byocv0.9.6.4.3.pk3

PK3 105 MiB 0 map(s)

Counts

endoom0
graphics1
lumps22444
maps1
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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      "iwad": [],
      "filename": null,
      "added": "2022/04/20 09:47:26",
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    "added": "2022/04/20 09:47:26",
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    "text_files": [
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        "source": "pk3",
        "name": "TEXTURES.Pico.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Thu Mar 17 11:38:33 2022\n\nSprite \"PICPC0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PICPA0\", -29, 33\n}\n\nSprite \"6PIAA0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 87, 58\n\tPatch \"PILGA0\", -62, 59\n}\n\nSprite \"6PIAB0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 78, 44\n\tPatch \"PILGA0\", -48, 36\n}\n\nSprite \"6PIAC0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 72, 37\n\tPatch \"PILGB0\", -27, 24\n}\n\nSprite \"6PIAD0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 66, 34\n\tPatch \"PILGC0\", -19, 26\n}\n\nSprite \"6PIAE0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 59, 37\n\tPatch \"PILGE0\", -15, 25\n}\n\nSprite \"6PIAF0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 59, 37\n\tPatch \"PILGF0\", -15, 25\n}\n\nSprite \"6PIAG0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PIASA0\", 59, 37\n\tPatch \"PILGH0\", -15, 25\n}\n\nSprite \"6PIAH0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PILGD0\", -2, 11\n\tPatch \"PIASA0\", 30, 19\n}\n\nSprite \"6PIAI0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PILGC0\", -2, 6\n\tPatch \"PIASB0\", 11, 1\n}\n\nSprite \"6PIAJ0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PILGD0\", -2, 6\n\tPatch \"PIASB0\", 11, 1\n}\n\nSprite \"6PIAK0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PILGB0\", -2, 6\n\tPatch \"PIASB0\", 11, 1\n}\n\nSprite \"PICPB0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PICPA0\", -17, 15\n}\n\nSprite \"PCPTA0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PETPICO1\", 0, 0\n}\n\nSprite \"PCPTB0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PETPICO2\", 0, 0\n}\n\nSprite \"PCPTC0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PETPICO2\", 0, 0\n\tPatch \"PETPICO3\", 0, 0\n}\n\nSprite \"PCPTD0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PETPICO1\", 0, 0\n\tPatch \"PETPICO3\", 0, 0\n}\n\nSprite \"PCKRC0\", 420, 200\n{\n\tOffset 100, 32\n\tPatch \"PCKNC0\", 50, 15\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite \"PCKRD0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PCKND0\", -50, 15\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite \"PCKRE0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PCKNE0\", -50, 15\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite \"PCKRF0\", 320, 200\n{\n\tOffset 0, 32\n\tPatch \"PCKNF0\", -50, 15\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite \"PCUHA0\", 320, 200\n{\n\tOffset 0, -20\n\tPatch \"PENILINI\", 0, 0\n}\n\nSprite \"PCUHB0\", 320, 200\n{\n\tOffset 0, -20\n\tPatch \"PPSPA0\", 125, 72\n\tPatch \"PPSPA0\", 150, 72\n\tPatch \"PENILINI\", 0, 0\n}\n\nSprite \"PCUHC0\", 320, 200\n{\n\tOffset 0, -20\n\tPatch \"PPSPB0\", 125, 72\n\tPatch \"PPSPB0\", 150, 72\n\tPatch \"PENILINI\", 0, 0\n}\n\nSprite \"PBEAA0\", 26, 25\n{\n\tOffset 13, 25\n\tPatch \"PIBLA0\", -3, -2\n}\n\nGraphic \"PCWG\", 16, 16\n{\n\tPatch \"PICOWEPS\", -48, -32\n\t{\n\t\tAlpha 0.50\n\t\tStyle CopyNewAlpha\n\t}\n}\n\nGraphic \"PCW11\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", 0, 0\n}\n\nGraphic \"PCW12\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -16, 0\n}\n\nGraphic \"PCW2\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -32, 0\n}\n\nGraphic \"PCW3\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -48, 0\n}\n\nGraphic \"PCW3U\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -48, -16\n}\n\nGraphic \"PCW41\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", 0, -16\n}\n\nGraphic \"PCW42\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -16, -16\n}\n\nGraphic \"PCW5\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -32, -16\n}\n\nGraphic \"PCW6\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", 0, -32\n}\n\nGraphic \"PCW7\", 16, 16\n{\n\tPatch \"PICOWEPS\", -32, -32\n\tPatch \"PICOWEPS\", -16, -32\n}\n\nGraphic \"PICOHN0\", 8, 13\n{\n\tPatch \"PICOFONT\", 0, 0\n}\n\nGraphic \"PICOHN1\", 7, 13\n{\n\tPatch \"PICOFONT\", -12, 0\n}\n\nGraphic \"PICOHN2\", 10, 13\n{\n\tPatch \"PICOFONT\", -22, 0\n}\n\nGraphic \"PICOHN3\", 9, 13\n{\n\tPatch \"PICOFONT\", -35, 0\n}\n\nGraphic \"PICOHN4\", 10, 13\n{\n\tPatch \"PICOFONT\", -47, 0\n}\n\nGraphic \"PICOHN5\", 8, 13\n{\n\tPatch \"PICOFONT\", -60, 0\n}\n\nGraphic \"PICOHN6\", 8, 13\n{\n\tPatch \"PICOFONT\", -72, 0\n}\n\nGraphic \"PICOHN7\", 10, 13\n{\n\tPatch \"PICOFONT\", -82, 0\n}\n\nGraphic \"PICOHN8\", 8, 13\n{\n\tPatch \"PICOFONT\", -94, 0\n}\n\nGraphic \"PICOHN9\", 8, 13\n{\n\tPatch \"PICOFONT\", -105, 0\n}\n\n// End of texture definitions"
      },
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        "source": "pk3",
        "name": "Textures.Artificer.txt",
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\"CDG2D0\", 122, 117\n{\n\tOffset 64, 64\n\tPatch \"RNFTS3\", 0, 0\n}\n\nSprite \"CDG2E0\", 122, 117\n{\n\tOffset 64, 64\n\tPatch \"RNFTS4\", 0, 0\n}\n\nSprite \"CDG2F0\", 122, 117\n{\n\tOffset 64, 64\n\tPatch \"RNFTS5\", 0, 0\n}\n\nSprite \"CDG2G0\", 122, 117\n{\n\tOffset 64, 64\n\tPatch \"RNFTS6\", 0, 0\n}\n\nSprite \"CDG2H0\", 122, 117\n{\n\tOffset 64, 64\n\tPatch \"RNFTS7\", 0, 0\n}\n\nSprite \"CDG2I0\", 122, 117\n{\n\tOffset 64, 64\n\tPatch \"RNFTS8\", 0, 0\n}\n\nSprite \"WRK1A0\", 336, 178\n{\n\tOffset 27, -41\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1B0\", 336, 178\n{\n\tOffset 28, -40\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1C0\", 336, 178\n{\n\tOffset 20, -63\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1D0\", 336, 178\n{\n\tOffset -1, -87\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1E0\", 336, 178\n{\n\tOffset -20, -110\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1F0\", 336, 178\n{\n\tOffset -46, -139\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1G0\", 336, 178\n{\n\tOffset -52, -148\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK1H0\", 134, 190\n{\n\tOffset -88, -128\n\tPatch \"WCRW2\", 0, 0\n}\n\nSprite \"WRK1I0\", 134, 190\n{\n\tOffset -65, -64\n\tPatch \"WCRW2\", 0, 0\n}\n\nSprite \"WRK1J0\", 134, 190\n{\n\tOffset -57, -51\n\tPatch \"WCRW2\", 0, 0\n}\n\nSprite \"WRK1K0\", 115, 214\n{\n\tOffset -50, -36\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK1L0\", 115, 214\n{\n\tOffset -16, -16\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK1M0\", 115, 214\n{\n\tOffset 34, 5\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK1N0\", 115, 214\n{\n\tOffset 50, 10\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK1O0\", 115, 214\n{\n\tOffset 76, 18\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK1P0\", 153, 254\n{\n\tOffset -84, 187\n\tPatch \"WCRW4\", 0, 0\n}\n\nSprite \"WRK1Q0\", 153, 254\n{\n\tOffset -84, 173\n\tPatch \"WCRW4\", 0, 0\n}\n\nSprite \"WRK1R0\", 153, 254\n{\n\tOffset -84, 93\n\tPatch \"WCRW4\", 0, 0\n}\n\nSprite \"WRK1S0\", 153, 238\n{\n\tOffset -84, -12\n\tPatch \"WCRW5\", 0, 0\n}\n\nSprite \"WRK1T0\", 45, 91\n{\n\tOffset -138, -78\n\tPatch \"WCRW6\", 0, 0\n}\n\nSprite \"WRK1U0\", 42, 55\n{\n\tOffset -138, -125\n\tPatch \"WCRW7\", 0, 0\n}\n\nSprite \"WRK1V0\", 42, 55\n{\n\tOffset -138, -116\n\tPatch \"WCRW7\", 0, 0\n}\n\nSprite \"WRK1W0\", 42, 55\n{\n\tOffset -138, -115\n\tPatch \"WCRW7\", 0, 0\n}\n\nSprite \"WRK1X0\", 42, 55\n{\n\tOffset -138, -119\n\tPatch \"WCRW7\", 0, 0\n}\n\nSprite \"WRK1Y0\", 42, 55\n{\n\tOffset -138, -124\n\tPatch \"WCRW7\", 0, 0\n}\n\nSprite \"WRKRA0\", 45, 91\n{\n\tOffset -129, -98\n\tPatch \"WCRW6\", 0, 0\n}\n\nSprite \"WRKRB0\", 45, 91\n{\n\tOffset -124, -94\n\tPatch \"WCRW6\", 0, 0\n}\n\nSprite \"WRKRC0\", 134, 190\n{\n\tOffset -40, -66\n\tPatch \"WCRW2\", 0, 0\n}\n\nSprite \"WRKRD0\", 115, 214\n{\n\tOffset -45, -68\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRKRE0\", 115, 214\n{\n\tOffset -41, -66\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRKRF0\", 115, 214\n{\n\tOffset -30, -71\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRKRG0\", 115, 214\n{\n\tOffset 4, -94\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRKRH0\", 115, 214\n{\n\tOffset 29, -121\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRKRI0\", 115, 214\n{\n\tOffset 33, -127\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRKRJ0\", 336, 178\n{\n\tOffset 60, -139\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRKRK0\", 336, 178\n{\n\tOffset 62, -141\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRKRL0\", 336, 178\n{\n\tOffset 50, -109\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRKRM0\", 336, 178\n{\n\tOffset 39, -81\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRKRN0\", 336, 178\n{\n\tOffset 32, -48\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRKRO0\", 336, 178\n{\n\tOffset 29, -42\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK2A0\", 115, 214\n{\n\tOffset -18, -140\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2B0\", 115, 214\n{\n\tOffset -18, -105\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2C0\", 115, 214\n{\n\tOffset -18, -66\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2D0\", 115, 214\n{\n\tOffset -18, -40\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2E0\", 115, 214\n{\n\tOffset -18, -20\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2F0\", 115, 214\n{\n\tOffset -18, -10\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2G0\", 115, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW3\", 0, 0\n}\n\nSprite \"WRK2H0\", 115, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW15\", 0, 0\n}\n\nSprite \"WRK2I0\", 115, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW16\", 0, 0\n}\n\nSprite \"WRK2J0\", 115, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW17\", 0, 0\n}\n\nSprite \"WRK2K0\", 115, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW18\", 0, 0\n\tPatch \"WRKSPK1\", 9, 65\n\tPatch \"WRKSPK3\", 49, 70\n\tPatch \"WRKSPK4\", 83, 56\n}\n\nSprite \"WRK2L0\", 115, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW19\", 0, 0\n\tPatch \"WRKSPK2\", 8, 66\n\tPatch \"WRKSPK4\", 47, 69\n\tPatch \"WRKSPK5\", 84, 55\n}\n\nSprite \"WRK2M0\", 134, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW20\", 0, 0\n\tPatch \"WRKSPK3\", 7, 67\n\tPatch \"WRKSPK5\", 46, 70\n\tPatch \"WRKSPK2\", 115, 23\n}\n\nSprite \"WRK2N0\", 134, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW21\", 0, 0\n\tPatch \"WRKSPK4\", 6, 70\n\tPatch \"WRKSPK3\", 115, 23\n}\n\nSprite \"WRK2O0\", 134, 214\n{\n\tOffset -18, -12\n\tPatch \"WCRW11\", 0, 0\n\tPatch \"WRKSPK5\", 6, 70\n\tPatch \"WRKSPK4\", 115, 22\n}\n\nSprite \"WRK2P0\", 115, 214\n{\n\tOffset -22, -7\n\tPatch \"WCRW11\", 0, 0\n}\n\nSprite \"WRK2Q0\", 115, 214\n{\n\tOffset 21, -39\n\tPatch \"WCRW11\", 0, 0\n}\n\nSprite \"WRK2R0\", 115, 214\n{\n\tOffset 78, -89\n\tPatch \"WCRW11\", 0, 0\n}\n\nSprite \"WRK2S0\", 115, 214\n{\n\tOffset 103, -111\n\tPatch \"WCRW11\", 0, 0\n}\n\nSprite \"WRK2T0\", 115, 214\n{\n\tOffset 109, -117\n\tPatch \"WCRW11\", 0, 0\n}\n\nSprite \"WRK2U0\", 159, 110\n{\n\tOffset 101, -109\n\tPatch \"WCRW12\", 0, 0\n}\n\nSprite \"WRK2V0\", 159, 110\n{\n\tOffset 68, -80\n\tPatch \"WCRW12\", 0, 0\n}\n\nSprite \"WRK2W0\", 133, 95\n{\n\tOffset -92, -75\n\tPatch \"WCRW13\", 0, 0\n}\n\nSprite \"WRK2X0\", 159, 110\n{\n\tOffset -209, -80\n\tPatch \"WCRW14\", 0, 0\n}\n\nSprite \"WRK2Y0\", 159, 110\n{\n\tOffset -247, -116\n\tPatch \"WCRW14\", 0, 0\n}\n\nSprite \"WRK3U0\", 159, 110\n{\n\tOffset 101, -109\n\tPatch \"WCRW8\", 0, 0\n}\n\nSprite \"WRK3V0\", 159, 110\n{\n\tOffset 68, -80\n\tPatch \"WCRW8\", 0, 0\n}\n\nSprite \"WRK3W0\", 133, 95\n{\n\tOffset -92, -75\n\tPatch \"WCRW9\", 0, 0\n}\n\nSprite \"WRK3X0\", 159, 110\n{\n\tOffset -209, -80\n\tPatch \"WCRW10\", 0, 0\n}\n\nSprite \"WRK3Y0\", 159, 110\n{\n\tOffset -247, -116\n\tPatch \"WCRW10\", 0, 0\n}\n\nSprite \"WRK3Z0\", 159, 110\n{\n\tOffset -249, -120\n\tPatch \"WCRW10\", 0, 0\n}\n\nSprite \"WRK4A0\", 336, 178\n{\n\tOffset 32, -74\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK4B0\", 336, 178\n{\n\tOffset 52, -94\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK4C0\", 336, 178\n{\n\tOffset 55, -99\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK4D0\", 336, 178\n{\n\tOffset 56, -98\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK4E0\", 336, 178\n{\n\tOffset 51, -101\n\tPatch \"WCRW1\", 0, 0\n}\n\nSprite \"WRK4F0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 147, 140\n\tPatch \"WCRW1\", 0, 121\n}\n\nSprite \"WRK4G0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 172, 123\n\tPatch \"WCRW1\", -1, 123\n}\n\nSprite \"WRK4H0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 193, 108\n\tPatch \"WCRW1\", 0, 124\n}\n\nSprite \"WRK4I0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 208, 97\n\tPatch \"WCRW1\", 3, 124\n}\n\nSprite \"WRK4J0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 210, 95\n\tPatch \"WCRW1\", 3, 123\n}\n\nSprite \"WRK4K0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 209, 93\n\tPatch \"WCRW1\", 4, 124\n}\n\nSprite \"WRK4L0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 233, 125\n\tPatch \"WCRW1\", 3, 123\n}\n\nSprite \"WRK4M0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 270, 160\n\tPatch \"WCRW1\", 0, 121\n}\n\nSprite \"WRK4N0\", 385, 295\n{\n\tOffset 49, 19\n\tPatch \"MYBUDZ\", 298, 181\n\tPatch \"WCRW1\", 0, 121\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model MobsterMatt               // Squished matt on floor\n{\n   Path \"models\"    // Path to model in PK3\n   Model 0 \"mattplane.md3\"    // Model index, model file\n   Skin 0 \"FlatMatt.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 100.0 100.0 100.0             // Scale values\n   ZOffset 0.6\n   NOINTERPOLATION\n\n   FrameIndex MATA H 0 0     // The sprite lump, sprite frame, model index, frame number\n   FrameIndex MATA I 0 1     // The sprite lump, sprite frame, model index, frame number\n\n}\n\nModel MobsterMatt               // matt's car\n{\n   Path \"models\"    // Path to model in PK3\n   Model 0 \"mattcar.md3\"    // Model index, model file\n   Skin 0 \"carsheet.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 100.0 100.0 100.0             // Scale values\n  NOINTERPOLATION\n\n   FrameIndex MCAR A 0 0     // The sprite lump, sprite frame, model index, frame number\n   FrameIndex MCAR D 0 1     // The sprite lump, sprite frame, model index, frame number\n   FrameIndex MCAR E 0 2     // The sprite lump, sprite frame, model index, frame number\n   FrameIndex MCAR F 0 3     // The sprite lump, sprite frame, model index, frame number\n   FrameIndex MCAR G 0 4     // The sprite lump, sprite frame, model index, frame number\n   FrameIndex MCAR H 0 5\n   FrameIndex MCAR I 0 6// The sprite lump, sprite frame, model index, frame number\n\n}\n\n//Marble Golem\n\nModel MonsterSpawn\n{\n\tPath \"models/marble\"\n\tModel 0 \"marble.md3\"\n\tSkin 0 \"marblegolemtex.png\"\n\tScale 20 20 20\n\tFrameIndex 3MGL A 0 0\n\tFrameIndex 3MGL B 0 1\n\tFrameIndex 3MGL C 0 2\n\tFrameIndex 3MGL D 0 3\n\tFrameIndex 3MGL E 0 4\n\tFrameIndex 3MGL F 0 5\n\tFrameIndex 3MGL G 0 6\n\tFrameIndex 3MGL H 0 7\n\tFrameIndex 3MGL I 0 8\n\tFrameIndex 3MGL J 0 9\n}\n\nModel BindleMarbleGolem\n{\n\tPath \"models/marble\"\n\tModel 0 \"marblegolem.md3\"\n\tSkin 0 \"marblegolemtex.png\"\n\tScale 20 20 20\n\tFrameIndex 3MGL A 0 0\n\tFrameIndex 3MGL B 0 1\n\tFrameIndex 3MGL C 0 2\n\tFrameIndex 3MGL D 0 3\n\tFrameIndex 3MGL E 0 4\n\tFrameIndex 3MGL F 0 5\n\tFrameIndex 3MGL G 0 6\n\tFrameIndex 3MGL H 0 7\n\tFrameIndex 3MGL I 0 8\n\tFrameIndex 3MGL J 0 9\n\tFrameIndex 3MGL K 0 10\n\tFrameIndex 3MGL L 0 11\n\tFrameIndex 3MGL M 0 12\n\tFrameIndex 3MGL N 0 13\n\tFrameIndex 3MGL O 0 14\n\tFrameIndex 3MGL P 0 15\n\tFrameIndex 3MGL Q 0 16\n\tFrameIndex 3MGL R 0 17\n\tFrameIndex 3MGL S 0 18\n\tFrameIndex 3MGL T 0 19\n\tFrameIndex 3MGL U 0 20\n\tFrameIndex 3MGL V 0 21\n\tFrameIndex 3MGL W 0 22\n\tFrameIndex 3MGL X 0 23\n\tFrameIndex 3MGL Y 0 24\n\tFrameIndex 3MGL Z 0 25\n\tFrameIndex 4MGL A 0 26\n\tFrameIndex 4MGL B 0 27\n\tFrameIndex 4MGL C 0 28\n\tFrameIndex 4MGL D 0 29\n\tFrameIndex 4MGL E 0 30\n\tFrameIndex 4MGL F 0 31\n\tFrameIndex 4MGL G 0 32\n\tFrameIndex 4MGL H 0 33\n\tFrameIndex 4MGL I 0 34\n\tFrameIndex 4MGL J 0 35\n}\n\nModel BindleMarbleGolem02\n{\n\tPath \"models/marble\"\n\tModel 0 \"marblegolem.md3\"\n\tSkin 0 \"marblegolemtex.png\"\n\tScale 20 20 20\n\tFrameIndex 3MGL A 0 0\n\tFrameIndex 3MGL B 0 1\n\tFrameIndex 3MGL C 0 2\n\tFrameIndex 3MGL D 0 3\n\tFrameIndex 3MGL E 0 4\n\tFrameIndex 3MGL F 0 5\n\tFrameIndex 3MGL G 0 6\n\tFrameIndex 3MGL H 0 7\n\tFrameIndex 3MGL I 0 8\n\tFrameIndex 3MGL J 0 9\n\tFrameIndex 3MGL K 0 10\n\tFrameIndex 3MGL L 0 11\n\tFrameIndex 3MGL M 0 12\n\tFrameIndex 3MGL N 0 13\n\tFrameIndex 3MGL O 0 14\n\tFrameIndex 3MGL P 0 15\n\tFrameIndex 3MGL Q 0 16\n\tFrameIndex 3MGL R 0 17\n\tFrameIndex 3MGL S 0 18\n\tFrameIndex 3MGL T 0 19\n\tFrameIndex 3MGL U 0 20\n\tFrameIndex 3MGL V 0 21\n\tFrameIndex 3MGL W 0 22\n\tFrameIndex 3MGL X 0 23\n\tFrameIndex 3MGL Y 0 24\n\tFrameIndex 3MGL Z 0 25\n\tFrameIndex 4MGL A 0 26\n\tFrameIndex 4MGL B 0 27\n\tFrameIndex 4MGL C 0 28\n\tFrameIndex 4MGL D 0 29\n\tFrameIndex 4MGL E 0 30\n\tFrameIndex 4MGL F 0 31\n\tFrameIndex 4MGL G 0 32\n\tFrameIndex 4MGL H 0 33\n\tFrameIndex 4MGL I 0 34\n\tFrameIndex 4MGL J 0 35\n}\n\nModel BindleMarbleGolem03\n{\n\tPath \"models/marble\"\n\tModel 0 \"marblegolem.md3\"\n\tSkin 0 \"marblegolemtex.png\"\n\tScale 20 20 20\n\tFrameIndex 3MGL A 0 0\n\tFrameIndex 3MGL B 0 1\n\tFrameIndex 3MGL C 0 2\n\tFrameIndex 3MGL D 0 3\n\tFrameIndex 3MGL E 0 4\n\tFrameIndex 3MGL F 0 5\n\tFrameIndex 3MGL G 0 6\n\tFrameIndex 3MGL H 0 7\n\tFrameIndex 3MGL I 0 8\n\tFrameIndex 3MGL J 0 9\n\tFrameIndex 3MGL K 0 10\n\tFrameIndex 3MGL L 0 11\n\tFrameIndex 3MGL M 0 12\n\tFrameIndex 3MGL N 0 13\n\tFrameIndex 3MGL O 0 14\n\tFrameIndex 3MGL P 0 15\n\tFrameIndex 3MGL Q 0 16\n\tFrameIndex 3MGL R 0 17\n\tFrameIndex 3MGL S 0 18\n\tFrameIndex 3MGL T 0 19\n\tFrameIndex 3MGL U 0 20\n\tFrameIndex 3MGL V 0 21\n\tFrameIndex 3MGL W 0 22\n\tFrameIndex 3MGL X 0 23\n\tFrameIndex 3MGL Y 0 24\n\tFrameIndex 3MGL Z 0 25\n\tFrameIndex 4MGL A 0 26\n\tFrameIndex 4MGL B 0 27\n\tFrameIndex 4MGL C 0 28\n\tFrameIndex 4MGL D 0 29\n\tFrameIndex 4MGL E 0 30\n\tFrameIndex 4MGL F 0 31\n\tFrameIndex 4MGL G 0 32\n\tFrameIndex 4MGL H 0 33\n\tFrameIndex 4MGL I 0 34\n\tFrameIndex 4MGL J 0 35\n}\n\n////////////////////////////////////////////////////////\nModel CatPhoneTarget\n{\n\tPath \"models/target\"\n\tModel 0 \"Target.md3\"\n\tSkin 0 \"Target01Tex.png\"\n\tZOffset 0.1\n\tScale 20 20 20\n\tFrameIndex PTRG A 0 0\n}\n\nModel CatPhoneBeam\n{\n\tPath \"models/SummonSpawn\"\n\tModel 0 \"SummonSpawn.md3\"\n\tSkin 0 \"SummonSpawnTex.png\"\n\tScale -20 -20 -1000\n\tFrameIndex VBCB A 0 1\n}\n\nModel ParappaClass               // eminem\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"idle.png\"\n   AngleOffset 90\n   Scale 7 7 7\n\n   FrameIndex PRAP A 0 0 // The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP B 0 1\n   FrameIndex PRAP C 0 2\n   FrameIndex PRAP D 0 3\n   FrameIndex PRAP E 0 4\n\n}\n\nModel ParappaClass               // attack hands open\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"attack.png\"\n   AngleOffset 90\n   Scale 7 7 7\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP F 0 5\n   FrameIndex PRAP G 0 6\n\n}\n\nModel ParappaClass               // attack hands closed\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"attack_closedhands.png\"\n   AngleOffset 90\n   Scale 7 7 7\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP H 0 7\n   FrameIndex PRAP I 0 8\n   FrameIndex PRAP J 0 9\n   FrameIndex PRAP K 0 10\n   FrameIndex PRAP L 0 11\n   //FrameIndex PRAP U 0 21\n   //FrameIndex PRAP V 0 22\n\n}\n\nModel ParappaClass               // attack microphone\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"attack_mic.png\"\n   Model 1 \"parappamic.md3\"\n   Skin 1 \"attack_mic.png\"\n   AngleOffset 90\n   Scale 7 7 7\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP N 0 13\n   FrameIndex PRAP N 1 0\n\n}\n\nModel ParappaClass               // ouch!!\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"hurt.png\"\n   AngleOffset 90\n   Scale 7 7 7\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP P 0 15\n\n}\n\nModel ParappaClass               // dies\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"death.png\"\n   AngleOffset 90\n   Scale 7 7 7\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP Q 0 16\n   FrameIndex PRAP R 0 17\n   FrameIndex PRAP S 0 18\n   FrameIndex PRAP T 0 19\n\n}\n\nModel ParappaClass               // chainsaw\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"attack_closedhands.png\"\n   Model 1 \"prapppachainsaw.md3\"\n   Skin 1 \"attack_closedhands.png\"\n   AngleOffset 90\n   Scale 7 7 7\n   NOINTERPOLATION\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP O 0 14\n   FrameIndex PRAP O 1 0\n\n}\n\nModel ParappaClass               // FireHose\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"attack_closedhands.png\"\n   Model 1 \"parappahose.md3\"\n   Skin 1 \"attack_closedhands.png\"\n   AngleOffset 90\n   Scale 7 7 7\n   NOINTERPOLATION\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP M 0 12\n   FrameIndex PRAP M 1 0\n\n}\n\nModel ParappaClass               // Microphone\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"attack_mic.png\"\n   Model 1 \"parappamic.md3\"\n   Skin 1 \"attack_mic.png\"\n   AngleOffset 90\n   Scale 7 7 7\n   NOINTERPOLATION\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP N 0 13\n   FrameIndex PRAP N 1 0\n\n}\n\nModel ParappaClass               // GUN\n{\n   Path \"models\"\n   Model 0 \"parappa.md3\"\n   Skin 0 \"eat.png\"\n   AngleOffset 90\n   Scale 7 7 7\n //  NOINTERPOLATION\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PRAP U 0 20 //shitty engine doesn't draw this frame fuck you zandronum\n   FrameIndex PRAP V 0 21\n\n}\n\nModel ParappaBoxxy               // GUN\n{\n   Path \"models\"\n   Model 0 \"boxxy.md3\"\n   Skin 0 \"Boxxy_colors.png\"\n   AngleOffset 90\n   Scale 30 30 30\n   ZOffset 32\n //  NOINTERPOLATION\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex BOXY A 0 0\n   FrameIndex BOXY B 0 1\n   FrameIndex BOXY C 0 2\n   FrameIndex BOXY D 0 3\n   FrameIndex BOXY E 0 4\n   FrameIndex BOXY F 0 5\n   FrameIndex BOXY G 0 6\n   FrameIndex BOXY H 0 7\n   FrameIndex BOXY I 0 8\n   FrameIndex BOXY J 0 9\n}\n\nModel ZoneMarkerYang              // Zone of effect\n{\n   Path \"models\"    // Path to model in PK3\n   Model 0 \"DRGShield.md3\"    // Model index, model file\n   Skin 0 \"YangTexture.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 30 30 30             \t\t// Scale values\n\n   FrameIndex TERY Z 0 0     // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ZoneMarkerYangPlus              // Zone of effect\n{\n   Path \"models\"    // Path to model in PK3\n   Model 0 \"DRGShield.md3\"    // Model index, model file\n   Skin 0 \"YangTexture.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale -30 -30 -30             \t\t// Scale values\n\n   FrameIndex BLNK A 0 0     // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ZoneMarkerYin             // Zone of effect\n{\n   Path \"models\"    // Path to model in PK3\n   Model 0 \"DRGShield.md3\"    // Model index, model file\n   Skin 0 \"YinTexture.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 30 30 30 \t             // Scale values\n\n   FrameIndex TERY Y 0 0     // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ZoneMarkerYinPlus             // Zone of effect\n{\n   Path \"models\"    // Path to model in PK3\n   Model 0 \"DRGShield.md3\"    // Model index, model file\n   Skin 0 \"YinTexture.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale -30 -30 -30 \t             // Scale values\n\n   FrameIndex BLNK A 0 0     // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ActualShield              // DRG shield\n{\n   Path \"models\"\n   Model 0 \"DRGShield.md3\"\n   Skin 0 \"ShieldTexture2.png\"\n   Scale -60 -60 -60\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex 9SDR A 0 0\n}\n\nModel ShieldReflective              // DRG shield\n{\n   Path \"models\"\n   Model 0 \"DRGShield.md3\"\n   Skin 0 \"ShieldTexture2.png\"\n   Scale -60 -60 -60\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex 9SDR A 0 0\n}\n\nModel PoisonPuddle             // DRG shield\n{\n   Path \"models/PoisonSplash\"\n   Model 0 \"GammuPoisonSplash.md3\"\n   Skin 0 \"GammuSplashTexture.png\"\n   Scale 60 60 60\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PPRO Q 0 0\n}\nModel PoisonPuddle2             // DRG shield\n{\n   Path \"models/PoisonSplash\"\n   Model 0 \"GammuPoisonSplash.md3\"\n   Skin 0 \"GammuSplashTexture.png\"\n   Scale 60 60 60\n\n// The sprite lump, sprite frame, model index, frame number\n   FrameIndex PPRO Q 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/DragonSword.txt",
        "contents": "actor DragonSword : weapon\n{\n\tWeapon.SelectionOrder 200\n\tInventory.RestrictedTo \"Artificer\"\n\tWeapon.SlotNumber 1\n\t+undroppable\n\t+noalert\n\t+weapon.noautofire\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.6\n\tTag \"Dragon Sword\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\tRiseup:\n\t\tD3UP AA 0 a_raise\n\t\tD3UP AAAAA 0 a_raise\n\t\tRYUS A 1\n\t\tloop\n\n\tReady:\n\t\tTNT1 A 0\n\t\tRYUS A 1 a_weaponready\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifhealthlower (1, \"deadlower\")\n\tholster:\n\t\tTNT1 A 0\n\t\tRYUS A 1 a_lower\n\t\tTNT1 AAA 0 a_lower\n\t\tRYUS A 1 a_lower\n\t\tloop\n\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\tTNT1 A 1 a_lower\n\t\twait\n\tFire:\n\t\tTNT1 A 0\n\t\tRYUS BCD 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_jumpifinventory (\"PowerStrength\",1,\"SpinSlash\")\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Slash\",0)\n\t\tRYUS E 1\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\")\n\t\tRYUS F 1 a_firecustommissile (\"dragonslash\")\n\t\tRYUS GH 1\n\t\tRYUS I 1 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 2 a_weaponready (WRF_NOBOB)\n\t\tRYUS JKLM 1 a_weaponready (WRF_NOBOB)\n\t\tRYUS A 1 a_weaponready (WRF_NOBOB)\n\t\tgoto ready\n\tSpinSlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"DragonSword/SpinSlash\",0)\n\t\tRYUS E 1\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\")\n\t\tRYUS F 1 a_firecustommissile (\"dragonslash\")\n\t\tRYUS GH 1\n\t\tTNT1 A 1\n\n\t\tRYUS V 1\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\")\n\t\tRYUS F 1 a_firecustommissile (\"dragonslash\")\n\t\tRYUS GH 1\n\t\tTNT1 A 1\n\n\t\tRYUS V 1\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\")\n\t\tRYUS F 1 a_firecustommissile (\"dragonslash\")\n\t\tRYUS GH 1\n\t\tTNT1 A 1\n\n\t\tRYUS V 1\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\")\n\t\tRYUS F 1 a_firecustommissile (\"dragonslash\")\n\t\tRYUS GH 1\n\t\tTNT1 A 1\n\n\t\tRYUS V 1\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,-15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,15)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\",0,0,25)\n\t\tRYUS F 0 a_firecustommissile (\"ProjectileCutter\")\n\t\tRYUS F 1 a_firecustommissile (\"dragonslash\")\n\t\tRYUS GHI 1\n\t\tTNT1 A 8\n\t\tRYUS JKLM 1 a_weaponready (WRF_NOBOB)\n\t\tRYUS A 1 a_weaponready (WRF_NOBOB)\n\t\tgoto ready\n\n\tAltfire:\n\t\tTNT1 A 0\n\t\tRYUS BCD 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_jumpifinventory (\"PowerStrength\",1,\"TripleShuriken\")\n\t\tRYUS NOP 1\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Shuriken\",0)\n\t\tRYUS Q 1 a_firecustommissile (\"DragonShuriken\")\n\t\tRYUS ST 1\n\t\tRYUS U 1 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 1 a_weaponready (WRF_NOBOB)\n\t\tRYUS JKLM 1 a_weaponready (WRF_NOBOB)\n\t\tRYUS A 1 a_weaponready (WRF_NOBOB)\n\t\tgoto ready\n\tTripleShuriken:\n\t\tTNT1 A 0\n\t\tRYUS NOP 1\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Shuriken\",0)\n\t\tRYUS Q 0 a_firecustommissile (\"DragonShuriken\",-7)\n\t\tRYUS Q 0 a_firecustommissile (\"DragonShuriken\",7)\n\t\tRYUS Q 1 a_firecustommissile (\"DragonShuriken\")\n\t\tRYUS ST 1\n\t\tRYUS U 1 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 1 a_weaponready (WRF_NOBOB)\n\t\tRYUS JKLM 1 a_weaponready (WRF_NOBOB)\n\t\tRYUS A 1 a_weaponready (WRF_NOBOB)\n\t\tgoto ready\n\n\t}\n}\n\nactor DragonSlash : fastprojectile\n{\n\tProjectile\n\tspeed 64\n\tdamage (80)\n\tobituary \"%o was cut down by %k's Dragon Sword.\"\n\t+BLOODSPLATTER\n\n\t+dontblast\n\t+bright\n\t+noextremedeath\n\tspecies \"player\"\n\theight 8\n\tradius 8\n\tmass 2000\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 radius_quake (1,2,0,8,0)\n\t\tTNT1 A 5\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 radius_quake (1,4,0,8,0)\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Hit\",6)\n\t\tB1BL B 1\n\t\tB1BL B 1 a_setscale (1.60,0.40)\n\t\tB1BL B 1 a_setscale (2.50,0.20)\n\t\tB1BL B 2 a_setscale (4.50,0.05)\n\t\tstop\n\t}\n}\n\nactor ProjectileCutter\n{\n\tprojectile\n\t+noblood\n\t+shootable\n\t+notimefreeze\n\t+bloodlessimpact\n\n\t+notargetswitch\n\t+NORADIUSDMG\n\t+ripper\n\t+dontblast\n\t+hexenbounce\n\t+painless\n\t+bright\n\t-bloodsplatter\n\t-noblockmap\n\tdamage (0)\n\tpainchance 255\n\tspecies \"Player\"\n\tradius 24\n\theight 32\n\tspeed 64\n\tmass 88000\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 AA 1\n\t\tgoto death\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\tpain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Radius_Quake (1,8,0,20,0)\n\t\tTNT1 A 0 a_changeflag (\"NOINTERACTION\",1)\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Hit\",6)\n\t\tTNT1 A 0 a_stop\n\t\tKSPK BCDEFG 1\n\t\tstop\n\tPain.Postal:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor DragonShuriken : fastprojectile\n{\n\tRadius 10\n\tHeight 3\n\tSpeed 80\n\tDamage (15)\n\tProjectile\n\tspecies \"Player\"\n\n\t+bright\n\t+dontblast\n\t+randomize\n\tscale 0.5\n\tprojectilekickback 200\n\tstates\n\t{\n\tSpawn:\n\t\tSHKN ABCD 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/Miss\",0)\n\t\tB1BL FGHI 1\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A random (1,2)\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Hit\",6)\n\t\tB1BL BCDE 2\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/BionicRifle.txt",
        "contents": "ACTOR BionicRifle : Weapon\n{\n\tWeapon.SelectionOrder 60\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.SlotNumber 2\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.6\n\tweapon.bobspeed 2\n\tInventory.PickupMessage \"You picked up the Bionic Rifle!\"\n\tObituary \"%k blasted %o.\"\n\tInventory.RestrictedTo \"Artificer\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+undroppable\n\t+noautofire\n\tTag \"Bionic Rifle\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\tRiseup:\n\t\tD3UP AA 0 a_raise\n\t\tD3UP AAAAA 0 a_raise\n\t\tBRF1 A 1\n\t\tloop\n\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ArtiOverheatableWeapon\",1)\n\t\tBRF1 A 1 a_weaponready\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifhealthlower (1, \"deadlower\")\n\tholster:\n\t\tTNT1 A 0\n\t\tBRF1 A 1 a_lower\n\t\tTNT1 AAA 0 a_lower\n\t\tBRF1 A 1 a_lower\n\t\tloop\n\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\tTNT1 A 1 a_lower\n\t\twait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"BackupShot\")\n\t\tTNT1 A 0 a_jumpifinventory (\"Clip\",1,\"normalshot\")\n\t\tgoto BackupShot\n\tNormalShot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/JoeShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tBRF1 B 1 bright a_firecustommissile (\"SuperJoeBullet\",0,1)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ArtiAddHeat\",0,8)\n\t\tBRF1 C 1 bright\n\t\tBRF1 DE 1\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"BackupShot\")\n\t\tTNT1 A 0 a_refire (\"MachineGunningCheck\")\n\t\tBRF1 F 2 a_weaponready (WRF_NOBOB)\n\t\tBRF1 A 1 a_weaponready\n\t\tgoto ready\n\tMachineGunning:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/JoeShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tBRF1 B 1 bright a_firecustommissile (\"SuperJoeBullet\",random(-6,6),1)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ArtiAddHeat\",0,7)\n\t\tBRF1 C 1 bright\n\t\tBRF1 DE 1\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"BackupShot\")\n\t\tTNT1 A 0 a_refire (\"MachineGunningCheck\")\n\t\tBRF1 F 2 a_weaponready (WRF_NOBOB)\n\t\tBRF1 A 1 a_weaponready\n\t\tgoto ready\n\tMachineGunningCheck:\n\t\tTNT1 A 0\n\t\tBRF1 A 1 a_jumpifinventory (\"Clip\",1,\"MachineGunning\")\n\t\tgoto backupshot\n\n\tBackupShot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/RadShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tBRF2 A 1 bright a_firecustommissile (\"RadBullet\",0,0)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tBRF2 B 1 bright\n\t\tBRF2 CD 2 a_weaponready (WRF_NOBOB)\n\t\tBRF2 E 2 a_weaponready (WRF_NOBOB)\n\t\tBRF1 A 1\n\t\tTNT1 A 0 a_refire\n\t\tgoto ready\n\tAltfire:\n\t\tTNT1 A 0\n\t\tBRW1 A 2\n\t\tTNT1 A 0 a_jumpifinventory (\"powerstrength\",1,\"superwirethrow\")\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/WireThrow\",0)\n\t\tBRW1 BCD 2\n\t\tBRW1 E 2 a_firecustommissile (\"BionicClaw\")\n\t\tBRW1 FGHIJ 2 a_weaponready (WRF_NOBOB|WRF_NOSECONDARY)\n\t\tTNT1 A 0 a_refire\n\t\tgoto ready\n\tSuperWireThrow:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/WireThrow\",0)\n\t\tBRW1 BCD 2\n\t\tBRW1 E 2 a_firecustommissile (\"BionicPowerClaw\")\n\t\tBRW1 FGHIJ 2 a_weaponready (WRF_NOBOB|WRF_NOSECONDARY)\n\t\tTNT1 A 0 a_refire\n\t\tgoto ready\n\n\t}\n}\n\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\n//The bullets\n\nactor SuperJoeBullet\n{\n\tRadius 10\n\tHeight 3\n\tSpeed 40\n\tDamage (18)\n\tProjectile\n\tspecies \"Player\"\n\n\t+dontblast\n\t+bright\n\tscale 2\n\tDecal ArtiDecal\n\tprojectilekickback 200\n\tstates\n\t{\n\tSpawn:\n\t\tB1BL A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/Miss\",0)\n\t\tB1BL FGHI 1\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/Hit\",0)\n\t\tB1BL BCDE 2\n\t\tstop\n\t}\n}\n\nActor RadBullet : SuperJoeBullet\n{\n\tspeed 35\n\tdamage (14)\n\tstates\n\t{\n\tSpawn:\n\t\tB2BL A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/Miss\",0)\n\t\tB2BL FGHI 1\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/Hit\",0)\n\t\tB2BL BCDE 2\n\t\tstop\n\t}\n}\n\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\n//Bionic Wire stuff\n\nActor BionicClaw : fastprojectile\n{\n\tSpeed 80\n\tDamage (15)\n\tradius 8\n\theight 9\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+dontblast\n\t+BRIGHT\n\t//+SKYEXPLODE\n\t+NOEXTREMEDEATH\n\t+HITTRACER\n\t+forcepain\n\tspecies \"Player\"\n\n\tprojectilekickback 400\n\tscale 1.5\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"ClawTimer\", 5,\"clawstop\")\n\t\tB1HK A 1 a_spawnitemex (\"BionicWire\")\n\t\tTNT1 A 0 a_giveinventory (\"ClawTimer\",1)\n\t\tloop\n\tXdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_giveinventory (\"BionicHookMelee\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_PlaySound(\"BionicRifle/WireMelee\", CHAN_AUTO)\n\t\tTNT1 A 0 radius_quake (1,4,0,8,0)\n\t\tTNT1 A 0 a_spawnitemex (\"BionicMeleeHitEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_jumpifcloser (50,\"catch\")\n\t\tTNT1 A 0 a_custommissile (\"BionicClawReturn\",0,0,0,0)\n\t\tTNT1 A 1\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_takeinventory (\"ClawTimer\",999)\n\t\tTNT1 A 0 A_JumpIf(floorz == z, \"FloorHit\")\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/WireGrab\",0)\n\t\tTNT1 A 0 a_checkceiling (\"CeilingGrapple\")\n\t\tTNT1 A 0 a_jump (256,\"FloorHit\") //<-------------Adding this for the pizza tower version, nerfs wire\n\t\tTNT1 A 0 a_jumpifcloser (50,\"WallCatch\")\n\t\tTNT1 A 0 a_giveinventory (\"grapplebooster\",1,AAPTR_TARGET)\n\tWallWaiting:\n\t\tB1HK A 1 a_spawnitemex (\"BionicWire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_jumpifcloser (50,\"Catch\")\n\t\tTNT1 A 0 a_giveinventory (\"ClawTimer\",1)\n\t\tTNT1 A 0 a_jumpifinventory (\"Clawtimer\", 18, \"Clawstop\")\n\t\tLoop\n\n\tClawStop:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_custommissile (\"BionicClawReturn\",0,0,0,0)\n\t\tstop\n\tFloorHit:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"BionicRifle/WireMiss\",0)\n\t\tTNT1 A 1 a_custommissile (\"BionicClawReturn\",0,0,0,0)\n\t\tstop\n\tcatch:\n\t\tTNT1 A 0\n        TNT1 A 1\n\t\tstop\n\tWallCatch:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_giveinventory (\"WallBooster\",1,AAPTR_TARGET)\n\t\tstop\n\tCeilingGrapple:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_giveinventory (\"CeilingBooster\",1,AAPTR_TARGET)\n\tCeilingWaiting:\n\t\tB3HK A 1 a_spawnitemex (\"BionicWire\",0,0,-12,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_jumpifcloser (50,\"Catch\")\n\t\tTNT1 A 0 a_giveinventory (\"ClawTimer\",1)\n\t\tTNT1 A 0 a_jumpifinventory (\"Clawtimer\", 18, \"Clawstop\")\n\t\tloop\n\t}\n}\n\nActor BionicPowerClaw : BionicClaw\n{\n\tspeed 100\n\tdamage (25)\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"ClawTimer\", 10,\"clawstop\")\n\t\tB1HK A 1 a_spawnitemex (\"BionicWire\")\n\t\tTNT1 A 0 a_giveinventory (\"ClawTimer\",1)\n\t\tloop\n\t}\n}\n\nActor BionicClawReturn\n{\n\tradius 10\n\theight 10\n\tspeed 40\n\tdamage (0)\n\tscale 1.5\n\tPROJECTILE\n\tspecies \"Player\"\n\n\t+bright\n\t+DONTBLAST\n\t+RIPPER\n\t+NOCLIP\n\t+SKYEXPLODE\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+SEEINVISIBLE\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tB2HK A 1 A_JumpIfCloser (64,\"catch\")\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 a_custommissile (\"BionicWire\",0,0,0,0)\n\t\tB2HK A 1 A_JumpIfCloser (64,\"catch\")\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 a_custommissile (\"BionicWire\",0,0,0,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 1 a_custommissile (\"BionicClawReturn\",0,0,0,0)\n\t\tstop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_custommissile (\"BionicClawReturn\",0,0,0,0)\n\t\tTNT1 A 1\n\t\tstop\n\tcrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_custommissile (\"BionicClawReturn\",0,0,0,0)\n\t\tTNT1 A 1\n\t\tstop\n\tcatch:\n\t\tTNT1 A 0\n\t\tTNT1 A 3\n\t\tstop\n\t}\n}\n\nActor BionicWire\n{\n\tprojectile\n\t+notimefreeze\n\t+skyexplode\n\t+HITTRACER\n\t+dontblast\n\t+bright\n    -SOLID\n    +NOCLIP\n\t+SEEINVISIBLE\n\t+FORCEXYBILLBOARD\n\t+painless\n\tradius 10\n\theight 8\n\tdamage (0)\n\tspeed 40\n\tscale 0.40\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Death\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BionicWireSprite\")\n\t\tTNT1 A 0 A_CustomMissile(\"BionicWire\", 0, 0, 0, 0)\n\t\tStop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor BionicWireSprite\n{\n\t+NOINTERACTION\n\tscale 1\n\t+bright\n\t+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Death\")\n\t\tBW1R A 2\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Death\")\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nACTOR GrappleBooster : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 thrustthingz (0,35,0,0)\n\t\tTNT1 A 1 A_recoil(-25)\n\t\tStop\n\t}\n}\n\nACTOR WallBooster : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 thrustthingz (0,65,0,0)\n\t\tTNT1 A 1 A_recoil(-20)\n\t\tStop\n\t}\n}\n\nACTOR CeilingBooster : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 thrustthingz (0,95,0,0)\n\t\tTNT1 A 1 A_recoil(-15)\n\t\tStop\n\t}\n}\n\nACTOR BionicHookMelee : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 20, 0, 0)\n\t\tTNT1 A 0 thrustthingz (0,25,0,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BionicMeleeHitEffect\n{\n\t+NOINTERACTION\n\t+NOCLIP\n    +BRIGHT\n\tRadius 1\n\tHeight 1\n\tRenderstyle Add\n\tAlpha 0.90\n\tScale 1.20\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tB1BL B 1\n\t\tB1BL B 1 a_setscale (1.80,1.80)\n\t\tB1BL B 2 a_setscale (2.20,2.20)\n\t\tstop\n\tdeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\n//Tokens\nactor ClawTimer : inventory\n{inventory.maxamount 40}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/SpreadGun.txt",
        "contents": "ACTOR SpreadGun : Weapon\n{\n\tWeapon.SelectionOrder 300\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoGive 4\n\tWeapon.SlotNumber 3\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.6\n\tweapon.bobspeed 2\n\tInventory.PickupMessage \"You picked up the Spread Gun!\"\n\tObituary \"%k had a red ball-induced seizure thanks to %o.\"\n\tInventory.RestrictedTo \"Artificer\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+undroppable\n\t+noautofire\n\tTag \"Spread Gun\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\tRiseup:\n\t\tD3UP AA 0 a_raise\n\t\tD3UP AAAAA 0 a_raise\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",9999)\n\t\tCTRA A 1\n\t\tloop\n\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ArtiOverheatableWeapon\",1)\n\t\tCTRA A 1 a_weaponready\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifhealthlower (1, \"deadlower\")\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",9999)\n\tholster:\n\t\tTNT1 A 0\n\t\tCTRA A 1 a_lower\n\t\tTNT1 AAA 0 a_lower\n\t\tCTRA A 1 a_lower\n\t\tloop\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\tTNT1 A 1 a_lower\n\t\twait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"WeakShot\")\n\t\tCTRA A 1 a_jumpifinventory (\"Shell\", 1, \"FirstShot\")\n\tWeakshot:\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",9999)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"WeakPellet\",0)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/WeakShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA D 1 bright\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"WeakPellet\",random(-4,4))\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/WeakShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA D 1 bright\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"WeakPellet\",random(-4,4))\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/WeakShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA D 1 bright\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"WeakPellet\",random(-4,4))\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/WeakShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA D 1 bright\n\t\tCTRA A 6\n\t\tCTRA A 7 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",9999)\n\t\tTNT1 A 0 a_refire\n\t\tgoto ready\n\tFirstShot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"SpreadStack\",2,\"TightShot\")\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",-10)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",10)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",-5)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",5)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",0)\n\t\tTNT1 A 0 a_takeinventory (\"shell\",1)\n\t\tTNT1 A 0 A_Quake(2, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ArtiAddHeat\",0,12)\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Shot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_giveinventory (\"SpreadStack\",1)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA DE 2 bright a_weaponready (WRF_NOBOB)\n\t\tCTRA A 7 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",9999)\n\t\tTNT1 A 0 a_refire (\"SteadyShotCheck\")\n\t\tgoto ready\n\tSteadyShotCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",9999)\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"Ready\")\n\t\tCTRA A 1 a_jumpifinventory (\"Shell\",1,\"SteadyShot\")\n\t\tgoto ready\n\tSteadyShot:\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",-10)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",10)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",-5)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",5)\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",0)\n\t\tTNT1 A 0 A_Quake(2, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ArtiAddHeat\",0,12)\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Shot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_takeinventory (\"shell\",1)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA DE 2 bright\n\t\tCTRA A 7\n\t\tTNT1 A 0 a_refire (\"SteadyShotCheck\")\n\t\tgoto ready\n\tTightShot:\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",random(-1,-3))\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",random(1,3))\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"WeakestPellet\",random(-5,5))\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"WeakestPellet\",random(-4,4))\n\t\tMSDI C 0 Bright A_FireCustomMissile(\"RubyPellet\",0)\n\t\tTNT1 A 0 a_takeinventory (\"shell\",1)\n\t\tTNT1 A 0 A_Quake(2, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Shot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_giveinventory (\"SpreadStack\",1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ArtiAddHeat\",0,13)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA BC 1 bright\n\t\tCTRA DE 2 bright a_weaponready (WRF_NOBOB)\n\t\tCTRA A 10 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",999)\n\t\tTNT1 A 0 a_refire (\"SteadyShotCheck\")\n\t\tgoto ready\n\n\tAltfire:\n\t\tTNT1 A 0\n\t\tCTRA A 1 a_jumpifinventory (\"Shell\", 2, \"SuperSpread\")\n\t\tGoto ready\n\tSuperSpread:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tPSPM AAAAAAAAAAAA 0 A_FireCustomMissile(\"FastRubypellet\", Frandom(-6,7),0,0,0,0,Frandom(-4,4))\n\t\tPSPM AAAAA 0 A_FireCustomMissile(\"FastRubypellet\", Frandom(-10,10),0,0,0,0,Frandom(-5,6))\n\t\tTNT1 A 0 a_takeinventory (\"shell\",2)\n\t\tTNT1 A 0 a_takeinventory (\"SpreadStack\",999)\n\t\tTNT1 A 0 A_Quake(3, 7, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/BIGShot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCTRA FFE 1 bright\n\t\tTNT1 A 0 offset (0,40)\n\t\tCTRA HI 2 bright\n\t\tTNT1 A 0 offset (0,35)\n\t\tCTRA A 2\n\t\tTNT1 A 0 offset (0,32)\n\t\tTNT1 A 0 a_jumpifinventory (\"Shell\",2,\"ReloadSpread\")\n\t\tTNT1 A 0\n\t\tgoto ready\n\tReloadSpread:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Open\",0)\n\t\tCTR1 ABCDEF 1\n\t\tCTR1 F 4\n\t\tCTR1 GHIJ 2\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Reload\",0)\n\t\tCTR1 K 2 offset (-8,36)\n\t\tCTR1 K 2 offset (-3,34)\n\t\tCTR1 L 2 a_weaponready (WRF_NOFIRE)\n\t\tCTR1 MNOPQR 2\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Close\",0)\n\t\tCTR1 STU 1 a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 0 a_refire (\"SuperSpreadCheck\")\n\t\tCTRA A 1 a_weaponready (WRF_NOBOB)\n\t\tgoto ready\n\tSuperSpreadCheck:\n\t\tTNT1 A 0\n\t\tCTRA A 1 a_jumpifinventory (\"Shell\", 2, \"SuperSpread\")\n\t\tGoto ready\n\t}\n}\n\nactor Rubypellet\n{\n\t+notimefreeze\n\t+FORCEXYBILLBOARD\n\n\t+dontblast\n\t+bright\n\tProjectile\n\tdamage (14)\n\tspecies \"Player\"\n\tspeed 40\n\theight 12\n\tradius 12\n    Scale 2\n\talpha 0.95\n\t+BLOODSPLATTER\n\t+NOEXTREMEDEATH\n\t+HITTRACER\n\tDecal ArtiDecal\n\tstates\n\t{\n\tSpawn:\n\t\tRBPT A 1\n\t\tTNT1 A 1\n\t\tRBPT A 1\n\t\tTNT1 A 1\n\t\tRBPT A 1\n\t\tTNT1 A 1\n\t\tRBPT B 1\n\t\tTNT1 A 1\n\t\tRBPT B 1\n\t\tTNT1 A 1\n\t\tRBPT B 1\n\t\tTNT1 A 1\n\t\tRBPT B 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_setscale (3,3)\n\tflying:\n\t\tRBPT C 1\n\t\tTNT1 A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tRBPT DHI 2\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"HitTimer\",1,\"NoSound\",AAPTR_TRACER)\n\t\tRBPT D random(1,2)\n\t\tTNT1 A 0 a_giveinventory (\"HitTimer\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Hit\",0)\n\t\tRBPT EFG 2\n\t\tstop\n\tNoSound:\n\t\tTNT1 A 0\n\t\tRBPT EFG 2\n\t\tstop\n\n\t}\n}\n\nactor weakpellet : rubypellet\n{\n\tdamage (8)\n    Scale 2\n\tDecal ArtiDecal\n\tstates\n\t{\n\tSpawn:\n\t\tRBPT J 1\n\t\tTNT1 A 1\n\t\tRBPT K 1\n\t\tTNT1 A 1\n\t\tRBPT J 1\n\t\tTNT1 A 1\n\t\tTNT1 K 1\n\t\tloop\n\t}\n}\n\nactor WeakestPellet : WeakPellet\n{\n\t+painless\n}\n\nactor FastRubypellet : FastProjectile\n{\n\t+notimefreeze\n\t+FORCEXYBILLBOARD\n\n\t+dontblast\n\t+bright\n\tProjectile\n\tdamage (14)\n\tspecies \"Player\"\n\tspeed 80\n\theight 12\n\tradius 12\n    Scale 2\n\talpha 0.95\n\t+BLOODSPLATTER\n\t+NOEXTREMEDEATH\n\t+hittracer\n\tDecal ArtiDecal\n\tprojectilekickback 500\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tRBPT A 1\n\t\tTNT1 A 1\n\t\tRBPT B 1\n\t\tTNT1 A 1\n\t\tRBPT B 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_setscale (3,3)\n\tflying:\n\t\tRBPT C 1\n\t\tTNT1 A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tRBPT DHI 2\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tRBPT D 1 a_jumpifinventory (\"HitTimer\",1,\"NoSound\",AAPTR_TRACER)\n\t\tRBPT D random(2,3)\n\t\tTNT1 A 0 a_jump (120,\"NoSound\")\n\t\tTNT1 A 0 a_giveinventory (\"HitTimer\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 a_playsound (\"SpreadGun/Hit\",0)\n\t\tRBPT EFG 2\n\t\tstop\n\tNoSound:\n\t\tTNT1 A 0\n\t\tRBPT EFG 2\n\t\tstop\n\t}\n}\n\n//Tokens\nactor SpreadStack : inventory\n{inventory.maxamount 4}\n\nActor HitTimer : Powerup\n{\n  Powerup.Duration 3\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/SolarJetpack.txt",
        "contents": "ACTOR SolarJetpack : Weapon\n{\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.SlotNumber 4\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.2\n\tweapon.bobspeed 1\n\tInventory.PickupMessage \"You picked up the Solar Jetpack and pistol!\"\n\tObituary \"%k probably didn't look up to see %o shooting them.\"\n\tInventory.RestrictedTo \"Artificer\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+undroppable\n\t+noautofire\n\tTag \"Solar Jetpack and pistol\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setgravity (0.35)\n\t\tTNT1 A 0 a_clearrefire\n\t\tTNT1 A 0 a_giveinventory (\"EquippedJetpack\",1)\n\t\tTNT1 A 0 a_spawnitemex (\"SolarJetPacker\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1 a_gunflash (\"ThrottleUp\",GFF_NOEXTCHANGE)\n\tRiseup:\n\t\tD3UP AA 0 a_raise\n\t\tTNT1 A 0 a_clearrefire\n\t\tD3UP AAA 0 a_raise\n\t\tSLP1 A 1\n\t\tloop\n\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ArtiOverheatableWeapon\",1)\n\t\tSLP1 A 1 a_weaponready (WRF_NOFIRE)\n\t\tgoto PistolIdle\n\tPistolIdle:\n\t\tSLP1 A 1 a_weaponready (WRF_NOFIRE)\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiSynthFireLeft\",1, \"FirstShotCheck\")\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setgravity (1)\n\t\tTNT1 A 0 a_takeinventory (\"EquippedJetpack\",999)\n\t\tTNT1 A 0 a_jumpifhealthlower (1, \"deadlower\")\n\t\tTNT1 A 0 a_gunflash (\"ThrottleDown\",GFF_NOEXTCHANGE)\n\t\tSLP1 A 7\n\tholster:\n\t\tTNT1 A 0\n\t\tSLP1 A 1 a_lower\n\t\tTNT1 A 0 a_takeinventory (\"EquippedJetpack\",999)\n\t\tTNT1 AAA 0 a_lower\n\t\tSLP1 A 1 a_lower\n\t\tloop\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_takeinventory (\"EquippedJetpack\",999)\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\tTNT1 A 1 a_lower\n\t\twait\n\tFire:\n\t\tTNT1 A 0\n\t\tCTRA A 1\n\t\tgoto PistolIdle\n\n\t//Actually shooting the gun\n\tFirstShotCheck:\n\t\tSLP1 A 1\n\t\tTNT1 A 0 a_jumpifinventory (\"Clip\",1,\"FirstShot\")\n\t\tgoto WeakShot\n\tFirstShot:\n\t\tSLP1 A 1\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/Pistol\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_giveinventory (\"SolarPistolFired\",1)\n\t\tSLP1 B 1 bright a_firebullets (2,2,-1,random(6,15),\"SolarShot\",FBF_USEAMMO|FBF_NORANDOM)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tSLP1 CD 1\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiSynthFireLeft\",1, \"MachineGuncheck\")\n\t\tSLP1 E 1\n\t\tgoto PistolIdle\n\n\tMachineGunCheck:\n\t\tSLP1 A 1\n\t\tTNT1 A 0 a_jumpifinventory (\"Clip\",1,\"MachineGunning\")\n\t\tgoto WeakShot\n\n\tMachineGunning:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/Pistol\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_giveinventory (\"SolarPistolFired\",1)\n\t\tSLP1 B 1 bright a_firebullets (2,2,-1,random(6,15),\"SolarShot\",FBF_USEAMMO|FBF_NORANDOM)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tSLP1 CD 1\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiSynthFireLeft\",1, \"MachineGuncheck\")\n\t\tSLP1 E 1\n\t\tgoto PistolIdle\n\n\tWeakShot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/WeakShot\",0)\n\t\tSLP1 B 1 bright A_FireCustomMissile(\"WeakSolarBullet\",random(-3,3),0,-12,0,0,random(-3,3))\n\t\tSLP1 D 2\n\t\tSLP1 E 2\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiSynthFireLeft\",1, \"FirstShotCheck\")\n\t\tSLP1 A 3 a_jumpifinventory (\"ArtiSynthFireLeft\",1, \"FirstShotCheck\")\n\t\tgoto PistolIdle\n\n\t//FLASH STATES FOR THE THROTTLE\n\tThrottleUp:\n\t\t\"####\" # 0\n\t\tSLT1 A 5\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Equip\",0)\n\t\tSLT1 BCD 2\n\t\tgoto IdleCheck\n\tThrottleDown:\n\t\t\"####\" # 0\n\t\tSLT1 D 1\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Unequip\",0)\n\t\tSLT1 EFG 2\n\t\tSLT1 A 1\n\t\twait\n\n\t//The idle states\n\t//5 pips\n\tThrottleWait1:\n\t\t\"####\" # 0\n\t\tSLT2 A 1 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto idlecheck\n\n\t//4 pips\n\tThrottleWait2:\n\t\t\"####\" # 0\n\t\tSLT2 C 1 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto idlecheck\n\n\t//3 pips\n\tThrottleWait3:\n\t\t\"####\" # 0\n\t\tSLT2 E 1 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto idlecheck\n\n\t//2 pips\n\tThrottleWait4:\n\t\t\"####\" # 0\n\t\tSLT2 G 1 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto idlecheck\n\n\t//1 pip\n\tThrottleWait5:\n\t\t\"####\" # 0\n\t\tSLT2 I 1 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto idlecheck\n\n\t//Empty\n\tThrottleWait6:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",1,\"IdleCheck\")\n\t\tSLT2 K 10 a_jumpifinventory (\"SolarFuel\",1,\"IdleCheck\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",1,\"IdleCheck\")\n\t\tgoto AltThrottleWait6\n\tAltThrottleWait6:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",1,\"IdleCheck\")\n\t\tSLT2 P 10 a_jumpifinventory (\"SolarFuel\",1,\"IdleCheck\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",1,\"IdleCheck\")\n\t\tgoto ThrottleWait6\n\n\tFuelCheck:\n\t\t\"####\" # 0\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",81,\"Jetpack1\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",61,\"Jetpack2\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",41,\"Jetpack3\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",21,\"Jetpack4\")\n\t\t\"####\" # 1 a_jumpifinventory (\"SolarFuel\",1,\"Jetpack5\")\n\t\tgoto ThrottleWait6\n\n\t//5 Pips\n\tJetPack1:\n\t\tSLT2 A 1 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_spawnitemex (\"SolarFlames\",-8,0,8,0,0,0,0,0)\n\t\t\"####\" # 0 a_giveinventory (\"JetsFired\",1)\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Jets\",6)\n\t\t\"####\" # 0 A_Quake(1, 5, 0, 32,\"ArtiSilence\")\n\t\t\"####\" # 0 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_takeinventory (\"SolarFuel\",1)\n\t\tSLT2 BB 1\n\t\t\"####\" # 0 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto IdleCheck\n\n\t//4 Pips\n\tJetPack2:\n\t\tSLT2 C 1 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_spawnitemex (\"SolarFlames\",-8,0,8,0,0,0,0,0)\n\t\t\"####\" # 0 a_giveinventory (\"JetsFired\",1)\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Jets\",6)\n\t\t\"####\" # 0 A_Quake(1, 5, 0, 32,\"ArtiSilence\")\n\t\t\"####\" # 0 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_takeinventory (\"SolarFuel\",1)\n\t\tSLT2 DD 1\n\t\t\"####\" # 0 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto IdleCheck\n\n\t//3 Pips\n\tJetPack3:\n\t\tSLT2 E 1 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_spawnitemex (\"SolarFlames\",-8,0,8,0,0,0,0,0)\n\t\t\"####\" # 0 a_giveinventory (\"JetsFired\",1)\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Jets\",6)\n\t\t\"####\" # 0 A_Quake(1, 5, 0, 32,\"ArtiSilence\")\n\t\t\"####\" # 0 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_takeinventory (\"SolarFuel\",1)\n\t\tSLT2 FF 1\n\t\t\"####\" # 0 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto IdleCheck\n\n\t//2 Pips\n\tJetPack4:\n\t\t\"####\" # 0\n\t\tSLT2 L 1 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_spawnitemex (\"SolarFlames\",-8,0,8,0,0,0,0,0)\n\t\t\"####\" # 0 a_giveinventory (\"JetsFired\",1)\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Jets\",6)\n\t\t\"####\" # 0 A_Quake(1, 5, 0, 32,\"ArtiSilence\")\n\t\t\"####\" # 0 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_takeinventory (\"SolarFuel\",1)\n\t\tSLT2 MM 1\n\t\t\"####\" # 0 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto IdleCheck\n\n\t//1 Pip\n\tJetPack5:\n\t\t\"####\" # 0\n\t\tSLT2 N 1 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_spawnitemex (\"SolarFlames\",-8,0,8,0,0,0,0,0)\n\t\t\"####\" # 0 a_giveinventory (\"JetsFired\",1)\n\t\t\"####\" # 0 a_playsound (\"SolarJetpack/Jets\",6)\n\t\t\"####\" # 0 A_Quake(1, 5, 0, 32,\"ArtiSilence\")\n\t\t\"####\" # 0 thrustthingz (0,3,0,1)\n\t\t\"####\" # 0 a_takeinventory (\"SolarFuel\",1)\n\t\tSLT2 OO 1\n\t\t\"####\" # 0 a_jumpifinventory (\"ArtiSynthFireRight\",1,\"FuelCheck\")\n\t\tgoto IdleCheck\n\n\tIdleCheck:\n\t\t\"####\" # 0\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",81,\"ThrottleWait1\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",61,\"ThrottleWait2\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",41,\"ThrottleWait3\")\n\t\t\"####\" # 0 a_jumpifinventory (\"SolarFuel\",21,\"ThrottleWait4\")\n\t\t\"####\" # 1 a_jumpifinventory (\"SolarFuel\",1,\"ThrottleWait5\")\n\t\tgoto ThrottleWait6\n\n\t}\n}\n\nACTOR SolarShot : BulletPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\n\t+puffonactors\n\t+bright\n\t+NOEXTREMEDEATH\n\tspecies \"Player\"\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tVSpeed 0\n\tscale 2\n\tMass 5\n\tDecal SmallArtiDecal\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tRSPK A 2\n\tXdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/SolarHit\",0)\n\t\tRSPK BCDE 1\n\t\tRSPK E 1 a_setscale (2.8,2.8)\n\t\tstop\n\tcrash:\n\t\tRSPK AAFG 1\n\t\tRSPK G 1 a_setscale (2.3,2.3)\n\t\tRSPK G 1 a_setscale (2.8,2.8)\n\t\tstop\n\t}\n}\n\nactor SolarJetpacker\n{\n\tScale 1.4\n\tHeight 0\n\tRadius 0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t-SOLID\n\t+NOGRAVITY\n\t+MISSILE\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tSLJP A 1 A_Warp(AAPTR_TARGET, -15, 0, 10, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_jumpifInventory (\"EquippedJetpack\",1,\"Spawn\",AAPTR_TARGET)\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor SolarFlames : SolarJetPacker\n{\n\t+BRIGHT\n\tstates\n\t{\n\tSpawn:\n\t\tSLJP BCB 1 A_Warp(AAPTR_TARGET, -15, 0, 8, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\n\t\tgoto death\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor WeakSolarBullet\n{\n\t+notimefreeze\n\t+FORCEXYBILLBOARD\n\n\t+dontblast\n\t+bright\n\tProjectile\n\tdamage (8)\n\tspecies \"Player\"\n\tspeed 40\n\theight 12\n\tradius 12\n    Scale 1\n\t+BLOODSPLATTER\n\t+NOEXTREMEDEATH\n\tDecal SmallArtiDecal\n\tstates\n\t{\n\tSpawn:\n\t\tRSPK A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf(floorz == z, \"FloorHit\")\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/WeakMiss\",0)\n\t\tTNT1 A 1 a_spawnitemex (\"SolarRicochet\",0,0,0,0,Random(-8,8),random(-8,8),0,SXF_NOCHECKPOSITION)\n\t\tstop\n\tFloorHit:\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/WeakMiss\",0)\n\t\tTNT1 A 1 a_spawnitemex (\"SolarRicochet\",0,0,0,Random(-8,8),Random(-8,8),random(9,12),0,SXF_NOCHECKPOSITION)\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"SolarJetpack/SolarHit\",0)\n\t\tRSPK BCDE 1\n\t\tRSPK E 1 a_setscale (2.8,2.8)\n\t\tstop\n\t}\n}\n\nActor SolarRicochet\n{\n\tprojectile\n\t+dontblast\n\t+notimefreeze\n\t+THRUACTORS\n\t+clientsideonly\n    +FORCEXYBILLBOARD\n\t+LOOKALLAROUND\n\t+Bright\n\t+NOCLIP\n\n\t+hexenbounce\n\tspecies \"Player\"\n\tradius 2\n\tspeed 3\n    Scale 1\n\treactiontime 10\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jump (100, \"Resize1\",\"Resize2\",\"Resize3\")\n\tResize1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (0.7,0.7)\n\t\tgoto Flight\n\tResize2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (0.5,0.5)\n\t\tgoto Flight\n\tResize3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (0.3,0.3)\n\t\tgoto Flight\n\tFlight:\n\t\tRSPK ACBCA 1\n\t\tTNT1 A 0 a_countdown\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\n//Tokens\n\nActor JetsFired : Powerup\n{\n  Powerup.Duration -6\n}\n\nActor SolarPistolFired : Powerup\n{\n  Powerup.Duration 10\n}\n\nactor SolarFuel : inventory\n{inventory.maxamount 100}\n\nactor ArtiSynthFireLeft : inventory\n{inventory.maxamount 1}\n\nactor ArtiSynthFireRight : inventory\n{inventory.maxamount 1}\n\nactor EquippedJetpack : inventory\n{inventory.maxamount 1}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/SophiaBlaster.txt",
        "contents": "ACTOR SophiaBlaster : Weapon\n{\n\tWeapon.SelectionOrder 500\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 4\n\tWeapon.SlotNumber 5\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.6\n\tweapon.bobspeed 2\n\tInventory.PickupMessage \"You got the Sophia Blaster!\"\n\tObituary \"%k was blasted by %o.\"\n\tInventory.RestrictedTo \"Artificer\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+undroppable\n\t+noautofire\n\tTag \"Sophia Blaster\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\tRiseup:\n\t\tD3UP AA 0 a_raise\n\t\tD3UP AAAAA 0 a_raise\n\t\tBTR1 A 1\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tTNT1 A 0 a_jumpifhealthlower (1, \"deadlower\")\n\t\tBTR1 A 1\n\tholster:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tBTR1 A 1 a_lower\n\t\tTNT1 AAA 0 a_lower\n\t\tBTR1 A 1 a_lower\n\t\tloop\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\tTNT1 A 1 a_lower\n\t\twait\n\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"ArtiOverheatableWeapon\",1)\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",1,\"RevUp\")\n\t\tBTR1 A 1 a_weaponready\n\t\tgoto NoAmmo\n\tRevUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/Idle\",6,1,1)\n\t\tBTR1 A 1 a_weaponready\n\t\tGoTo SophiaIdle\n\tSophiaIdle:\n\t\tBTR1 A 2 offset (0,33) a_weaponready (WRF_NOBOB)\n\t\tBTR1 A 2 offset (0,32) a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",1,\"SophiaIdle\")\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tGoto NoAmmo\n\tNoAmmo:\n\t\tBTR1 A 1 a_weaponready\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",1,\"Ready\")\n\t\tloop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"WeakShot\")\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",1,\"HyperShot\")\n\tWeakShot:\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/WeakShot\",CHAN_WEAPON)\n\t\tBTR1 B 2 bright a_firecustommissile (\"WeakSophiaShot\",0,0)\n\t\tTNT1 A 0 A_Quake(2, 4, 0, 32,\"ArtiSilence\")\n\t\tBTR1 D 1 bright offset (0,36)\n\t\tBTR1 E 1 offset (0,37)\n\t\tBTR1 F 3 offset (0,36)\n\t\tBTR1 F 1 offset (0,34)\n\t\tBTR1 F 1 offset (0,32) a_weaponready (WRF_NOBOB)\n\t\tgoto NoAmmo\n\tHyperShot:\n\t\tTNT1 A 0 a_weaponready (WRF_NOFIRE)\n\t\tTNT1 A 0 a_weaponready (WRF_NOFIRE)\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/Shot\",CHAN_WEAPON)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tBTR1 B 2 bright a_firecustommissile (\"SophiaShot\",0,1)\n\t\tTNT1 A 0 A_Quake(2, 4, 0, 32,\"ArtiSilence\")\n\t\tBTR1 C 1 bright\n\t\tBTR1 D 1 bright offset (0,40)\n\t\tBTR1 E 1 offset (0,41)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ArtiAddHeat\",0,15)\n\t\tBTR1 F 3 offset (0,39) a_weaponready (WRF_NOBOB)\n\t\tBTR1 F 1 offset (0,36) a_weaponready (WRF_NOBOB)\n\t\tBTR1 F 1 offset (0,32) a_weaponready (WRF_NOBOB)\n\t\tTNT1 A 0 a_jumpifinventory (\"ArtiWeaponOverheatInventory\",1,\"WeakShot\")\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",1,\"Ready\")\n\t\tgoto NoAmmo\n\tAltfire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",3,\"RocketVolley\")\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/NoAmmo\",0)\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tBTR1 A 30 a_weaponready (WRF_NOSECONDARY)\n\t\tGoto NoAmmo\n\tRocketVolley:\n\t\tBTR2 ABCD 2\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/Grab\",0)\n\t\tBTR2 EF 2\n\t\tBTR2 GHH 2\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/HandleDown\",0)\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/RevUp\",6,1,0)\n\t\tTNT1 A 0 A_Quake(3, 16, 0, 32,\"ArtiSilence\")\n\t\tBTR2 IJKL 2\n\t\tBTR2 MNOPQR 2\n\n\tVolleyLoop:\n\t\tBTR2 R 1\n\t\tTNT1 A 0 A_Quake(2, 44, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 A_PlaySound(\"SophiaBlaster/Hvolleyshot\", 1)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_takeinventory (\"RocketAmmo\",1)\n\t\tBTR2 S 1 bright offset (0,36) a_firecustommissile (\"HVolleyShot\")\n\t\tBTR2 S 1 bright offset (0,35)\n\t\tTNT1 A 0 A_PlaySound(\"SophiaBlaster/Hvolleyshot\", 1)\n\t\tTNT1 A 0 A_Quake(1, 4, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_takeinventory (\"RocketAmmo\",1)\n\t\tBTR2 T 1 bright offset (0,37) a_firecustommissile (\"HVolleyShot\",-3,0,8)\n\t\tBTR2 T 1 bright offset (0,36)\n\t\tTNT1 A 0 A_PlaySound(\"SophiaBlaster/Hvolleyshot\", 1)\n\t\tTNT1 A 0 A_Quake(1, 8, 0, 32,\"ArtiSilence\")\n\t\tTNT1 A 0 a_takeinventory (\"RocketAmmo\",1)\n\t\tBTR2 U 1 bright offset (0,38) a_firecustommissile (\"HVolleyShot\",3,0,-8)\n\t\tBTR2 U 1 bright offset (0,37)\n\t\tBTR2 V 2 bright offset (0,40)\n\t\tBTR2 R 2 offset (0,41)\n\t\tBTR2 R 2 offset (0,36)\n\t\tBTR2 R 2 offset (0,32)\n\t\tTNT1 A 0 a_refire (\"RocketCheck\")\n\t\tgoto VolleyFinish\n\tRocketCheck:\n\t\tBTR2 R 8\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",3,\"VolleyLoop\")\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/NoAmmo\",0)\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tBTR1 A 30 a_weaponready (WRF_NOSECONDARY)\n\t\tGoto Ready\n\tVolleyFinish:\n\t\tBTR2 WXY 2\n\t\tBTR2 X 1\n\t\tBTR2 Y 2\n\t\tBTR2 N 2\n\t\tBTR2 M 2\n\t\tBTR2 K 2\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/RevDown\",6)\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/HandleUp\",0)\n\t\tBTR2 IGFD 2\n\t\tBTR3 ABC 2\n\t\tTNT1 A 0 a_jumpifinventory (\"RocketAmmo\",1,\"Ready\")\n\t\tgoto NoAmmo\n\t}\n}\n\nactor SophiaShot\n{\n\t+notimefreeze\n\tprojectile\n\t+bloodlessimpact\n\n\t+dontblast\n\t+bright\n\tspecies \"player\"\n\tdamage 20\n\tRadius 8\n\theight 8\n\tscale 1\n\tspeed 70\n\tDecal DoomImpScorch\n\tstates\n\t{\n\tspawn:\n\t\tSTBE A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_stop\n\t\tSTBE B 2\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/Hit\",0)\n\t\tTNT1 A 0 a_settranslucent (0.90,1)\n\t\tTNT1 A 0 a_explode (90,120,0,1,20)\n\t\tTNT1 A 0 Radius_Quake (1,6,0,20,0)\n\t\tSTBE CDE 1\n\t\tTNT1 A 0 a_setscale (1.5,1.5)\n\t\tSTBE E 1\n\t\tstop\n\t}\n}\n\nactor WeakSophiaShot\n{\n\t+notimefreeze\n\tprojectile\n\t+bloodlessimpact\n\n\t+dontblast\n\t+bright\n\tspecies \"player\"\n\tdamage 7\n\tRadius 8\n\theight 8\n\tscale 0.50\n\tgravity 1.20\n\tspeed 50\n\tDecal DoomImpScorch\n\tstates\n\t{\n\tspawn:\n\t\tSTBE A 5\n\t\tSTBE A 1 a_changeflag (\"NOGRAVITY\", 0)\n\t\tgoto Falling\n\tFalling:\n\t\tSTBE A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_stop\n\t\tSTBE B 2\n\t\tTNT1 A 0 a_playsound (\"SophiaBlaster/WeakHit\",0)\n\t\tTNT1 A 0 a_settranslucent (0.90,1)\n\t\tTNT1 A 0 a_explode (10,60,0,1,20)\n\t\tTNT1 A 0 Radius_Quake (1,6,0,20,0)\n\t\tSTBE CDE 1\n\t\tTNT1 A 0 a_setscale (0.75,0.75)\n\t\tSTBE E 1\n\t\tstop\n\t}\n}\n\nactor HVolleyShot\n{\n\t+notimefreeze\n\tprojectile\n\n\tspecies \"Player\"\n\t+dontblast\n\t+FORCEXYBILLBOARD\n\t+LOOKALLAROUND\n\t+SEEKERMISSILE\n\t+Screenseeker\n\theight 12\n\tradius 5\n\tspeed 45\n\tdamage 15\n\tProjectile\n\tscale 2\n\t+SKYEXPLODE\n\t+bright\n\tdeathsound \"SophiaBlaster/HVolleyHit\"\n\tstates\n\t{\n\tspawn:\n\t\tHVMI A 3 a_spawnitemex (\"HomingVolleyTrail\")\n\t\tHVMI A 1 a_spawnitemex (\"HomingVolleyTrail\")\n\t\tHVMI A 1 a_spawnitemex (\"HomingVolleyTrail\")\n\tSeekingLoop:\n\t\tHVMI A 3 a_spawnitemex (\"HomingVolleyTrail\")\n\t\tHVMI A 1 a_spawnitemex (\"HomingVolleyTrail\")\n\t\tTNT1 A 0 A_SeekerMissile(70,90,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,190)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_fadeout (0.10)\n\t\tTNT1 A 0 a_explode (90,180,0)\n\t\tHVMI B 2\n\t\tTNT1 A 1\n\t\tHVMI C 2\n\t\tTNT1 A 1\n\t\tHVMI D 2\n\t\tstop\n\t}\n}\n\nactor HomingVolleyTrail\n{\n\t+dontblast\n\t+notimefreeze\n\t+nointeraction\n\t+clientsideonly\n\tprojectile\n    +FORCEXYBILLBOARD\n\t+LOOKALLAROUND\n\tradius 2\n\tspeed 3\n    Scale 1.50\n\trenderstyle add\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 2\n\t\tHVTR A 4 bright\n\t\tHVTR B 3 bright\n\t\tHVTR C 2 bright\n\t\tHVTR D 2 bright\n\t\tstop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/HuntersKnives.txt",
        "contents": "ACTOR HuntersKnives : Weapon\n{\n\tWeapon.SelectionOrder 600\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.SlotNumber 6\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.6\n\tweapon.bobspeed 2\n\tInventory.PickupMessage \"You got the Hunter's Knives!\"\n\tObituary \"%k was blasted by %o.\"\n\tInventory.RestrictedTo \"Artificer\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+undroppable\n\t+noautofire\n\tTag \"Hunter's Knives\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n        TNT1 A 1 A_Raise\n\t\tGoto Ready\n\tDeselect:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_stopsound (6)\n\t\t\"####\" # 0 a_jumpifhealthlower (1, \"deadlower\")\n\tholster:\n\t\t\"####\" # 0\n\t\t\"####\" # 1 a_lower\n\t\t\"####\" # 0 a_stopsound (6)\n\t\t\"####\" AAA 0 a_lower\n\t\t\"####\" # 1 a_lower\n\t\tloop\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\t\"####\" # 0 a_stopsound (6)\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\t\"####\" # 0 a_stopsound (6)\n\t\tTNT1 A 1 a_lower\n\t\twait\n\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ArtiOverheatableWeapon\",1)\n\t\tTNT1 A 1 a_jumpifinventory (\"Cell\",1,\"BlueKnifeCatch\")\n\t\tGoto RedKnifeCatch\n\n\t//Ready states\n\t//---------\n\t//Blue Knife and Blue Water\n\t//---------\n\tKnifeReady1:\n\t\t\"####\" # 0\n\t\tCVK1 A 1 a_weaponready\n\t\tloop\n\n\t//---------\n\t//Blue Knife and Red Water\n\t//---------\n\tKnifeReady2:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 20, \"AttackEnd1\")\n\t\tCVK2 A 1 a_weaponready\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 20, \"AttackEnd1\")\n\t\tloop\n\n\t//---------\n\t//Red Knife and Red Water\n\t//---------\n\tKnifeReady3:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 20, \"AttackEnd1\")\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 1, \"AttackEnd2\")\n\t\tCVK3 A 1 a_weaponready\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 20, \"AttackEnd1\")\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 1, \"AttackEnd2\")\n\t\tloop\n\n\tFire:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_stopsound (6)\n\t\t\"####\" # 1 a_jumpifinventory (\"Cell\", 20, \"BlueKnifeStart1\")\n\t\t\"####\" # 1 a_jumpifinventory (\"Cell\", 1, \"BlueKnifeStart2\")\n\t\tgoto RedKnifeStart\n\tBlueKnifeStart1:\n\t\t\"####\" # 0 a_stopsound (6)\n\t\t\"####\" # 0 a_jumpifinventory (\"KnifeActive\",1,\"BlueKnifeToss\")\n\t\tCVK1 BCD 1\n\t\tgoto BlueKnifeToss\n\tBlueKnifeStart2:\n\t\t\"####\" # 0 a_stopsound (6)\n\t\t\"####\" # 0 a_jumpifinventory (\"KnifeActive\",1,\"BlueKnifeToss\")\n\t\tCVK2 BCD 1\n\t\tgoto BlueKnifeToss\n\n\tBlueKnifeToss:\n\t\t\"####\" # 0 a_stopsound (6)\n\t\tCVK1 E 1\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Throw\",0)\n\t\tTNT1 A 0 a_giveinventory (\"KnifeActive\",1)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCVK1 F 1 a_gunflash (\"BlueTossCheck\")\n\t\tCVK1 G 1\n\t\tTNT1 A 0 a_refire (\"BlueKnifeStormStart\")\n\t\tCVK3 FG 1 a_weaponready\n\t\tTNT1 A 5 a_weaponready\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\", 1, \"BlueKnifeCatch\")\n\t\tgoto RedKnifeCatch\n\tBlueTossCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"powerstrength\",1,\"FastBlue\")\n\t\tTNT1 A 1 a_firecustommissile (\"BlueKnife\",0,1)\n\t\tstop\n\tFastBlue:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_firecustommissile (\"FastBlueKnife\",0,1)\n\t\tstop\n\n\tBlueKnifeStormStart:\n\t\t\"####\" # 0\n\t\t\"####\" # 0\ta_playsound (\"HunterKnife/Glyph\",0)\n\t\tCVK1 HIJK 1 bright\n\tBlueKnifeLoop:\n\t\tCVK1 L 2 bright\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Throw\",0)\n\t\tTNT1 A 0 a_giveinventory (\"KnifeActive\",1)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCVK1 M 1 bright a_firecustommissile (\"BlueKnife\",0,1)\n\t\tTNT1 A 0 a_refire (\"BlueKnifeLoopCheck\")\n\t\tCVK1 N 2 bright\n\t\tCVK1 O 2\n\t\tTNT1 A 5\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",1,\"BlueKnifeCatch\")\n\t\tGoto RedKnifeCatch\n\tBlueKnifeLoopCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",1,\"BlueKnifeLoop\")\n\t\tCVK1 N 2 bright\n\t\tCVK1 O 2\n\t\tTNT1 A 5\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",1,\"BlueKnifeCatch\")\n\t\tGoto RedKnifeCatch\n\n\t//Red Knife Throw\n\tRedKnifeStart:\n\t\t\"####\" # 0 a_stopsound (6)\n\t\tTNT1 A 0 a_jumpifinventory (\"KnifeActive\",1,\"RedKnifeToss\")\n\t\tCVK3 BCD 1 a_jumpifinventory (\"KnifeActive\",1,\"RedKnifeToss\")\n\t\tTNT1 A 0 a_giveinventory (\"KnifeActive\",1)\n\tRedKnifeToss:\n\t\t\"####\" # 0 a_stopsound (6)\n\t\tCVK3 E 1\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Throw\",0)\n\t\tTNT1 A 0 a_firebullets (0,0,1,0,\"flickpuff\",FBF_NOFLASH)\n\t\tCVK1 F 1 a_gunflash (\"RedTossCheck\")\n\t\tCVK3 FG 1 a_weaponready\n\t\tTNT1 A 5 a_weaponready\n\t\tgoto RedKnifeCatch\n\tRedTossCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"powerstrength\",1,\"FastRed\")\n\t\tTNT1 A 1 a_firecustommissile (\"RedKnife\",0,1)\n\t\tstop\n\tFastRed:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_firecustommissile (\"FastRedKnife\",0,1)\n\t\tstop\n\n\t//Knife Catching Stuff\n\tBlueKnifeCatch:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Spin\",6,1,1)\n\t\tCVF1 ABCDEFGHIJKLM 1 a_weaponready\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tTNT1 A 6 a_weaponready\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",20,\"AttackEnd1\")\n\t\tgoto AttackEnd2\n\tRedKnifeCatch:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Spin\",6,1,1)\n\t\tCVF2 ABCDEFGHIJKLM 1 a_weaponready\n\t\tTNT1 A 0 a_stopsound (6)\n\t\tTNT1 A 6 a_weaponready\n\t\tgoto AttackEnd3\n\n\t//Raise up states after finishing attacks\n\t//---------\n\t//Blue Knife and blue water\n\t//---------\n\tAttackEnd1:\n\t\tCVR1 ABCDE 1 a_weaponready\n\t\tgoto KnifeReady1\n\n\t//---------\n\t//Blue Knife and Red water\n\t//---------\n\tAttackEnd2:\n\t\tCVR2 ABCDE 1 a_weaponready\n\t\tgoto KnifeReady2\n\n\t//---------\n\t//Red Knife and Red water\n\t//---------\n\tAttackEnd3:\n\t\tTNT1 A 0 a_takeinventory (\"KnifeActive\",1)\n\t\tCVR3 ABCDE 1 a_weaponready\n\t\tTNT1 A 0 a_takeinventory (\"KnifeActive\",1)\n\t\tgoto KnifeReady3\n\n\tAltfire:\n\t\t\"####\" # 0\n\t\t\"####\" # 0 a_stopsound (6)\n\t\t\"####\" # 0 a_jumpifinventory (\"Cell\", 20, \"BlueWaterToss\")\n\t\t\"####\" # 1 a_jumpifinventory (\"Cell\", 1, \"RedWaterToss1\")\n\t\tgoto RedWaterToss2\n\tBlueWaterToss:\n\t\tCVW1 ABCDD 1\n\t\tTNT1 A 6\n\t\tCVW1 EF 2\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Throw\",0)\n\t\tTNT1 A 0 a_takeinventory (\"Cell\",20)\n\t\tCVW1 G 1 a_firecustommissile (\"BlueHolyWater\")\n\t\tCVW1 HIJKL 2\n\t\tTNT1 A 3\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",20,\"AttackEnd1\")\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",1,\"AttackEnd2\")\n\t\tgoto AttackEnd3\n\tRedWaterToss1:\n\t\tCVW2 ABCDD 1\n\t\tTNT1 A 6\n\t\tCVW2 EF 2\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Throw\",0)\n\t\tCVW1 G 1 a_firecustommissile (\"RedHolyWater\")\n\t\tCVW1 HIJKL 2\n\t\tTNT1 A 3\n\t\tgoto AttackEnd2\n\tRedWaterToss2:\n\t\tCVW3 ABCDD 1\n\t\tTNT1 A 6\n\t\tCVW2 EF 2\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Throw\",0)\n\t\tCVW1 G 1 a_firecustommissile (\"RedHolyWater\")\n\t\tCVW1 HIJKL 2\n\t\tTNT1 A 3\n\t\tgoto AttackEnd3\n\n\t}\n}\n\nactor BlueKnife : fastprojectile\n{\n\tRadius 10\n\tHeight 3\n\tSpeed 55\n\tDamage 5\n\tProjectile\n\tspecies \"Player\"\n\n\t+bright\n\t+randomize\n\t+NOEXTREMEDEATH\n\tscale 0.35\n\tstates\n\t{\n\tSpawn:\n\t\tCDG1 A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Miss\",0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 a_spawnitemex(\"BlueKnifeRebound\",0,0,0,random(2,10),random(2,10),5, SXF_NOCHECKPOSITION)\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A random (1,2)\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Hit\",0)\n\t\tCH1T A 1 a_setscale (2,2)\n\t\tCH1T A 1 a_setscale (3,3)\n\t\tCH1T BCDD 1\n\t\tstop\n\t}\n}\n\nActor FastBlueKnife : BlueKnife\n{\n\tspeed 125\n}\n\nactor BlueKnifeRebound\n{\n\t+notimefreeze\n\tprojectile\n\t+bounceonwalls\n\t+bounceonceilings\n\t+THRUACTORS\n\t+bloodlessimpact\n\tbouncecount 3\n\t+FORCEXYBILLBOARD\n\t+LOOKALLAROUND\n\t+CLIENTSIDEONLY\n\t+painless\n\t+bright\n\t-nogravity\n\tgravity 1.5\n\tspeed 40\n\theight 2\n\tbouncefactor 0.40\n\tradius 2\n\tdamage (0)\n\tscale 0.25\n\tstates\n\t{\n\tspawn:\n\t\tCDG1 BCDEFGHI 1\n\t\tCDG1 BCDEFGHI 1\n\t\tstop\n\tdeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor RedKnife\n{\n\tRadius 10\n\tHeight 3\n\tSpeed 40\n\tDamage 5\n\tProjectile\n\tspecies \"Player\"\n\n\t+bright\n\t+NOEXTREMEDEATH\n\tscale 1\n\tgravity 1.20\n\tscale 0.35\n\tstates\n\t{\n\tSpawn:\n\t\tCDG2 A 20\n\t\tTNT1 A 0 a_changeflag (\"NOGRAVITY\",0)\n\t\tgoto falling\n\tFalling:\n\t\tCDG2 A 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Miss\",0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 a_spawnitemex(\"RedKnifeRebound\",0,0,0,random(2,10),random(2,10),5, SXF_NOCHECKPOSITION)\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A random (1,2)\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/RedKnife\",0)\n\t\tCH1T A 1 a_setscale (2,2)\n\t\tCH1T A 1 a_setscale (3,3)\n\t\tCH1T BCDD 1\n\t\tstop\n\t}\n}\n\nactor FastRedKnife : RedKnife\n{\n\tSpeed 80\n}\n\nactor RedKnifeRebound : BlueKnifeRebound\n{\n\tstates\n\t{\n\tspawn:\n\t\tCDG2 BCDEFGHI 1\n\t\tCDG2 BCDEFGHI 1\n\t\tstop\n\t}\n}\n\nActor KnifeActive : Powerup\n{\n  Powerup.Duration -3\n}\n\nactor BlueHolyWater\n{\n\tprojectile\n\n\t+thruactors\n\t+bright\n\t+DONTBLAST\n\t+FORCEXYBILLBOARD\n\t-nogravity\n\tradius 8\n\theight 8\n\tgravity 0.90\n\tspeed 25\n\tdamage (0)\n\tscale 0.20\n\tspecies \"Player\"\n\tmass 188000\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tHWT1 A 1 ThrustThingZ (0,6,0,1)\n\t\tTNT1 A 0 a_spawnitemex (\"BottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tFlying:\n\t\tTNT1 A 0 a_spawnitemex (\"BottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tHWT1 ABCD 1\n\t\tTNT1 A 0 a_spawnitemex (\"BottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tHWT1 EFGH 1\n\t\tTNT1 A 0 a_spawnitemex (\"BottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_changeflag (\"NOGRAVITY\",1)\n\t\tTNT1 A 0 A_stop\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/HolyWater\",0)\n\t\tTNT1 AAAAAAAAAAA 0 a_spawnitemex (\"HolyFire\",0,0,0,random(-6,6),random(-6,6),random(3,6),0,SXF_NOCHECKPOSITION)\n\t\tB1BL BCDE 2\n\t\tstop\n\t}\n}\n\nactor Redholywater : BlueHolyWater\n{\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tHWT2 A 1 ThrustThingZ (0,6,0,1)\n\t\tTNT1 A 0 a_spawnitemex (\"RedBottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tFlying:\n\t\tTNT1 A 0 a_spawnitemex (\"RedBottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tHWT2 ABCD 1\n\t\tTNT1 A 0 a_spawnitemex (\"RedBottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tHWT2 EFGH 1\n\t\tTNT1 A 0 a_spawnitemex (\"RedBottleDamage\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A 0 a_changeflag (\"NOGRAVITY\",1)\n\t\tTNT1 A 0 A_stop\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/RedWater\",0)\n\t\tTNT1 A 0 a_explode (20,40,0,1,40)\n\t\tCFRE A 1 a_radiusthrust (1800,65,RTF_NOIMPACTDAMAGE,65)\n\t\tB1BL BCDE 2\n\t\tstop\n\t}\n}\n\nactor BottleDamage\n{\n\tprojectile\n    Radius 30\n    Height 45\n\tscale 1\n    Speed 0\n\tdamage (5)\n\n\tspecies \"Player\"\n\t+DONTBLAST\n\t+bright\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\tdeath:\n\t\tTNT1 A 1\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A random (1,2)\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/Hit\",0)\n\t\tCH1T A 1 a_setscale (2,2)\n\t\tCH1T A 1 a_setscale (3,3)\n\t\tCH1T BCDD 1\n\t\tstop\n\n\t}\n}\n\nactor RedBottleDamage : BottleDamage\n{\n\tstates\n\t{\n\tXdeath:\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A random (1,2)\n\t\tTNT1 A 0 a_playsound (\"HunterKnife/RedKnife\",0)\n\t\tCH1T A 1 a_setscale (2,2)\n\t\tCH1T A 1 a_setscale (3,3)\n\t\tCH1T BCDD 1\n\t\tstop\n\n\t}\n}\n\nactor Holyfire\n{\n\t+MBFBOUNCER\n\t+bright\n\n\t+thruactors\n\t+bounceonwalls\n\tWallBounceFactor 0.50\n\tradius 10\n\tgravity 0.50\n\tspeed 10\n\tdamage (0)\n\tscale 2.5\n\treactiontime 15\n\tspecies \"Player\"\n\t+forceradiusdmg\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jump (80,\"Slowdown1\")\n\t\tTNT1 A 0 a_jump (80,\"Slowdown2\")\n\t\tTNT1 A 0 a_jump (80,\"Slowdown3\")\n\t\tgoto sliding\n\tSlowdown1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_scalevelocity (0.87)\n\t\tGoto sliding\n\tSlowdown2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_scalevelocity (0.90)\n\t\tGoto sliding\n\tSlowdown3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_scalevelocity (0.69) //Nice\n\t\tGoto sliding\n\tSliding:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_explode (6,30,0,0,30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tHF1R B 3  A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tTNT1 A 0 a_explode (6,30,0,0,30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tHF1R C 3  A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tTNT1 A 0 a_explode (6,30,0,0,30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tHF1R D 3  A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tTNT1 A 0 a_explode (6,30,0,0,30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tHF1R E 3  A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tTNT1 A 0 a_countdown\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"HolyFireEmber\",frandom(-16,16),frandom(-16,16),frandom(18,25),frandom(-1,1),frandom(-1,1),frandom(3,8))\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HolyFireEmber2\",frandom(-16,16),frandom(-16,16),frandom(-16,16),frandom(-1,1),frandom(-1,1),frandom(0,1))\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nACTOR HolyFireEmber\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\t+NOTELEPORT\n\tAlpha 0.90\n\tScale 0.80\n\t+clientsideonly\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tHF1R F 2 Bright A_FadeOut(0.1)\n\t\tHF1R G 2 Bright A_FadeOut(0.1)\n\t\tHF1R A 2 Bright A_FadeOut(0.1)\n\tfade:\n\t\tHF1R A 2 Bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nACTOR HolyFireEmber2\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\t+NOTELEPORT\n\trenderstyle add\n\talpha 0.99\n\tScale 0.80\n\t+clientsideonly\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tHF1R A 2 Bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/ArtificerWeapons/WreckingCrew.txt",
        "contents": "ACTOR WreckingCrew : Weapon\n{\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoUse 40\n\tWeapon.SlotNumber 7\n\tweapon.bobstyle smooth\n\tweapon.bobrangex 0.1\n\tweapon.bobrangey 0.6\n\tweapon.bobspeed 2\n\tWeapon.KickBack 0\n\tInventory.PickupMessage \"You got the Wrecking Crew!\"\n\tObituary \"%k got wrecked by %o.\"\n\tInventory.RestrictedTo \"Artificer\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+undroppable\n\t+noautofire\n\tTag \"Wrecking Crew\"\n\tstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\tRiseup:\n\t\tD3UP AA 0 a_raise\n\t\tD3UP AAAAA 0 a_raise\n\t\tWRK1 A 1\n\t\tloop\n\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ArtiOverheatableWeapon\",1)\n\t\tWRK1 A 1 a_weaponready (WRF_ALLOWRELOAD)\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"HammerStop\", 0, 0, 0, 0)\n\t\tTNT1 A 0 a_jumpifhealthlower (1, \"deadlower\")\n\tholster:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"HammerStop\", 0, 0, 0, 0)\n\t\tWRK1 A 1 a_lower\n\t\tTNT1 AAA 0 a_lower\n\t\tWRK1 A 1 a_lower\n\t\tloop\n\n\tdeadlower:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"HammerStop\", 0, 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAA 0 a_lower\n\t\tTNT1 A 1 a_lower\n\t\twait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"powerstrength\",1,\"FastWindUp\")\n\t\tWRK1 BCDEFG 2\n\t\tTNT1 A 5\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",40,\"PowerHammerSmash\")\n\t\tGoto NormalHammerSwing\n\n\tNormalHammerSwing:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerLift\",0)\n\t\tWRK1 HHIIJJKKLLMMNNOO 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tWRK1 PPQRST 1\n\t\tTNT1 A 0 A_Quake(4, 20, 0, 32,\"ArtiSilence\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 a_spawnitemex (\"BrickDebris\",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_firecustommissile (\"WeakHammerAOE\",0,0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tTNT1 A 0 a_gunflash (\"BoostCheck\",GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/WeakSmash\",0)\n\t\tWRK1 U 1\n\t\tWRK1 VWWXYUYUYUUU 2\n\t\tWRKR ABCDEFGHIJKLMNO 2\n\t\tgoto ready\n\n\tPowerHammerSmash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerLift\",0)\n\t\tWRK1 HHIIJJKKLLMMNNOO 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tWRK1 PPQRST 1\n\t\tTNT1 A 0 A_Quake(7, 20, 0, 32,\"ArtiSilence\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex (\"BrickDebris\",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_firecustommissile (\"PowerHammerAOE\",0,0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tTNT1 A 0 a_gunflash (\"BoostCheck\",GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/PowerSmash\",0)\n\t\tWRK1 U 1 a_firecustommissile (\"HammerRaySpawner\")\n\t\tWRK1 VWWXYUYUYUUU 2\n\t\tWRKR ABCDEFGHIJKLMNO 2\n\t\tgoto ready\n\tBoostCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_checkfloor(\"BoostUp\")\n\t\tTNT1 A 1\n\t\tstop\n\tBoostUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 ThrustThingZ (0,20,0,0)\n\t\tstop\n\n\t//Faster Hammer Swings when zerked\n\tFastWindUp:\n\t\tWRK1 BCDEFG 1\n\t\tTNT1 A 3\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",40,\"SuperHammerSmash\")\n\t\tGoto FastHammerSwing\n\n\tFastHammerSwing:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerLift\",0)\n\t\tWRK1 HIJKLMNNOO 1\n\t\tTNT1 A 4\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tWRK1 PQRST 1\n\t\tTNT1 A 0 A_Quake(4, 20, 0, 32,\"ArtiSilence\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 a_spawnitemex (\"BrickDebris\",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_firecustommissile (\"WeakHammerAOE\",0,0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tTNT1 A 0 a_gunflash (\"BoostCheck\",GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/WeakSmash\",0)\n\t\tWRK1 U 1\n\t\tWRK1 VWWXYUYUYUUU 2\n\t\tWRKR ABCDEFGHIJKLMNO 2\n\t\tgoto ready\n\n\tSuperHammerSmash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerLift\",0)\n\t\tWRK1 HIJKLMNNOO 1\n\t\tTNT1 A 4\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tWRK1 PQRST 1\n\t\tTNT1 A 0 A_Quake(7, 20, 0, 32,\"ArtiSilence\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex (\"BrickDebris\",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_firecustommissile (\"PowerHammerAOE\",0,0)\n\t\tTNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)\n\t\tTNT1 A 0 a_gunflash (\"BoostCheck\",GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/PowerSmash\",0)\n\t\tWRK1 U 1 a_firecustommissile (\"HammerRaySpawner\")\n\t\tWRK1 VWWXYUYUYUUU 2\n\t\tWRKR ABCDEFGHIJKLMNO 2\n\t\tgoto ready\n\n\tAltfire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory (\"powerstrength\",1,\"FastSweep\")\n\t\tWRK1 BCDEFG 2\n\t\tTNT1 A 3\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",40, \"GoldenHammerStart\")\n\t\tWRK3 UV 2\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0,0.7)\n\t\tTNT1 A 0 a_firecustommissile (\"HammerSweep\",-15,0,-20)\n\t\tTNT1 A 0 a_firecustommissile (\"HammerSweep\",15,0,20)\n\t\tWRK3 W 2 a_firecustommissile (\"HammerSweep\",0,0)\n\t\tWRK3 XYZ 2\n\t\tTNT1 A 3\n\t\tGoto HammerFinish\n\n\tGoldenHammerStart:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/GoldenPowerUp\",6)\n\t\tWRK2 ABCDEFG 2\n\t\tTNT1 A 0 a_takeinventory (\"Cell\", 40)\n\t\tWRK2 G 3\n\t\tWRK2 HIJKLMNO 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"HammerTime\", 0, 0, 0, 0)\n\t\tWRK2 O 3\n\t\tWRK2 PQRST 1\n\t\tTNT1 A 3 a_giveinventory (\"GoldenHammerPower\",1)\n\tGoldenHammerLoop:\n\t\tWRK2 UV 1\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0,0.7)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tWRK2 W 1 A_RadiusGive (\"GoldenHammerDamage\",190,RGF_MONSTERS)\n\t\tWRK2 XY 1\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 1\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 1\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tRYUS F 0 a_spawnitemex (\"ProjectileCutter\",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_jumpifinventory (\"GoldenHammerPower\",1,\"GoldenHammerLoop\")\n\t\tGoto HammerFinish\n\tHammerFinish:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"HammerStop\", 0, 0, 0, 0)\n\t\tWRKR ABCDEFGHIJKLMNO 2\n\t\tgoto ready\n\n\tFastSweep:\n\t\tWRK1 BCDEFG 1\n\t\tTNT1 A 2\n\t\tTNT1 A 0 a_jumpifinventory (\"Cell\",40, \"GoldenHammerStart\")\n\t\tWRK3 UV 1\n\t\tTNT1 A 0 a_playsound (\"WreckingCrew/HammerDrop\",0,0.7)\n\t\tTNT1 A 0 a_firecustommissile (\"HammerSweep\",-15,0,-20)\n\t\tTNT1 A 0 a_firecustommissile (\"HammerSweep\",15,0,20)\n\t\tWRK3 W 1 a_firecustommissile (\"HammerSweep\",0,0)\n\t\tWRK3 XYZZ 1\n\t\tTNT1 A 3\n\t\tGoto HammerFinish\n\n\tReload:\n\t\tWRK1 B 3\n\t\tWRK4 ABC 3\n\t\tWRK4 C 4\n\t\tWRK4 DEFGHIJ 3\n\t\tWRK4 J 33\n\t\tWRK4 KLMN 2\n\t\tWRK4 DBA 3\n\t\tWRK1 BA 3\n\t\tgoto ready\n\t}\n}\n\n//=========================================================================\n//=========================================================================\n//=========================================================================\n\n//Normal hammer stuff\n\nACTOR HammerRaySpawner\n{\n\tRadius 4\n\tHeight 4\n\tSpeed 0\n\tDamage 0\n\tProjectile\n\t+NOCLIP\n\n\t+Noextremedeath\n\tSpecies \"Player\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_bfgspray (\"WreckingRay\",40,15)\n\t\tTNT1 A 10\n\t\tstop\n\t}\n}\n\nACTOR PowerHammerAOE : HammerRaySpawner\n{\n\t+Noextremedeath\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_radiusgive (\"HammerBlastBack\",350,RGF_MONSTERS,1)\n\t\tTNT1 A 10 a_explode (350,400,0,0,400)\n\t\tStop\n\t}\n}\n\nACTOR WeakHammerAOE : HammerRaySpawner\n{\n\t+Noextremedeath\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_radiusgive (\"HammerBlastBack\",180,RGF_MONSTERS,1)\n\t\tTNT1 A 10 a_explode (100,150,0,0,150)\n\t\tStop\n\t}\n}\n\nactor WreckingRay : BFGExtra\n{\n\tspecies \"Player\"\n\t+Noextremedeath\n\n\t+bright\n\tscale 3\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Radius_Quake (1,8,0,20,0)\n\t\tTNT1 A 0 a_radiusgive (\"HammerLauncher\",30,RGF_MONSTERS,1)\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 AAAAAAAAA 0 a_spawnitemex (\"BrickDebris\",0,0,0,Random(-15,-25),Random(-15,15),Random(4,12),0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 a_stop\n\t\tDB1S IJKJL 4\n\t\tTNT1 A 20\n\t\tstop\n\t}\n}\n\nACTOR HammerBlastBack : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 35, 0, 0)\n\t\tTNT1 A 0 thrustthingz (0,25,0,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR HammerLauncher : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 a_jumpif(Z >= FloorZ+5,\"SkyHit\")\n\t\tTNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 30, 0, 0)\n\t\tTNT1 A 0 thrustthingz (0,55,0,0)\n\t\tTNT1 A 1\n\t\tstop\n\tSkyHit:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_playsound (\"DragonSword/Hit\",6)\n\t\tTNT1 A 1 thrustthingz (0,25,1,0)\n\t\tStop\n\t}\n}\n\nActor BrickDebris\n{\n\tprojectile\n\t+dontblast\n\t+notimefreeze\n\t+THRUACTORS\n\t+clientsideonly\n    +FORCEXYBILLBOARD\n\t+LOOKALLAROUND\n\t+Bright\n\t+hexenbounce\n\n\tspecies \"Player\"\n\t-NOGRAVITY\n\tgravity 1.20\n\tbouncecount 3\n\tradius 2\n\tspeed 3\n    Scale 1\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jump (100, \"Resize1\",\"Resize2\",\"Resize3\")\n\tResize1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (0.7,0.7)\n\t\tgoto BoostUp\n\tResize2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (2,2)\n\t\tgoto BoostUp\n\tResize3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (0.3,0.3)\n\t\tgoto BoostUp\n\tBoostUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 thrustThingz (0,random(25,35),0,1)\n\tBrickFlight:\n\t\tDB1S ABCDEFGH 1\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_changeflag (\"Nogravity\",1)\n\t\tTNT1 A 0 thrustThingz (0,random(4,6),0,0)\n\t\tDB1S IJKJL 1\n\t\tstop\n\t}\n}\n\nActor HammerSweep : fastprojectile\n{\n\tSpeed 50\n\tDamage (30)\n\tradius 8\n\theight 9\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+dontblast\n\t+BRIGHT\n\t+SKYEXPLODE\n\t+NOEXTREMEDEATH\n\t+HITTRACER\n\tspecies \"Player\"\n\n\tprojectilekickback 400\n\tscale 1\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 AA 1\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\tXdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_giveinventory (\"BionicHookMelee\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_PlaySound(\"BionicRifle/WireMelee\", CHAN_AUTO,0.60,0,1.25)\n\t\tB1BL B 1 a_setscale (0.30,0.40)\n\t\tB1BL B 1 a_setscale (0.80,0.90)\n\t\tB1BL B 1 a_setscale (2.20,2.40)\n\t\tB1BL B 1 a_setscale (2,2)\n\t\tB1BL CDE 1\n\t\tStop\n\t}\n}\n\n//=========================================================================\n//=========================================================================\n//=========================================================================\n\n//Golden Hammer stuff\nActor GoldenHammerPower : Powerup\n{\n  Powerup.Duration -20\n}\n\nactor GoldenHammerDamage : custominventory\n{\n\t+inventory.alwayspickup\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tpickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 a_facetarget\n\t\tTNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 30, 0, 0)\n\t\tTNT1 A 0 thrustthingz (0,15,0,0)\n\t\tTNT1 A 1 a_spawnitemex (\"GoldenHammerFX\",0,0,34,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 damagething (80)\n\t\tstop\n\t}\n}\n\nACTOR GoldenHammerFX\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOCLIP\n\t+NOTELEPORT\n\t+bright\n\trenderstyle add\n\talpha 0.70\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_setscale (1,1)\n\t\tTNT1 A random (1,2)\n\t\tTNT1 A 0 A_PlaySound(\"BionicRifle/WireMelee\", CHAN_AUTO)\n\t\tB1BL B 1 a_setscale (0.30,0.40)\n\t\tB1BL B 1 a_setscale (0.80,0.90)\n\t\tB1BL B 1 a_setscale (2.20,2.40)\n\t\tB1BL B 1 a_setscale (2,2)\n\t\tB1BL CDE 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/BasingaExtras/MarbleGolem.txt",
        "contents": "ACTOR BindleMarbleGolem\n{\n//$Sprite 3MGLA0\n  var int user_Laugh;\n\tGravity 1.6\n  Health 150\n  Radius 16\n  Height 56\n\tMass 1000\n\tScale 0.45\n  Speed 0\n\tBounceType Hexen\n  PainChance 256\n  Monster\n  Species \"Monster\"\n  +NOBLOOD\n\t-IsMonster\n  +NOINFIGHTING\n  +ThruSpecies\n\t+RIPPER\n\t-CountKill\n\t-SOLID\n  Obituary \"%o was Defeated by a Marble Golem.\"\n  States\n  {\n  Spawn:\n    3MGL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1\n\tTNT1 A 0 A_PlaySound(\"characters/Basinga/weapons/marblegolemlaugh\",1,0.25+user_Laugh,0,1)\n\t3MGL EFGHIJKLEFGHIJKLEFGHIJKLEFGHIJKL 1\n    Loop\n\t\tBounce.Floor:\n    TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\tTNT1 A 0 A_Jump(256,\"LaughLoop\")\n\tLaughLoop:\n\tTNT1 A 0 A_PlaySound(\"characters/Basinga/weapons/marblegolemlaugh\",1,0.25+user_Laugh,0,1)\n\t3MGL EFGHIJKLEFGHIJKLEFGHIJKLEFGHIJKL 1\n\t3MGL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1\n\t\tLoop\n  Pain:\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\t3MGL CDCDCDCDCDCD 1\n\tGoto Spawn\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"BindleMarbleGolem02\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0,TID)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterDefeat\",0,0,30,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySoundEx(\"characters/Basinga/weapons/marblegolemdefeat\",monsterdefeat)\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\nStop\n\t}\n}\n\nACTOR BindleMarbleGolem02\n{\n//$Category MoM-MinorEnemy\n//$Sprite 3MGLA0\n  Health 150\n  Radius 20\n  Height 65\n  Speed 0\n\tScale 0.45\n\tMass 1000\n  PainChance 256\n  DamageFactor \"Burn\", 5\n  DamageFactor \"MonsterAttack\", 0\n  Monster\n  Species \"Monster\"\n  +NOBLOOD\n  +NOINFIGHTING\n  +ThruSpecies\n  +DONTMORPH\n  -IsMonster\n  -CountKill\n\t+RIPPER\n\t-SOLID\n  Obituary \"%o was Defeated by a Marble Golem.\"\n  States\n  {\n  Spawn:\n\t3MGL OPOPOPOPOPOP 1\n  Idle:\n    3MGL NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1\n\tTNT1 A 0 A_PlaySound(\"characters/Basinga/weapons/marblegolemlaugh\",1,0.25,0,1)\n\t3MGL QRSTUVWXQRSTUVWXQRSTUVWXQRSTUVWX 1\n    Loop\n  Pain:\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\t3MGL OPOPOPOPOPOP 1\n\tGoto Spawn\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"BindleMarbleGolem03\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0,TID)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterDefeat\",0,0,30,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySoundEx(\"characters/Basinga/weapons/marblegolemdefeat\",monsterdefeat)\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tStop\n\t}\n}\n\nACTOR BindleMarbleGolem03\n{\n//$Category MoM-MinorEnemy\n//$Sprite 3MGLA0\n  Health 100\n  Radius 20\n  Height 25\n  Speed 0\n\tScale 0.45\n\tMass 1000\n  PainChance 256\n  DamageFactor \"Burn\", 5\n  DamageFactor \"MonsterAttack\", 0\n  Monster\n  Species \"Monster\"\n  +NOBLOOD\n  +NOINFIGHTING\n  +ThruSpecies\n  +DONTMORPH\n  -IsMonster\n  -CountKill\n\t+RIPPER\n\t-SOLID\n  Obituary \"%o was Defeated by a Marble Golem.\"\n  States\n  {\n  Spawn:\n\t4MGL ABABABABABAB 1\n  Idle:\n    3MGL ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 1\n\tTNT1 A 0 A_PlaySound(\"characters/Basinga/weapons/marblegolemlaugh\",1,0.25,0,1)\n\t4MGL CDEFGHIJCDEFGHIJCDEFGHIJCDEFGHIJ 1\n    Loop\n  Pain:\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\t4MGL ABABABABABAB 1\n\tGoto Spawn\n  Death:\n\tTNT1 A 1 A_SpawnItemEx(\"MonsterDefeat\",0,0,30,0,0,0,0,SXF_TRANSFERPOINTERS)\n\n\tTNT1 A 0 A_PlaySoundEx(\"characters/Basinga/weapons/marblegolemdefeat\",monsterdefeat)\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\n\t//Spawn goodies here\n\tTNT1 A 1 A_CustomMissile(\"MarbleAmmoDrop\",25,0,frandom(0,360),CMF_AIMDIRECTION,frandom(70,80))\n\n\tTNT1 A 1 A_CustomMissile(\"MarbleCellDrop\",25,0,frandom(0,360),CMF_AIMDIRECTION,frandom(50,60))\n\n\tTNT1 A 1 A_CustomMissile(\"MarbleRocketDrop\",25,0,frandom(0,360),CMF_AIMDIRECTION,frandom(40,50))\n\n\tTNT1 A 1 A_CustomMissile(\"MarbleMedkit\",25,0,frandom(0,360),CMF_AIMDIRECTION,frandom(30,40))\n\n\t//TNT1 A 1 A_CustomMissile(\"MarbleSoulSphere\",25,0,frandom(0,360),CMF_AIMDIRECTION,0)\n\n\tStop\n\n\t}\n}\n\nACTOR MonsterDefeat\n{\n+Bright\n+FORCEXYBILLBOARD\n+NoGravity\nscale 0.75\nStates\n  {\n  Spawn:\n\tBOOM A 2\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"DarkSmoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tBOOM B 2\n\tBOOM A 2\n\tBOOM B 2\n\tStop\n  }\n}\n\nACTOR NonMonsterDefeat\n{\n+Bright\n+FORCEXYBILLBOARD\n+NoGravity\nscale 0.75\nStates\n  {\n  Spawn:\n\tBOOM A 2\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tBOOM B 2\n\tBOOM A 2\n\tBOOM B 2\n\tStop\n  }\n}\n\nACTOR DarkSmoke\n{\nTranslation \"4:4=253:253\", \"82:82=254:254\", \"88:88=191:191\"\n+FORCEXYBILLBOARD\n+NoGravity\n+noClip\nscale 0.5\nStates\n  {\n  Spawn:\n\tDUST A 1\n\tDUST B 1\n\tDUST C 1\n\tDUST D 1\n\tDUST E 1\n\tDUST F 1\n\tDUST H 1\n\tDUST I 1\n\tDUST J 1\n\tTNT1 A 1\n\tStop\n  }\n}\n\nACTOR Smoke\n{\n+FORCEXYBILLBOARD\n+NoGravity\n+noClip\nscale 0.5\nStates\n  {\n  Spawn:\n\tDUST A 2\n\tDUST B 2\n\tDUST C 2\n\tDUST D 2\n\tDUST E 2\n\tDUST F 2\n\tDUST H 2\n\tDUST I 2\n\tDUST J 2\n\tTNT1 A 2\n\tStop\n  }\n}\n\nACTOR StoneGib1\n{\nscale 0.625\nRadius 10\nHeight 10\nSpeed 13\nBounceType Hexen\nBounceCount 6\nBounceFactor 0.6\nWallBounceFactor 0.6\nProjectile\nSpecies \"Monster\"\n+NOBLOOD\n+ThruActors\n-Solid\n-NoGravity\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nDeath:\nRGIB A 105\nTNT1 A 0 A_SpawnItemEx(\"DarkPoof\",0,0,0,0,0,1,0,SXF_TRANSFERPOINTERS)\nstop\n\t}\n}\n\nACTOR StoneGib2\n{\nscale 0.375\nRadius 10\nHeight 10\nSpeed 13\nBounceType Hexen\nBounceCount 6\nBounceFactor 0.6\nWallBounceFactor 0.6\nProjectile\nSpecies \"Monster\"\n+NOBLOOD\n+ThruActors\n-Solid\n-NoGravity\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nDeath:\nRGIB A 105\nTNT1 A 0 A_SpawnItemEx(\"DarkPoof\",0,0,0,0,0,1,0,SXF_TRANSFERPOINTERS)\nstop\n\t}\n}\n\nACTOR DarkPoof\n{\nRenderstyle Add\n+FORCEXYBILLBOARD\n+NoGravity\n+Bright\nscale 0.25\nStates\n  {\n  Spawn:\n\tFIRB ABCDEF 1\n\tFIRB ABCDEFABCD 1\n\tStop\n  }\n}\n\nACTOR MonsterSpawn\n{\nAlpha 0\nHeight 64\nRadius 16\nSpecies \"Monster\"\n+NoGravity\n+ThruSpecies\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n\t3MGL A 1 A_SetTranslucent(0.1,0)\n\t3MGL B 1 A_SetTranslucent(0.2,0)\n\t3MGL C 1 A_SetTranslucent(0.3,0)\n\t3MGL D 1 A_SetTranslucent(0.4,0)\n\t3MGL E 1 A_SetTranslucent(0.5,0)\n\t3MGL F 1 A_SetTranslucent(0.6,0)\n\t3MGL G 1 A_SetTranslucent(0.7,0)\n\t3MGL H 1 A_SetTranslucent(0.8,0)\n\t3MGL I 1 A_SetTranslucent(0.9,0)\n\t3MGL JJJJJJJJJJJ 1 A_SetTranslucent(1.0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Explosion\",0,0,30,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySoundEx(\"characters/Basinga/weapons/marblegolemdefeat\",monsterdefeat)\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib1\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tTNT1 A 0 A_CustomMissile(\"StoneGib2\",10,0,frandom(0,360),CMF_AIMDIRECTION,frandom(60,80))\n\tStop\n  }\n}\n\nACTOR Explosion\n{\n+Bright\n+FORCEXYBILLBOARD\n+NoGravity\nscale 0.75\nStates\n  {\n  Spawn:\n\tBOOM A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"Smoke\",0,0,0,frandom(-5,5),frandom(-5,5),frandom(-5,5),0,SXF_TRANSFERPOINTERS)\n\tBOOM B 1\n\tBOOM A 1\n\tBOOM B 1\n\tStop\n  }\n}\n\nACTOR MarbleAmmoDrop : CustomInventory\n{\n  Inventory.PickupMessage \"Got 1 Bullet Clip\"\n  Inventory.Amount 0\n  Inventory.MaxAmount 0x7FFFFFFF\n  Scale 0.5\n  +BRIGHT\n  +NOTELEPORT\n  +DROPOFF\n  +MISSILE\n  +THRUACTORS\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +PICKUP\n  -NOGRAVITY\n  +NOBLOOD\n  -Friendly\n  seesound \"characters/Basinga/weapons/hop\"\n  BounceCount 5\n  WallBounceFactor 0.50\n  Bouncefactor 0.50\n  Radius 1\n  Height 1\n  Speed 10\n  Scale 0.7\n  States\n  {\n  Spawn:\n\tAMMO   A -1\n    Loop\n  Death:\n    AMMO   A 1\n\t\tTNT1 A 0 A_ChangeFlag (\"ThruActors\",0)\n\t\tTNT1 A 0 A_ChangeFlag (\"NoGravity\",1)\n\t\tTNT1 A 0 A_ChangeFlag (\"Float\",1)\n\t\tTNT1 A 0 A_Stop\n\tLoop\n  Pickup:\n\tTNT1 A 0 A_GiveInventory (\"ClipOfBullets\",1)\n\tStop\n  }\n\t}\n\nACTOR MarbleRocketDrop : CustomInventory\n{\n  Inventory.PickupMessage \"Got 2 rockets.\"\n  Inventory.Amount 0\n  Inventory.MaxAmount 0x7FFFFFFF\n  Scale 0.5\n  +BRIGHT\n  +NOTELEPORT\n  +DROPOFF\n  +MISSILE\n  +THRUACTORS\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +PICKUP\n  -NOGRAVITY\n  +NOBLOOD\n  -Friendly\n  seesound \"characters/Basinga/weapons/hop\"\n  BounceCount 5\n  WallBounceFactor 0.50\n  Bouncefactor 0.50\n  Radius 1\n  Height 1\n  Speed 10\n  Scale 0.5\n  States\n  {\n  Spawn:\n\tAMMO C   -1\n    Loop\n  Death:\n    AMMO C 1\n\t\tTNT1 A 0 A_ChangeFlag (\"ThruActors\",0)\n\t\tTNT1 A 0 A_ChangeFlag (\"NoGravity\",1)\n\t\tTNT1 A 0 A_ChangeFlag (\"Float\",1)\n\t\tTNT1 A 0 A_Stop\n\tLoop\n  Pickup:\n\tTNT1 A 0 A_GiveInventory (\"RocketAmmo\",2)\n\tStop\n\n  }\n}\n\n\tACTOR MarbleCellDrop : CustomInventory\n{\n  Inventory.PickupMessage \"Got 1 cell\"\n  Inventory.Amount 0\n  Inventory.MaxAmount 0x7FFFFFFF\n  Scale 0.5\n  +BRIGHT\n  +NOTELEPORT\n  +DROPOFF\n  +MISSILE\n  +THRUACTORS\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +PICKUP\n  -NOGRAVITY\n  +NOBLOOD\n  -Friendly\n  seesound \"characters/Basinga/weapons/hop\"\n  BounceCount 5\n  WallBounceFactor 0.50\n  Bouncefactor 0.50\n  Radius 1\n  Height 1\n  Speed 10\n  Scale 0.5\n  States\n  {\n  Spawn:\n\tAMMO D   -1\n    Loop\n  Death:\n    AMMO D 1\n\t\tTNT1 A 0 A_ChangeFlag (\"ThruActors\",0)\n\t\tTNT1 A 0 A_ChangeFlag (\"NoGravity\",1)\n\t\tTNT1 A 0 A_ChangeFlag (\"Float\",1)\n\t\tTNT1 A 0 A_Stop\n\tLoop\n  Pickup:\n\tTNT1 A 0 A_GiveInventory (\"Cell\",1)\n\tStop\n\n  }\n}\n\nACTOR MarbleMedkit : CustomInventory\n{\n  Inventory.PickupMessage \"$GOTMEDIKIT\"\n  Inventory.Amount 0\n  Inventory.MaxAmount 0x7FFFFFFF\n  Scale 0.5\n  +BRIGHT\n  +NOTELEPORT\n  +DROPOFF\n  +MISSILE\n  +THRUACTORS\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +PICKUP\n  -NOGRAVITY\n  +NOBLOOD\n  -Friendly\n  seesound \"characters/Basinga/weapons/hop\"\n  BounceCount 5\n  WallBounceFactor 0.50\n  Bouncefactor 0.50\n  Radius 1\n  Height 1\n  Speed 10\n  Scale 0.5\n  States\n  {\n  Spawn:\n\tMEDI     A -1\n    Loop\n  Death:\n\tMEDI  A 1\n\tTNT1 A 0 A_ChangeFlag (\"ThruActors\",0)\n\tTNT1 A 0 A_ChangeFlag (\"NoGravity\",1)\n\tTNT1 A 0 A_ChangeFlag (\"Float\",1)\n\tTNT1 A 0 A_Stop\n\tLoop\n  Pickup:\n\tTNT1 A 0 A_GiveInventory (\"Medikit\",1)\n\tStop\n\n  }\n}"
      }
    ]
  },
  "maps": []
}

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