\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 90)\n\t\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BurningXDeath1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 45, 0, random (0, 360), 2, random (10, 90))\n    CYBR MN 6\n    CYBR O 30\n\tTNT1 A 0 A_BossDeath\n    CYBR O -1\n    stop\n  Crush:\n    POL5 A 0\n    POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n    POL5 A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.Fatso.txt",
        "contents": "actor 64Fatso : Fatso Replaces Fatso\n{\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Fatfuckers\"\n\tDamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  Scale 0.8\n  Speed 4\n  Painchance \"SuperFists\", 200\n  Painchance \"Kick\", 255\n  Painchance \"SuperKick\", 255\n  States\n  {\n  Spawn:\n    FATT H 5 A_Look\n\tLoop\n\n  See:\n    FATT AABB 3 A_Chase(\"\",\"\")\n    FATT CCDDEEFF 3 A_Chase\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n    TNT1 A 0\n    TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n\n  Missile:\n    FATT H 20 A_FatRaise\n    FATT G 0 bright A_CustomMissile (\"FatShot\", 48, -25, 0)\n    FATT G 10 bright A_CustomMissile (\"FatShot\", 48, 25, -15)\n    FATT HH 5 A_FaceTarget\n    FATT G 0 bright A_CustomMissile (\"FatShot\", 48, -25, 15)\n    FATT G 10 bright A_CustomMissile (\"FatShot\", 48, 25, 0)\n    FATT HH 5 A_FaceTarget\n    FATT G 0 bright A_CustomMissile (\"FatShot\", 48, -25, 7)\n    FATT G 10 bright A_CustomMissile (\"FatShot\", 48, 25, -7)\n    FATT HH 5 A_FaceTarget\n    goto See\n  Pain:\n    FATT I 3\n    FATT I 3 A_Pain\n    goto See\n  Death:\n    FATT J 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2b\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2b\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"Brains3\", 70, 0, random (150, 210), 2, random (10, 50))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 75, 0, random (0, 360), 2, random (0, 90))\n    FATT K 6 A_Scream\n    FATT L 6 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n    FATT MN 6\n    FATT N -1 A_BossDeath\n    stop\n  Death.SSG:\n  TNT1 A 0\n  TNT1 A 0 A_JumpIFCloser(200, \"Xdeath\")\n  Goto Death\n  Death.Cut:\n  Xdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"Brains3\", 70, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 75, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperGoreSpawner\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathFatsoCannon\", 72, 0, random (0, 360), 2, random (10, 50))\n\n\t\tTNT1 A 0 A_Jump(128, \"XDeath2\")\n\tFTX1 A 6 A_XScream\n    FTX1 B 6 A_NoBlocking\n\tFTX1 C 6\n\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n    FTX1 D -1 A_BossDeath\n    stop\n\n  Xdeath2:\n\tFTX2 A 6 A_XScream\n    FTX2 B 6 A_NoBlocking\n\tFTX2 C 6\n\tTNT2 A 0 A_SpawnItem(\"GrowingBloodPool\")\n    FTX2 D -1 A_BossDeath\n    stop\n  Raise:\n    FATT ONMLKJ 5\n    goto See\n  Crush:\n    POL5 A 0\n    POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n    POL5 A -1\n    Stop\n  }\n}\n\nactor 64StealthFatso : 64Fatso Replaces StealthFatso\n{\n+STEALTH\n}\n\nactor 64FatShot : FatShot Replaces FatShot\n{\n  renderstyle normal\n  scale 0.8\n  speed 20\n  damage 7\n  +NOBLOCKMONST\n  States\n  {\n  Spawn:\n    MTB1 A 2 bright A_SpawnItem(\"YellowFlare\")\n\tTNT1 A 0 A_SpawnItem (\"MancubusFireTrailparticle\")\n\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n\tMTB1 B 2 bright A_SpawnItem(\"YellowFlare\")\n\tTNT1 A 0 A_SpawnItem (\"MancubusFireTrailparticle\")\n\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n\tMTB1 C 2 bright A_SpawnItem(\"YellowFlare\")\n\tTNT1 A 0 A_SpawnItem (\"MancubusFireTrailparticle\")\n\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n    loop\n  Death:\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 AAAAAAAAAA 0 A_CustomMissile (\"BarrelExplosionFire\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SPawnItem(\"ExplosionAirDisplacementEffect\")\n\t\tTNT1 A 0 A_playSound(\"EXPLOSIO3\", 2)\n\t\tTNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Explode(10, 100)\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 10\n    stop\n  }\n}\n\nactor MancubusFireTrailparticle\n{\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\nRenderstyle Add\nAlpha 0.9\nscale 0.8\nStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tMTB2 ABCA 1 BRIGHT\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.Flares.txt",
        "contents": "Actor Flare_General\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOCLIP\n+MISSILE\nSpeed 0\nrenderstyle Add\nradius 1\nheight 1\nalpha 0.4\nscale 0.4\n}\n\nActor NewfagExplosionFlare : Flare_General\n{\nXScale 0.8\nYScale 0.4\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tFLAR A 2 bright\n\t\tFLAR AAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut(0.11)\n\t\tstop\n\t}\n}\n\nActor RedFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENR B 2 bright\n\t\tstop\n\t}\n}\n\nActor RedFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tLENR AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENR BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor BlueFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENB A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB B 2 bright\n\t\tstop\n\t}\n}\n\nActor BlueFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tLENB AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(128,2)\n\t\tLENG A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENG B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(128,4)\n\t\tLENG AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENG BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall : YellowFlare\n{\nscale 0.15\n}\n\nActor YellowFlareMedium : YellowFlare\n{\nscale 0.20\n}\n\nActor YellowFlareLarge1X : YellowFlare\n{\nscale 1.0\n}\n\nActor RedFlareMedium : RedFlare\n{\nscale 0.25\n}\n\nActor RedFlareBig : RedFlare\n{\nscale 0.9\n}\n\nActor RedFlareLarge1X : RedFlare\n{\nscale 1.0\n}\n\nActor RedFlareSmall : RedFlare\n{\nscale 0.15\n}\n\nActor RedFlareVerySmall : RedFlare\n{\nalpha 0.15\nscale 0.2\n}\n\nActor RedFlareSmall2 : RedFlare\n{\nscale 0.10\n}\n\nActor GreenFlareSmall : GreenFlare\n{\nalpha 0.4\nscale 0.2\n}\n\nActor GreenFlareSmallItem : GreenFlare\n{\nalpha 0.4\nXscale 0.15\nYScale 0.07\n}\n\nActor GreenFlareMedium : GreenFlare\n{\nalpha 0.3\nscale 0.25\n}\n\nActor BlueFlareMedium : BlueFlare\n{\nalpha 0.3\nscale 0.15\n}\n\nActor BlueFlareMedium2 : BlueFlare\n{\nalpha 0.3\nscale 0.25\n}\n\nActor BlueFlareMedium3 : BlueFlare\n{\nalpha 0.3\nscale 0.35\n}\n\nActor BlueFlareSmall : BlueFlare\n{\nalpha 0.3\nscale 0.15\n}\n\nActor BlueFlareSmallProjectile : BlueFlare\n{\nalpha 0.6\nscale 0.2\nStates\n{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENb A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB B 1 bright\n\t\tstop\n}}\n\nActor BlueFlareSmallItem : BlueFlare\n{\nalpha 0.3\nXscale 0.15\nYScale 0.07\n}\n\nActor PlasmaFlare : Flare_General\n{\nalpha 0.4\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NB A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NB B 1 bright\n\t\tstop\n\t}\n}\n\nActor FireballFlare : Flare_General\n{\nalpha 0.6\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 1 bright\n\t\tstop\n\t}\n}\n\nActor RocketFlare : Flare_General\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t    LEYS O 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor GreenFlareSmall2 : GreenFlare\n{\nalpha 0.15\nscale 0.15\n}\n\nActor LensFlare : Flare_General\n{\nalpha 0.45\nscale 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5 bright\n\t\tstop\n\t}\n}\n\nActor WhiteFlareSmall : Flare_General\n{\nalpha 0.05\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tLENW A 5 bright\n\t\tstop\n\t}\n}\n\nActor ShortWhiteFlareSmall : Flare_General\n{\nalpha 0.6\nYscale 0.2\nXScale 0.5\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5\n\t\tstop\n\t}\n}\n\nActor WhiteFlareCeilingTexture : Flare_General\n{\nalpha 0.99\nYscale 0.2\nXScale 0.5\nrADIUS 0\nHeight 0\n+NOCLIP\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\n+NOGRAVITY\n+FLOAT\nstates\n\t{\n\tSpawn:\n\t\tLENS A 1\n\t\tLENS A -1\n\t\tstop\n\t}\n}\n\nActor WhiteFlareFloorTexture : Flare_General\n{\nalpha 0.99\nYscale 0.2\nXScale 0.5\nrADIUS 1\nHeight 1\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\n-NOGRAVITY\n-FLOAT\n-NOCLIP\n-NOINTERACTION\nstates\n\t{\n\tSpawn:\n\t\tLENS A 1\n\t\tLENS A -1\n\t\tstop\n\t}\n}\n\nActor ShortWhiteFlareSmallPermanent : Flare_General\n{\nalpha 0.6\nYscale 0.2\nXScale 0.5\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\n+NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5\n\t\tLoop\n\t}\n}\n\nActor FireFightFlare : Flare_General\n{\n+FORCEXYBILLBOARD\nscale 0.20\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY A 4 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY B 4 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmallB : YellowFlare\n{\n+FORCEXYBILLBOARD\nscale 0.15\nAlpha 0.3\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 1 bright\n\t\tstop\n\t}\n}\n\nACTOR RedFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"RedFlareSmall2\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR PLasmaFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"PlasmaFlare\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR YellowFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"YellowFlareSmallB\",-5,0,-85,0,random(-10,10))\n\t\t//TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\",2,0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR PlayerMuzzle1\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR PlayerMuzzle2\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tScale 1.8\n\tStates\n\t{\n\tSpawn:\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineMuzzle1\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"DistantRifleFireSound\")\n\t    TNT1 A 4\n\t\tTNT1 A 0 A_Stop\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineMuzzle2\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tSpeed 5\n\tScale 1.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"DistantMinigunFireSound\")\n\t    TNT1 A 4\n\t\tTNT1 A 0 A_Stop\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BlueFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"BlueFlareSmall\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR GreenFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"GreenFlareSmall\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nActor RedFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NR B 2 bright\n\t\tstop\n\t}\n}\n\nActor RedFlareSmall22 : RedFlare22\n{\nscale 0.15\n}\n\nActor BlueFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NB A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NB B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(128,2)\n\t\tL2NG A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NG B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlareSmall22 : GreenFlare22\n{\nscale 0.22\n}\n\nActor YellowFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall22 : YellowFlare22\n{\nscale 0.15\n}\n\nActor YellowFlareSmall22Long : YellowFlare22\n{\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY AABAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY BABAB 1 bright\n\t\tstop\n\t}\n}\n\nActor ExplosionFlareSpawner : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem(\"NewfagExplosionFlare\")\n\t\t//L2NR AAA 1 BRIGHT //A_SpawnItem(\"RedFlareLarge1x\")\n\n\t\t//L2NR A 5\n\t\tstop\n\t}\n}\n\nActor LensFlareAlt : Flare_General\n{\nalpha 0.5\nxscale 0.6\nyscale 0.3\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5 bright\n\t\tstop\n\t}\n}\n\nActor LensFlareAltLongOrangeForever : LensFlareAlt\n{\n+RANDOMIZE\nAlpha 0.25\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 4 bright\n\t\tLEYZ O 2 BRIGHT\n\t\tLEYS O 4 bright\n\t\tLEYZ O 2 BRIGHT\n\t\tLEYS O 8 bright\n\t\tLEYZ O 4 BRIGHT\n\t\tLoop\n\t}\n}\n\nActor LensFlareTorchOrange : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS O 4 bright\n\t\tLENZ O 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchRed : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS R 4 bright\n\t\tLENZ R 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchYellow : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS Y 4 bright\n\t\tLENZ Y 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareProjectileOrange : LensFlareTorchOrange\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS O 1 bright\n\t\tLENZ O 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareProjectileGrene : LensFlareTorchOrange\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS G 1 bright\n\t\tLENZ G 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchBlue : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS B 4 bright\n\t\tLENZ B 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareProjectileBlue : LensFlareTorchBlue\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS B 1 bright\n\t\tLENZ B 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchGreen : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS G 4 bright\n\t\tLENZ G 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareAltLongHigh : LensFlareAlt\n{\nxscale 0.6\nyscale 0.4\nstates\n\t{\n\tSpawn:\n\t\tLENS A 1 bright\n\t\tLENS A -1\n\t\tstop\n\t}\n}\n\nActor LensFlareAltLonger : LensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tLENS A 20 bright\n\t\tstop\n\t}\n}\n\nActor YellowLensFlareAlt : Flare_General\n{\nalpha 0.5\nxscale 0.6\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS A 5 bright\n\t\tstop\n\t}\n}\n\nActor YellowLensFlareAltLong : YellowLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS A 5 bright\n\t\tstop\n\t}\n}\n\nActor GreenLensFlareAltSmall : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.3\nxscale 0.4\nyscale 0.1\nstates\n\t{\n\tSpawn:\n\t\tLEYS G 8 bright\n\t\tstop\n\t}\n}\n\nActor OrangeLensFlareAlt : Flare_General\n{\n+MISSILE\nSpeed 20\nalpha 0.6\nxscale 0.5\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t    TNT1 A 1\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFRRIFLE\")\n\t    TNT1 A 0 A_Stop\n\t\tLEYS O 3 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor OrangeLensFlareAltFast : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 2 bright\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFMG\")\n\t    TNT1 A 0 A_Stop\n\t\tLEYS O 2 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor DistantRifleFireSound : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 0 bright\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFRRIFLE\")\n\t    TNT1 A 0 A_Stop\n\t\tLEYS O 0 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor DistantMinigunFireSound : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 0 bright\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFMG\")\n\t    TNT1 A 0 A_Stop\n\t\tLEYS O 0 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor GreenLensFlareAltSmallZZ : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.4\nxscale 0.2\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS G 3 bright\n\t\tstop\n\t}\n}\n\nActor BlueLensFlareAltSmallZZ : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.4\nxscale 0.2\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS B 3 bright\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.GIBS.txt",
        "contents": "actor BigGibBase\n{   Radius 10\n    Height 10\n\t+CLIENTSIDEONLY\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n\t-NOBLOCKMAP\n\t+GHOST\n\t+THRUACTORS\n\t+FLOORCLIP\n\t+SLIDESONWALLS\n\t+FORCEXYBILLBOARD\n\t+RANDOMIZE\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tDamageFactor \"GibRemoving\", 0.5\n\t//+SOLID\n\t-SOLID\n\t+SHOOTABLE\n\tdamagefactor \"Crush\", 50.0\n\tdamagefactor \"Shrapnel\", 100.0\n    damagefactor \"Plasma\", 20.0\n\t damagefactor \"TeleportRemover\", 1000.0\n\t painchance \"Flames\", 0\n\t painchance \"Fire\", 0\n\t painchance \"Burn\", 0\n\t painchance \"KillMe\", 0\n\t damagefactor \"Kick\", 3.0\n\tdamagefactor \"SuperKick\", 3.0\n\tdamagefactor \"ExtremePunches\", 2.0\n    Mass 1000\n    Health 100\n    damagefactor \"Blood\", 0.0    damagefactor \"GreenBlood\", 0.0    damagefactor \"BlueBlood\", 0.0    damagefactor \"Taunt\", 0.0    damagefactor \"KillMe\", 0.0  damagefactor \"Avoid\", 0.0  damagefactor \"Taunt\", 0.0\n    damagefactor \"Trample\", 5000.0\n\tpainchance 255\nStates    {\n    Spawn:\nTNT1 A 1900\n       Loop\n\n    Death:\n  \t    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n    Death.Trample:\n\t\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tDeath.Crush:\n\tDeath.Stomp:\n\tDeath.SuperPunch:\n\tDeath.ExtremePunches:\n  \t     TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 A 0 A_SpawnItem(\"SplatteredSmall\")\n\t\t XME2 L 1\n\t\t XME2 L -1\n\t\t Stop\n\tDeath.TeleportRemover:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\tDeath.GibRemoving:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tDeath.Desintegrate:\n\t\t TNT1 A 0\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n         TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t TNT1 A 0 A_CustomMissile (\"BloodMistSmall\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t Stop\n\t\t }}\n\nactor LimbBase: BigGibBase\n{   Radius 6\n    Height 10\n    Mass 1000\n    Painchance 256\n    Health 35\n    +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+SHOOTABLE\n\t-CLIENTSIDEONLY\n\t+NOBLOCKMONST\n\t//+SOLID\n\t+THRUACTORS\n\t+FLOORCLIP\n\tdamagefactor \"Crush\", 50.0\n    DeathSound \"misc/xdeath4\"\n    damagefactor \"Blood\", 0.0    damagefactor \"GreenBlood\", 0.0    damagefactor \"BlueBlood\", 0.0    damagefactor \"Taunt\", 0.0    damagefactor \"KillMe\", 0.0  damagefactor \"Avoid\", 0.0  damagefactor \"Taunt\", 0.0\n    //damagefactor \"Plasma\", 99000.0\n    damagefactor \"Trample\", 2.0\n\tdamagefactor \"Kick\", 9.0\n\tdamagefactor \"Explosive\", 0.1\n\tdamagefactor \"ExplosiveImpact\", 9.1\n\tdamagefactor \"Shrapnel\", 100.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\ndamagefactor \"Plasma\", 20.0\npainchance 255\nStates    {\n    Spawn:\nTNT1 A 1900\n       Loop\n    Death:\n  \t    TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        XDT3 BCDEFGH 3\n\tDeath.Crush:\n  \t     TNT1 A 1 A_CustomMissile (\"XDeath1\", 5, 5, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, -5, random (0, 360), 2, random (0, 160))\n\n\t\t CRSB A 9009\n\t\t Stop\n\t\tStop}}\n\nACTOR TinyGib\n{\n    Radius 2\n    Height 8\n\tSpeed 6\n\tMass 1\n    gravity 0.5\n    Scale 0.8\n\tDecal BrutalBloodSplat\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +MISSILE\n    +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n    seesound \"bloood\"\n    deathsound \"bloood\"\n    States\n    {\n    Spawn:\n        TNT1 A 1\n\t\tLoop\n    }\n}\n\nactor BloodTrails\n{\nDecal BrutalBloodSplat\n game Doom\n\tAlpha 0.4\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n+NOCLIP\n  +DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n-NOGRAVITY\nScale 1.2\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)\n        TNT1 AAAAAA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 180))\n        //BLOD A 0 A_SpawnItem (\"Big_Blood\", 0, 10)\n        stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail8\n{\n game Doom\n scale 0.70\n mass 1\n   Decal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-DONTSPLASH\n+MISSILE\n-NOGRAVITY\nSpeed 3\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL A 8\n  BTRL B 8\n  BTRL C 8\n  BTRL D 8\n  stop\n\n\tSplash:\n        BLOD A 0\n        stop\n\n }\n}\n\nActor GreenBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\n translation \"168:191=112:127\",\"16:47=120:127\"\n+FORCEXYBILLBOARD\n +NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n    Splash:\n        TNT1 A 0\n        Stop\n\t}\n}\n\nActor BlueBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\ntranslation \"168:191=192:207\",\"16:47=240:247\"\ndecal CacoBloodSplat\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n    Splash:\n        TNT1 A 0\n        Stop\n\t}\n}\n\nACTOR XDeath1\n{\n    Radius 8\n    Height 8\n    Speed 10\n    Scale 1.2\n\tMass 1\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +RIPPER\n    +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\n\t+THRUACTORS\n\t+FLOORCLIP\ndamagetype Blood\n+BOUNCEONFLOORS\n\tBounceCount 1\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\tMass 1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n        BLOD A 4 A_CustomMissile (\"XDeath1Trail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        XDT1 EFGHIJKL 5\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 (\"Brutal_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 (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    }\n}\n\nACTOR XDeath2: XDeath1\n{\n    +CLIENTSIDEONLY\n    Speed 10\n\tGravity 0.8\n        SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n    Scale 1.1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME1 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\n\t    TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimplerLarge\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\n\tSpawnFloor:\n\t    XME1 E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME1 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n    Living:\n\t    XME1 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t    TNT1 A 5\n\t\tStop\n    }\n}\n\nACTOR XDeath2b: XDeath2\n{\nSpeed 4\n}\n\nACTOR XDeath3: XDeath2\n{\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\tScale 1.1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME2 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimplerLarge\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\n\tSpawnFloor:\n\t    XME2 E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME2 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        Living:\n\t    XME2 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t    TNT1 A 5\n\t\tStop\n    }\n}\n\nACTOR XDeath3b: XDeath3\n{\nSpeed 4\n}\n\nACTOR XDeath4: XDeath2\n{\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tScale 1.1\n\t+DOOMBOUNCE\n\tBounceFactor 0.3\n\twallbouncefactor 0.2\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME3 ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tGOto Death1\n\n\tDeath1:\n\t    TNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    XME3 GH 3\n\t    XME3 A 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\tLiving1:\n\t\tXME3 A 600//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n        Loop\n\tDeath2:\n\t    XME3 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tXME3 I 1\n    Living2:\n\t\tXME3 I 600//duration\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\nACTOR XDeath5: XDeath2\n{\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tScale 1.1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        GIB1 A 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n        GIB1 B 3\n    Living:\n\t\tGIB1 B 800//duration\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 XDeathOrgan1: XDeath2\n{\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tScale 0.9\n\tSpeed 4\n    States\n    {\n    Spawn:\n\t    XME8 A 4 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        XME8 A 1\n\t\tXME8 A -1\n        Stop\n    }\n}\n\nACTOR XDeathOrgan1b: XDeathOrgan1\n{\n\tXScale -0.7\n\tYScale 0.5\n}\n\nACTOR XDeathOrgan2: XDeathOrgan1\n{\nStates\n{\n    Spawn:\n\t    XME8 B 4 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        XME8 B 1\n\t\tXME8 B -1\n        Stop\n    }\n}\n\nACTOR XDeathGuts: XDeath2\n{\n    Scale 1.1\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME4 AAAABBBBCCCCDDDD 2\n        Loop\n    Death:\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n        //TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        XME4 E 9009\n        Stop\n    }\n}\n\nACTOR GoreSound: XDeath2\n{\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"none\"\n    Decal \"None\"\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 2\n        Loop\n    Death:\n        TNT1 BCDE 1\n        Stop\n        Splash:\n        TNT1 A 1\n        Stop\n    }\n}\n\nACTOR Instestin\n{\n    Radius 8\n    Height 12\n    Speed 6\n\tMass 1\n\tBounceFactor 0.01\n\tRenderstyle Translucent\n\tAlpha 0.9\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +FORCEXYBILLBOARD\n\t-EXPLODEONWATER\n    DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tScale 0.8\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\n\tSpawn1:\n\t\tGUTS A 1\n\t\tLoop\n\n\tSpawn2:\n\t\tGUTS B 1\n\t\tLoop\n\n\tSpawn3:\n\t\tGUTS C 1\n\t\tLoop\n\n\tSpawn4:\n\t\tGUTS D 1\n\t\tLoop\n\n    Death:\n\n        GUTS E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Water\")\n        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t    Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n        GUTS E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\n\tRest2:\n\t\tGUTS F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n        Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n\n\tWater:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"Water2\")\n\tGoto Water1\n\n\tWater1:\n\tGUTS GH 10\n\t//TNT1 A 0 A_JumpIf(waterlevel == 0, \"Death\")\n\tLoop\n\n\tWater2:\n\tGUTS IJ 10\n\t//TNT1 A 0 A_JumpIf(waterlevel == 0, \"Death\")\n\tLoop\n    }\n}\n\nACTOR Instestin2: Instestin\n{\n    Speed 3\n}\n\nACTOR XJunk1: XDeath1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\tBounceFactor 0.5\n    Speed 14\n\tGravity 0.8\n    DeathSound \"none\"\n\tSeeSound \"none\"\n\tDecal None\n    Scale 1.0\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        JNK6 ABCD 3\n        Loop\n    Death:\n\n        JNK6 A 2000\n        Stop\n    Splash:\n        TNT1 A 1\n\t\tJNK6 A -1\n        Stop\n    }\n}\n\nACTOR XJunk2: XJunk1\n{\n    BounceFactor 0.3\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        JNK7 ABCD 3\n        Loop\n    Death:\n\n        JNK7 A 2000\n        Stop\n    Splash:\n        TNT1 A 1\n\t\tJNK7 A -1\n        Stop\n    }\n}\n\nACTOR XJunk3: XJunk1\n{\n    BounceFactor 0.7\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        JNK8 ABCD 3\n        Loop\n    Death:\n\n        JNK8 A 2000\n        Stop\n    Splash:\n        TNT1 A 1\n\t\tJNK8 A -1\n        Stop\n    }\n}\n\nACTOR XJunk4: XJunk1\n{\n    -DOOMBOUNCE\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        JNK4 ABCD 3\n        Loop\n    Death:\n\n        JNK4 A 2000\n        Stop\n    Splash:\n        TNT1 A 1\n\t\tJNK4 A -1\n        Stop\n    }\n}\n\nACTOR XJunk5: XJunk1\n{\n    -DOOMBOUNCE\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        JNK5 ABCD 3\n        Loop\n    Death:\n\n        JNK5 A 2000\n        Stop\n    Splash:\n        TNT1 A 1\n\t\tJNK5 A -1\n        Stop\n    }\n}\n\nACTOR XDeathZombieArm1: XDeath1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+FORCEXYBILLBOARD\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t    TRG3 ABCDEFGH 4\n        Loop\n    Death:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG3 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG3 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG3 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG3 J-1\n\t\tStop\n    }\n}\n\nACTOR XDeathZombieLeg1: XDeath1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t    TRG4 ABCDEFGH 4\n        Loop\n    Death:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG4 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG4 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG4 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG4 J-1\n\t\tStop\n    }\n}\n\nACTOR XDeathDemonArm1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t    SRGG ABCDEFGH 4\n        Loop\n    Death:\n        SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tSRGG A 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSRGG A -1\n\t\tStop\n\tDeath2:\n\t\tSRGG E 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSRGG E-1\n\t\tStop\n    }\n}\n\nACTOR XDeathImpArm1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n\tHeight 1\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t    TRG1 ABCDEFGH 4\n        Loop\n    Death:\n        SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG1 I 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 0, \"Death1Water\")\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG1 I -1\n\t\tStop\n\tDeath1Water:\n\t\tTRG1 IK 4\n\t\tLoop\n\tDeath2:\n\t\tTRG1 J 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 0, \"Death2Water\")\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG1 J-1\n\t\tStop\n\tDeath2Water:\n\t\tTRG1 JL 4\n\t\tLoop\n    }\n}\n\nACTOR XDeathImpLeg1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t    TRG2 ABCDEFGH 4\n        Loop\n    Death:\n        SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG2 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG2 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG2 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG2 J-1\n\t\tStop\n    }\n}\n\nACTOR XDeathPinkyArm1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t    TRG5 ABCDEFGH 4\n        Loop\n    Death:\n        SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG5 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG5 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG5 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG5 J-1\n\t\tStop\n    }\n}\n\nACTOR XDeathPinkyLeg1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t    TRG6 ABCDEFGH 4\n        Loop\n    Death:\n        SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG6 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG6 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG6 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG6 J-1\n\t\tStop\n    }\n}\n\nACTOR XDeathFatsoCannon: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n    Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    FTX3 ABCDEFGH 4\n        Loop\n    Death:\n        SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tFTX3 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tFTX3 I -1\n\t\tStop\n\tDeath2:\n\t\tFTX3 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tFTX3 J-1\n\t\tStop\n    }\n}\n\nACTOR XDeathRevenantArm1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 12\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    SKG1 A 4\n        Loop\n    Death:\n        SKG1 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSKG1 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathRevenantArm2: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    SKG2 A 4\n        Loop\n    Death:\n\t\tSKG2 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSKG2 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathRevenantTorso: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\t+DOOMBOUNCE\n\tSpeed 10\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    SKG3 A 4\n        Loop\n    Death:\n\t\tSKG3 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSKG3 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathCacodemonGib1: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    CAG1 A 4\n        Loop\n    Death:\n        CAG1 B 4\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG1 C -1\n\t\tStop\n    }\n}\n\nACTOR XDeathCacodemonGib2: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    CAG2 A 4\n        Loop\n    Death:\n        CAG2 B 4\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG2 C -1\n\t\tStop\n    }\n}\n\nACTOR XDeathCacodemonGib3: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    CAG3 A 4\n        Loop\n    Death:\n        CAG3 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG3 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathCacodemonGib4: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    CAG4 A 4\n        Loop\n    Death:\n        CAG4 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG4 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathCacodemonGib5: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 4\n\tGravity 0.7\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    CAG5 A 4\n        Loop\n    Death:\n        CAG5 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG5 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathHKArm: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.8\n\tSpeed 3\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    KGB2 A 4\n        Loop\n    Death:\n        KGB2 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tKGB2 B -1\n\t\tStop\n    }\n}\n\nACTOR XDeathBaronArm: XDeathZombieArm1\n{\n    +CLIENTSIDEONLY\n\t+DONTSPLASH\n    Scale 0.9\n\tSpeed 3\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n    States\n    {\n    Spawn:\n\t    BGB2 A 4\n        Loop\n    Death:\n        BGB2 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tBGB2 B -1\n\t\tStop\n    }\n}\n\nACTOR BurningXDeath1: XDeath1\n{\n    +CLIENTSIDEONLY\n    Speed 10\n\tGravity 0.4\n        SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\t+BOUNCEONWALLS\n    Scale 1.1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME1 ABCD 3 A_SpawnItem (\"FlameTrails\")\n\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Loop\n    Death:\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME1 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\", 0, 1)\n\t\tXME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 5 A_CustomMissile (\"FlameTrails\", 0, 0, random (0, 360), 2, random (60, 90))\n    Living:\n\t    XME1 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t    TNT1 A 5\n\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.Head.txt",
        "contents": "actor MinorHeadDamage\n{\nRadius 1\nHeight 1\nDamageType Head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\nPROJECTILE\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\n        TNT1 A 0 A_Explode(100,200)\nStop\n }\n}\n\nactor HeadshotTargetBase\n{\n\t+NOTARGET\ndamagefactor \"Taunt\", 0.0\ndamagefactor \"Blood\", 0.0\ndamagefactor \"BlueBlood\", 0.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Control\", 0.0\ndamagefactor \"Trample\", 0.0\ndamagefactor \"GibRemoving\", 0.0\n//damagefactor \"Melee\", 0.3\ndamagefactor \"Alert\", 0.0\ndamagefactor \"SSG\", 1.0\ndamagefactor \"ExplosiveImpact\", 0.0\ndamagefactor \"Bullet\", 1.5\ndamagefactor \"GibRemoving\", 0.0\ndamagefactor \"TeleportRemover\", 0.0\n//MONSTER\n-COUNTKILL\nHealth 300\nGibHealth 10000\nRadius 7\nHeight 18\nDamageType head\nBloodType \"Brutal_Blood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\ndamagefactor \"Trample\", 0\nStates\n{\nSpawn:\nXXXX A 3\nXXXX A 1 A_NoBlocking\nStop\n\nPain.Explosive:\nTNT1 A 3\nGoto Pain\n\nPain.ExplosiveImpact:\nTNT1 A 3\nGoto Pain\n\nPain:\nTNT1 A 0\n//TNT1 A 0 ThrustThingZ(0,-40,0,1)\nTNT1 A 1 A_NoBlocking\nTNT1 A 0 A_JumpIfHealthLower(-100, \"SuperDeath\")\nTNT1 A 0 A_JumpIfHealthLower(25, \"Pain550\")\nTNT1 A 0 A_JumpIfHealthLower(50, \"Pain500\")\nTNT1 A 0 A_JumpIfHealthLower(75, \"Pain450\")\nTNT1 A 0 A_JumpIfHealthLower(100, \"Pain400\")\nTNT1 A 0 A_JumpIfHealthLower(125, \"Pain350\")\nTNT1 A 0 A_JumpIfHealthLower(150, \"Pain300\")\nTNT1 A 0 A_JumpIfHealthLower(175, \"Pain250\")\nTNT1 A 0 A_JumpIfHealthLower(200, \"Pain200\")\nTNT1 A 0 A_JumpIfHealthLower(225, \"Pain150\")\nTNT1 A 0 A_JumpIfHealthLower(250, \"Pain100\")\nTNT1 A 0 A_JumpIfHealthLower(275, \"Pain50\")\nTNT1 A 0 A_JumpIfHealthLower(288, \"Pain35\")\nTNT1 A 0 A_JumpIfHealthLower(292, \"Pain25\")\nXDT3 A 0 A_Explode(20,20,0)//hs\nPLAY A 0\nStop\n\nPain25:\nTNT1 A 0\nXDT3 A 0 A_Explode(40,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain35:\nTNT1 A 0\nXDT3 A 0 A_Explode(50,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain50:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain100:\nTNT1 A 0\nXDT3 A 0 A_Explode(100,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain150:\nTNT1 A 0\nXDT3 A 0 A_Explode(150,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain200:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain250:\nTNT1 A 0\nXDT3 A 0 A_Explode(250,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain300:\nTNT1 A 0\nXDT3 A 0 A_Explode(300,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain350:\nPain.SSG:\nTNT1 A 0\nXDT3 A 0 A_Explode(350,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain400:\nTNT1 A 0\nXDT3 A 0 A_Explode(400,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain450:\nTNT1 A 0\nXDT3 A 0 A_Explode(450,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain500:\nTNT1 A 0\nXDT3 A 0 A_Explode(500,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain550:\nTNT1 A 0\nXDT3 A 0 A_Explode(550,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain600:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nSuperDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(1200,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget4: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 5\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget6: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 6\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget2: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 5\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget8: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 11\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget4b: HeadshotTarget4\n{\nRadius 12\nHeight 22\n}\n\nactor HeadshotTarget8b: HeadshotTarget8\n{\nRadius 12\nHeight 22\n}\n\nactor HeadshotTarget10: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 12\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget20: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 22\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget23: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 25\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget30: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 33\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget60: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 63\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget50: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 53\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget100: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 100\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget200: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 200\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\n// This actor is spawned after you headshoot somebody. It deals the damage, then vanishes.\n\nactor HeadshotHitPlasma\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Plasma2\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitFire\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Fire\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitSaw\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Decaptate\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(150,20)\nXDT3 A 0 A_Explode(150,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitTaunt\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Decaptate\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\nPROJECTILE\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(1,20)\nXDT3 A 0 A_Explode(1,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHit\n{\n\t+NOTARGET\n+FORCERADIUSDMG\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nPROJECTILE\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(150,20)\nXDT3 A 0 A_Explode(150,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitKick\n{\n\t+NOTARGET\n+FORCERADIUSDMG\nRadius 10\nHeight 10\nDamageType Kick\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nPROJECTILE\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(10,20)\nXDT3 A 0 A_Explode(10,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotX\n{\n\t+NOTARGET\n+FORCERADIUSDMG\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nPROJECTILE\n//+EXTREMEDEATH\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(250,20)\nXDT3 A 0 A_Explode(250,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotXX: HeadshotX\n{\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(300,20)\nXDT3 A 0 A_Explode(300,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotXCyber: HeadshotX\n{\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(150,20)\nXDT3 A 0 A_Explode(150,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotSSG\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+FORCERADIUSDMG\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0 A_Explode(500,20)\nTNT1 A 0 A_Explode(500,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotMinorHit\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType minorhead\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(70,20)\nXDT3 A 0 A_Explode(70,20)\nTNT1 ABC 3\nStop\n }\n}\n\nactor HeadshotMinorHitChaingun\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nExplosionRadius 25\nExplosionDamage 45\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(128, \"Minorhit\")\nXDT3 A 0 A_Explode(70,20)\nXDT3 A 0 A_Explode(70,20)\nTNT1 ABC 3\nStop\n\nMinorhit:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem (\"HeadshotMinorHit\", 0, 0)\nTNT1 A 0\nStop\n }\n}\n\nactor HeadshotTinyHitChaingun: HeadshotMinorHitChaingun\n{\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(35,20)\nXDT3 A 0 A_Explode(35,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor Behead\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType headcut\n+NOGRAVITY\n+NOTELEPORT\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\nExplosionRadius 25\nExplosionDamage 300\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(300,20)\nXDT3 A 0 A_Explode(300,20)\nTNT1 ABC 3\nStop\n }\n}\n\nACTOR XDeathBullHead\n{\n    Radius 10\n    Height 15\n    Speed 4\n\tMass 12\n    Health 30\n\tBounceFactor 0.6\n\t+DOOMBOUNCE\n    -NOBLOCKMAP\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +SHOOTABLE\n    +WINDTHRUST\n    -SOLID\n    +NORADIUSDMG\n    damagefactor \"Trample\", 100.0\n    DeathSound \"misc/xdeath1\"\n        DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n    States\n    {\n    Spawn:\n        HED8 B 8\n        Loop\n    Death:\n        TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 AAA 0 A_CustomMissile (\"Brains1\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 11, 0, random (0, 360), 2, random (0, 160))\n        Stop\n    Death.Trample:\n\tCrush:\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n    }\n}\n\nACTOR XDeathKnightHead\n{\n    Radius 10\n    Height 15\n    Speed 6\n\tMass 12\n    Health 30\n  bloodtype \"GreenBlood\"\n  bloodcolor darkgreen\n\tBounceFactor 0.6\n\t+DOOMBOUNCE\n    -NOBLOCKMAP\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +SHOOTABLE\n    +WINDTHRUST\n    +SOLID\n    +NORADIUSDMG\n    damagefactor \"Trample\", 100.0\n    DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n    States\n    {\n    Spawn:\n        GORA C 8\n        Loop\n    Death:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        Stop\n    Death.Trample:\n\tCrush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n    }\n}\n\nACTOR XDeathBaronHead\n{\n    Radius 10\n    Height 15\n    Speed 6\n\tMass 12\n    Health 30\n  bloodtype \"GreenBlood\"\n  bloodcolor darkgreen\n    gravity 0.5\n\tDecal BloodSuper\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +SHOOTABLE\n    +WINDTHRUST\n    +SOLID\n    +NORADIUSDMG\n    damagefactor \"Trample\", 100.0\n    DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n    States\n    {\n    Spawn:\n        GORB B 8\n        Loop\n    Death:\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        Stop\n    Death.Trample:\n\tCrush:\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 B 5\n        CRS1 B -1\n        Stop\n    }\n}\n\nactor Brutal_BloodForHeads : Brutal_Blood\n{\nDecal BloodSplat\nStates\n{\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n  \t    TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\n        BLOD BCD 0\n        stop\n}\n}\n\nactor MeatShield: HeadshotTargetBase\n{\nSpeed 9\n\t+NOTARGET\ndamagefactor \"Cut\", 1.0\ndamagefactor \"SSG\", 1.0\ndamagefactor \"Melee\", 1.0\ndamagefactor \"Cutless\", 1.0\ndamagefactor \"Plasma\", 1.0\ndamagefactor \"Blast\", 1.0\ndamagefactor \"Taunt\", 1.0\ndamagefactor \"Blood\", 1.0\ndamagefactor \"BlueBlood\", 1.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Explosive\", 1.0\ndamagefactor \"DestroyShield\", 0.0\nHealth 99999\nRadius 24\nHeight 42\nBloodType \"Brutal_Blood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n-SOLID\n+NODAMAGETHRUST\n-THRUGHOST\n+NORADIUSDMG\n-GHOST\nStates\n{\nSpawn:\nXXXX A 3\nStop\n\nPain:\nPain.Cutless:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\nGoto Spawn\n\nPain.Bullet:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\n\nTNT1 A 1 A_NoBlocking\nGoto Spawn\n\nPain.SSG:\nPain.Cut:\nPain.Flames:\nPain.Fire:\nPain.Burn:\nPain.Plasma:\nPain.Eat:\nPain.Blast:\nPain.Rip:\nPain.ImpFatalityMarine:\nPain.HKF:\nPain.Melee:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\n\nTNT1 AAAAAAAAAAAAAA 1\nGoto Spawn\n }\n}\n\nactor BaronHoldingBarrel\n{\n\t+NOTARGET\ndamagefactor \"Taunt\", 0.0\ndamagefactor \"Blood\", 0.0\ndamagefactor \"BlueBlood\", 0.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Control\", 0.0\ndamagefactor \"Trample\", 0.0\ndamagefactor \"Melee\", 0.3\ndamagefactor \"Alert\", 0.0\ndamagefactor \"SSG\", 1.0\n//MONSTER\n-COUNTKILL\n+NOBLOOD\nHealth 25\nRadius 32\nHeight 24\nDamageType Extreme\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\ndamagefactor \"Trample\", 0\nStates\n{\nSpawn:\nXXXX A 32\nXXXX A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_Explode(5000, 30)\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -15)\n\t\tTNT1 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\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\n }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.Hellknight.txt",
        "contents": "actor 64HellKnight Replaces HellKnight\n{\n\t+FLOORCLIP\n\tDamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  spawnid 113\n  scale 0.8\n  obituary \"%o was splayed by a Hell Knight\"\n  hitobituary \"%o was gutted by a Hell Knight\"\n  health 500\n  -BOSSDEATH\n  +FORCEXYBILLBOARD\n//  bloodcolor \"18 8c 31\"\n  radius 24\n  height 64\n  mass 1000\n  speed 8\n  painchance 50\n  seesound \"knight/sight\"\n  painsound \"knight/pain\"\n  deathsound \"knight/death\"\n  activesound \"knight/active\"\n  Painchance \"SuperFists\", 220\n  Painchance \"Kick\", 255\n  Painchance \"SuperKick\", 255\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    BOS2 A 10 A_Look\n    loop\n  See:\n    BOS2 AABBCCDD 3 A_Chase\n    TNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n    TNT1 A 0\n    TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n  Melee:\n  Missile:\n    BOS2 EF 8 A_FaceTarget\n    BOS2 G 8 A_BruisAttack\n    goto See\n  Pain:\n    BOS2 H 2\n    BOS2 H 2 A_Pain\n    goto See\n  Pain.Vertigo:\n    BOS2 H 0 ThrustThingZ (0, 55, 0, 0)\n    BOS2 H 2\n    BOS2 H 2 A_Pain\n    Goto See\n  Death:\n    BOS2 I 8\n    BOS2 J 8 A_Scream\n    BOS2 K 8\n    BOS2 L 8 A_NoBlocking\n    BOS2 M 8\n\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n    BOS2 N -1 A_BossDeath\n    stop\n  Raise:\n    BOS2 NMLKJI 8\n    goto See\n  Crush:\n    POL5 A 0\n    POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n    POL5 A -1\n    Stop\n\n  Death.Plasma:\n\t     TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"BloodmistSmall\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n        EXPL AA 0 A_CustomMissile (\"CarbonizedSmoke1\", 30, 0, random (0, 360), 2, random (10, 90))\n        TNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_spawnItemEx(\"BurningFleshEffect\", 0, 0, 5)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOSB IJKLMN 6\n\t\tTNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tBOSB N -1\n\t\tSTop\n\t Death.SSG:\n\t\tBOS2 H 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(12)\n\t\tTNT1 A 0 A_JumpIfCloser(170, \"XDeath\")\n\t\tBOS2 H 1\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Death\n\tXDeath:\n\t     BOS2 H 1\n\t     TNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BloodmistBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHKARm\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"XDeathHKLegs\")\n\t\t TNT1 A 0 ThrustThingZ (0, 50, 0, 0)\n\t\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_Scream\n\t\t KGB1 A 2 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\t KGB1 AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CheckFloor(\"LANDAFTERXDEATH\")\n\t\t Goto LandAfterXDeath\n\n\t\t LandAfterXDeath:\n\t\t\tKGB1 B 1 A_stop\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\t\tKGB1 B -1\n\t\t\tStop\n  }\n}\n\nActor XDeathHKLegs\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n Scale 0.8\n States\n {\n\tSpawn:\n\tKGB3 ABC 4\n\tKGB3 D -1\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.Items.txt",
        "contents": "Actor 64Berserk : Berserk Replaces Berserk\n{\n\tScale 0.82\n\tstates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_SetBlend (\"ff0000\", 0.75, 70)\n    \t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    \t\tTNT1 A 0 HealThing(100, 0)\n    \t\tTNT1 A 0 A_SelectWeapon(\"64Fist\")\n    \t\tStop\n  \t}\n}\n\nActor 64GreenArmor : GreenArmor Replaces GreenArmor\n{\n\tScale 0.82\n\tInventory.PickupSound \"ARMOR\"\n}\n\nActor 64BlueArmor : BlueArmor Replaces BlueArmor\n{\n\tScale 0.82\n\tInventory.PickupSound \"ARMOR\"\n}\n\nActor 64BlurSphere : BlurSphere Replaces BlurSphere\n{\n\tScale 0.82\n\t-VISIBILITYPULSE\n\tpowerup.strength 50\n\tStates\n\t{\n\tSpawn:\n\t\tPINS ABCD 2 Bright A_SpawnItem(\"RedFlareSmall\", 0, 25)\n\t\tloop\n\t\t//Pickup:\n\t\t\t//TNT1 A 1\n    \t\t//TNT1 A 0 A_GiveInventory(\"PowerInvisibility\")\n\t\t\t//TNT1 A 0 ACS_ExecuteALways(299)\n    \t\t//Stop\n\t}\n}\n\nActor 64InvulnerabilitySphere : InvulnerabilitySphere Replaces InvulnerabilitySphere\n{\n\tpowerup.color \"FF FF FF\", 0.30\n\tScale 0.82\n\tstates\n\t{\n\tSpawn:\n\t\tPINV ABCDCB 6 bright\n\t\tloop\n\t}\n}\n\nActor 64Medikit : Medikit Replaces Medikit\n{\n\tScale 0.82\n}\n\nActor 64Megasphere : Megasphere Replaces Megasphere\n{\n\tScale 0.82\n\tInventory.PickupSound \"misc/p_pkup\"\n}\n\nActor 64RadSuit : RadSuit Replaces RadSuit\n{\n\tScale 0.82\n\tpowerup.color \"green\", 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tSUIT A 6 bright\n\t\tSUIT B 5\n\t\tloop\n\t}\n}\n\nActor 64Soulsphere : Soulsphere Replaces Soulsphere\n{\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tSOUL AAABBBCCCDDDCCCBBB 1  A_SpawnItemEx(\"BlueFlareSmall\", 0, 0, 22)\n\t\tLoop\n\t\t}\n}\n\nActor 64Stimpack : Stimpack Replaces Stimpack\n{\n\tScale 0.82\n}\n\nActor 64Backpack : Backpack Replaces Backpack\n{\n\tScale 0.82\n}\n\nActor 64Cell : Cell Replaces Cell\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64CellPack : CellPack Replaces CellPack\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64ClipBox : ClipBox Replaces ClipBox\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64RocketAmmo : RocketAmmo Replaces RocketAmmo\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64ShellBox : ShellBox Replaces ShellBox\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64Allmap : Allmap Replaces Allmap\n{\n\tScale 0.82\n\tstates\n\t{\n\tSpawn:\n\t\tPMAP ABCBAD 6 bright\n\t\tloop\n\t}\n}\n\nActor 64HealthBonus : HealthBonus Replaces HealthBonus\n{\n\tScale 0.82\n\tInventory.Amount 2\n\tstates\n\t{\n\tSpawn:\n\t\tBON1 AABBCCDD 2 A_SpawnItem(\"BlueFlareSmallItem\", 0, 7)\n\t\tloop\n\t}\n}\n\nActor 64ArmorBonus : ArmorBonus Replaces ArmorBonus\n{\n\tScale 0.82\n\tArmor.SaveAmount 2\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 A 6\n\t\tBON2 BBCCDDCCBB 2 A_SpawnItem(\"GreenFlareSmallItem\", 0, 7)\n\t\tloop\n\t}\n}\n\nActor 64Shell : Shell Replaces Shell\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64Clip : Clip Replaces Clip\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nACTOR WeaponPower : Inventory\n{\n  Game Doom\n  +UNDROPPABLE\n  Inventory.MaxAmount 3\n}\n\n//ACTOR PowerInvisibility : Inventory\n//{\n//  Game Doom\n//  +UNDROPPABLE\n//  Inventory.MaxAmount 1\n//}\n\nACTOR WpnPower1Icon : Inventory\n{\n  Game Doom\n  +UNDROPPABLE\n  Inventory.MaxAmount 1\n}\n\nACTOR WpnPower2Icon : Inventory\n{\n  Game Doom\n  +UNDROPPABLE\n  Inventory.MaxAmount 1\n}\n\nACTOR WpnPower3Icon : Inventory\n{\n  Game Doom\n  +UNDROPPABLE\n  Inventory.MaxAmount 1\n}\n\nACTOR WpnPower1 : CustomInventory 9905\n{\n  //$Category Powerups\n  Game Doom\n  Inventory.Icon POW1E0\n  Inventory.PickupMessage \"You have a feeling that it wasn't meant to be touched.\"\n  Inventory.PickupSound \"misc/i_pkup\"\n  +COUNTITEM\n  -INTERHUBSTRIP\n  States\n  {\n  Spawn:\n    POW1 ABCDEDCB 5 BRIGHT\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory (\"WeaponPower\", 1)\n    TNT1 A 0 A_GiveInventory (\"WpnPower1Icon\", 1)\n    stop\n  }\n}\n\nACTOR WpnPower2 : CustomInventory 9906\n{\n  //$Category Powerups\n  Game Doom\n  Inventory.Amount 1\n  inventory.MaxAmount 1\n  Inventory.Icon POW2E0\n  Inventory.PickupMessage \"It must do something...\"\n  Inventory.PickupSound \"misc/i_pkup\"\n  +COUNTITEM\n  -INTERHUBSTRIP\n  States\n  {\n  Spawn:\n    POW2 ABCDEDCB 5 BRIGHT\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory (\"WeaponPower\", 1)\n    TNT1 A 0 A_GiveInventory (\"WpnPower2Icon\", 1)\n    stop\n  }\n}\n\nACTOR WpnPower3 : CustomInventory 9907\n{\n  //$Category Powerups\n  Game Doom\n  Inventory.Amount 1\n  inventory.MaxAmount 1\n  Inventory.Icon POW3E0\n  Inventory.PickupMessage \"Whatever it is, it doesn't belong in this world.\"\n  Inventory.PickupSound \"misc/i_pkup\"\n  +COUNTITEM\n  -INTERHUBSTRIP\n  States\n  {\n  Spawn:\n    POW3 ABCDEDCB 5 BRIGHT\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory (\"WeaponPower\", 1)\n    TNT1 A 0 A_GiveInventory (\"WpnPower3Icon\", 1)\n    stop\n  }\n}\n\nActor GLBlueCard : BlueCard Replaces BlueCard\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tBKEY AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchBlue\",0,10)\n\tBKEY B 12\n\tLoop\n\t}\n}\n\nActor GLBlueSkull : BlueSkull Replaces BlueSkull\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tBSKU AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchBlue\",0,10)\n\tBSKU B 12\n\tLoop\n\t}\n}\n\nActor GLRedCard : RedCard Replaces RedCard\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tRKEY AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchRed\",0,10)\n\tRKEY B 12\n\tLoop\n\t}\n}\n\nActor GLRedSkull : RedSkull Replaces RedSkull\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tRSKU AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchRed\",0,10)\n\tRSKU B 12\n\tLoop\n\t}\n}\n\nActor GLYellowCard : YellowCard Replaces YellowCard\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tYKEY AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchYellow\",0,10)\n\tYKEY B 12\n\tLoop\n\t}\n}\n\nActor GLYellowSkull : YellowSkull Replaces YellowSkull\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tYSKU AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchYellow\",0,10)\n\tYSKU B 12\n\tLoop\n\t}\n}\n\nActor 64Scanner : CustomInventory 9967\n{\n\tScale 0.82\n\tGame Doom\n\tInventory.Amount 0\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"Computer Area Scanner\"\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.FANCYPICKUPSOUND\n\tStates\n\t{\n\tSpawn:\n\t\tPSCN A 15 bright\n\t\tPSCN BCD 3 bright\n\t\tPSCN E 15 bright\n\t\tPSCN DCB 3 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"NewScanner\", 1)\n\t\tstop\n\t}\n}\n\nactor NewScanner : PowerScanner replaces PowerScanner\n{\n\tPowerup.Duration 0x7FFFFFFF\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.LostSoul.txt",
        "contents": "actor 64LostSoul : LostSoul Replaces LostSoul\n{\n  scale 0.8\n  health 50\n  renderstyle Normal\n  Alpha 0.99\n  +NOBLOCKMONST\n  +NOBLOOD\n  +FORCEXYBILLBOARD\n  Painchance \"SuperFists\", 200\n  Painchance \"Kick\", 255\n  Painchance \"SuperKick\", 255\n  DamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  states\n  {\n  Spawn:\n    SKUL ABC 1 A_Look\n    loop\n  See:\n    SKUL A 1 BRIGHT A_Chase\n\tSKUL A 1 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL B 1 BRIGHT A_Chase(\"\",\"\")\n\tSKUL B 1 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL B 1 BRIGHT A_Chase\n\tSKUL C 1 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n    TNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n    TNT1 A 0\n    TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n\n  Missile:\n    SKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n    SKUL E 1 BRIGHT A_SkullAttack (30)\n\ttnt1 AAAAA 0\n\tSKUL EE 1 BRIGHT A_SpawnItemEx (\"LostSoulTrail\", 0, 0, 30)\n    SKUL D 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n    goto Missile+10\n  Pain:\n    SKUL FF 2 A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n    SKUL F 1 A_Pain\n    goto See\n\n  Death:\n    SKUL G 0 bright\n    SKUL G 2 bright\n\tTNT1 A 0 A_PlaySound(\"LSOD\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"BarrelExplosionFire\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAA 0 A_CustomMissile (\"64ExplosionFireBase\", 30, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 30, 0, random (0, 360), 2, random (0, 360))\n    SKUL H 4 bright A_Scream\n    SKUL I 4 bright\n    SKUL J 4 A_NoBlocking\n    SKUL KLMNOP 4 A_FadeOut (0.1667)\n    stop\n\n  Crush:\n    POL5 A 0\n    POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n    POL5 A -1\n    Stop\n  }\n}\n\nactor LostSoulTrail\n{\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\nRenderstyle Add\nAlpha 0.9\nscale 1.0\nStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tMTB2 ABCABC 1 BRIGHT\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.Mastermind.txt",
        "contents": "actor 64SpiderMastermind : SpiderMastermind Replaces SpiderMastermind\n{\n  AttackSound \"weapons/pistol\"\n  Scale 1.5\n  \t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\tDamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  speed 12\n  Radius 62\n  Painchance \"SuperFists\", 200\n  Painchance \"Kick\", 200\n  Painchance \"SuperKick\", 200\n  States\n  {\n  Spawn:\n    MSMN AB 10 A_Look\n    loop\n  See:\n    MSMN A 3 A_Metal\n    MSMN AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n    MSMN A 15 A_FaceTarget\n\tMSMN E 2 A_FaceTarget\n    MSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n    MSMN E 3 A_SpidRefire\n    loop\n  Pain:\n    MSMN F 3\n    MSMN F 3 A_Pain\n    goto See\n  Pain.Vertigo:\n    MSMN F 0 ThrustThingZ (0, 55, 0, 0)\n    MSMN F 3\n    MSMN F 3 A_Pain\n    Goto See\n  Death:\n    MSMN G 0 A_Scream\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,50,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,100,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,50,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,100,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,50,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,100,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,50,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,100,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,50,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,100,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,50,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,100,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,0,0,0,0,0,130)\n    MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,50,0,0,0,0,130)\n    MSMN H 0 A_NoBlocking\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 32)\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 90)\n\t\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BurningXDeath1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 45, 0, random (0, 360), 2, random (10, 90))\n    MSMN H 4 A_SpawnItemEx (\"64BossExplosion\",64,64,100,0,0,0,0,130)\n    MSMN H 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,0,0,0,0,0,130)\n    MSMN I 4 A_SpawnItemEx (\"64BossExplosion\",64,64,50,0,0,0,0,130)\n    MSMN I 4 A_SpawnItemEx (\"64BossExplosion\",0,0,100,0,0,0,0,130)\n    MSMN JK 8\n\tTNT1 A 0 A_BossDeath\n    MSMN L -1\n    stop\n  Crush:\n    POL5 A 0\n    POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n    POL5 A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.meltedenemies.txt",
        "contents": "ACTOR MeltedHumanoidSmall\n{\n    Radius 0\n    Height 0\n\tSpeed 0\n\tMass 1\n    gravity 0.5\n    Scale 0.8\n\tDecal BrutalBloodSplat\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n    seesound \"bloood\"\n    deathsound \"bloood\"\n    States\n    {\n    Spawn:\n\t\tCRB1 A 1\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"BloodmistSmall\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n        EXPL AA 0 A_CustomMissile (\"CarbonizedSmoke1\", 30, 0, random (0, 360), 2, random (10, 90))\n        TNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_spawnItemEx(\"BurningFleshEffect\", 0, 0, 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Blood\", 0, 0, 30)\n\t\tCRB1 ABCDEFG 4\n\t\tCRB1 H -1\n\t\tSTop\n    }\n}\n\nACTOR MeltedHumanoidBig: MeltedHumanoidSmall\n{\n    XScale -1.1\n\tYScale 1.1\n}\n\nACTOR BurningFleshEffect2: MeltedHumanoidSmall\n{\n    ReactionTime 60\n\t+NOGRAVITY\n\t+FLOAT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tStop\n}\n}"
      }
    ]
  },
  "maps": []
}

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