whodunit_fixed2.pk3

PK3 88 MiB 0 map(s)

Counts

endoom0
graphics2
lumps5557
maps14
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "00a33aeb-7838-46d5-822f-b81658dc6213",
    "sha1": "376e1ee6b32836114d6c744929ba4c76f67a411c",
    "sha256": "0f98405d86efc2baca7f08ea8d40a867ceb5aef4cbcc48def36413af0aa1c4b9",
    "filenames": [
      "whodunit_fixed2.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-03-28 00:17:03",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "TITLEMAP": "TITLEMAP.png",
        "WDI01": "WDI01.png",
        "WDI02": "WDI02.png",
        "WDI03": "WDI03.png",
        "WDI04": "WDI04.png",
        "WDI05": "WDI05.png",
        "WDI06": "WDI06.png",
        "WDI07": "WDI07.png",
        "WDI08": "WDI08.png",
        "WDI09": "WDI09.png",
        "WDI10": "WDI10.png",
        "WDI11": "WDI11.png",
        "WDI12": "WDI12.png",
        "WDI13": "WDI13.png",
        "titlemap": "titlemap.png",
        "wdi01": "wdi01.png",
        "wdi02": "wdi02.png",
        "wdi03": "wdi03.png",
        "wdi04": "wdi04.png",
        "wdi05": "wdi05.png",
        "wdi06": "wdi06.png",
        "wdi07": "wdi07.png",
        "wdi08": "wdi08.png",
        "wdi09": "wdi09.png",
        "wdi10": "wdi10.png",
        "wdi11": "wdi11.png",
        "wdi12": "wdi12.png",
        "wdi13": "wdi13.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-03-28 00:17:03",
    "file": {
      "type": "PK3",
      "size": 91804270,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/376e1ee6b32836114d6c744929ba4c76f67a411c/376e1ee6b32836114d6c744929ba4c76f67a411c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TITLEMAP",
        "WDI01",
        "WDI02",
        "WDI04",
        "WDI05",
        "WDI06",
        "WDI07",
        "WDI08",
        "WDI09",
        "WDI10",
        "WDI11",
        "WDI12",
        "WDI13",
        "WDI03"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 5557,
        "maps": 14,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "whodunit_fixed2.pk3",
      "description": "This WAD contains 14 maps designed for the ZDoom engine, featuring a mix of medium-length levels. The monster composition and difficulty are not explicitly detailed, but the presence of extensive custom textures and animated flats suggests a visually rich environment. Themes appear to blend techbase and possibly industrial elements, with various animated textures and warp effects indicating dynamic map features. Resource balance and combat style are not clearly specified, but the WAD likely supports nonlinear progression given ZDoom compatibility and map variety. No vanilla or Boom compatibility is indicated, focusing on enhanced engine features.",
      "tags": [
        "industrial",
        "medium_maps",
        "nonlinear",
        "techbase",
        "zdoom"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "warp flat LAVAB 0.5\n\ntexture LAVA2M\npic LAVA2M tics 2\npic LAVA2M1 tics 2\n\nwarp2 texture WATER-S\nwarp2 texture DWATER-S 1.5\n\nwarp2 texture DWATERXS 1.5\n\ntexture BSLIM01 range BSLIM07 tics 3\ntexture FUZZ1 range FUZZ4 tics 3\n\ntexture BVORTEX7\n    pic 1 tics 1\n    pic 2 tics 1\n    pic 3 tics 1\n    pic 4 tics 1\n\ntexture BTRAIN0\n    pic 1 tics 2\n    pic 3 tics 2\n    pic 5 tics 2\n    pic 7 tics 2\n\ntexture BTRAIN0B\n    pic 2 tics 2\n    pic 4 tics 2\n    pic 6 tics 2\n    pic 8 tics 2\n\ntexture BIMHR01\n    pic 1 tics 12\n    pic 2 tics 12\n    pic 3 tics 12\n    pic 4 tics 12\n    pic 3 tics 12\n    pic 2 tics 12\n\n//===========\n\ncameratexture TCAMTEX1 128 64 fit 80 56\n\ntexture BSAW01\n\tallowdecals\n\tpic BSAW01 rand 1 1\n\tpic BSAW02 rand 1 1\n\tpic BSAW03 rand 1 1\n\tpic BSAW04 rand 1 1\n\tpic BSAW05 rand 1 1\n\tpic BSAW06 rand 1 1\n\nwarp flat wlq1\nwarp flat wlq2\nwarp flat wlq3\nwarp flat wlq4\nwarp flat wlq5\nwarp flat wlq6\nwarp flat wlq7\nwarp flat wlq8\n\nwarp2 texture PSBGC0 0.1\nwarp2 texture PSBGD0 0.1\nwarp2 texture PSBGE0 0.1\nwarp2 texture PSBGF0 0.1\nwarp2 texture PSBGG0 0.1\nwarp2 texture PSBGH0 0.1\nwarp2 texture PSBGI0 0.1\n\nwarp2 texture SSBGC0 0.1\nwarp2 texture SSBGD0 0.1\nwarp2 texture SSBGE0 0.1\nwarp2 texture SSBGF0 0.1\nwarp2 texture SSBGG0 0.1\nwarp2 texture SSBGH0 0.1\nwarp2 texture SSBGI0 0.1\n\n//warp2 texture XSMKA0 0.35 //Lets not warp this.\n\nwarp2 texture WATER-S\nwarp2 texture LAVA\nwarp2 texture LAVA2\nwarp2 texture MLAVA\nwarp2 texture MLAVA2\nwarp2 texture GWATER\nwarp2 texture GWATER2\n\nwarp2 texture WBLDA0 0.5\n\nwarp flat wqlava2\n\ntexture ADEL_N07\npic ADEL_N07 rand 5 7\npic ADEL_N98 rand 5 7\npic ADEL_N08 rand 5 7\npic ADEL_N98 rand 5 7\n\ntexture ADEL_N08\npic ADEL_N08 rand 5 7\npic ADEL_N98 rand 5 7\npic ADEL_N07 rand 5 7\npic ADEL_N98 rand 5 7\n\ntexture STATIC1\npic STATIC1 tics 2\npic STATIC2 tics 2\npic STATIC3 tics 2\npic STATIC4 tics 2\npic STATIC5 tics 2\npic STATIC6 tics 2\n\ntexture TSTATIC1\npic TSTATIC1 tics 2\npic TSTATIC2 tics 2\npic TSTATIC3 tics 2\npic TSTATIC4 tics 2\npic TSTATIC5 tics 2\npic TSTATIC6 tics 2\n\nwarp flat wqlava\nwarp2 texture HYWATER\nwarp2 texture SMPEA0 0.1\nwarp flat wfwater1\nwarp flat wblood1\n\nCameraTexture MURDTV 320 240 fit 160 32\ncameratexture RECAMTX 640 480 fit 213 160\n\ncameratexture MAP2CAM1 256 256 fit 64 64\ncameratexture MAP2CAM2 256 256 fit 64 64\ncameratexture MAP2CAM3 256 256 fit 64 64\ncameratexture MAP2CAM4 256 256 fit 64 64\ncameratexture MAP2CAM5 256 256 fit 64 64\ncameratexture MAP2CAM6 256 256 fit 64 64\ncameratexture MAP2CAM7 256 256 fit 64 64\ncameratexture MAP2CAM8 256 256 fit 64 64\ncameratexture MAP2CAM9 256 256 fit 64 64\ncameratexture MAP2CAM10 256 256 fit 64 64\ncameratexture MAP2CAM11 256 256 fit 64 64\ncameratexture MAP2CAM12 256 256 fit 64 64\ncameratexture\tcamtx128\t384 384\t\tfit\t128 128\ncameratexture\tcamtx64 \t384 384\t\tfit\t64 64\n\ntexture NOIS1 range NOIS8 rand 1 3\n\nswitch BSW07B on sound LightOff pic BSW07A tics 0\nswitch BSW07A off sound LightOn pic BSW07B tics 0\n\n//Black water\nwarp2 texture DIRWAT\n\ntexture\tBABWAS01  \trange\tBABWAS04  \ttics 3\ntexture\tESFMCLD1  \trange\tESFMCLD4  \ttics 3\ntexture\tRATASLD1  \trange\tRATASLD4  \ttics 9\n\ntexture steam1\npic 1 tics 4\npic 2 tics 4\npic 3 tics 4\npic 4 tics 4\npic 5 tics 4\n\ntexture bbfall1\n\tpic bbfall1 tics 8\n\tpic bbfall2 tics 8\n\tpic bbfall3 tics 8\n\tpic bbfall4 tics 8\n\nflat fan1\n\tpic fan1 tics 1\n\tpic fan2 tics 1\n\tpic fan3 tics 1\n\tpic fan4 tics 1\n\nflat granuke1\n\tpic granuke1 tics 8\n\tpic granuke2 tics 8\n\tpic granuke3 tics 8\n\n//warp flat e1sky1"
      },
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or\nreuse.  Permissions have been obtained from original authors for any of\ntheir resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications.  You may distribute this file in any electronic format (BBS,\nDiskette, CD, etc) as long as you include this file intact.  I have\nreceived permission from the original authors of any modified or included\ncontent in this file to allow further distribution.\n\n-------Maps/Levels--------\nWDI01: Asylum\nPeanut\n\nWDI02: Now You Museum, Now You Don't!\nTheMisterCat\n\nWDI03: Clock Town\nZeberPal\n\nWDI04: Confinement\nDevon West and Rob Babor (Map 32 of the orginal Hellcore)\nEdited by ConflagratedCanine and Theshooter7\n\nWDI05: Surrounded\nXSnake\n\nWDI06: The High School of Pain\nCapt. J3\n\n------Scripts-----------\nTheShooter7\nTribeam\nConflagratedCanine\nTheMisterCat\n\n-----Decorate----------\nWildWeasel\nConflagratedCanine\nTribeam\nTheshooter7\nTheMisterCat\n\n--------Sprites----------\nBeretta\nRealm 667 Armory\n\nShotgun\nDonated by WildWeasel\nEdited by Minigunner for Widescreen\n\nPipe\nDonated by WildWeasel\n\nWrench\nDonated by WildWeasel\n\nChainsaw\nDonated by LoganMtM\n\nShovel\nUh... the topic that had that info is gone! :(\n\nGraphics touched up by Mooseknuckle\n\n-------Music----------\nD_LEVEL1\nGod$peed http://www.newgrounds.com/audio/listen/39752\n\"Find Him\"\n\nD_SPOOK\nSource Unknown\n\nD_FINAL1\nNoah Potter http://www.newgrounds.com/audio/listen/265335\n\"Ninja Suspense\"\n\nVarious sounds from Freesound.org\n\nAnd a bunch of others, sorry if you were not mentioned. This project's been in development for ages and we sort of lost track. :/"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "//Copied from Zdoom.pk3, because the defaults smears don't have mother-fucking Decal ID's. >:(\n\nstretcher BloodStretcher\n{\n\tStretchTime\t35\n\tGoalY\t\t2.0\n}\n\nslider BloodSlider\n{\n\tSlideTime\t35\n\tDistY\t\t-5\n}\n\ncombiner BloodSmearer\n{\n\tBloodStretcher\n\tBloodSlider\n}\n\n/***** Blood Decals ********************************************************/\n/*\n * Blood splats just stick to the walls.\n * Blood smears crawl down walls a bit like in Blood.\n *\n * These do not need generators; the engine will create them automatically\n * when something bleeds. If a blood color is set, the shade color will be ignored,\n * and the actor's blood color will be used instead.\n */\ndecal BloodSplat1 1\n{\n\tpic BSPLAT1\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat2 2\n{\n\tpic BSPLAT2\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat3 3\n{\n\tpic BSPLAT3\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat4 4\n{\n\tpic BSPLAT4\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat5 5\n{\n\tpic BSPLAT5\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat6 6\n{\n\tpic BSPLAT6\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat7 7\n{\n\tpic BSPLAT7\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\n// The smaller blood splats are more common than the big ones.\n\ndecalgroup BloodSplat\n{\n\tBloodSplat1\t2\n\tBloodSplat2\t1\n\tBloodSplat3\t5\n\tBloodSplat4\t5\n\tBloodSplat5\t5\n\tBloodSplat6\t5\n\tBloodSplat7\t6\n}\n\ndecal BloodSmear1 8\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"BloodDefault\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecal BloodSmear2 9\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"BloodDefault\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecalgroup BloodSmear\n{\n\tBloodSmear1\t1\n\tBloodSmear2\t1\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#Include \"code/Players.txt\"\n#include \"code/SKULLTAG.txt\" // SkullTag compat items for Zandronum\n#Include \"code/Lights.txt\"\n#Include \"code/Weapons.txt\"\n#Include \"code/Items.txt\"\n#Include \"code/Effects.txt\"\n#Include \"code/Hacks.txt\"\n#Include \"code/Murderer.txt\"\n#Include \"code/Keys.txt\"\n#Include \"code/Decor.txt\"\n#Include \"code/Dump.txt\"\n#Include \"code/DROPS.txt\"\n#Include \"code/CLOCKTWN.txt\" //Unoffical map made offical.\n#Include \"code/SURRND.txt\"   //XSnake's map\n#Include \"code/HSP.txt\"      //Capt. J3's map\n#include \"code/NIGHTOUT.txt\" //Sicamore's map\n#include \"code/ISLAND.txt\"   //Lightman's weapons that'll be used in \"CastAway\"\n#include \"code/BUNKER.txt\"   //Bunker Down related props\n#include \"code/SEWERS.txt\"   //TheMisterCat sewers map stuff\n#include \"code/STAR.txt\"   //Cradle Under The Star Decor"
      },
      {
        "source": "pk3",
        "name": "DEHACKED.txt",
        "contents": "[STRINGS]\n\nOB_FRIENDLY1 = `\nOB_FRIENDLY2 = `\nOB_FRIENDLY3 = `\nOB_FRIENDLY4 = `\n\nOB_SUICIDE = `\nOB_DEFAULT = `\nOB_FALLING = `"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "Skybox DAWNCLOD\n{\n  CLOUDN\n  CLOUDE\n  CLOUDS\n  CLOUDW\n  CLOUDT\n  CLOUDB\n}\n\nskybox SKYB\n{\nSKYB_N\nSKYB_E\nSKYB_S\nSKYB_W\nSKYB_T\nSKYB_B\n}\n\nSkybox OVERCAST fliptop\n{\n  OVERCN\n  OVERCE\n  OVERCS\n  OVERCW\n  OVERCT\n  OVERCB\n}\n\nskybox STSKY8B\n{\nMILKY_N\nMILKY_E\nMILKY_S\nMILKY_W\nMILKY_T\nMILKY_B\n}\n\nskybox TWILIGHT\n{\nTWILT_N\nTWILT_E\nTWILT_S\nTWILT_W\nTWILT_T\nTWILT_B\n}\n\npointlight Hallway\n{\ncolor 255 255 255\nsize 128\n}\n\npointlight NoLight\n{\ncolor 0 0 0\nsize 0\n}\n\npointlight BulbOn\n{\ncolor 200 170 155\nsize 10\n}\n\npointlight Elevator\n{\ncolor 255 255 255\nsize 56\noffset 0 8 0\n\n}\n\npointlight Chandelier\n{\n    color 1.0 1.0 1.0\n    size 40\n    offset 0 16 0\n}\n\npointlight Chandelier2\n{\n    color 1.0 1.0 1.0\n    size 38\n    offset 0 16 0\n}\n\npointlight Chandelier3\n{\n    color 1.0 1.0 1.0\n    size 36\n    offset 0 16 0\n}\n\npointlight HealRed\n{\n    color 1.0 0.0 0.0\n    size 64\n    offset 0 0 0\n    dontlightself 0\n}\n\npointlight HealWhite\n{\n    color 1.0 1.0 1.0\n    size 60\n    offset 0 0 0\n    dontlightself 0\n}\n\nPulseLight SMALLLANTERN\n{\n    color 1.0 1.0 0.8\n    size 56\n    secondarySize 58\n    interval 0.4\n    offset 0 7 0\n}\n\npointlight PlayerShadow\n{\n    color 0.25 0.25 0.25\n    size 12\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight DiscoRed\n{\n    color 1.0 0.0 0.0\n    size 64\n}\n\npointlight DiscoGreen\n{\n    color 0.0 1.0 0.0\n    size 64\n}\n\npointlight DiscoBlue\n{\n    color 0.0 0.0 1.0\n    size 64\n}\n\npointlight DiscoYellow\n{\n    color 1.0 1.0 0.0\n    size 64\n}\n\npointlight DiscoPurple\n{\n    color 1.0 0.0 1.0\n    size 64\n}\n\nobject RedLight { frame TNT1A { light DiscoRed}}\nobject GreenLight { frame TNT1A { light DiscoGreen}}\nobject BlueLight { frame TNT1A { light DiscoBlue}}\nobject YellowLight { frame TNT1A { light DiscoYellow}}\nobject PurpleLight { frame TNT1A { light DiscoPurple}}\n\nobject Innocent\n{\n    frame PLAYA {light PlayerShadow}\n    frame PLAYB {light PlayerShadow}\n    frame PLAYC {light PlayerShadow}\n    frame PLAYD {light PlayerShadow}\n    frame PLAYE {light PlayerShadow}\n    frame PLAYF {light PlayerShadow}\n    frame PLAYG {light PlayerShadow}\n}\n\nobject Innocent2\n{\n    frame PLAYA {light PlayerShadow}\n    frame PLAYB {light PlayerShadow}\n    frame PLAYC {light PlayerShadow}\n    frame PLAYD {light PlayerShadow}\n    frame PLAYE {light PlayerShadow}\n    frame PLAYF {light PlayerShadow}\n    frame PLAYG {light PlayerShadow}\n}\n\nflickerlight FLARE1 { color 0.5 0.5 0.0 size 8 secondarySize 24 chance 1.0 }\n\npointlight FLARE { color 0.8 0.3 0.3 size 96 }\n\npointlight SHROOM { color 0.0 0.2 0.0 size 16 dontlightself 1}\n\nobject HallwayLight\n{\n    frame TNT1A {light Hallway}\n\tframe TNT1B {light NoLight}\n}\n\nobject LibraryLight\n{\n    frame TNT1A {light Library}\n\tframe TNT1B {light NoLight}\n}\n\nobject ElevatorLight\n{\n    frame ELITA {light Elevator}\n\tframe TNT1B {light NoLight}\n}\n\nobject Chandelier1Switchable\n{\n        frame CHANA { light Chandelier }\n\tframe CHANB { light Chandelier2 }\n\tframe CHANC { light Chandelier3 }\n}\n\nobject Chandelier1On\n{\n        frame CHANA { light Chandelier }\n\tframe CHANB { light Chandelier2 }\n\tframe CHANC { light Chandelier3 }\n}\n\nobject Chandelier2Switchable\n{\n        frame CHANE { light Chandelier }\n\tframe CHANF { light Chandelier2 }\n\tframe CHANG { light Chandelier3 }\n}\n\nobject Chandelier2On\n{\n        frame CHANE { light Chandelier }\n\tframe CHANF { light Chandelier2 }\n\tframe CHANG { light Chandelier3 }\n}\n\nobject Chandelier3Switchable\n{\n        frame CHANI { light Chandelier }\n\tframe CHANJ { light Chandelier2 }\n\tframe CHANL { light Chandelier3 }\n}\n\nobject Chandelier3On\n{\n        frame CHANI { light Chandelier }\n\tframe CHANJ { light Chandelier2 }\n\tframe CHANL { light Chandelier3 }\n}\n\nobject Chandelier4Switchable\n{\n        frame CHANN { light Chandelier }\n\tframe CHANO { light Chandelier2 }\n\tframe CHANP { light Chandelier3 }\n}\n\nobject Chandelier4On\n{\n        frame CHANN { light Chandelier }\n\tframe CHANO { light Chandelier2 }\n\tframe CHANP { light Chandelier3 }\n}\n\nobject FlareUsed {\n\nframe FLARA0 { light FLARE1 light FLARE }\nframe FLARB0 { light FLARE1 light FLARE }\nframe FLARC0 { light FLARE1 light FLARE }\n}\n\nobject DroppedKit\n{\nframe MEDIE0 { light HealRed }\nframe MEDIE1 { light HealRed }\nframe MEDIE2 { light HealRed }\nframe MEDIE3 { light HealRed }\nframe MEDIE4 { light HealRed }\n}\n\nobject BigKitLight\n{\nframe TNT1A0 { light HealWhite }\nframe TNT1A1 { light HealWhite }\nframe TNT1A2 { light HealWhite }\nframe TNT1A3 { light HealWhite }\nframe TNT1A4 { light HealWhite }\n}\n\nobject Bulb { frame BULBA { light BULBON }}\nobject GlowShroom { frame SHRMA { light SHROOM }}\n\n//Brightmaps\nbrightmap texture PANBOOK { map \"BRPANBOO\" }\nbrightmap sprite BULBA0 { map \"bulbc0\" }\nbrightmap texture ALITE50 { map \"Graphics/ALITE50B.png\" }\nbrightmap sprite CHANA0{ map \"Graphics/CHANA0B.png\" }\nbrightmap sprite SHRMA0{ map \"Graphics/SHRMA0B.png\" }\n\nbrightmap sprite GNOMA0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMB0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMC0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMD0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOME0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMF0{ map \"Graphics/GNOMBMAP.png\" }\n\nbrightmap sprite HLMPE0{ map \"Graphics/HLMPBM.png\" }\nbrightmap sprite HLMPF0{ map \"Graphics/HLMPBM.png\" }\nbrightmap sprite HLMPG0{ map \"Graphics/HLMPBM.png\" }\nbrightmap sprite HLMPH0{ map \"Graphics/HLMPBM.png\" }\n\npointlight POLICERED\n{\n    color 1.0 0.1 0.1\n    size 80\n}\n\npointlight POLICEBLUE\n{\n    color 0.1 0.1 1.0\n    size 80\n}\n\nobject POLICELIGHT\n{\n    frame TNT1A { light POLICERED }\n    frame TNT1B { light POLICEBLUE }\n}"
      },
      {
        "source": "pk3",
        "name": "HIRESTEX.txt",
        "contents": "define FULLEFT 412 72\ndefine EMPLEFT 412 72\ndefine FULRIGHT 412 72\ndefine EMPRIGHT 412 72\ndefine HUDCOLOR 64 48\n\ndefine SKYB_N 512 512\ndefine SKYB_E 512 512\ndefine SKYB_S 512 512\ndefine SKYB_W 512 512\ndefine SKYB_T 512 512\ndefine SKYB_B 512 512\n\nremap MMTOPL FULLEFT\nremap MMBOTL EMPLEFT\nremap MMTOPR FULRIGHT\nremap MMBOTR EMPRIGHT\nremap HEALCOL HUDCOLOR\n\n//102, 24 Desired pixel size (As it would look at 320 x 200)\n//1092, 298 Original Pixel size."
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass \"Innocent\"\nAddPlayerClass \"Innocent2\"\n\nweaponsection \"Whodunit\"\nsetslot 0 MurderKnife\nsetslot 1 NewFist PoolCue PipeWrench LeadPipe Shovel LChainsaw Beretta Shotgun2 Crossbow M1Carbine Brick Molotov Twig Plank NailedPlank\n\naddkeysection \"Who Dun It?\" whodunit\n\n   addmenukey \"Drop Weapon\" +dropweapon\n   addmenukey \"Use Medkit\" \"Use SmallKit\"\n   addmenukey \"Admin Vote Yes\" wdi_voteyes\n   addmenukey \"Admin Vote No\" wdi_voteno\n\naddkeysection \"Murderer Controls\" whodunit2\n   addmenukey \"Wield Knife\" \"use murderknife\"\n   addmenukey \"Drop Smokebomb\" \"Use Smokebomb\"\n   //addmenukey \"Quick Color\" Colormescotty\n\n   alias +dropweapon \"use Action_DropWeapon\"\n   alias -dropweapon \"use Action_DropWeaponCancel\"\n   alias Usesmallkit \"Use SmallKit\"\n   alias UseSmokeBomb \"Use Smokebomb\"\n   alias Knife \"use murderknife\"\n   alias wdi_voteyes \"puke -830\"\n   alias wdi_voteno \"puke -835\"\n\n   alias admin_wdi_punish \"puke 866 %1 %2 %3\"\n   alias admin_wdi_login \"puke 863 %1\"\n   //alias Colormescotty \"puke 662\"\n\n   //Server console commands (No longer needed)\n   //alias WDI_Safetytime \"set Safetytime %1\"\n   //alias WDI_Resettime \"set Resettime %1\"\n\n   defaultbind Q Usesmallkit\n   defaultbind G Knife\n   defaultbind F UseSmokeBomb\n   defaultbind V dropweapon\n\n   bind pgup \"vote_yes;wdi_voteyes\"\n   bind pgdn \"vote_no;wdi_voteno\"\n\n   //defaultbind X Colormescotty\n\naddkeysection \"Colour Changer\" colourchanger\naddmenukey \"Change colour\" changecolour\nalias changecolour \"puke 999\"\ndefaultbind c changecolour"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "redrum\nclassic"
      },
      {
        "source": "pk3",
        "name": "LOCKDEFS.txt",
        "contents": "Lock 1\n{\n\tBarKey\n\tMessage \"You do not have the key for the Bar!\"\n\tRemoteMessage \"You do not have the key for the Bar!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\n//Murderer Key\nLock 4\n{\n\tMurdererKey\n\tMessage \"\" //No message\n\tRemoteMessage \"\" //Burrhurr\n\tMapcolor 255 255 255 //White on the automap.\n\tLOCKEDSOUND \"DSNULL\" //No sound\n}\n\n//Trap door (inside)\nLock 20\n{\n\tTrapKey //Murderer Only\n\tMessage \"It doesn't open from this side!\"\n\tRemoteMessage \"It doesn't open from this side!\"\n\tMapcolor 0 0 0 //Black on automap\n\tLOCKEDSOUND \"Door/DoorKnock\"\n}\n\nLock 55\n{\n\t\tBasementKey\n\t\tMessage \"You need the Basement Key to open this door\"\n\t\tMapcolor 255 0 0\n\t\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\nLock 121\n{\n\tSafeKey\n\tMessage \"You do not have the key for the Safe!\"\n\tRemoteMessage \"You do not have the key for the Safe!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\nLock 144\n{\n\tSecurityKey\n\tMessage \"You do not have the key for the Security Room!\"\n\tRemoteMessage \"You do not have the key for the Security Room!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\nLock 150\n{\n\tRoom1Key\n\tMessage \"You do not have the key for room 1!\"\n\tRemoteMessage \"You do not have the key for room 1!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\nLock 151\n{\n\tRoom8Key\n\tMessage \"You do not have the key for room 8!\"\n\tRemoteMessage \"You do not have the key for room 8!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\nLock 118\n{\n\tSafeKeyBlaBla\n\tMessage \"You do not have the key for the Safe!\"\n\tRemoteMessage \"You do not have the key for the Safe!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "gameinfo\n{\n\ttitlepage = \"TITLEPIC\"\n\tcreditpage = \"CREDIT\"\n\ttitlemusic = \"$MUSIC_DM2TTL\"\n\ttitletime = 11\n\tadvisorytime = 0\n\tpagetime = 5\n\tchatsound = \"misc/chat\"\n\tfinalemusic = \"$MUSIC_READ_M\"\n\tfinaleflat = \"SLIME16\"\n\tfinalepage = \"CREDIT\"\n\tinfopage = \"WDIHELP1\", \"WDIHELP2\", \"WDIHELP3\", \"WDIHELP4\"\n\tquitsound = \"menu/quit2\"\n\tborderflat = \"GRNROCK\"\n\tborder = DoomBorder\n\ttelefogheight = 0\n\tdefkickback = 100\n\tskyflatname = \"F_SKY1\"\n\ttranslator = \"xlat/doom.txt\"\n\tdefaultbloodcolor = \"68 00 00\"\n\tdefaultbloodparticlecolor = \"ff 00 00\"\n\tbackpacktype = \"Backpack\"\n\tintermissionmusic = \"$MUSIC_DM2INT\"\n\tdrawreadthis = true\n}\n\ndefaultmap\n{\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n\tf1 = \"\"\n}\n\nmap TITLEMAP \"Oye! Get out!\"\n{\n\tsky1 = \"STSKY2\", 0.0\n\tsmoothlighting\n\tlightning\n\tnointermission\n\tlevelnum = 99\n}\n\nmap WDI01 \"Asylum\"\n{\n\tlevelnum = 1\n\t//cluster = 1\n\tmusic = D_SPOOK\n\tsky1 = \"SKYB\", 0.0\n\tnext = WDI02\n\thorizwallshade = 8\n\tvertwallshade = 0\n}\n\nmap WDI02 \"Now Museum, Now You Don't!\"\n{\n\tlevelnum = 2\n\tnext = WDI03\n\tsky1 = \"STSKY8B\", 0.0\n\tmusic = D_LEVEL1\n\tlightning\n\tsmoothlighting\n}\n\nmap WDI03 \"Clock Town\"\n{\n\tlevelnum = 3\n\tnext = WDI04\n\tsky1 = \"OVERCAST\", 0.0\n\tmusic = WDIZEB1M\n\tevenlighting\n}\n\nmap WDI04 \"Confinement\"\n{\n\tlevelnum = 4\n\tnext = WDI05\n\tsky1 = \"STSKY8B\", 0.0\n\tmusic = D_HLMS01\n\tevenlighting\n}\n\nmap WDI05 \"Men's Night Out\"\n{\n\tlevelnum = 5\n\tnext = WDI06\n\tsky1 = \"STSKY8B\", 0.0\n\tmusic = D_SPOOK\n\tsmoothlighting\n\tlightning\n}\n\nmap WDI06 \"Surrounded\"\n{\n\tlevelnum = 6\n\tsky1 = \"STSKY8B\", 0.0\n\tmusic = D_LEVEL1\n\tnext = WDI07\n\tlightning\n\tsmoothlighting\n}\n\nmap WDI07 \"Cradle Under The Star\"\n{\n\tlevelnum = 7\n\tnext = WDI08\n\tsky1 = \"TWILIGHT\", 0.0\n\tmusic = D_LEVEL1\n\tevenlighting\n}\n\nmap WDI08 \"St. Mercy Hospital\"\n{\n\tlevelnum = 8\n\tnext = WDI09\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_SPOOK\n\tevenlighting\n}\n\nmap WDI09 \"Applesauce Factory\" //THERE TMC ARE YOU HAPPY!?\n{\n\tlevelnum = 9\n\tnext = WDI10\n\tsky1 = \"CSKY\", 0.0\n\tmusic = D_SEWER\n\tfallingdamage\n}\n\nmap WDI10 \"Slaughter Seminar\"\n{\n\tlevelnum = 10\n\tnext = WDI11\n\tsky1 = \"STSKY8B\", 0.0\n\tmusic = D_SPOOK\n\tevenlighting\n}\n\nmap WDI11 \"Bunker Down\"\n{\n\tlevelnum = 11\n\tnext = WDI12\n\tmusic = BASSRUMB\n\tSKY1 = \"STSKY10\", 0.0\n\tevenlighting\n}\n\nmap WDI12 \"Where-house\"\n{\n\tlevelnum = 12\n\tnext = WDI13\n\tsky1 = \"SICASKY2\", 0.0\n\tmusic = D_SICA\n\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI13 \"Echo Ridge\"\n{\n\tlevelnum = 13\n\tmusic = D_ECHO\n\tsky1 = \"SKYFOG\", 0.0\n\tnext = WDI01\n\n\tTeamDamage = 1.0\n\tfogdensity = 100\n\tskyfog = 255\n\thorizwallshade = 8\n\tvertwallshade = 0\n\n\tnointermission\n\tallowcrouch\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n}"
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model Chair\n{\n\tPath \"models/objects/chair\"\n\tModel 0 \"chair.md3\"\n\tSkin 0 \"chair1.png\"\n\tScale 8.0 8.0 8.0\n\n\tFrameIndex CHAR A 0 0\n}\n\nModel Door\n{\n\tPath \"models/objects/door\"\n\tModel 0 \"door.md3\"\n\tSkin 0 \"door.png\"\n\tScale 24.5 24.5 28.0\n\n\tFrameIndex DOOR A 0 0\n\tFrameIndex DOOR B 0 1\n\tFrameIndex DOOR C 0 2\n\tFrameIndex DOOR D 0 3\n\tFrameIndex DOOR E 0 4\n\tFrameIndex DOOR F 0 5\n\tFrameIndex DOOR G 0 6\n\tFrameIndex DOOR H 0 7\n\tFrameIndex DOOR I 0 8\n\tFrameIndex DOOR J 0 9\n\tFrameIndex DOOR K 0 10\n\tFrameIndex DOOR L 0 11\n\tFrameIndex DOOR M 0 12\n\tFrameIndex DOOR N 0 13\n\tFrameIndex DOOR O 0 14\n\tFrameIndex DOOR P 0 15\n\tFrameIndex DOOR Q 0 16\n\tFrameIndex DOOR R 0 17\n\tFrameIndex DOOR S 0 18\n\tFrameIndex DOOR T 0 19\n}\n\nModel DoorMover\n{\n\tPath \"models/objects/door\"\n\tModel 0 \"door.md3\"\n\tSkin 0 \"door.png\"\n\tScale 24.5 24.5 28.0\n\n\tFrameIndex DOOR A 0 0\n\tFrameIndex DOOR B 0 1\n\tFrameIndex DOOR C 0 2\n\tFrameIndex DOOR D 0 3\n\tFrameIndex DOOR E 0 4\n\tFrameIndex DOOR F 0 5\n\tFrameIndex DOOR G 0 6\n\tFrameIndex DOOR H 0 7\n\tFrameIndex DOOR I 0 8\n\tFrameIndex DOOR J 0 9\n\tFrameIndex DOOR K 0 10\n\tFrameIndex DOOR L 0 11\n\tFrameIndex DOOR M 0 12\n\tFrameIndex DOOR N 0 13\n\tFrameIndex DOOR O 0 14\n\tFrameIndex DOOR P 0 15\n\tFrameIndex DOOR Q 0 16\n\tFrameIndex DOOR R 0 17\n\tFrameIndex DOOR S 0 18\n\tFrameIndex DOOR T 0 19\n}\n\nModel Dryer\n{\n\tPath \"models/dryer\"\n\tModel 0 \"HANDDRYER.md2\"\n\tSkin 0 \"handdryer.png\"\n\tScale 2.0 2.0 2.0\n\n\tFrameIndex DRAR A 0 0\n}\n\nModel Sink\n{\n\tPath \"models/sink\"\n\tModel 0 \"SINK.md2\"\n\tSkin 0 \"sink.png\"\n\tScale 3.0 3.0 3.0\n\n\tFrameIndex SANK A 0 0\n}\n\nModel Toilet\n{\n\tPath \"models/toilet\"\n\tModel 0 \"TOILET.md2\"\n\tSkin 0 \"toilet.png\"\n\tScale 1.8 1.8 1.8\n\n\tFrameIndex MOIL A 0 0\n}\n\nModel Car\n{\n\tPath \"models/car\"\n\tModel 0 \"CAR.md2\"\n\tSkin 0 \"car.png\"\n\tScale 0.8 0.8 0.8\n\n\tFrameIndex CARR A 0 0\n}\n\nModel Soap\n{\n\tPath \"models/soap\"\n\tModel 0 \"SOAP.md2\"\n\tSkin 0 \"soap.png\"\n\tScale 0.8 0.8 0.8\n\n\tFrameIndex SOAP A 0 0\n}\n\nModel Tpaper\n{\n\tPath \"models/tpaper\"\n\tModel 0 \"TPAPER.md2\"\n\tSkin 0 \"tpaper.png\"\n\tScale 1.0 1.0 1.0\n\tFrameIndex TPAP A 0 0\n}\n\nModel Television\n{\n\tPath \"models/television\"\n\tModel 0 \"br_tv2.md3\"\n\tSkin 0 \"br_electronics3.png\"\n\tScale 1.3 1.3 1.3\n\n\tFrameIndex TVEL A 0 0\n}\n\nModel Piano\n{\n\tPath \"models/piano\"\n\tModel 0 \"PIANO.md3\"\n\tSkin 0 \"piano.png\"\n\tScale 0.8 0.8 0.8\n\n\tFrameIndex PIAN A 0 0\n}\n\nModel Stall\n{\n\tPath \"models/stall\"\n\tModel 0 \"stall.md3\"\n\tSkin 0 \"stall.png\"\n\tScale 0.8 0.8 0.8\n\n\tFrameIndex STAL A 0 0\n}\n\nModel Grate\n{\n\tpath \"models\"\n\tModel 0 \"grate.md3\"\n\tSkin 0 \"grate.png\"\n\tScale 4.0 4.0 4.0\n\n\tFrameIndex GRAT A 0 0\n}\n\nModel CatBox1\n{\n\tpath \"models\"\n\tModel 0 \"box1.md3\"\n\tSkin 0 \"cbox3.png\"\n\tScale 19.0 19.0 19.0\n\n\tFrameIndex CBOX A 0 0\n}\n\nModel CatBox2\n{\n\tpath \"models\"\n\tModel 0 \"box1.md3\"\n\tSkin 0 \"cbox1.png\"\n\tScale 19.0 19.0 19.0\n\n\tFrameIndex CBOX A 0 0\n}\nModel CatBox3\n{\n\tpath \"models\"\n\tModel 0 \"box1.md3\"\n\tSkin 0 \"cbox3.png\"\n\tScale 19.0 19.0 19.0\n\n\tFrameIndex CBOX A 0 0\n}\nModel CatBox4\n{\n\tpath \"models\"\n\tModel 0 \"box1.md3\"\n\tSkin 0 \"cbox1.png\"\n\tScale 19.0 19.0 19.0\n\n\tFrameIndex CBOX A 0 0\n}\nModel CatBox5\n{\n\tpath \"models\"\n\tModel 0 \"box2.md3\"\n\tSkin 0 \"cbox3.png\"\n\tScale 19.0 19.0 19.0\n\n\tFrameIndex CBOX A 0 0\n}\nModel CatBox6\n{\n\tpath \"models\"\n\tModel 0 \"box2.md3\"\n\tSkin 0 \"cbox1.png\"\n\tScale 19.0 19.0 19.0\n\n\tFrameIndex CBOX A 0 0\n}\nModel CatBoxUnwrapped\n{\n\tpath \"models\"\n\tModel 0 \"box3.md3\"\n\tSkin 0 \"cbox2.png\"\n\tScale 13.0 13.0 13.0\n\n\tFrameIndex CBOX A 0 0\n}\n\nModel CatMartiniGlass\n{\n\tpath \"models\"\n\tModel 0 \"martini.md3\"\n\tSkin 0 \"bottle1.png\"\n\tScale 3.0 3.0 3.0\n\n\tFrameIndex MART A 0 0\n}\n\nModel CatBottleLabel1\n{\n\tpath \"models\"\n\tModel 0 \"bottlelabel.md3\"\n\tSkin 0 \"bottle1.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\nModel CatBottleLabel1\n{\n\tpath \"models\"\n\tModel 0 \"bottlelabel.md3\"\n\tSkin 0 \"bottle1.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\nModel CatBottleLabel2\n{\n\tpath \"models\"\n\tModel 0 \"bottlelabel.md3\"\n\tSkin 0 \"bottle2.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\nModel CatBottleLabel3\n{\n\tpath \"models\"\n\tModel 0 \"bottlelabel.md3\"\n\tSkin 0 \"bottle3.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\nModel CatBottleLabel4\n{\n\tpath \"models\"\n\tModel 0 \"bottlelabel.md3\"\n\tSkin 0 \"bottle4.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\n\nModel CatBottle1\n{\n\tpath \"models\"\n\tModel 0 \"bottle.md3\"\n\tSkin 0 \"bglass1.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\n\nModel CatBottle2\n{\n\tpath \"models\"\n\tModel 0 \"bottle.md3\"\n\tSkin 0 \"bglass2.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\n\nModel CatBottle3\n{\n\tpath \"models\"\n\tModel 0 \"bottle.md3\"\n\tSkin 0 \"bglass3.png\"\n\tScale 3.5 3.5 3.5\n\n\tFrameIndex BOTT A 0 0\n}\n\nModel CatTrashcan\n{\n\tPath \"models\"\n\tModel 0 \"trashcan.md3\"\n\tSkin 0 \"trash_can.jpg\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex BARR A 0 0\n}\n\nModel CatBarrel\n{\n\tPath \"models\"\n\tModel 0 \"barrel.md3\"\n\tSkin 0 \"barrel.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex BARR A 0 0\n}\n\nModel Page1a\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page1a.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page1b\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page1b.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page1c\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page1c.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page1d\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page1d.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page2a\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page2a.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page2b\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page2b.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page2c\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page2c.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page2d\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page2d.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n}\n\nModel Page3\n{\n\tPath \"models\"\n\tModel 0 \"page.md3\"\n\tSkin 0 \"page3.png\"\n\tScale 12.0 12.0 1.0\n\n\tFrameIndex PAGE A 0 0\n\tFrameIndex PAGE B 0 0\n\tFrameIndex PAGE C 0 0\n\tFrameIndex PAGE D 0 0\n}\n\nModel ToolBox\n{\n\tPath \"models\"\n\tModel 0 \"toolbox.md3\"\n\tSkin 0 \"toolbox.png\"\n\tScale 4.0 4.0 4.0\n\n\tFrameIndex TLBX A 0 0\n}\n\nModel Spark\n{\n\tPath \"models\"\n\tModel 0 \"spark.md3\"\n\tSkin 0 \"spark.png\"\n\tScale 4.0 4.0 4.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex SPRK A 0 0\n\tFrameIndex SPRK B 0 1\n\tFrameIndex SPRK C 0 2\n\tFrameIndex SPRK D 0 3\n\tFrameIndex SPRK E 0 4\n\tFrameIndex SPRK F 0 5\n\tFrameIndex SPRK G 0 6\n\tFrameIndex SPRK H 0 7\n\tFrameIndex SPRK I 0 8\n\tFrameIndex SPRK J 0 9\n}\n\nModel Spanner\n{\n\tPath \"models\"\n\tModel 0 \"spanner.md3\"\n\tSkin 0 \"spanner.png\"\n\tScale 2.0 2.0 2.0\n\n\tFrameIndex SPAN A 0 0\n}\n\nModel Screwdriver\n{\n\tPath \"models\"\n\tModel 0 \"screwdriver.md3\"\n\tSkin 0 \"screwdriver.png\"\n\tScale 3.0 3.0 3.0\n\n\tFrameIndex SCRW A 0 0\n}\n\nModel PipeSet\n{\n\tPath \"models\"\n\tModel 0 \"pipeset.md3\"\n\tSkin 0 \"pipeset.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n}\n\nModel PipeHorizontal\n{\n\tPath \"models\"\n\tModel 0 \"pipehorz.md3\"\n\tSkin 0 \"pipeset.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n}\n\nModel PipeCurved\n{\n\tPath \"models\"\n\tModel 0 \"pipecurv.md3\"\n\tSkin 0 \"pipeset.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n}\n\nModel BigPipe1\n{\n\tPath \"models\"\n\tModel 0 \"mainpipe.md3\"\n\tSkin 0 \"mainpipe.png\"\n\tModel 1 \"pipeends.md3\"\n\tSkin 1 \"pipeends.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n\tFrameIndex PIPP A 1 0\n}\n\nModel BigPipe1A\n{\n\tPath \"models\"\n\tModel 0 \"mainpipe.md3\"\n\tSkin 0 \"mainpipe.png\"\n\tModel 1 \"pipeends.md3\"\n\tSkin 1 \"pipeends.png\"\n\tModel 2 \"pipesmal.md3\"\n\tSkin 2 \"pipesmal.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n\tFrameIndex PIPP A 1 0\n\tFrameIndex PIPP A 2 0\n}\n\nModel BigPipe1B\n{\n\tPath \"models\"\n\tModel 0 \"pipeends.md3\"\n\tSkin 0 \"pipeends.png\"\n\tModel 1 \"pipesmal.md3\"\n\tSkin 1 \"pipesmal.png\"\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n\tFrameIndex PIPP A 1 0\n}\n\nModel BigPipe1C\n{\n\tPath \"models\"\n\tModel 0 \"pipeends.md3\"\n\tSkin 0 \"pipeends.png\"\n\tModel 1 \"pipesmal.md3\"\n\tSkin 1 \"pipesmal.png\"\n\tModel 2 \"mainpipe.md3\"\n\tSkin 2 \"mainpipe.png\"\n\tModel 3 \"pipedial.md3\"\n\tSkin 3 \"pipedial.png\"\n\n\tScale 16.0 16.0 16.0\n\n\tFrameIndex PIPP A 0 0\n\tFrameIndex PIPP A 1 0\n\tFrameIndex PIPP A 2 0\n\tFrameIndex PIPP A 3 0\n}\n\nModel TripodLightStandingBulb\n{\n\tPath \"models\"\n\tModel 0 \"tripodlightbulb2.md3\"\n\tSkin 0 \"tripodlight.png\"\n\tScale 23.0 23.0 23.0\n\n\tFrameIndex TRPA A 0 0\n}\n\nModel TripodLightStandingBeam\n{\n\tPath \"models\"\n\tModel 0 \"tripodlightbeam2.md3\"\n\tSkin 0 \"lightbeam.png\"\n\tScale 23.0 23.0 23.0\n\n\tFrameIndex TRPA B 0 0\n}\n\nModel TripodLightStanding\n{\n\tPath \"models\"\n\tModel 0 \"tripodlight2.md3\"\n\tSkin 0 \"tripodlight.png\"\n\tScale 23.0 23.0 23.0\n\n\tFrameIndex TRIP A 0 0\n}\n\nModel TripodLight\n{\n\tPath \"models\"\n\tModel 0 \"tripodlight.md3\"\n\tSkin 0 \"tripodlight.png\"\n\tScale 23.0 23.0 23.0\n\n\tFrameIndex TRIP A 0 0\n}\n\nModel TripodLightBulb\n{\n\tPath \"models\"\n\tModel 0 \"tripodlightbulb.md3\"\n\tSkin 0 \"tripodlight.png\"\n\tScale 23.0 23.0 23.0\n\n\tFrameIndex TRPA A 0 0\n}\n\nModel TripodLightBeam\n{\n\tPath \"models\"\n\tModel 0 \"lightbeam.md3\"\n\tSkin 0 \"lightbeam.png\"\n\tScale 23.0 23.0 23.0\n\n\tFrameIndex TRPA B 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "monospacefonts true, \"0\";\ninterpolatehealth true, 2;\n//interpolateArmor true, 1;\ncompleteborder true;\n\nstatusbar Fullscreen\n{\n\nInInventory NOT HudCleaner\n{\nInInventory HudAlive\n\t{\n\tInInventory NOT MurderMarker, 1 //This seemed like a nice backdrop, imo.\n\t{\n\t\tDrawImage \"EMPLEFT\", -249, 128;\n\t\tDrawImage \"EMPRIGHT\", 163, 128;\n    \t}\n\n\tInInventory MurderMarker, 1 //If the player is a murderer, draw the insanity bar. Wheeeeeee\n\t{\n\t\tDrawBar \"FULLEFT\", \"EMPLEFT\", MadMeter, horizontal, Reverse, -249, 128; //Left side\n\t\tDrawBar \"FULRIGHT\", \"EMPRIGHT\", MadMeter, horizontal, 163, 128; //Right side\n\t}\n\n\t//Medikit drawing block thing\n\t//===========================================\n\tInInventory SmallKit, 1\n\t{\n\t\tDrawImage \"STIMA0\", -144, 122;\n\n\t}\n\n\tInInventory SmallKit, 2\n\t{\n\t\tDrawImage \"STIMA0\", -128, 122;\n\n\t}\n\n\tInInventory SmallKit, 3\n\t{\n\t\tDrawImage \"STIMA0\", -112, 122;\n\n\t}\n\n\tInInventory BigKit, 1\n\t{\n\t\tDrawImage \"MEDIA0\", -129, 104;\n\t}\n\n\t//===========================================\n\n\tAspectRatio \"4:3\"\n\t{\n\n\t}\n\n\tAspectRatio \"16:9\"\n\t{\n\t}\n\n//The Health background with translatable color. Wheeeeeeeeee\nDrawImage translatable \"HUDCOLOR\", -154, 140;\n//Numbers\n//drawnumber 1, SMALLFONT, red, SmallKit, -102, 144;\ndrawnumber 3, HUDFONT_DOOM, red, health, -104, 156;\n\n//Mugshot hack///////////////////////////////////////////////////\n//DrawMugShot 1, disablegrin, disableouch, disablerampage, 0, 0;\n/////////////////////////////////////////////////////////////////\n\n\t//IsSelected FistWithLighter\n\t//{\n\t//\tDrawBar \"LITFRONT\", \"LITBACK\", Lighterammo, Vertical, 432, 142;\n\t//}\n\n\tIsSelected Shotgun2\n\t{\n    \t\tdrawimage \"D3S1C0\", 414, 163, centerbottom;\n    \t\tdrawimage ammoicon1, 414, 179, centerbottom;\n\t}\n\n\tIsSelected Beretta\n\t{\n    \t\tdrawimage \"CLP4A0\", 414, 163, centerbottom;\n    \t\tdrawimage ammoicon1, 414, 179, centerbottom;\n\t}\n\n\tIsSelected M1Carbine\n\t{\n    \t\tdrawimage \"M1CLIP\", 414, 163, centerbottom;\n    \t\tdrawimage ammoicon1, 414, 179, centerbottom;\n\t}\n\n\t//IsSelected not Beretta, Shotgun2\n\t//{\n    \t//\tdrawimage ammoicon2, 414, 163, centerbottom;\n\t//}\n\n\tIsSelected NOT LChainsaw\n\t{\n    \t\tdrawimage ammoicon1, 414, 179, centerbottom;\n\t\tdrawnumber 4, HUDFONT_DOOM, red, ammo2, 464, 148;\n\t\tdrawnumber 4, HUDFONT_DOOM, red, ammo1, 464, 164;\n\t}\n\n\tIsSelected LChainsaw\n\t{\n\t\tDrawBar \"GASFRONT\", \"GASBACK\", Gasoline, Vertical, 432, 142;\n\t}\n\n//drawnumber 4, BIGFONT, yellow, PowerupTime MeleeSlower, whennotzero, 166, 64;\n\n\tInInventory SlowCounter\n\t{\n    \t\tdrawimage \"STUNICO\", 166, 110, centerbottom;\n\t\tdrawbar \"STUNBA\", \"STUNBAK\", SlowCounter, horizontal, 140, 120;\n\t}\n\n//============================================\n\nDrawImage \"SINVBACK\", 462, 100;\ndrawselectedinventory SMALLFONT, 462, 100, 528, 116;\n}\n}\n}\n\nstatusbar inventoryfullscreen\n{\n\t//drawinventorybar Doom, 7, INDEXFON, 50, 100;\n\tDrawInventoryBar Strife, alwaysshowcounter, noarrows, translucent, 6, SMALLFONT, -42, 50, -1, 120;\n\t//DrawString SMALLFONT, Gold, inventorytag, , <y> [, <spacing> [, <flags>]] //For when Skulltag goes to 2.5.0 :(\n}"
      },
      {
        "source": "pk3",
        "name": "SKININFO.txt",
        "contents": "{\nname = ShotgunSkin\nclass = \"Voice: Thick\"\nsprite = PLA3\nCrouchSprite = PL3C\n}\n\n{\nname = TwigSkin\nclass = \"Voice: Thick\"\nsprite = PLTW\n}\n\n{\nname = PistolSkin\nclass = \"Voice: Thick\"\nsprite = PLA2\nCrouchSprite = PL2C\n}\n\n{\nname = ChainsawSkin\nclass = \"Voice: Thick\"\nsprite = PLA0\nCrouchSprite = PL8C\n}\n\n{\nname = MurderSkin\nclass = \"Voice: Thick\"\nsprite = PKNI\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = FistSkin\nclass = \"Voice: Thick\"\nsprite = PLA1\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = WrenchSkin\nclass = \"Voice: Thick\"\nsprite = PLA6\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = PipeSkin\nclass = \"Voice: Thick\"\nsprite = PLA7\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = M1Skin\nclass = \"Voice: Thick\"\nsprite = PSNP\nCrouchSprite = PSPC\n}\n\n{\nname = ShotgunSkin\nclass = \"Voice: Wimpy\"\nsprite = PLA3\nCrouchSprite = PL3C\n}\n\n{\nname = PistolSkin\nclass = \"Voice: Wimpy\"\nsprite = PLA2\nCrouchSprite = PL2C\n}\n\n{\nname = ChainsawSkin\nclass = \"Voice: Wimpy\"\nsprite = PLA0\nCrouchSprite = PL8C\n}\n\n{\nname = MurderSkin\nclass = \"Voice: Wimpy\"\nsprite = PKNI\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = TwigSkin\nclass = \"Voice: Wimpy\"\nsprite = PLTW\n}\n\n{\nname = FistSkin\nclass = \"Voice: Wimpy\"\nsprite = PLA1\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = WrenchSkin\nclass = \"Voice: Wimpy\"\nsprite = PLA6\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = PipeSkin\nclass = \"Voice: Wimpy\"\nsprite = PLA7\nCrouchSprite = PLYC //Default crouch sprite\n}\n\n{\nname = M1Skin\nclass = \"Voice: Wimpy\"\nsprite = PSNP\nCrouchSprite = PSPC\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "$random Ouchie\n{\n\tP2Pain1\n\tP2Pain7\n\tP2Pain5\n\tP2Pain2\n\tP1Pain1\n\tP1Pain7\n\tP1Pain5\n\tP1Pain2\n}\n\n$ambient 31 misc/drip POINT 1.0 CONTINUOUS 1.0\nmisc/drip\t\tDRIP\n\ntubes/break TSTTB\nenv/screams1 AMBSCR1\nenv/screams2 AMBSCR2\nenv/screams3 AMBSCR3\nenv/bells BELLS\nenv/voices1 vox1\nenv/voices2 vox2\nenv/voices3 vox3\n\nwarehouse/caralarm CALARM\nwarehouse/wolf woof\nwarehouse/manwhore MANHO\nwarehouse/presssound PRESSM\nwarehouse/pressfinal FINALS\nwarehouse/pop POP\nwarehouse/chinese CHINESE\n\nmisc/spawn DSNULL\n\nweapons/sgclick DSCLICK\n\n//Enviroment\n$random waves/waves { Waves/Waves1 Waves/Waves2 Waves/Waves3 Waves/Waves4 }\n$random wind/wind { Wind/Wind1 Wind/Wind2 }\n$ambient 60 waves/waves POINT 0.5 periodic 7  1.0\n$ambient 61 wind/wind POINT 0.5 random 15 30 2.0\n$ambient 62 Creak/wood POINT 0.5 random 15 45 0.3\n$ambient 64 Water/Fall POINT 0.5 continuous 0.2\n\nDSTRANCL           DSTRANCL\nDSTRAIN1           DSTRAIN1\nDSTRNHRN           DSTRNHRN\n\n$AMBIENT 51 DSTRANCL POINT CONTINUOUS 0.5\n$AMBIENT 52 DSTRAIN1 POINT CONTINUOUS 0.5\n\nWorld/Waves WAVES1\n\n//Lake waves\nWaves/Waves1  WAVE1\nWaves/Waves2  WAVE2\nWaves/Waves3  WAVE3\nWaves/Waves4  WAVE4\n\n//Deep wind\nWind/Wind1 WIND1\nWind/Wind2 WIND2\n\n//Snow\n$random floor/snow { floor/snow1  floor/snow2 floor/snow3 }\nfloor/snow1 SNOW1\nfloor/snow2 SNOW2\nfloor/snow3 SNOW3\n\n$limit floor/snow 1\n\n//Creaking Wood\n$random Creak/wood { Creak/Wood1 Creak/Wood2 Creak/Wood3 }\nCreak/Wood1 WOOD1\nCreak/Wood2 WOOD2\nCreak/Wood3 WOOD3\n\nWater/Fall WATERFL\n\n//Enviroment sounds\n$random whisper/whisper { Whisper/Whisper1 Whisper/Whisper2 Whisper/Whisper3 Whisper/Whisper4 } //Sounds by TheMisterCat\n$ambient 20 World/Cricket POINT 1.5 random 1 30 0.2\n$ambient 21 World/PoolPump POINT 1.0 CONTINUOUS 2.0\n$ambient 22 DSGEN POINT 1.0 CONTINUOUS 1.0\n$ambient 23 DSCRY POINT 3.0 random 60 120 1.0\n$ambient 24 whisper/whisper POINT 3.5 random 35 85 0.2\n$ambient 25 Ambient/Rain POINT 0.75 CONTINUOUS 2.0\n\nWorld/Cricket\tCRICKET1\nWorld/PoolPump\tPOOLPUMP\nWorld/Whispers  WHISPER1\nAmbient/Rain\tAMBRAIN\nWorld/owl1\tOWLCALL1\n\n$random Twig/Hit { Twig/Hit1 Twig/Hit2 }\n\nPIANOC PIANOC\nPIANOD PIANOD\nPIANOE PIANOE\nPIANOF PIANOF\nPIANOG PIANOG\nPIANOB PIANOB\nPIANC2 PIANC2\nPIAND2 PIAND2\nPIANE2 PIANE2\n\nTwig/Hit1 TWIGERS\nTwig/Hit2 TWIGERS2\n\n$random Plank/Wall { Plank/Wall1 Plank/Wall2 Plank/Wall3 }\n\nPlank/Wall1 WOODW1\nPlank/Wall2 WOODW2\nPlank/Wall3 WOODW3\n\nD_FATE\tD_FATE\n\n//Zeberpal sounds\nLockJam5\tLOCKJAM5\nLockJam6\tLOCKJAM6\nLockJam7\tLOCKJAM7\nDSCHAFIR    DSCHAFIR\nJBOXSND1    JBOXSND1\nEVILJBOX    EVILJBOX\n\nsicamore/jukesong JUKESONG\n\n//Peanut sounds\nDSGEN  DSGEN1\nDSCRY DSCRY1\nWhisper/Whisper1 DSWHIS1\nWhisper/Whisper2 DSWHIS2\nWhisper/Whisper3 DSWHIS3\nWhisper/Whisper4 DSWHIS4\n\n//Smokebomb\nSmokebomb/Hiss\tSMOKEHIS\nSmokebomb/Bang\tSMOKEBAG\n\n//gui\nmenu/click1 MCLICK1\nmenu/mouseover MENUMO1\n\n//Healing eeeee\nItems/Healtiny HEALTINY\nItems/Healteam HEALTEAM\n\nItems/BigKitWarn BKITWARN\nItems/BigKitActivate BKITACTI\nItems/BigKitOpen BKITOPEN\nItems/BigKitHum BKITHUM\n\n//Lever Rifle\nWeapons/RifleBang RIFLBANG\n\n//Oh god I'm going to fucking PRISON!\nCOPYRITE\tCOPYRITE\n\nDISCO DISCO\n\n//Tallyboard shit\nD_CTTAL1 D_CTTAL1\nD_CTTAL2 D_CTTAL2\n\n// Door Sounds\nDoor/Start1 DOpen1\nDoor/Start2 DOpen2\nDoor/Start3 DOpen3\nDoor/Start4 DOpen4\nDoor/Mid1 DMid1\nDoor/Mid2 DMid2\nDoor/Mid3 DMid3\nDoor/Mid4 DMid4\nDoor/End1 DClose1\nDoor/End2 DClose2\nDoor/End3 DClose3\nDoor/End4 DClose4\n\n// Elevator\nLift/Start LIFTSTAR\nLift/Loop LIFTLOOP\nLift/Stop LIFTSTOP\nLift/OpenDoor LIFTDOR1\nLift/CloseDoor LIFTDOR2\nLift/Button ELEVBUTT\nLift/OHSHIT OHSHIT\nMary/Laugh MARYLAFF\n\n$volume Lift/Start 15.0\n$volume Lift/Loop 15.0\n$volume Lift/Stop 15.0\n\n$random doors/dr1_open\t\t{ Door/Start1 Door/Start2 Door/Start3 Door/Start4 }\n$random doors/dr2_open\t\t{ Door/Start1 Door/Start2 Door/Start3 Door/Start4 }\n\n$random Door/Middle\t\t{ Door/Mid1 Door/Mid2 Door/Mid3 Door/Mid4 }\n\n$random doors/dr1_clos\t{ Door/End1 Door/End2 Door/End3 Door/End4 }\n$random doors/dr2_clos\t\t{ Door/End1 Door/End2 Door/End3 Door/End4 }\n\n//doors/dr1_open\t\t\t\"Door/Open\"\n//doors/dr1_clos\t\t\t\"Door/Close\"\n//doors/dr2_open\t\t\t\"Door/Open\"\n//doors/dr2_clos\t\t\t\"Door/Close\"\nDoor/DoorFail\t\t\tDOORJAM\nDoor/DoorKnock\t\t\tDSKNOCK\n\n//Lift Sounds\nplats/pt1_strt\t\t\tDORSTP3\nplats/pt1_stop\t\t\tDORSTP1B\nplats/pt1_mid\t\t\tSTNMV4\n\n//Switch Sounds\n\n//Light Switch\nLight/On1\tLITEON1\nLight/On2\tLITEON2\nLight/Off1\tLITEOFF1\nLight/Off2\tLITEOFF2\n\nFIZZLE FIZZLE\nMATCH MATCH\n\n$volume FIZZLE 0.2\n$volume MATCH 0.7\n\n$random LightOn\t\t{Light/On1 Light/On2}\n$random LightOff\t{Light/Off1 Light/Off2}\n\n//TMC Sounds (Soundset 1)\n//Use\nUsefailA1\tplyrspk1\nUsefailB1\tplyrspk2\nUsefailC1\tplyrspk3\n\n//death\nP1Death\t\tDeathA1\nP1Xdeath\tP1Xdeath\n\n//P1 Pain\nP1Light1\tPAIN100A\nP1Light2\tPAIN100B\nP1Light3\tPAIN100C\n\nP1Medium1\tPAIN75A\nP1Medium2\tPAIN75B\nP1Medium3\tPAIN75C\n\nP1Heavy1\tPAIN50A\nP1Heavy2\tPAIN50B\nP1Heavy3\tPAIN50C\n\nP1Mortal1\tPAIN25A\nP1Mortal2\tPAIN25B\nP1Mortal3\tPAIN25C\n\n$random P1Use { DSNULL DSNULL DSNULL }\n$random P1Pain1 { P1Light1 P1Light2 P1Light3 }\n$random P1Pain7 { P1Medium1 P1Medium2 P1Medium3 }\n$random P1Pain5 { P1Heavy1 P1Heavy2 P1Heavy3 }\n$random P1Pain2 { P1Mortal1 P1Mortal2 P1Mortal3 }\n$random P1Taunt { P1Help1 P1Help2 P1Help3 P1Help4 P1Help5 }\n\n$PlayerAlias TMC male *Usefail P1Use\n$PlayerAlias TMC male *Puzzfail P1Puzz\n$PlayerAlias TMC male *pain100 P1Pain1\n$PlayerAlias TMC male *pain75 P1Pain7\n$PlayerAlias TMC male *pain50 P1Pain5\n$PlayerAlias TMC male *pain25 P1Pain2\n$PlayerAlias TMC male *death P1Death\n$PlayerAlias TMC male *crazydeath P1XDeath\n$PlayerAlias TMC male *taunt P1Taunt\n\n//Firewolf Sounds (Soundset 2)\n//Use\nUsefailA2\tP1NO1\nUsefailB2\tP1NO2\nUsefailC2\tP1NO3\n\n//death\nP2Death\t\tP2DEATH\nP2Xdeath\tP2XDEATH\n\n//P1 Pain\nP1LightA1\tPANA100A\nP1LightA2\tPANA100B\nP1LightA3\tPANA100C\n\nP1MediumA1\tPANA75A\nP1MediumA2\tPANA75B\nP1MediumA3\tPANA75C\n\nP1HeavyA1\tPANA50A\nP1HeavyA2\tPANA50B\nP1HeavyA3\tPANA50C\n\nP1MortalA1\tPANA25A\nP1MortalA2\tPANA25B\nP1MortalA3\tPANA25C\n\n$random P2Use { DSNULL DSNULL DSNULL }\n$random P2Pain1 { P1LightA1 P1LightA2 P1LightA3 }\n$random P2Pain7 { P1MediumA1 P1MediumA2 P1MediumA3 }\n$random P2Pain5 { P1HeavyA1 P1HeavyA2 P1HeavyA3 }\n$random P2Pain2 { P1MortalA1 P1MortalA2 P1MortalA3 }\n$random P2Taunt { P1Help1 P1Help2 P1Help3 P1Help4 P1Help5 }\n\n$PlayerAlias Firewolf male *Usefail P2Use\n$PlayerAlias Firewolf male *pain100 P2Pain1\n$PlayerAlias Firewolf male *pain75 P2Pain7\n$PlayerAlias Firewolf male *pain50 P2Pain5\n$PlayerAlias Firewolf male *pain25 P2Pain2\n$PlayerAlias Firewolf male *death P2Death\n$PlayerAlias Firewolf male *crazydeath P2XDeath\n$PlayerAlias Firewolf male *taunt P2Taunt\n\n//Weapon sounds\n//============================\n//General\nweapons/weaponup                DSWEPUP\nweapons/weapondown              DSWEPDWN\n\n$random weapons/gundrop { gd1 gd2 gd3 }\ngd1 dsgundp1\ngd2 dsgundp2\ngd3 dsgundp3\n\npickups/ammo ammoup\npickups/weapon weaponup\n\n//Chlorine Gas\nGas/Pop1\tGLASS2\nGas/Pop2\tGLASS3\nGas/Pop3\tGLASS4\n\n$Volume Gas/Pop1 1.8\n$Volume Gas/Pop2 1.8\n$Volume Gas/Pop3 1.8\n\n$Random weapons/Gasbreak\n{\n Gas/Pop1\n Gas/Pop2\n Gas/Pop3\n}\n\n$limit molly/burn 1\n$limit molly/flame 1\n\nmolly/land\tCORKPOP\nmolly/burn\tFLAMEBRN\nmolly/flame\tMOLLYBRN\nmolly/burst\tDSBOTTLE\nweapons/lighteropen DSZOPEN\nweapons/lighter\tDSZIP\nweapons/lighterclose DSZCLOSE\n\n//Crossbow\nWeapons/Crossbowfire\tDSXBOW\n\n//Fists\nWeapons/Fistswing1     DSLZSW1\nWeapons/Fistswing2     DSLZSW2\nWeapons/Fistswing3     DSLZSW3\n\n$Random Weapons/Fistswing\n{\n Weapons/Fistswing1\n Weapons/Fistswing2\n Weapons/Fistswing3\n}\n\nWeapons/Fistshit1     DSPUNCH\nWeapons/Fistshit2     DSSKEPCH\n\n$Random Weapons/Fistshits\n{\n Weapons/Fistshit1\n Weapons/Fistshit2\n}\n\n//Pipe and wrench\npipe/swing pipswing\n$random pipe/hit { ph1 ph2 ph3 ph4 }\nph1 piphit1\nph2 piphit2\nph3 piphit3\nph4 piphit4\npipe/wall pipwall\n\n$random wrench/swing { wrench/swing1 wrench/swing2 }\n$random wrench/hitwall { wrench/hitwall1 wrench/hitwall2 wrench/hitwall3 }\n$random wrench/hitbody { wrench/hitbody1 wrench/hitbody2 wrench/hitbody3 wrench/hitbody4 }\nwrench/swing1 pipmiss1\nwrench/swing2 pipmiss2\nwrench/hitwall1 hitwall1\nwrench/hitwall2 hitwall2\nwrench/hitwall3 hitwall3\nwrench/hitbody1 hitbody1\nwrench/hitbody2 hitbody2\nwrench/hitbody3 hitbody3\nwrench/hitbody4 hitbody4\n\n//Poolcue\n$random cue/swing { cue/swing1 cue/swing2 cue/swing3 cue/swing4 cue/swing5 cue/swing6 }\n\ncue/swing1\tSWISH1\ncue/swing2\tSWISH2\ncue/swing3\tSWISH3\ncue/swing4\tSWISH4\ncue/swing5\tSWISH5\ncue/swing6\tSWISH6\n\ncue/hit POOLHIT\ncue/wall POOLWALL\n\n$limit cue/hit 1\n$limit cue/wall 1\n\n//Shovel\n$random Shovel/swing { Shovel/swing1 Shovel/swing2 Shovel/swing3 }\n$random Shovel/wall { Shovel/Hit1 Shovel/Hit2 }\n$random Shovel/hit { Shovel/wall1 Shovel/wall2 Shovel/wall3 }\n\nShovel/swing1\tDSSHVW1\nShovel/swing2\tDSSHVW2\nShovel/swing3\tDSSHVW3\n\n$limit Shovel/swing 1\n$limit Shovel/swing1 1\n$limit Shovel/swing2 1\n$limit Shovel/swing3 1\n\n$limit Shovel/hit 1\n$limit Shovel/Hit1 1\n$limit Shovel/Hit2 1\n$limit Shovel/wall 1\n$limit Shovel/wall1 1\n$limit Shovel/wall2 1\n$limit Shovel/wall3 1\n\nShovel/Hit1\tDSSHVI2\nShovel/Hit2\tDSSHVI3\n\nShovel/wall1\tSHVWALL1\nShovel/wall2\tSHVWALL2\nShovel/wall3\tSHVWALL3\n\nbrick/land\tDSBKDROP\n\n//Chainsaw\n//------------------------------\nWeapons/Sawpull        dssawpul\nWeapons/Sawzip         dssawzip\nWeapons/Sawready       dssawidl\nWeapons/Sawdown        dssawdwn\nWeapons/Sawup          dssawwup\nWeapons/Sawfull        dssawful\nWeapons/Sawrevdown     dssawwdn\nWeapons/Saw0           dssaw0\nWeapons/Saw1           dssaw1\nWeapons/Saw2           dssaw2\nWeapons/Saw3           dssaw3\nWeapons/Saw4           dssaw4\nWeapons/Saw5           dssaw5\nWeapons/Saw6           dssaw6\nWeapons/Saw7           dssaw7\nWeapons/Saw8           dssaw8\nWeapons/Saw9           dssaw9\nWeapons/Sawwall1       dssawal1\nWeapons/Sawwall2       dssawal2\nWeapons/Sawwall3       dssawal3\nWeapons/Sawwall4       dssawal4\n\n$Random Weapons/Sawhit\n{\n Weapons/Saw0\n Weapons/Saw1\n Weapons/Saw2\n Weapons/Saw3\n Weapons/Saw4\n Weapons/Saw5\n Weapons/Saw6\n Weapons/Saw7\n Weapons/Saw8\n Weapons/Saw9\n}\n\n$Random Weapons/Sawwall\n{\nWeapons/Sawwall1\nWeapons/Sawwall2\nWeapons/Sawwall3\nWeapons/Sawwall4\n}\n\n//Trip Turret (Shares some with shotgun)\nweapons/turretready DSEYE\nweapons/turretfired TURCLICK\nweapons/turretdie\tDSELEC1\n\n//Fake Stim\nWeapons/Aw_FFS\t\tSTIMHISS\n\n//Noise EMitter\nweapons/noiseready\tDSELEC2\n\n//Shotgun\nweapons/Shotguncock\tXMSGCOCK\nweapons/Shotgunfire\tXMSHOTGN\nweapons/Shotgunopen\tXMDBOPN\nweapons/Shotgunclose XMDBCLS\nweapons/Shotgunload\tXMDBLOAD\n\n//Luger\nweapons/lugerfire               DSLUGFIR\nweapons/Lugerout \t\t\t\tdsglkou2\nweapons/Lugerin \t\t\t\tdsglkin2\nweapons/lugerempty\t\t\t\tpistolmt\n\n//Beretta\n$random weapons/BerettaFire \t{weapons/BerettaShot1 weapons/BerettaShot2 weapons/BerettaShot3}\nweapons/BerettaShot1\tPISTOL01\nweapons/BerettaShot2\tPISTOL02\nweapons/BerettaShot3\tPISTOL03\n\n//Casings\n$random weapons/casing2\t\t{weapons/shell1 weapons/shell2 weapons/shell3}\nweapons/shell1\t\t\tdsshell1\nweapons/shell2\t\t\tdsshell2\nweapons/shell3\t\t\tdsshell3\n\n$random weapons/casing1\t\t{weapons/bullet1 weapons/bullet2 weapons/bullet3 weapons/bullet4}\nweapons/bullet1\t\t\tdscasing\nweapons/bullet2\t\t\tdscasin2\nweapons/bullet3\t\t\tdscasin3\nweapons/bullet4\t\t\tdscasin4\n\n//============================\n//Murder Knife\nweapons/KnifeReady\tDSKNFEUP\nweapons/KnifeStab\tDSKNIFE1\nweapons/KnifeHit\tDSKNIFED\nweapons/BackStab\tBACKSTAB\n\n$limit weapons/KnifeStab 1\n$limit weapons/KnifeHit 1\n\nMetal/VentCrash\tVENTGRAT\n\nHeart/Heart\t\tHeart\n\n//Gamemode sounds\nGame/MurdererChosen\tUMURDER\nGame/CountStart\t\tTIMENOTE\n\n$random DeathNote\t\t{Game/DeathNote1 Game/DeathNote2 Game/DeathNote3 Game/DeathNote4}\nGame/DeathNote1\t\tDEATHKE1\nGame/DeathNote2\t\tDEATHKE2\nGame/DeathNote3\t\tDEATHKE3\nGame/DeathNote4\t\tDEATHKE4\n\n$random generic/floor\t\t{ generic/floor01  generic/floor02 generic/floor03 generic/floor04  generic/floor05 generic/floor06 }\ngeneric/floor01\tdshard1\ngeneric/floor02\tdshard2\ngeneric/floor03\tdshard3\ngeneric/floor04\tdshard4\ngeneric/floor05\tdshard5\ngeneric/floor06\tdshard6\n\n$volume generic/floor 0.75\n$volume generic/floor01 0.75\n$volume generic/floor02 0.75\n$volume generic/floor03 0.75\n$volume generic/floor04 0.75\n$volume generic/floor05 0.75\n$volume generic/floor06 0.75\n\n//Terrain crap\nNJMT DSEMPTY\n\n//Sounds for my extra switch definitions\n\nswitches/electri2\t\tdselec2\nswitches/electri3\t\tdselec3\nswitches/eclunk\t\t\tdseclunk\nswitches/clunk\t\t\tdsclunk\nswitches/china\t\t\tdschina1\nswitches/eye\t\t\tdseye\nswitches/bige\t\t\tdsbige\nswitches/keycard\t\tdskeyc\nswitches/gargoyle\t\tdsgrgyle\nswitches/skin\t\t\tdsskinny\nswitches/lever\t\t\tdslever\nswitches/lever2\t\t\tdslever2\nswitches/valve\t\t\tdsvalve\n\nworld/drip\t\t\tdsempty\nworld/watersplash\t\tdssplash\nworld/watersplashsmall\t\tdssplsml\nworld/sludgegloop\t\tdsploosh\nworld/sludgegloopsmall\t\tdsplosml\nworld/lavasizzle\t\tdslvsiz\nworld/lavsiz2\t\t\tdslvsiz2\nworld/lavasizzlesmall\t\tdslavsml\nworld/thunder\t\t\tdsthun\n\n$limit world/drip 1\n$limit world/watersplash 1\n$limit world/watersplashsmall 2\n$limit world/sludgegloop 1\n$limit world/sludgegloopsmall 2\n$limit world/lavasizzle 1\n$limit world/lavsiz2 1\n$limit world/lavasizzlesmall 2\n\n//Aspects Floor Sounds\n\n//Carpet - soft ground\n$random floor/carpet\t\t{ floor/carpet01  floor/carpet02 floor/carpet03 }\nfloor/carpet01\tdscarp1\nfloor/carpet02\tdscarp2\nfloor/carpet03\tdscarp3\n\n$limit floor/carpet 1\n\n//Dirt\n$random floor/dirt\t\t{ floor/dirt01  floor/dirt02 floor/dirt03 floor/dirt04  floor/dirt05 floor/dirt06 }\nfloor/dirt01\tdsdirt1\nfloor/dirt02\tdsdirt2\nfloor/dirt03\tdsdirt3\nfloor/dirt04\tdsdirt4\nfloor/dirt05\tdsdirt5\nfloor/dirt06\tdsdirt6\n\n$limit floor/dirt 1\n\n//Gravel - loose crunchy surface\n$random floor/gravel\t\t{ floor/grav01  floor/grav02 floor/grav03 floor/grav04 }\nfloor/grav01\tdsgrav1\nfloor/grav02\tdsgrav2\nfloor/grav03\tdsgrav3\nfloor/grav04\tdsgrav4\n\n$limit floor/gravel 1\n\n//Metal - hard metal\n$random floor/metal\t\t{ floor/metl01  floor/metl02 floor/metl03 floor/metl04  floor/metl05 floor/metl06 }\nfloor/metl01\tdsmet01\nfloor/metl02\tdsmet02\nfloor/metl03\tdsmet03\nfloor/metl04\tdsmet04\nfloor/metl05\tdsmet05\nfloor/metl06\tdsmet06\n\n$limit floor/metal 1\n\n//Metal2 - clanky metal\n$random floor/met2\t\t{ floor/met201  floor/met202 floor/met203 floor/met204 }\nfloor/met201\tdsmet201\nfloor/met202\tdsmet202\nfloor/met203\tdsmet203\nfloor/met204\tdsmet204\n\n$limit floor/met2 1\n\n//Rock - Hard outdoor type floor\n$random floor/rock\t\t{ floor/rock01  floor/rock02 floor/rock03 floor/rock04  floor/rock05 floor/rock06 floor/rock07 floor/rock08 }\nfloor/rock01\tdsrock1\nfloor/rock02\tdsrock2\nfloor/rock03\tdsrock3\nfloor/rock04\tdsrock4\nfloor/rock05\tdsrock5\nfloor/rock06\tdsrock6\nfloor/rock07\tdsrock7\nfloor/rock08\tdsrock8\n\n$limit floor/rock 1\n\n//Snow\n$random floor/snow\t\t{ floor/snow01  floor/snow02 floor/snow03 floor/snow04  floor/snow05 floor/snow06 }\nfloor/snow01\tdssnow1\nfloor/snow02\tdssnow2\nfloor/snow03\tdssnow3\nfloor/snow04\tdssnow4\nfloor/snow05\tdssnow5\nfloor/snow06\tdssnow6\n\n$limit floor/snow 1\n\n//Hard - generic hard floor\n$random floor/hard\t\t{ floor/hard01  floor/hard02 floor/hard03 floor/hard04  floor/hard05 floor/hard06 }\nfloor/hard01\tdshard1\nfloor/hard02\tdshard2\nfloor/hard03\tdshard3\nfloor/hard04\tdshard4\nfloor/hard05\tdshard5\nfloor/hard06\tdshard6\n\n$limit floor/hard 1\n\n//Tile - Hard indoor floor\n$random floor/tile\t\t{ floor/tile01  floor/tile02 floor/tile03 floor/tile04  floor/tile05 floor/tile06 }\nfloor/tile01\tdstile01\nfloor/tile02\tdstile02\nfloor/tile03\tdstile03\nfloor/tile04\tdstile04\nfloor/tile05\tdstile05\nfloor/tile06\tdstile06\n\n$limit floor/tile 1\n\n//Tile2 - More echoey traditional tile\n$random floor/tile2\t\t{ floor/tile201  floor/tile202 floor/tile203 floor/tile204  floor/tile205 floor/tile206 floor/tile207 floor/tile208 }\nfloor/tile201\tdstile21\nfloor/tile202\tdstile22\nfloor/tile203\tdstile23\nfloor/tile204\tdstile24\nfloor/tile205\tdstile25\nfloor/tile206\tdstile26\nfloor/tile207\tdstile27\nfloor/tile208\tdstile28\n\n$limit floor/tile2 1\n\n//Wood\n$random floor/wood\t\t{ floor/wood01  floor/wood02 floor/wood03 floor/wood04 }\nfloor/wood01\tdswood1\nfloor/wood02\tdswood2\nfloor/wood03\tdswood3\nfloor/wood04\tdswood4\n\n$limit floor/wood 1\n\n//Slimy - for the Doom snake floors\n$random floor/slimy\t\t{ floor/slimy01  floor/slimy02 floor/slimy03 floor/slimy04 }\nfloor/slimy01\tdsslimy1\nfloor/slimy02\tdsslimy2\nfloor/slimy03\tdsslimy3\nfloor/slimy04\tdsslimy4\n\n$limit floor/slimy 1\n\n//Piano - OMFG IT'S BOBBY\n$random floor/piano\t\t{ floor/piano1  floor/piano2 floor/piano3 floor/piano4 floor/piano5  floor/piano6 floor/piano7 floor/piano8  floor/piano9}\nfloor/piano1\tPSTEP1\nfloor/piano2\tPSTEP2\nfloor/piano3\tPSTEP3\nfloor/piano4\tPSTEP4\nfloor/piano5\tPSTEP5\nfloor/piano6\tPSTEP6\nfloor/piano7\tPSTEP7\nfloor/piano8\tPSTEP8\nfloor/piano9\tPSTEP9\n\n//Fans and electrical stuff\nfloor/elec1\tdselec1\n\n$limit floor/elec1 1\n\n//TMC stuff hahahahaha\npot/break POTBRK1\nglass/break GLASS5\n\n$volume rat/1 0.6\n$volume rat/2 0.6\n$volume rat/3 0.6\n$volume rat/die 0.6\n\n$random rat/squeak {rat/1 rat/2 rat/3}\nrat/1 RAT1\nrat/2 RAT2\nrat/3 RAT3\nrat/die RATDIE\n\n$random world/thunder {env/thunder1 env/thunder2 env/thunder3 env/thunder4 env/thunder5 env/thunder6 env/thunder7 env/thunder8 env/thunder9}\nenv/thunder1 THUND1\nenv/thunder2 THUND2\nenv/thunder3 THUND3\nenv/thunder4 THUND5\nenv/thunder5 THUND5\nenv/thunder6 THUND6\nenv/thunder7 THUND7\nenv/thunder8 THUND8\nenv/thunder9 THUND9\n\n$ambient 10 fire/fire point 2.0 continuous 60\n$ambient 30 World/Whispers point 6.0 random 30 120 60\n$ambient 63 COPYRITE point 1.0 continuous 80\n$volume COPYRITE 20.0\n\ndrip drip\ncomphum comphum\ntorch torch\nmachine machine\nthunder thunder\nrain rain\nswon swon\nswoff swoff\nscman1 scman1\nscman2 scman2\nscwom1 scwom1\nscwom2 scwom2\nscmon1 scmon1\nthun1 thun1\nthun2 thun2\nthun3 thun3\nthun4 thun4\nthun5 thun5\nthun6 thun6\nthun7 thun7\n\n$AMBIENT 1 drip POINT CONTINUOUS 0.1\n$AMBIENT 2 comphum POINT CONTINUOUS 0.1\n$AMBIENT 3 torch POINT CONTINUOUS 0.1\n$AMBIENT 4 rain POINT CONTINUOUS 0.5\n\nfire/fire FIRE1\n\nEASTERTIME ETIET\nLABORDAY LDILD\nCHRISTMAS CTICT\nHALLOWEEN HIH\n\n// WEAPON SOUNDS\n\nM1/cock M1COCK\nM1/Fire M1fire\nM1/CLIPIN M1IN\nM1/CLIPOUT M1OUT\n\n$random weapons/Casing2 {weapons/case 1 weapons/case2 weapons/case3 weapons/case4}\n\nweapons/case1          DSCASE1\nweapons/case2          DSCASE2\nweapons/case3          DSCASE3\nweapons/case4          DSCASE4\n\nweapons/NOAMMO\tNOAMMO\n\nGlass\t\t\t\tdsglass\n\nrumble rumble\nlowbeep lowbeep\ndoor1 door1\ndoorend doorend\nnull null\n\nreactor reactor\nfuzz fuzz\nzap1 zap1\nzap2 zap2\nzap3 zap3\nzap4 zap4\ncompwobb compwobb\nooze ooze\nfactbuzz factbuzz\nfactlift factlift\nfactlif2 factlif2\nfactlif3 factlif3\ntwarmup twarmup\ntdrain tdrain\npiperoom piperoom\n\nwflow wflow\nwdrips wdrips\nwdrip1 wdrip1\nwdrip2 wdrip2\nwdrip3 wdrip3\nwdrip4 wdrip4\n$volume wdrip1 0.1\n$volume wdrip2 0.1\n$volume wdrip3 0.1\n$volume wdrip4 0.1\n$rolloff wdrip1 16 256\n$rolloff wdrip2 16 256\n$rolloff wdrip3 16 256\n$rolloff wdrip4 16 256\n\ncreak1 creak1\ncreak2 creak2\ncreak3 creak3\ncreak4 creak4\ncreak5 creak5\nlights elecbuz1\ncompbuzz elecbuz2\ncrackle crackle\n\nvstep1 vstep1\nvstep2 vstep2\nvstep3 vstep3\nvstep4 vstep4\n\n$pitchshift factlift 0\n$pitchshift factlif2 0\n$pitchshift factlif3 0\n\n$pitchshift wdrip1 3\n$pitchshift wdrip2 3\n$pitchshift wdrip3 4\n$pitchshift wdrip4 3\n\n$ambient 41 lowbeep point 2.0 continuous 0.15\n$ambient 42 rumble point 0.8 continuous 0.3\n$ambient 43 fuzz point 1.0 continuous 0.1\n$ambient 44 compwobb point 1.8 continuous 0.05\n$ambient 45 reactor point 1.0 continuous 0.3\n$ambient 46 ooze point 0.8 continuous 0.4\n$ambient 47 creak point 0.6 random 6.0 60.0 0.5\n$ambient 48 lights point 2.0 continuous 0.8\n$ambient 49 compbuzz point 2.0 continuous 0.8\n$ambient 50 crackle point 2.0 continuous 0.6\n$ambient 51 wflow point 1.5 continuous 0.2\n$ambient 52 wdrips point 1.5 continuous 0.2\n$ambient 53 piperoom point 1.5 continuous 0.3\n\n$random wdrip { wdrip1 wdrip2 wdrip3 wdrip4 }\n$random floor/vent { vstep1 vstep2 vstep3 vstep4 null null null}\n$random zap { zap1 zap2 zap3 zap4 }\n$random creak { creak1 creak2 creak3 creak5 }"
      },
      {
        "source": "pk3",
        "name": "SNDSEQ.txt",
        "contents": "//Silent Door\n:SilentDoor\n   door 60\n   playuntildone DSNULL\n   playrepeat DSNULL\n   stopsound DSNULL\nend\n\n//Silent Platform\n:SilentPlatform\n   platform 61\n   playuntildone DSNULL\n   playrepeat DSNULL\n   stopsound DSNULL\nend\n\n//Elevator\n:Elevator\n   platform 62\n   playuntildone Lift/Start\n   playrepeat Lift/Loop\n   stopsound Lift/Stop\nend\n\n//FactoryLift\n:FactoryLift\n   platform 63\n   playuntildone factlif3\n   playrepeat factlift\n   stopsound factlif2\nend\n\n//SewageDrain\n:SewageDrain\n\tplatform 16\n\tplayrepeat tdrain\nend"
      },
      {
        "source": "pk3",
        "name": "TEAMINFO.txt",
        "contents": "clearteams\n\nTeam InnocentTeam\n{\n\tAllowCustomPlayerColor\n}\n\nTeam MurdererTeam\n{\n\tAllowCustomPlayerColor\n}"
      },
      {
        "source": "pk3",
        "name": "TERRAIN.txt",
        "contents": "//First of all, the splashes\n\nsplash Water\n{\n\tsmallclass\t\tWaterSplashBase\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/watersplashsmall\n\n\tbaseclass\t\tWaterSplashBase\n\tchunkclass\t\tWaterSplash\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tworld/watersplash\n\tNoAlert\n}\n\nsplash Blood\n{\n\tsmallclass\t\tBloodSplash\n\tsmallclip\t\t10\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tBloodSplash\n\tchunkclass\t\tBloodSplash\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\nsplash Nuke\n{\n\tsmallclass\t\tSludgeSplash\n\tsmallclip\t\t6\n\tsmallsound\t\tworld/lavasizzlesmall\n\n\tbaseclass\t\tSludgeSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\tNoAlert\n}\n\nsplash Lava\n{\n\tsmallclass\t\tLavaSplash\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavasizzlesmall\n\n\tbaseclass\t\tLavaSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\tNoAlert\n}\n\nsplash Lav2\n{\n\tsmallclass\t\tBloodSplash\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavasizzlesmall\n\n\tbaseclass\t\tBloodSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\tNoAlert\n}\n\nsplash Lav3\n{\n\tsmallclass\t\tLavaSmoke\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavsiz2\n\n\tbaseclass\t\tLavaSmoke\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavsiz2\n\tNoAlert\n}\n\nsplash Slime\n{\n\tsmallclass\t\tSlimeSplash\n\tsmallclip\t\t6\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tSlimeSplash\n\tchunkclass\t\tSlimeChunk\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\nsplash Grey\n{\n\tsmallclass\t\tBloodSplashBase\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/watersplashsmall\n\n\tbaseclass\t\tBloodSplashBase\n\tchunkclass\t\tSludgeChunk\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tworld/watersplash\n\tNoAlert\n}\n\nsplash Sludge\n{\n\tsmallclass\t\tSludgeSplash\n\tsmallclip\t\t8\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tSludgeSplash\n\tchunkclass\t\tSlimeChunk\n\tchunkxvelshift\t6\n\tchunkyvelshift\t6\n\tchunkzvelshift\t6\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\n//And now the hard floor sound definitions\n\nsplash carpet\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/carpet\n\tNoAlert\n}\n\nsplash dirt\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/dirt\n\tNoAlert\n}\n\nsplash gravel\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/gravel\n\tNoAlert\n}\n\nsplash metal\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/metal\n\tNoAlert\n}\n\nsplash metal2\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/met2\n\tNoAlert\n}\n\nsplash rock\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/rock\n\tNoAlert\n}\n\nsplash slimy\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/slimy\n\tNoAlert\n}\n\nsplash snow\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/snow\n\tNoAlert\n}\n\nsplash hard\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/hard\n\tNoAlert\n}\n\nsplash tile\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/tile\n\tNoAlert\n}\n\nsplash tile2\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/tile2\n\tNoAlert\n}\n\nsplash wood\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/wood\n\tNoAlert\n}\n\nsplash electric\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/elec1\n\tNoAlert\n}\n\n//Terrains\n\n//defaultterrain default\n\nterrain defaultterrain\n{\n\tsplash\t\t\thard\n\tfootclip\t\t0\n\n}\n\nterrain Water\n{\n\tsplash\t\t\tWater\n\tfootclip\t\t10\n\tliquid\n}\n\nterrain Lava\n{\n\tsplash\t\t\tLava\n\tfootclip\t\t10\n\tliquid\n}\n\nterrain Lav2\n{\n\tsplash\t\t\tLav2\n\tfootclip\t\t4\n\tliquid\n}\n\nterrain Lav3\n{\n\tsplash\t\t\tLav3\n\tfootclip\t\t0\n\tliquid\n}\n\nterrain Blood\n{\n\tsplash\t\t\tBlood\n\tfootclip\t\t10\n\tliquid\n}\n\nterrain Nuke\n{\n\tsplash\t\t\tNuke\n\tfootclip\t\t10\n\tliquid\n}\n\nterrain Slime\n{\n\tsplash\t\t\tSlime\n\tfootclip\t\t10\n\tliquid\n}\n\nterrain Grey\n{\n\tsplash\t\t\tGrey\n\tfootclip\t\t10\n\tliquid\n}\n\nterrain Sludge\n{\n\tsplash\t\t\tSludge\n\tfootclip\t\t10\n\tliquid\n}\n\n//And now the hard terrains\n\nterrain carpet\n{\n\tsplash\t\t\tcarpet\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain dirt\n{\n\tsplash\t\t\tdirt\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain gravel\n{\n\tsplash\t\t\tgravel\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain metal\n{\n\tsplash\t\t\tmetal\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain metal2\n{\n\tsplash\t\t\tmetal2\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain rock\n{\n\tsplash\t\t\trock\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain snow\n{\n\tsplash\t\t\tsnow\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain slimy\n{\n\tsplash\t\t\tslimy\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain hard\n{\n\tsplash\t\t\thard\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain tile\n{\n\tsplash\t\t\ttile\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain tile2\n{\n\tsplash\t\t\ttile2\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain wood\n{\n\tsplash\t\t\twood\n\tfootclip\t\t0\n\t//liquid\n\n}\n\nterrain electric\n{\n\tsplash\t\t\telectric\n\tfootclip\t\t0\n\t//liquid\n}\n\nsplash Sewer\n{\n\tsmallclass\t\tSlimeSplash\n\tsmallclip\t\t6\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tSlimeSplash\n\tchunkclass\t\tSlimeChunk\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\nsplash vent\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/vent\n\tNoAlert\n}\n\nterrain vent\n{\n\tsplash\t\t\tvent\n\tfootclip\t\t0\n\t//liquid\n}\n\nterrain Sewer\n{\n\tsplash\t\t\tSewer\n\tfootclip\t\t9\n\tliquid\n}\n\nsplash snow\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/snow\n\tNoAlert\n}\n\nterrain snow\n{\n\tsplash\t\t\tsnow\n\tfootclip\t\t0\n\t//liquid\n}\n\n//defaultterrain hard\n\n//Which flat does what\n\nifdoom\n\nfloor BBRICK77 tile\nfloor BKACH46 tile\nfloor BKACH09 tile\nfloor BKACH06 tile\nfloor ARUST04 tile\nfloor ABRICK77 tile\nfloor BLHEDGEB dirt\nfloor NOVENT2 hard\nfloor WF02 metal\nfloor AGREYFL2 metal\nfloor BLGRBRK1 rock\nfloor BRICK11 wood\nfloor BGREYFL1 rock\nfloor AGREYFL3 metal\nfloor 64GRATE metal\n\nfloor BSNOW01 snow\nfloor BSLIM01 Sewer\nfloor VENT vent\nfloor VENTFLAT vent\nfloor CONCFLT1 tile\nfloor CONCFLT2 tile\nfloor FN_CATFR tile\nfloor MPANEL2 metal\nfloor AKACH46 tile\nfloor ABRWN04 tile\nfloor ABRICK04 tile\n\nfloor ABRICK10 tile\nfloor ABRICK77 tile\nfloor ASTON65 dirt\nfloor ASTON14 dirt\nfloor ASTON09 gravel\nfloor BSTON09 gravel\nFLOOR VENTFLAT METAL2\nFLOOR VENTWALL METAL2\nFLOOR MOEZ44 TILE\nFLOOR NFSTEP05 METAL\nFLOOR NFSTEP06 METAL\nFLOOR BROCK05 ROCK\nFLOOR BGREY57 ROCK\nFLOOR BSLMR05 CARPET\nFLOOR BWOOD32 WOOD\nFLOOR FN_WBLKS WOOD\nFLOOR AHEU02 WOOD\nFLOOR BSTON01 dirt\nFLOOR GRASS1_2 gravel\nFLOOR BBRICK10 tile\nfloor ABRWN04 HARD\nfloor CFM13 carpet\nFLOOR ERHELL2 DIRT\nFLOOR FLRGUT carpet\n\n//Splash floors first\nfloor BLOOD1 Blood\nfloor BLOOD2 Blood\nfloor BLOOD3 Blood\nfloor FWATER1 Water\nfloor FWATER2 Water\nfloor FWATER3 Water\nfloor FWATER4 Water\n//floor IW2SLM1 Grey\n//floor IW2SLM2 Grey\n//floor IW2SLM3 Grey\n//floor IW2SLM4 Grey\n//floor IW2SLMW Grey\nfloor LAVA1 Lava\nfloor LAVA2 Lava\nfloor LAVA3 Lava\nfloor LAVA4 Lava\n//floor NJFIA1 Water\n//floor NJFIA2 Water\n//floor NJFIA3 Water\n//floor NJFIA4 Water\n//floor NJFIAW Water\n//floor NJFW01 Blood\n//floor NJFW02 Water\n//floor NJFW03 Lava\n//floor NJFW04 Nuke\n//floor NJFW05 Blood\n//floor NJFW06 Slime\n//floor NJFW07 Sludge\n//floor NJFW08 Nuke\n//floor NJFW09 Slime\n//floor NJFW10 Slime\n//floor NJNUKE1 Nuke\n//floor NJNUKE2 Nuke\n//floor NJNUKE3 Nuke\n//floor NJRED1 Blood\n//floor NJRED2 Blood\n//floor NJRED3 Blood\n//floor NJSEW1 Slime\n//floor NJSEW2 Slime\n//floor NJSEW3 Slime\n//floor NJSLUJ1 Sludge\n//floor NJSLUJ2 Sludge\n//floor NJSLUJ3 Sludge\n//floor NJSWF01 Lav2\n//floor NJSWF02 Lav2\n//floor NJSWF03 Lav2\n//floor NJSWF04 Lav2\n//floor NJSWF05 Lav2\n//floor NJSWF06 Lav2\n//floor NJSWF07 Lav2\n//floor NJSWF08 Nuke\nfloor NUKAGE1 Nuke\nfloor NUKAGE2 Nuke\nfloor NUKAGE3 Nuke\nfloor SLIME01 Slime\nfloor SLIME02 Slime\nfloor SLIME03 Slime\nfloor SLIME04 Slime\nfloor SLIME05 Slime\nfloor SLIME06 Slime\nfloor SLIME07 Slime\nfloor SLIME08 Slime\nfloor SLIME09 Lav3\nfloor SLIME10 Lav3\nfloor SLIME11 Lav3\nfloor SLIME12 Lav3\nfloor RROCK01 Lav3\nfloor RROCK02 Lav3\nfloor RROCK05 Lav3\nfloor RROCK06 Lav3\nfloor RROCK07 Lav3\nfloor RROCK08 Lav3\nfloor HYWATER Water\nfloor LAVA Lava\nfloor LAVA1 Lava\nfloor LAVA2 Lav3\nfloor LAVA2A Lava\nfloor LAVA2B Lava\nfloor LAVA2M Lav2\nfloor LAVA2M1 Lav2\nfloor LAVA2MA Lav2\nfloor LAVAB Lava\nfloor MLAVA Lava\nfloor MLAVA2 Lav2\nfloor WATER-S Water\nfloor WAR-RUN Water\n//And now sound only (hard) floors\nfloor CEIL1_1 wood\nfloor CEIL1_2 metal\nfloor CEIL1_3 tile\nfloor CEIL3_1 hard\nfloor CEIL3_2 hard\nfloor CEIL3_3 tile\nfloor CEIL3_4 tile\nfloor CEIL3_5 hard\nfloor CEIL3_6 hard\nfloor CEIL4_1 carpet\nfloor CEIL4_2 carpet\nfloor CEIL4_3 carpet\nfloor CEIL5_1 hard\nfloor CEIL5_2 hard\nfloor COMP01 tile\nfloor CONS1_1 tile\nfloor CONS1_5 tile\nfloor CONS1_7 tile\n//floor CONVA1A tile\n//floor CONVA1B tile\n//floor CONVA1C tile\n//floor CONVA1D tile\n//floor CONVB1A tile\n//floor CONVB1B tile\n//floor CONVB1C tile\n//floor CONVB1D tile\n//floor CONVC1A tile\n//floor CONVC1B tile\n//floor CONVC1C tile\n//floor CONVC1D tile\n//floor CONVD1A tile\n//floor CONVD1B tile\n//floor CONVD1C tile\n//floor CONVD1D tile\nfloor CRATOP1 wood\nfloor CRATOP2 wood\nfloor DEM1_1 tile2\nfloor DEM1_2 tile2\nfloor DEM1_3 tile2\nfloor DEM1_4 tile2\nfloor DEM1_5 tile2\nfloor DEM1_6 tile2\nfloor FLAT1 rock\nfloor FLAT1_1 rock\nfloor FLAT1_2 rock\nfloor FLAT1_3 metal\n//floor FLAT1_4 metal\nfloor FLAT2 tile\nfloor FLAT3 tile\nfloor FLAT4 metal\nfloor FLAT5 hard\nfloor FLAT5_1 wood\nfloor FLAT5_2 wood\nfloor FLAT5_3 carpet\nfloor FLAT5_4 carpet\nfloor FLAT5_5 carpet\nfloor FLAT5_6 rock\nfloor FLAT5_7 rock\nfloor FLAT5_8 rock\nfloor FLAT8 tile\nfloor FLAT9 tile\nfloor FLAT10 dirt\nfloor FLAT14 carpet\nfloor FLAT17 tile\nfloor FLAT18 tile\nfloor FLAT19 tile\nfloor FLAT20 metal\nfloor FLAT22 metal\nfloor FLAT23 metal\nfloor FLOOR0_1 hard\nfloor FLOOR0_2 hard\nfloor FLOOR0_3 hard\nfloor FLOOR0_5 tile\nfloor FLOOR0_6 tile\nfloor FLOOR0_7 tile\nfloor FLOOR1_1 carpet\nfloor FLOOR1_6 hard\nfloor FLOOR1_7 hard\nfloor FLOOR3_3 tile\nfloor FLOOR4_1 tile\nfloor FLOOR4_5 tile\nfloor FLOOR4_6 tile2\nfloor FLOOR4_8 tile2\nfloor FLOOR5_1 tile2\nfloor FLOOR5_2 tile2\nfloor FLOOR5_3 tile2\nfloor FLOOR5_4 rock\nfloor FLOOR6_1 gravel\nfloor FLOOR6_2 gravel\nfloor FLOOR7_1 hard\nfloor FLOOR7_2 tile2\nfloor GATE1 metal\nfloor GATE2 metal\nfloor GATE3 metal\nfloor GATE4 metal\nfloor GRASS1 dirt\nfloor GRASS2 dirt\nfloor GRNLITE1 hard\nfloor GRNROCK rock\n//floor IW2F001 hard\n//floor IW2F002 hard\n//floor IW2F003 metal\n//floor IW2F004 dirt\n//floor IW2F005 hard\n//floor IW2F006 hard\n//floor IW2F007 wood\n//floor IW2F008 wood\n//floor IW2F009 wood\n//floor IW2F010 wood\n//floor IW2F011 hard\n//floor IW2F012 hard\n//floor IW2F013 hard\n//floor IW2F014 hard\n//floor IW2F015 tile\n//floor IW2F016 hard\n//floor IW2F017 tile\n//floor IW2F018 hard\n//floor IW2F019 carpet\n//floor IW2F020 hard\n//floor IW2F022 metal\n//floor IW2F023 metal\n//floor IW2F024 metal\n//floor IW2F025 metal\n//floor IW2F026 metal\n//floor IW2F028 metal2\n//floor IW2F029 tile2\n//floor IW2F030 rock\n//floor IW2F031 hard\n//floor IW2F032 metal\n//floor IW2F033 metal\n//floor IW2F034 hard\n//floor IW2F035 rock\n//floor IW2F036 tile\n//floor IW2F037 metal\n//floor IW2F038 metal2\n//floor IW2F039 metal\n//floor IW2F040 metal2\n//floor IW2F041 metal2\n//floor IW2F042 metal2\n//floor IW2F043 metal2\n//floor IW2F044 tile\n//floor IW2F045 tile2\n//floor IW2F046 hard\n//floor IW2F047 hard\n//floor IW2F048 tile2\n//floor IW2F049 tile\n//floor IW2F050 metal\n//floor IW2F051 metal\n//floor IW2F052 hard\n//floor IW2F053 metal2\n//floor IW2F054 metal2\n//floor IW2F055 metal2\n//floor IW2F056 metal\n//floor IW2F057 metal\n//floor IW2F058 tile2\n//floor IW2FAN01 electric\n//floor IW2FAN02 electric\n//floor IW2FAN03 electric\n//floor IW2FAN04 electric\n//floor IW2KEY1 hard\n//floor IW2KEY2 hard\n//floor IW2KEY3 hard\n//floor IW2KEY4 hard\n//floor LITETOP hard\nfloor MFLR8_1 hard\nfloor MFLR8_2 metal\nfloor MFLR8_3 gravel\nfloor MFLR8_4 dirt\n//floor NBR1A hard\n//floor NBR1B hard\n//floor NBR1C hard\n//floor NETF001 tile2\n//floor NETF002 tile2\n//floor NETF003 tile2\n//floor NETF004 tile2\n//floor NETF005 tile2\n//floor NETF006 tile2\n//floor NETF007 tile2\n//floor NETF008 tile2\n//floor NETF009 tile2\n//floor NETF010 tile2\n//floor NETF011 tile2\n//floor NETF012 tile2\n//floor NETF013 tile2\n//floor NETF014 tile2\n//floor NETF015 tile\n//floor NETF16A hard\n//floor NETF16B hard\n//floor NETF17A hard\n//floor NETF17B hard\n//floor NETF018 tile\n//floor NETF019 wood\n//floor NETF020 wood\n//floor NETF021 wood\n//floor NETF022 wood\n//floor NETF023 wood\n//floor NETF024 wood\n//floor NETF025 tile2\n//floor NETF026 tile\n//floor NETF027 tile\n//floor NETF028 wood\n//floor NETF029 tile\n//floor NETF030 tile\n//floor NETF031 tile\n//floor NETF032 tile\n//floor NETF033 tile\n//floor NETF034 tile\n//floor NETF035 wood\n//floor NETF036 wood\n//floor NETF37A tile\n//floor NETF37B tile\n//floor NETF37C tile\n//floor NETF37D tile\n//floor NETF038 wood\n//floor NETF039 wood\n//floor NETF040 rock\n//floor NETF041 rock\n//floor NETF042 rock\n//floor NETF043 rock\n//floor NETF044 rock\n//floor NETF045 rock\n//floor NETF046 rock\n//floor NETF047 rock\n//floor NETF048 rock\n//floor NETF049 rock\n//floor NETF050 rock\n//floor NETF051 metal\n//floor NETF052 rock\n//floor NETF053 rock\n//floor NETF054 rock\n//floor NETF055 rock\n//floor NETF056 rock\n//floor NETF057 rock\n//floor NETF058 rock\n//floor NETF059 rock\n//floor NETF060 rock\n//floor NETF061 metal\n//floor NETF062 rock\n//floor NETF063 rock\n//floor NETF064 rock\n//floor NETF065 rock\n//floor NETF066 rock\n//floor NETF067 rock\n//floor NETF068 rock\n//floor NETF069 rock\n//floor NETF070 rock\n//floor NETF071 rock\n//floor NJCONS1 metal\n//floor NJCONS2 metal\n//floor NJCONS3 metal\n//floor NJCONS4 metal\n//floor NJCONS5 metal\n//floor NJCONS6 metal\n//floor NJCONS7 metal\n//floor NJCONS8 metal\n//floor NJCONVY1 hard\n//floor NJCONVY2 hard\n//floor NJCTOP metal\n//floor NJDIAL1 metal\n//floor NJDIAL2 metal\n//floor NJDIAL3 metal\n//floor NJDISCO1 tile\n//floor NJDISCO2 tile\n//floor NJDISCO3 tile\n//floor NJDISCO4 tile\n//floor NJF001 metal\n//floor NJF002 hard\n//floor NJF003 rock\n//floor NJF004 hard\n//floor NJF005 tile\n//floor NJF006 hard\n//floor NJF007 tile\n//floor NJF008 tile\n//floor NJF009 metal\n//floor NJF010 metal\n//floor NJF011 metal2\n//floor NJF012 hard\n//floor NJF013 metal2\n//floor NJF013A metal2\n//floor NJF014 metal2\n//floor NJF015 tile\n//floor NJF016 wood\n//floor NJF017 tile\n//floor NJF018 tile\n//floor NJF019 tile\n//floor NJF020 hard\n//floor NJF021 tile\n//floor NJF022 tile\n//floor NJF023 metal2\n//floor NJF024 tile\n//floor NJF025 tile\n//floor NJF026 tile\n//floor NJF027 tile\n//floor NJF027A tile\n//floor NJF028 metal\n//floor NJF029 metal\n//floor NJF030 tile\n//floor NJF031 tile\n//floor NJF032 metal\n//floor NJF033 hard\n//floor NJF034 metal\n//floor NJF035 tile\n//floor NJF036 tile\n//floor NJF037 tile\n//floor NJF038 tile\n//floor NJF039 tile\n//floor NJF040 tile\n//floor NJF041 tile2\n//floor NJF041A tile2\n//floor NJF042 tile2\n//floor NJF043 tile\n//floor NJF044 metal\n//floor NJF045 hard\n//floor NJF046 rock\n//floor NJF047 rock\n//floor NJF048 rock\n//floor NJF158A rock\n//floor NJF158B rock\n//floor NJF158C rock\n//floor NJFAN001 tile\n//floor NJFAN002 tile\n//floor NJFAN003 tile\n//floor NJFAN004 tile\n//floor NJFAN005 tile\n//floor NJFAN006 tile\n//floor NJFAN007 tile\n//floor NJFAN008 tile\n//floor NJFAN009 tile\n//floor NJFAN010 tile\n//floor NJFAN011 tile\n//floor NJFAN012 tile\n//floor NJFAN013 tile\n//floor NJFAN014 tile\n//floor NJFAN015 tile\n//floor NJFAN016 tile\n//floor NJFAN017 tile\n//floor NJFBLU01 tile\n//floor NJFBLU02 tile\n//floor NJFCARD hard\n//floor NJFCARD2 wood\n//floor NJFCARG1 metal\n//floor NJFCARG2 metal\n//floor NJFCARG3 metal\n//floor NJFCOR01 metal\n//floor NJFCOR02 metal\n//floor NJFCOR03 metal\n//floor NJFCOR04 metal\n//floor NJFCOR05 metal\n//floor NJFCOR06 metal\n//floor NJFCOR07 metal\n//floor NJFCOR08 metal\n//floor NJFCRU01 hard\n//floor NJFCRU02 hard\n//floor NJFDESK wood\n//floor NJFDESK2 hard\n//floor NJFDESK3 wood\n//floor NJFDUC01 metal\n//floor NJFDUC02 metal\n//floor NJFDUC03 metal\n//floor NJFEX000 metal\n//floor NJFEX001 tile\n//floor NJFEX002 tile\n//floor NJFEX003 wood\n//floor NJFEX004 wood\n//floor NJFEX005 wood\n//floor NJFEX006 hard\n//floor NJFEX007 metal\n//floor NJFEX008 metal\n//floor NJFEX009 metal\n//floor NJFEX010 metal\n//floor NJFEX011 metal\n//floor NJFEX012 metal\n//floor NJFEX013 metal\n//floor NJFEX014 metal\n//floor NJFEX015 metal\n//floor NJFEX016 metal\n//floor NJFEX017 tile\n//floor NJFEX018 tile\n//floor NJFEX019 tile\n//floor NJFEX020 tile\n//floor NJFEX021 tile\n//floor NJFEX022 hard\n//floor NJFEX023 hard\n//floor NJFEX024 hard\n//floor NJFEX025 hard\n//floor NJFEX026 hard\n//floor NJFEX027 hard\n//floor NJFEX028 hard\n//floor NJFEX029 hard\n//floor NJFEX030 hard\n//floor NJFEX031 hard\n//floor NJFEX032 metal\n//floor NJFEX033 metal\n//floor NJFEX034 rock\n//floor NJFEX035 tile\n//floor NJFEX036 tile\n//floor NJFEX037 tile\n//floor NJFEX038 tile2\n//floor NJFEX039 tile2\n//floor NJFEX040 rock\n//floor NJFEX041 metal\n//floor NJFEX042 metal\n//floor NJFEX043 metal\n//floor NJFEX044 metal\n//floor NJFEX045 metal\n//floor NJFEX046 metal\n//floor NJFEX047 metal\n//floor NJFEX048 metal\n//floor NJFEX049 metal2\n//floor NJFEX050 metal2\n//floor NJFEX051 metal2\n//floor NJFEX052 metal2\n//floor NJFEX053 metal2\n//floor NJFEX054 metal2\n//floor NJFEX055 metal2\n//floor NJFEX056 metal2\n//floor NJFEX057 metal2\n//floor NJFEX058 metal2\n//floor NJFEX059 metal\n//floor NJFEX060 hard\n//floor NJFEX061 hard\n//floor NJFEX062 hard\n//floor NJFEX063 metal2\n//floor NJFEX064 metal2\n//floor NJFEX065 metal2\n//floor NJFEX066 metal2\n//floor NJFEX067 metal2\n//floor NJFEX068 metal2\n//floor NJFEX069 tile\n//floor NJFEX070 tile\n//floor NJFEX071 metal2\n//floor NJFEX072 rock\n//floor NJFEX073 rock\n//floor NJFEX074 rock\n//floor NJFEX075 dirt\n//floor NJFEX076 rock\n//floor NJFEX077 rock\n//floor NJFEX078 tile\n//floor NJFEX079 tile\n//floor NJFEX080 hard\n//floor NJFEX081 hard\n//floor NJFEX082 hard\n//floor NJFEX083 rock\n//floor NJFEX084 rock\n//floor NJFEX085 rock\n//floor NJFEX086 hard\n//floor NJFEX087 metal2\n//floor NJFEX088 tile\n//floor NJFEX089 tile\n//floor NJFEX090 tile\n//floor NJFEX091 hard\n//floor NJFEX092 tile\n//floor NJFEX093 rock\n//floor NJFEX094 metal\n//floor NJFEX095 tile\n//floor NJFEX096 tile\n//floor NJFEX097 metal\n//floor NJFEX098 hard\n//floor NJFEX099 hard\n//floor NJFEX100 rock\n//floor NJFEX101 rock\n//floor NJFEX102 rock\n//floor NJFEX103 metal\n//floor NJFEX104 rock\n//floor NJFEX105 rock\n//floor NJFEX106 hard\n//floor NJFEX107 rock\n//floor NJFEX108 rock\n//floor NJFEX109 metal\n//floor NJFEX110 metal\n//floor NJFEX111 hard\n//floor NJFEX112 wood\n//floor NJFEX113 hard\n//floor NJFEX114 hard\n//floor NJFEX115 hard\n//floor NJFEX116 rock\n//floor NJFEX117 rock\n//floor NJFEX118 rock\n//floor NJFEX119 rock\n//floor NJFEX120 rock\n//floor NJFEX121 rock\n//floor NJFEX122 rock\n//floor NJFEX123 rock\n//floor NJFEX124 rock\n//floor NJFEX125 rock\n//floor NJFEX126 rock\n//floor NJFEX127 rock\n//floor NJFEX128 rock\n//floor NJFEX129 rock\n//floor NJFEX130 rock\n//floor NJFEX131 rock\n//floor NJFEX132 rock\n//floor NJFEX133 rock\n//floor NJFEX134 metal\n//floor NJFEX135 hard\n//floor NJFEX136 hard\n//floor NJFEX137 rock\n//floor NJFEX138 tile\n//floor NJFEX139 rock\n//floor NJFEX140 rock\n//floor NJFEX141 tile\n//floor NJFEX142 metal\n//floor NJFEX143 dirt\n//floor NJFEX144 tile\n//floor NJFFAN1 electric\n//floor NJFFAN2 electric\n//floor NJFGLL metal\n//floor NJFGLR metal\n//floor NJFGRN01 tile\n//floor NJFGRN02 tile\n//floor NJFGRY01 tile\n//floor NJFGRY02 tile\n//floor NJFGUL metal\n//floor NJFGUR metal\n//floor NJFICE1 snow\n//floor NJFICE2 snow\n//floor NJFICE3 snow\n//floor NJFKP01 tile2\n//floor NJFKP02 tile2\n//floor NJFNUM1 tile\n//floor NJFNUM1A tile\n//floor NJFNUM1B tile\n//floor NJFNUM1C tile\n//floor NJFNUM1D tile\n//floor NJFNUM2 tile\n//floor NJFNUM2A tile\n//floor NJFNUM2B tile\n//floor NJFNUM2C tile\n//floor NJFNUM2D tile\n//floor NJFNUM3 tile\n//floor NJFNUM3A tile\n//floor NJFNUM3B tile\n//floor NJFNUM3C tile\n//floor NJFNUM3D tile\n//floor NJFNUM4 tile\n//floor NJFNUM4A tile\n//floor NJFNUM4B tile\n//floor NJFNUM4C tile\n//floor NJFNUM4D tile\n//floor NJFORA01 tile\n//floor NJFORA02 tile\n//floor NJFP01HZ metal\n//floor NJFP01VT metal\n//floor NJFPCN01 metal\n//floor NJFPCN02 metal\n//floor NJFPCN03 metal\n//floor NJFPCN04 metal\n//floor NJFPIN01 tile\n//floor NJFPIN02 tile\n//floor NJFPIP1 metal\n//floor NJFPIP02 metal\n//floor NJFPLNB1 hard\n//floor NJFPLNG1 hard\n//floor NJFPLNO1 hard\n//floor NJFPLNP1 hard\n//floor NJFPLNR1 hard\n//floor NJFPLNW1 hard\n//floor NJFPLNY1 hard\n//floor NJFRED01 tile\n//floor NJFRED02 tile\n//floor NJFSCAN1 tile\n//floor NJFSCAN2 tile\n//floor NJFSCAN3 tile\n//floor NJFSEAT carpet\n//floor NJFSEATG carpet\n//floor NJFSW101 tile\n//floor NJFSW102 tile\n//floor NJFWHT hard\n//floor NJFYEL01 tile\n//floor NJFYEL02 tile\n//floor NJGRID1 tile\n//floor NJGRID2 tile\n//floor NJGRID3 tile\n//floor NJGRID4 tile\n//floor NJHLF01 tile\n//floor NJHLF02 tile\n//floor NJHLF03 metal\n//floor NJHLF04 metal\n//floor NJKEYB tile\n//floor NJKEYB2 tile\n//floor NJKEYB3 tile\n//floor NJKEYB4 tile\n//floor NJKEYB5 tile\n//floor NJPLABLL metal\n//floor NJPLABLR metal\n//floor NJPLABUL metal\n//floor NJPLABUR metal\n//floor NJPLARLL metal\n//floor NJPLARLR metal\n//floor NJPLARUL metal\n//floor NJPLARUR metal\n//floor NJRAD1 tile\n//floor NJRAD2 tile\n//floor NJRAD3 tile\n//floor NJRAD4 tile\n//floor NJRAD5 tile\n//floor NJRAD6 tile\n//floor NJRUG1 carpet\n//floor NJRUG2 carpet\n//floor NJRUG3 carpet\n//floor NJRUG4 carpet\n//floor NJRUG5 carpet\n//floor NJRUG6 carpet\n//floor NJRUG7 carpet\n//floor NJRUG8 carpet\n//floor NJSTRB01 tile\n//floor NJSTRB02 tile\n//floor NJSTRB03 tile\n//floor NJSWF09 hard\n//floor NJSWF10 hard\n//floor NJTF001 metal2\n//floor NJTV1 tile\n//floor NJTV2A tile\n//floor NJTV2B tile\n//floor NJTV2C tile\n//floor NJTV3 tile\n//floor NJUTR01 carpet\n//floor NJUTR02 carpet\n//floor NJUTR03 carpet\n//floor NJUTR04 carpet\n//floor NJUTR05 carpet\n//floor NJUTR06 carpet\n//floor NJUTR07 carpet\n//floor NJUTR08 carpet\n//floor NJUTR09 carpet\n//floor NJUTR10 carpet\n//floor NJUTR11 carpet\n//floor NJUTR12 carpet\n//floor QNUM00 tile\n//floor QNUM01 tile\n//floor QNUM02 tile\n//floor QNUM03 tile\n//floor QNUM04 tile\n//floor QNUM05 tile\n//floor QNUM06 tile\n//floor QNUM07 tile\n//floor QNUM08 tile\n//floor QNUM09 tile\n//floor ROAD0 rock\n//floor ROAD1 rock\n//floor ROAD2 rock\n//floor ROAD3 rock\n//floor ROAD4 rock\nfloor RROCK03 rock\nfloor RROCK04 rock\nfloor RROCK09 rock\nfloor RROCK10 rock\nfloor RROCK11 rock\nfloor RROCK12 rock\nfloor RROCK13 rock\nfloor RROCK14 rock\nfloor RROCK15 rock\nfloor RROCK16 dirt\nfloor RROCK17 dirt\nfloor RROCK18 dirt\nfloor RROCK19 dirt\nfloor RROCK20 dirt\nfloor SFLR6_1 slimy\nfloor SFLR6_4 slimy\nfloor SFLR7_1 slimy\nfloor SFLR7_4 slimy\nfloor SLIME13 rock\nfloor SLIME14 metal2\nfloor SLIME15 metal2\nfloor SLIME16 metal2\nfloor STEP1 metal\nfloor STEP2 metal\n//floor TELETOP metal\n//floor TILE1 tile2\n//floor TILE2 tile2\n//floor TILE3 tile2\n//floor TILE4 tile2\n//floor TILE5 tile2\n//floor TLIGHT1A tile\n//floor TLIGHT1B tile\n//floor TLIGHT1C tile\n//floor TLIGHT1D tile\n//floor TLIGHT1E tile\n//floor TLIGHT1F tile\nfloor TLITE6_1 tile\nfloor TLITE6_4 tile\nfloor TLITE6_5 tile\nfloor TLITE6_6 tile\n//floor TRUCKFL1 metal\n//floor TRUCKFL2 metal\n//floor TRUCKFL3 metal\n//floor TRUCKFL4 metal\n//floor TRUCKFL5 metal\n//floor TRUCKFL6 metal\n\n//====================================================\n\n//Spooky House stuff\n\n//Carpet\n\tfloor ATEP01 carpet\n\tfloor ATEP02 carpet\n\tfloor ATEP04 carpet\n\tfloor ATEP05 carpet\n\n\tfloor BTEPPI01 carpet\n\tfloor BTEPPI02 carpet\n\tfloor BTEPPI04 carpet\n\tfloor BTEPPI05 carpet\n\n//Tile\n\tfloor ATEP07 tile\n\n\tfloor ATEPP01 tile\n\tfloor ATEPP02 tile\n\tfloor ATEPP03 tile\n\tfloor ATEPP04 tile\n\tfloor ATEPP06 tile\n\tfloor ATEPP09 tile\n\n\tfloor AKACH01 tile\n\tfloor AKACH02 tile\n\tfloor AKACH03 tile\n\tfloor AKACH04 tile\n\tfloor AKACH05 tile\n\tfloor AKACH06 tile\n\tfloor AKACH07 tile\n\tfloor AKACH08 tile\n\tfloor AKACH09 tile\n\n\tfloor URWALL07 tile\n\n\tfloor WF08 tile\n\tfloor WF10 tile\n\n//Wood\n\tfloor URWOOD01 wood\n\tfloor URWOOD02 wood\n\tfloor URWOOD03 wood\n\tfloor URWOOD04 wood\n\n\tfloor CFM32 wood\n\n\tfloor AWOOD01 wood\n\tfloor AWOOD02 wood\n\tfloor AWOOD03 wood\n\tfloor AWOOD08 wood\n\tfloor AWOOD22 wood\n\tfloor AWOOD32 wood\n\n\tfloor BWOOD01 tile\n\tfloor BWOOD02 tile\n\tfloor BWOOD03 tile\n\tfloor BWOOD04 tile\n\tfloor BWOOD08 tile\n\tfloor BWOOD10 tile\n\tfloor BWOOD11 tile\n\tfloor BWOOD12 tile\n\tfloor BWOOD13 tile\n\tfloor BWOOD14 tile\n\tfloor BWOOD15 tile\n\tfloor BWOOD21 tile\n\tfloor BWOOD22 tile\n\tfloor BWOOD32 tile\n\tfloor BWOOD67 tile\n\tfloor BWOOD99 tile\n\n//Metals\n\tfloor URGRAT01 metal\n\n//WDI shit\nfloor HYWATER Water\n\nfloor ATEP08 Carpet\nfloor TRAV_F02 Carpet\nfloor TRAV_F04 Carpet\n\nfloor AKACH10 tile\nfloor BWOOD81 tile\nfloor BWOOD82 tile\nfloor BWOOD83 tile\nfloor BWOOD84 tile\n\nfloor WOODVERT wood\n\n\tfloor ERGRAY2S rock\n\tfloor ERGRAY3S rock\n\tfloor ERGRAY2 rock\n\tfloor BSTON87 rock\n\tfloor BSTON32 rock\n\tfloor ASTON13 rock\n\tfloor ABRICK01 rock\n\tfloor AMARB19 rock\n\tfloor BBRICK01 rock\n\tfloor BROCK01 rock\n\tfloor BBRICK44 rock\n\tfloor BROCK32 rock\n\n\tfloor BROCK33 gravel\n\tfloor BTREE01 gravel\n\n\tfloor URGRAT02 metal2\n\tfloor AGREYFL5 metal2\n\tfloor AMETAL60 metal2\n\tfloor TUT10 metal2\n\n\tfloor FN_PMTL1 metal\n\n\tfloor FNSHOWA tile\n\tfloor SPACEW6 tile\n\tfloor ERWALL11 tile\n\tfloor FNDNTLE1 tile\n\tfloor ERFLAT10 tile\n\tfloor BKACH75 tile\n\tfloor AKACH75 tile\n\tfloor AKACH01 tile\n\tfloor AKACH09 tile\n\tfloor BKACH05 tile\n\tfloor RWALL14 tile\n\tfloor ATEPP03 tile\n\tfloor ATEPP02 tile\n\tfloor AGRN01 tile\n\tfloor NEST06 tile\n\n\tfloor FNSPAD1 carpet\n\tfloor BTEPP45 carpet\n\n\tfloor GRASS1_2 grass\n\tfloor WF14 grass\n\tfloor BGRASS02 grass\n\tfloor MOEZ27 grass\n\n\tfloor MOEZ1 wood\n\tfloor MOES20 wood\n\tfloor MOEZ20 wood\n\tfloor AKISTE01 wood\n\tfloor DM37 wood\n\nfloor BKACH01 tile\nfloor DFICE tile\n\nfloor DWATER-S Water\nfloor DWAT-RUN Water\nfloor DWATERXS Blood\nfloor DWATXRUN Blood\n\nendif"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "sprite DOORA0, 1, 1 { Patch TNT1, 0, 0 }\nsprite CHARA0, 1, 1 { Patch TNT1, 0, 0 }\nsprite ELITA0, 1, 1 { Patch TNT1, 0, 0 }\nsprite ELITB0, 1, 1 { Patch TNT1, 0, 0 }\n\ntexture NOIS1, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE1, 0, 0 {}}\ntexture NOIS2, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE2, 0, 0 {}}\ntexture NOIS3, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE3, 0, 0 {}}\ntexture NOIS4, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE4, 0, 0 {}}\ntexture NOIS5, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE5, 0, 0 {}}\ntexture NOIS6, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE6, 0, 0 {}}\ntexture NOIS7, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE7, 0, 0 {}}\ntexture NOIS8, 128, 128 { XScale 2.0 YScale 2.0 Patch NOISE8, 0, 0 {}}\ntexture ELEVHACK, 1, 1 { Patch TNT1, 0, 0 }\n\n//Medals\ngraphic MEDLS, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALS, 0, 0 {Alpha 0.99 Style Add}}\ngraphic MEDLA, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALA, 0, 0 {Alpha 0.99 Style Add}}\ngraphic MEDLB, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALB, 0, 0 {Alpha 0.99 Style Add}}\ngraphic MEDLC, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALc, 0, 0 {Alpha 0.99 Style Add}}\ngraphic MEDLD, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALD, 0, 0 {Alpha 0.99 Style Add}}\ngraphic MEDLF, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALE, 0, 0 {Alpha 0.99 Style Add}}\ngraphic MEDLEF, 256, 64 { XScale 1.0 YScale 1.0 Patch MEDALEF, 0, 0 {Alpha 0.99 Style Add}}\n\ngraphic STUNICO, 24, 11\n{\n\tXScale 0.25\n\tYScale 0.25\n\tPatch STUNICON, 0, 0 {}\n}\n\ngraphic STUNBA, 40, 4\n{\n\tXScale 0.5\n\tYScale 0.5\n\tPatch STUNBAR, 0, 0 {}\n}\n\ngraphic STUNBAK, 40, 4\n{\n\tXScale 0.5\n\tYScale 0.5\n\tPatch STUNBACK, 0, 0 {}\n}\n\nTexture ADEL_N98, 32, 128\n{\n\tPatch ADEL_N07, 0, 0\n\t{\n\t\tStyle Copy\n\t}\n\tPatch ADEL_N08, 0, 0\n\t{\n\t\tAlpha 0.50\n\t\tStyle Translucent\n\t}\n}\n\n//Title\n\ngraphic TITLEPOP, 400, 100 { XScale 2.0 YScale 2.0 Patch WDIMAIN, 0, 0 {}}\ngraphic TITFUCKR, 400, 100 { XScale 2.0 YScale 2.0 Patch WDIFADE, 0, 0 {}}\n\ngraphic ARWHUD, 32, 6 { XScale 0.5 YScale 0.5 Patch ARWPA7A3, 0, 0 {}}\n//graphic M1HUD, 64, 80 { XScale 3.0 YScale 3.0 Patch M1GNY0, 0, 0 {}}\ngraphic M1CLIP2, 50, 54 { XScale 1.0 YScale 1.0 Patch M1CLIP, 32, 32 {}}\n\ntexture BWPANL01, 128, 128 { XScale 1.0 YScale 1.0 Patch BWPANL01, 0, 0 {}}\ntexture LITESWIA, 20, 32 { XScale 2.0 YScale 2.0 Patch LITESWIA, 0, 0 {}}\ntexture LITESWIB, 20, 32 { XScale 2.0 YScale 2.0 Patch LITESWIB, 0, 0 {}}\ntexture BOX01, 128, 128 { XScale 2.0 YScale 2.0 Patch WOODBOX, 0, 0 {}}\ntexture BOX02, 128, 128 { XScale 4.0 YScale 4.0 Patch WOODBOX, 0, 0 {}}\ntexture SNOWBOX1, 128, 128 { XScale 2.0 YScale 2.0 Patch SNOWBOX, 0, 0 {}}\ntexture SNOWBOX2, 128, 128 { XScale 4.0 YScale 4.0 Patch SNOWBOX, 0, 0 {}}\ntexture CURT1, 32, 128 { XScale 1.0 YScale 4.0 Patch Curt02, 0, 0 {}}\ntexture SHIRTS01, 205, 64 { XScale 2.0 YScale 2.0 Patch SHIRTS, 0, 0 {}}\n\n//Blood\n//graphic blad0, 256, 256 { Patch BLOOD0, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad1, 256, 256 { Patch BLOOD1, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad2, 256, 256 { Patch BLOOD2, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad3, 256, 256 { Patch BLOOD3, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad4, 256, 256 { Patch BLOOD4, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad5, 256, 256 { Patch BLOOD5, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad6, 256, 256 { Patch BLOOD6, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad7, 256, 256 { Patch BLOOD7, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad8, 256, 256 { Patch BLOOD8, 0, 0 {Alpha 1.0 Style Add}}\n//graphic blad9, 256, 256 { Patch BLOOD9, 0, 0 {Alpha 1.0 Style Add}}\n\nsprite SANKA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite MOILA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite DRARA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite CARRA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite SOAPA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite TPAPA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite TVELA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite PIANA0, 1, 1 { Patch TNT1A0, 0, 0 }\nsprite STALA0, 1, 1 { Patch TNT1A0, 0, 0 }\n\nTexture ADEL_N98, 32, 128\n{\n\tPatch ADEL_N07, 0, 0\n\t{\n\t\tStyle Copy\n\t}\n\tPatch ADEL_N08, 0, 0\n\t{\n\t\tAlpha 0.50\n\t\tStyle Translucent\n\t}\n}\n\ntexture URGRAT03, 128, 36 { patch URGRAT01, 0, 0 }\ntexture BSLIME02, 128, 64 { XScale 0.5 YScale 0.5 patch BSLIME01, 0, 0 }\ntexture CATLITE1, 16, 8 { Xscale 2 Yscale 4 patch LITE5, 0, 0 }\ntexture CATLITE2, 16, 8 { Xscale 2 Yscale 4 patch LITE5, 0, 0 { Translation \"0:255=175:191\"} }\ntexture CATLITE3, 16, 8 { Xscale 2 Yscale 4 patch LITE5, 0, 0 { Translation \"0:255=198:207\" } }\ntexture CATLITE4, 16, 8 { Xscale 2 Yscale 4 patch LITE5, 0, 0 { Translation \"0:255=112:121\" } }\ntexture CSKY, 128, 128 { patch CFM01, 0, 0 { Translation \"0:255=0:0\" } }\nsprite SMOGA0, 128, 128 { offset 64, 64 patch SMOGA0, 0, 0}\nsprite SMOGB0, 128, 128 { offset 64, 64 patch SMOGB0, 0, 0}\nsprite SMOGC0, 128, 128 { XScale 0.5 YScale 0.5 offset 64, 64 patch SMOGB0, 0, 0}\nsprite CBOXA0, 1, 1 { patch NULL, 0, 0 }\nsprite GRATA0, 1, 1 { patch NULL, 0, 0 }\nsprite MARTA0, 1, 1 { patch NULL, 0, 0 }\nsprite BOTTA0, 1, 1 { patch NULL, 0, 0 }\nsprite BOTTB0, 1, 1 { patch NULL, 0, 0 }\nsprite BOTTC0, 1, 1 { patch NULL, 0, 0 }\nsprite BOTTD0, 1, 1 { patch NULL, 0, 0 }\nsprite CABLA0, 1, 1 { patch NULL, 0, 0 }\nsprite BARRA0, 1, 1 { patch NULL, 0, 0 }\nsprite MIP1A0, 1, 1 { patch NULL, 0, 0 }\nsprite MIP2A0, 1, 1 { patch NULL, 0, 0 }\nsprite TLBXA0, 1, 1 { patch NULL, 0, 0 }\nsprite TOOLA0, 1, 1 { patch NULL, 0, 0 }\nsprite SPANA0, 1, 1 { patch NULL, 0, 0 }\nsprite CHIPA0, 1, 1 { patch NULL, 0, 0 }\nsprite SCRWA0, 1, 1 { patch NULL, 0, 0 }\nsprite TRIPA0, 1, 1 { patch NULL, 0, 0 }\nsprite TRPAA0, 1, 1 { patch NULL, 0, 0 }\nsprite BMERA0, 1, 1 { patch NULL, 0, 0 }\nsprite NPIPA0, 1, 1 { patch NULL, 0, 0 }\nsprite NPIPB0, 1, 1 { patch NULL, 0, 0 }\nsprite NPIPC0, 1, 1 { patch NULL, 0, 0 }\nsprite PAGEA0, 1, 1 { patch NULL, 0, 0 }"
      },
      {
        "source": "pk3",
        "name": "Code/BUNKER.txt",
        "contents": "ACTOR flaskblueA 10418\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSA0\n\t//$Title \"Flask Blue A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS A -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskblueB 10419\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSG0\n\t//$Title \"Flask Blue B\"\n  mass 1500\n  Health 1\n  Radius 6\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS G -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskpurpleA 10420\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSB0\n\t//$Title \"Flask Purple A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS B -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskpurpleB 10421\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSH0\n\t//$Title \"Flask Purple B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS H -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskredA 10422\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSC0\n\t//$Title \"Flask Red A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS C -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskredB 10423\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSI0\n\t//$Title \"Flask Red B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS I -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreenA 10424\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSD0\n\t//$Title \"Flask Green A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS D -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreenB 10425\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSJ0\n\t//$Title \"Flask Green B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS J -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskyellowA 10426\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSE0\n\t//$Title \"Flask Yellow A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS E -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskyellowB 10427\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSK0\n\t//$Title \"Flask Yellow B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS K -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreyA 10428\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSF0\n\t//$Title \"Flask Grey A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS F -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreyB 10429\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSL0\n\t//$Title \"Flask Grey B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS L -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassblue 10430\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKA0\n\t//$Title \"Beaker Blue\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    BEAK A -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n    Stop\n  }\n}\n\nACTOR glasspurple 10431\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKB0\n\t//$Title \"Beaker Purple\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    BEAK B -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassred 10432\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKC0\n\t//$Title \"Beaker Red\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    BEAK C -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassgreen 10433\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKD0\n\t//$Title \"Beaker Green\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    BEAK D -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassyellow 10434\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKE0\n\t//$Title \"Beaker Yellow\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    BEAK E -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassgrey 10435\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKF0\n\t//$Title \"Beaker Grey\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    BEAK F -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskshard1 10436\n{\n\t//$Category WDI Props\n\t//$Sprite TSR1A0\n\t//$Title \"Flask Shard 1\"\n  Radius 2\n  Height 4\n  speed 2\n  mass 1\n  RenderStyle Translucent\n  Alpha 0.6\n  +NOBLOCKMAP\n  +MISSILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +NOICEDEATH\n  States\n  {\n  Spawn:\n    TSR1 ABC 4\n    TSR1 D 4\n    TSR1 ABC 4\n    TSR1 D 4 A_Jump (24, \"DeathA\")\n    TSR1 ABC 4\n    TSR1 D 4\n    TSR1 ABC 4\n    TSR1 D 4 A_Jump (24, \"DeatB\")\n    Loop\n  DeathA:\n    TSR1 C 5 A_Jump (80, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB:\n    TSR1 D 5 A_Jump (80, \"DeathB2\")\n    NULL A 1\n    Stop\n  DeathA2:\n    TSR1 C 3 A_Jump (24, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB2:\n    TSR1 D 5 A_Jump (24, \"DeathB2\")\n    NULL A 1\n    Stop\n  }\n}\n\nACTOR flaskshard2 10437\n{\n\t//$Category WDI Props\n\t//$Sprite TSR2A0\n\t//$Title \"Flask Shard 2\"\n  Radius 2\n  Height 4\n  speed 2\n  mass 1\n  RenderStyle Translucent\n  Alpha 0.6\n  +NOBLOCKMAP\n  +MISSILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +NOICEDEATH\n  States\n  {\n  Spawn:\n    TSR2 ADB 4\n    TSR2 C 4\n    TSR2 ADB 4\n    TSR2 C 4 A_Jump (24, \"DeathA\")\n    TSR2 ADB 4\n    TSR2 C 4\n    TSR2 ADB 4\n    TSR2 C 4 A_Jump (24, \"DeathB\")\n    Loop\n  DeathA:\n    TSR2 C 5 A_Jump (80, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB:\n    TSR2 D 5 A_Jump (80, \"DeathB2\")\n    NULL A 1\n    Stop\n  DeathA2:\n    TSR2 C 3 A_Jump (24, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB2:\n    TSR2 D 5 A_Jump (24, \"DeathB2\")\n    NULL A 1\n    Stop\n  }\n}\n\nACTOR burger1 10438\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRA0\n\t//$Title \"Burger\"\n  mass 1\n  Radius 4\n  Height 6\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    BRGR A -1\n    loop\n  }\n}\n\nACTOR burger2 10439\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRB0\n\t//$Title \"Burger Double\"\n  mass 1\n  Radius 4\n  Height 6\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    BRGR B -1\n    loop\n  }\n}\n\nACTOR burger3 10440\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRC0\n\t//$Title \"Burger Triple\"\n  mass 1\n  Radius 4\n  Height 8\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    BRGR C -1\n    loop\n  }\n}\n\nACTOR burger4 10441\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRD0\n\t//$Title \"Burger (Wrapped)\"\n  mass 1\n  Radius 4\n  Height 6\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    BRGR D -1\n    loop\n  }\n}\n\nACTOR fries1 10442\n{\n\t//$Category WDI Props\n\t//$Sprite FRESA0\n\t//$Title \"Fries\"\n  mass 1\n  Radius 3\n  Height 7\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    FRES A -1\n    loop\n  }\n}\n\nACTOR fries2 10443\n{\n\t//$Category WDI Props\n\t//$Sprite FRESB0\n\t//$Title \"Fries (Empty)\"\n  mass 1\n  Radius 3\n  Height 6\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    FRES B -1\n    loop\n  }\n}\n\nACTOR drink 10444\n{\n\t//$Category WDI Props\n\t//$Sprite DRNKA0\n\t//$Title \"Drink\"\n  mass 1\n  Radius 2\n  Height 7\n  scale 0.6\n  +SOLID\n  States\n  {\n   Spawn:\n    DRNK A -1\n    loop\n  }\n}\n\nACTOR donuts 10448\n{\n\t//$Category WDI Props\n\t//$Sprite DNTSA0\n\t//$Title \"Donuts\"\n  mass 1\n  Radius 5\n  Height 5\n  scale 0.3\n  +SOLID\n  States\n  {\n   Spawn:\n    DNTS A -1\n    loop\n  }\n}\n\nACTOR dbox 10449\n{\n\t//$Category WDI Props\n\t//$Sprite DBOXA0\n\t//$Title \"The DBOX\"\n  mass 1\n  Radius 6\n  Height 8\n  +SOLID\n  States\n  {\n   Spawn:\n    DBOX A -1\n    loop\n  }\n}\n\nACTOR deadguy1 10450\n{\n\t//$Category WDI Props\n\t//$Sprite DEADA0\n\t//$Title \"Dead Guy 1\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  States\n  {\n   Spawn:\n    DEAD A -1\n    loop\n  }\n}\n\nACTOR deadguy2 10451\n{\n\t//$Category WDI Props\n\t//$Sprite DEADB0\n\t//$Title \"Dead Guy 2\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  States\n  {\n   Spawn:\n    DEAD B -1\n    loop\n  }\n}\n\nACTOR deadguy3 10452\n{\n\t//$Category WDI Props\n\t//$Sprite DEADC0\n\t//$Title \"Dead Guy 3\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  States\n  {\n   Spawn:\n    DEAD C -1\n    loop\n  }\n}\n\nACTOR deadguy4 10453\n{\n\t//$Category WDI Props\n\t//$Sprite DEADD0\n\t//$Title \"Dead Guy 4\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  States\n  {\n   Spawn:\n    DEAD D -1\n    loop\n  }\n}\n\nACTOR deadguy5 10454\n{\n\t//$Category WDI Props\n\t//$Sprite DEADE0\n\t//$Title \"Dead Guy 5\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  States\n  {\n   Spawn:\n    DEAD E -1\n    loop\n  }\n}\n\nACTOR deadguy6 10455\n{\n\t//$Category WDI Props\n\t//$Sprite DEADF0\n\t//$Title \"Dead Guy 6\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  States\n  {\n   Spawn:\n    DEAD F -1\n    loop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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