ashesweapons.pk3

PK3 5.8 MiB 0 map(s)

Counts

endoom0
graphics3
lumps682
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "00c56727-9f7a-41de-8d8e-55e51e97db7b",
    "sha1": "55564220aba92ac28e6db0138fad238e66d1891a",
    "sha256": "9413c2d12a30dd65119e8777c1b293f02e820eb04647e4437d88112957d15c8a",
    "filenames": [
      "ashesweapons.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-12-04 03:19:51",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-12-04 03:19:51",
    "file": {
      "type": "PK3",
      "size": 6077769,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/55564220aba92ac28e6db0138fad238e66d1891a/55564220aba92ac28e6db0138fad238e66d1891a.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 3,
        "lumps": 682,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "actor FlyingBlood\n{\n game Doom\n RenderStyle Translucent\n Alpha 0.75\n scale 0.4\n gravity 0.4\n health 1\n radius 3\n height 3\n speed 40\n mass 1\n +MISSILE\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\nDecal BloodSplat\n states\n {\n  Spawn:\n  GIBL ABCD 5\n  GIBL A 1 A_SpawnItem(\"blood\",0,0,0,1)\n  LOOP\nDEATH:\n  GIBL EFGGGGGGGGGGGGGGGGG 5\n  GIBL GGGGGGGGGGGGGGGGGGG 10\n  GIBL GGGGGGGGGG 8 A_FadeOut(0.1)\n  stop\n }\n}\nactor FlyingGibArm\n{\nhealth 1\nradius 4\nheight 4\nmass 1\nspeed 30\nscale 0.6\ngravity 0.4\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\nDecal BloodSmear\nstates\n\t{\n\tSpawn:\n\t GIRA ABCDEFG 5\n\t GIRA G 1 A_SpawnItem(\"blood\",0,0,0,1)\n\t loop\n\tCrash:\n\t GIRA G -1 A_PlaySound (\"special/fleshdrop\")\n\t stop\n\t}\n}\nactor FlyingGibEntrails: FlyingGibArm\n{\nstates\n\t{\n\tSpawn:\n\t GIEN ABCD 4\n\t GIEN A 1 A_SpawnItem(\"blood\",0,0,0,1)\n\t loop\n\tCrash:\n\t GIEN E -1 A_PlaySound (\"special/fleshdrop\")\n\t stop\n\t}\n}\nactor FlyingGibRib: FlyingGibArm\n{\nstates\n\t{\n\tSpawn:\n\t GIRI ABCD 4\n\t GIRI A 1 A_SpawnItem(\"blood\",0,0,0,1)\n\t loop\n\tCrash:\n\t GIRI E -1 A_PlaySound (\"special/fleshdrop\")\n\t stop\n\t}\n}\nactor FlyingGibOffal: FlyingGibRib\n{\nstates\n\t{\n\tSpawn:\n\t GIIN A 4\n\t GIIN A 2 A_SpawnItem(\"blood\",0,0,0,1)\n\t loop\n\tCrash:\n\t GIIN B -1 A_PlaySound (\"special/fleshdrop\")\n\t stop\n\t}\n}\nActor HEExplode\n{\n   +NOGRAVITY\n    Radius 30\n    Height 56\n   ALPHA 0.9\n   scale 1.5\n   seesound \"weapons/grenexplode\"\n\tStates\n\t{\n\tSpawn:\n\t  SPLO A 4 bright\n\t  goto death\n\tDeath:\n\t\tSPLO BC 4 bright\n\t\tTNT1 A 0 A_burst(\"gunsmoke\")\n\t\tSPLO DEFGH 4 Bright A_fadeout(0.3)\n\t\tStop\n\t}\n}\nACTOR blooper\n{\n  Radius 3\n  Height 3\n  Speed 40\n  Damage (random(5,10))\n  Projectile\n  decal \"scorch\"\n  -NOGRAVITY\n  +RANDOMIZE\n  +GRENADETRAIL\n  +FORCERADIUSDMG\n  +EXTREMEDEATH\n  Gravity 0.20\n  scale 0.8\n  Obituary \"%o caught %k's hot potato.\"\n  attacksound \"weapons/crowbarmiss\"\n  var int user_armtime;\n  States\n  {\n  Spawn:\n    BLOO A 3\n\tBLOO B 3\n\tBLOO C 3 A_SetUserVar(\"user_armtime\",1)\n\tBLOO DEF 2\n    Loop\n  Death:\n    BLOO A 1\n    BLOO G 0 A_JumpIf(user_armtime==1,2)\n\tBLOO G 0 A_SpawnItemEx(\"blooperbounce\")\n\tstop\n\tTNT1 A 0 A_PlaySound(\"weapons/grenexplode\", CHAN_ITEM, 1.0, 0, 0.5)\n    TNT1 A 2 A_SpawnItemEx(\"HEExplode\")\n\tTNT1 A 0 A_explode(500, 192)\n\tTNT1 A 0 A_RadiusThrust(200, 150, RTF_AFFECTSOURCE)\n\t  TNT1 A 0 A_SetTranslucent (0.85,1)\n\t  TNT1 A 0 A_burst(\"gunsmoke\")\n\tstop\n  }\n}\nACTOR Blooperbounce\n{\n  Radius 4\n  Height 4\n  Speed 25\n  Projectile\n  -NOGRAVITY\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +GRENADETRAIL\n  +FORCERADIUSDMG\n  +BOUNCEONACTORS\n  +BOUNCEONWALLS\n  +BOUNCEONFLOORS\n  +EXTREMEDEATH\n  Gravity 0.5\n  scale 0.8\n  Obituary \"%o sat on %k's pineapple.\"\n  seesound \"weapons/pipebounce\"\n  States\n  {\n  Spawn:\n    BLOO ABCDEF 3\n    goto death\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_jump(256,\"death1\",\"death2\")\n  death1:\n    BLOO B 30\n\tTNT1 A 0 A_PlaySound(\"weapons/grenexplode\", CHAN_ITEM, 1.0, 0, 0.5)\n    TNT1 A 2 A_SpawnItemEx(\"HEExplode\")\n\tTNT1 A 0 A_explode(500, 192)\n\n\t  TNT1 A 0 A_SetTranslucent (0.85,1)\n\t  TNT1 A 0 A_burst(\"gunsmoke\")\n      Stop\n   death2:\n    BLOO E 30\n\tTNT1 A 0 A_PlaySound(\"weapons/grenexplode\", CHAN_ITEM, 1.0, 0, 0.5)\n    TNT1 A 2 A_SpawnItemEx(\"HEExplode\")\n\tTNT1 A 0 A_explode(200, 150)\n\tTNT1 A 0 A_RadiusThrust(200, 150, RTF_AFFECTSOURCE)\n\t  TNT1 A 0 A_SetTranslucent (0.85,1)\n\t  TNT1 A 0 A_burst(\"gunsmoke\")\n      Stop\n  }\n}\nActor HEMISFIRE: HEExplode\n{\nRadius 4\n\tHeight 4\n\tSpeed 15\n\tscale 0.5\n\tDamage 1\n\tgravity 0.6\n\tProjectile\n\t-NOGRAVITY\n    Obituary \"%o stood too close to %k's suicide.\"\nStates\n\t{\n\tSpawn:\n\t  SPLO A 2 bright\n\t  goto death\n\tDeath:\n\t    TNT1 A 0 A_explode(280, 192)\n\t    TNT1 A 0 A_burst(\"gunsmoke\")\n\t\tSPLO BC 4 bright\n\t\tSPLO DEFGH 4 Bright A_fadeout(0.3)\n\t\tStop\n\t}\n\t}\nActor PipeBomb1\n{\n    Radius 4\n\tHeight 4\n\tSpeed 14\n\tscale 0.5\n\tDamage 5\n\tgravity 0.6\n\tProjectile\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+CANBOUNCEWATER\n\t+FLOORCLIP\n\t+EXTREMEDEATH\n\tBounceFactor 0.7\n\twallBounceFactor 0.3\n    ReactionTime 48\n\tseesound \"weapons/pipebounce\"\n   Obituary \"%o catches %k's hot potato.\"\n    States\n  {\n  Spawn:\n    PBOM A 0\n    PBOM A 1  A_PlaySound(\"weapons/fuseloop\", CHAN_ITEM, 1.0)\n\tPBOM A 1  A_Countdown\n    PBOM BCDEF 2 A_Countdown\n\tGoto Spawn\n  Death:\n    TNT1 A 2 A_SpawnItemEx(\"HEExplode\")\n\tTNT1 A 0 A_PlaySound(\"weapons/grenexplode\", CHAN_ITEM, 1.0, 0, 0.5)\n\tTNT1 A 0 A_explode(128, 192)\n\t  TNT1 A 0 A_SetTranslucent (0.85,1)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_burst(\"gunsmoke\")\n    Stop\n  }\n}\nActor Pipebomb2 : Pipebomb1 { Speed 16  ReactionTime 40}\nActor Pipebomb3 : Pipebomb1 { Speed 18 ReactionTime 36}\nActor Pipebomb4 : Pipebomb1 { Speed 20 ReactionTime 32}\nActor Pipebomb5 : Pipebomb1 { Speed 22 ReactionTime 28}\nActor Pipebomb6 : Pipebomb1 { Speed 24 ReactionTime 24}\nActor Pipebomb7 : Pipebomb1 { Speed 26 ReactionTime 20}\nActor Pipebomb8 : Pipebomb1 { Speed 28 ReactionTime 16}\nActor Pipebomb9 : Pipebomb1 { Speed 30 ReactionTime 12}\nActor Pipebomb10 : Pipebomb1 { Speed 32 ReactionTime 8}\nActor Pipebomb11 : Pipebomb1 { Speed 34 ReactionTime 4}\n\nACTOR TripPipe\n{\n   Radius 16\n   Height 8\n   Mass 1000000\n   Health 10\n   Damage 1\n   SeeSound \"weapons/tripplace\"\n   deathsound \"weapons/tripwire\"\n   DONTHURTSHOOTER\n   Speed 0\n   scale 0.5\n   +NOBLOOD\n   +SHOOTABLE\n   +EXTREMEDEATH\n   +THRUSPECIES\n   +CANBOUNCEWATER\n   +FLOORCLIP\n   +MISSILE\n   Obituary \"%o tripped over %k's wire.\"\n   States\n   {\n   Spawn:\n      TBOM A 0 A_Gravity\n      TBOM A 5\n      Loop\n   Xdeath:\n      TBOM A 15 a_scream\n   Death:\n    TNT1 A 2 A_SpawnItemEx(\"HEExplode\")\n\tTNT1 A 0 A_PlaySound(\"weapons/grenexplode\", CHAN_ITEM, 1.0, 0, 0.5)\n\tTNT1 A 0 A_explode(128, 192)\n\tTNT1 A 0 A_SetTranslucent (0.85,1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_burst(\"gunsmoke\")\n    Stop\n   }\n}\nACTOR AshesFirebomb: rocket replaces rocket\n{\n  Radius 2\n  Height 2\n  Speed 30\n  Damage (random(80,120))\n  Projectile\n  DamageType Fire\n  decal \"scorch\"\n  -NOGRAVITY\n  +RANDOMIZE\n  +ROCKETTRAIL\n  Gravity 0.20\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"master/molotov\"\n  Obituary \"%o was reduced to ashes by %k.\"\n  Alpha 0.60\n  renderstyle add\n  States\n  {\n  Spawn:\n    MISL A 2 bright\n\tMISL B 2 bright A_SpawnItem (\"LeakFlame\",8+random(-5,5),8+random(-5,5),0,0)\n    Loop\n  Death:\n    BFE1 AAAAAAAAAAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random(0,360), 2, random(-90,90))\n    MISL C 4 bright\n    MISL D 4 bright A_explode(60, 96)\n    MISL E 4 bright\n\tMISL F 4 bright\n\tMISL G 5 bright\n\t  MISL HIJ 5 A_fadeout(0.3)\n\t  TNT1 A 0\n\tstop\n  }\n}\nActor FireStream\n{\n  Radius 8\n  Height 6\n  Speed 15\n  Damage 4\n  Projectile\n  DamageType Fire\n  renderstyle add\n  Alpha 0.9\n  seesound \"weapons/flamestream\"\n  deathsound \"weapons/flamestream\"\n  decal \"scorch\"\n  Obituary \"%o was burned to death by %k.\"\n  +NOEXTREMEDEATH\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n    TNT1 A 2\n    STRM AAABCDEFGHIJKLMNOP 1 bright A_CustomMissile (\"FireSmoke\", 0, 0, random (0, 360), 2, random (0, 180))\n\tstop\n  Death:\n    STRM J 2 bright A_SpawnItem (\"GasSpark\")\n    STRM KLMNOP 2 bright  A_CustomMissile (\"FireSmoke\", 0, 0, random (0, 360), 2, random (0, 180))\n    Stop\n  }\n}\nACTOR GunSmokeSpawner\n{\n\tSpeed 20\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 AA 0 A_CustomMissile (\"GunSmoke\", 0, 0, random (0, 360), 2, random (0, 180))\n        Stop\n\t}\n}\nACTOR GunSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+MISSILE\n\tSpeed 1\n\tRenderStyle Add\n\tAlpha\t\t0.4\n\t+CLIENTSIDEONLY\n\tRadius\t\t0\n\tHeight\t\t0\n\tScale\t\t0.4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSMKE AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKK 1 A_FadeOut(0.004)\n\t\tStop\n\t}\n}\nActor FireSmoke: Gunsmoke\n{\nRenderStyle translucent\nalpha 0.3\nscale 0.3\n}\nActor GenericDebris\n{\n\n\t+MISSILE\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DROPOFF\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOTDMATCH\n\t+GHOST\n\t+DONTSPLASH\n\tRadius 1\n\tHeight 1\n\tMass 10\n\tDamage 0\n}\nActor LeakFlame: Genericdebris\n{\n+NOINTERACTION\nRenderStyle Translucent\nAlpha 0.8\nscale 0.4\nspeed 10\nStates\n\t{\nSpawn:\n\t\tLEAK ABCDEFGH 3 bright\n\t\tStop\n\t}\n\t}\n\nactor NapalmDebris\n{\n  health 5\n  radius 2\n  height 2\n  Speed 15\n  Scale 0.4\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n  //RENDERSTYLE ADD\n  states\n  {\n  Spawn:\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 20 bright\n    FSPK A 200 bright A_LowGravity\n    stop\n    FSPK B 20 bright\n    FSPK B 200 bright A_LowGravity\n    stop\n    FSPK C 20 bright\n    FSPK C 200 bright A_LowGravity\n    stop\n    FSPK D 20 bright\n    FSPK D 200 bright A_LowGravity\n    stop\n    FSPK E 20 bright\n    FSPK E 200 bright A_LowGravity\n    stop\n  Death:\n    FSPK A 1\n    stop\n  }\n}\nActor GasSpark: NapalmDebris\n{\n speed 1\n scale 0.8\n renderstyle add\n -NOBLOCKMAP\n states\n  {\n  Spawn:\n   GPRK ABCDEFGHIJKLMNOP 3 bright\n   stop\n   }\n   }\nACTOR pistolCasingSpawner : GenericDebris\n{\n\tSpeed 15\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"pistolCasing\",0,0,random(-100,-130),10,random(20,45))\n\t\tStop\n\t}\n}\nACTOR rifleCasingSpawner : GenericDebris\n{\n\tSpeed 15\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"rifleCasing\",0,0,random(-100,-130),10,random(20,45))\n\t\tStop\n\t}\n}\nACTOR shellCasingSpawner : GenericDebris\n{\n\tSpeed 5\n\t+NOINTERACTION\n\t-NOBLOCKMAP\n\t-NOGRAVITY\n\t+Randomize\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"shellCasing\",0,0,random(-140,-170),10,random(35,55))\n\t\tStop\n\t}\n}\nACTOR LanternGlow : GenericDebris\n{\n\tSpeed 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\nACTOR LanternGlow2 : LanternGlow\n{\n}\nActor GrizzlySpawner: shellcasingspawner\n{\n  speed 15\n}\nACTOR pistolCasing : GenericDebris\n{\n\t-NOBLOCKMAP\n\t-NOGRAVITY\n\t+Randomize\n\tRadius 3\n\tHeight 3\n\tSpeed 6\n\tbouncetype \"doom\"\n\tbouncesound \"misc/casing\"\n\tBounceFactor 0.5\n\tScale .2\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tCAS1 ABCDEFGH 1\n\t\tGoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\",\"death3\",\"death4\",\"death5\",\"death6\")\n\tDeath1:\n\t\tCAS1 I 500\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tCAS1 J 500\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath3:\n\t\tCAS1 K 500\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath4:\n\t\tCAS1 L 500\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath5:\n\t\tCAS1 M 500\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath6:\n\t\tCAS1 N 500\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nACTOR rifleCasing : GenericDebris\n{\n\t-NOBLOCKMAP\n\t-NOGRAVITY\n\t+Randomize\n\tRadius 3\n\tHeight 3\n\tSpeed 6\n    bouncetype \"doom\"\n\tbouncesound \"misc/shellhit\"\n\tBounceFactor 0.5\n\tScale .3\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tRCAS ABCDEFGH 1\n\t\tGoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\",\"death3\",\"death4\",\"death5\",\"death6\")\n\tDeath1:\n\t\tRCAS I 500\n\t\tRCAS I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tRCAS J 500\n\t\tRCAS I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath3:\n\t\tRCAS K 500\n\t\tRCAS I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath4:\n\t\tRCAS L 500\n\t\tRCAS I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath5:\n\t\tRCAS M 500\n\t\tRCAS I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath6:\n\t\tRCAS N 500\n\t\tRCAS I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nACTOR shellCasing : GenericDebris\n{\n\t-NOBLOCKMAP\n\t-NOGRAVITY\n\t+Randomize\n\tRadius 3\n\tHeight 3\n\tSpeed 6\n\tbouncetype \"doom\"\n\tbouncesound \"misc/shellhit\"\n\tBounceFactor 0.5\n\tScale .2\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tSCAS ABCDEFGH 1\n\t\tGoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\")\n\tDeath1:\n\t\tSCAS A 500\n\t\tSCAS A 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tSCAS E 500\n\t\tSCAS E 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nACTOR CrowbarPuff: bulletpuff\n{\n  +NOBLOCKMAP\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +NOEXTREMEDEATH\n  +NOGRAVITY\n  RenderStyle Translucent\n  Alpha 0.5\n  scale 0.6\n  Mass 100\n  attacksound \"weapons/crowbarmiss\"\n  activesound \"weapons/crowbarswing\"\n  States\n  {\n  Spawn:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/crowbarmiss\")\n    CPUF A 4 Bright\n    CPUF B 3\n\tstop\n  Crash:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/crowbarmiss\")\n    CPUF CDDEE 2 A_FadeOut(0.05)\n    Stop\n  Melee:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/crowbarhit\")\n    CPUF CDDEE 2 A_FadeOut(0.05)\n    Stop\n  }\n}\nACTOR Hammerslam: bulletpuff\n{\n  +NOBLOCKMAP\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +NOEXTREMEDEATH\n  +NOGRAVITY\n  RenderStyle Translucent\n  Alpha 0.5\n  scale 0.6\n  Mass 100\n  attacksound \"weapons/crowbarmiss\"\n  States\n  {\n  Spawn:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/crowbarmiss\")\n    CPUF A 4 Bright\n    CPUF B 3\n\tstop\n  Crash:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/crowbarmiss\")\n    CPUF CDDEE 2 A_FadeOut(0.05)\n    Stop\n  Melee:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/crowbarhit\")\n    CPUF CDDEE 2 A_FadeOut(0.05)\n    Stop\n  }\n}\nACTOR KnifePuff: crowbarpuff\n{\n  attacksound \"weapons/knifemiss\"\n  activesound \"weapons/knifeswing\"\n   States\n  {\n  Spawn:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/knifemiss\")\n    CPUF A 4 Bright\n    CPUF B 3\n\tstop\n  Crash:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/knifemiss\")\n    CPUF CDDEE 2 A_FadeOut(0.05)\n    Stop\n  Melee:\n    CPUF A 0\n    CPUF C 2 A_PlaySound(\"weapons/knifehit\")\n    CPUF CDDEE 2 A_FadeOut(0.05)\n    Stop\n  }\n}\nActor Hitpuff: bulletpuff replaces bulletpuff\n{\n  +NOBLOCKMAP\n  +ALLOWPARTICLES\n  +NOGRAVITY\n  +RANDOMIZE\n  +NOEXTREMEDEATH\n  RenderStyle Translucent\n  Alpha 0.8\n  scale 0.5\n  Mass 100\n  VSPEED 0\n  seeSound \"misc/fleshhit\"\n  attacksound \"misc/ricochet\"\n  States\n  {\n  Spawn:\n    CPUF A 1 A_PlaySound(\"misc/fleshhit\")\n    CPUF A 2 Bright\n    CPUF B 3\n  Melee:\n    CPUF A 1 A_PlaySound(\"misc/fleshhit\")\n    CPUF CCCDDDEEE 1 A_FadeOut(0.07)\n    Stop\n  }\n}\nActor Musketpuff: hitpuff\n{\n+FORCEPAIN\n}\nActor CanneryReplacer : RandomSpawner replaces Healthbonus\n{\nDropItem \"FoodTin1\"\nDropItem \"FoodTin2\"\nDropItem \"FoodTin3\"\nDropItem \"FoodTin4\"\n}\nACTOR FoodTin1 : Stimpack\n{\n  Inventory.Amount 2\n  Inventory.PickupMessage \"Got the Food.\"\n  Inventory.PickupSound \"items/foodpickup\"\n  Inventory.MaxAmount 200\n  scale 0.4\n  States\n  {\n  Spawn:\n    BON1 A 20\n\tBON1 A 5 bright\n    loop\n  }\n}\nActor FoodTin2 : FoodTin1\n{\n  States\n {\n  Spawn:\n    BON1 B 20\n\tBON1 B 5 bright\n    loop\n  }\n}\nActor FoodTin3 : FoodTin1\n{\n States\n {\n  Spawn:\n    BON1 C 20\n\tBON1 C 5 bright\n    loop\n  }\n}\nActor FoodTin4 : FoodTin1\n{\n States\n {\n  Spawn:\n    BON1 D 20\n\tBON1 D 5 bright\n    loop\n  }\n}\nACTOR Painkillers : Stimpack replaces Stimpack\n{\n  Inventory.Amount 15\n  Inventory.PickupSound \"items/pilluse\"\n  Inventory.PickupMessage \"Got the painkillers.\"\n  scale 0.4\n  States\n  {\n  Spawn:\n    STIM A -1\n    Stop\n  }\n}\nACTOR ArmorScrap : Armorbonus replaces Armorbonus\n{\n  armor.maxsaveamount 200\n  armor.savepercent 40\n  armor.saveamount 1\n  scale 0.5\n  inventory.icon \"BON2A0\"\n  -INVENTORY.ALWAYSPICKUP\n  -countitem\n  Inventory.PickupSound \"items/shardpickup\"\n  Inventory.PickupMessage \"Got the armor scrap.\"\n  states\n  {\n  Spawn:\n    BON2 A -1\n\tstop\n  }\n}\nACTOR ArmorLeather : Armorscrap replaces greenarmor\n{\n  armor.maxsaveamount 100\n  armor.savepercent 40\n  armor.saveamount 50\n  inventory.icon \"ARM1A0\"\n  scale 1\n  Inventory.PickupSound \"items/armorpickup\"\n  -INVENTORY.ALWAYSPICKUP\n  -COUNTITEM\n  Inventory.PickupMessage \"Got the Leather Armor.\"\n  states\n  {\n  Spawn:\n    ARM1 A -1\n\tstop\n  }\n}\nActor AmmoPack: Backpackitem replaces Backpack\n{\n  Height 26\n  Inventory.PickupMessage \"Got the ammo pack.\"\n  Inventory.PickupSound \"items/armorpickup\"\n  States\n  {\n  Spawn:\n    BPAK A 10\n    BPAK A 10 Bright\n    loop\n  }\n}\nACTOR Ashesmap : MapRevealer replaces Allmap\n{\n  +COUNTITEM\n  +INVENTORY.FANCYPICKUPSOUND\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  scale 0.8\n  Inventory.PickupSound \"items/armorpickup\"\n  Inventory.PickupMessage \"Got the area map.\"\n  States\n  {\n  Spawn:\n    PMAP A 10\n\tPMAP A 10 Bright\n    loop\n  }\n}\nACTOR ArmorCombat : Armorscrap replaces bluearmor\n{\n  armor.maxsaveamount 200\n  armor.savepercent 40\n  armor.saveamount 100\n  inventory.icon \"ARM2A0\"\n  scale 1\n  Inventory.PickupSound \"items/armorpickup\"\n  -INVENTORY.ALWAYSPICKUP\n  -COUNTITEM\n  Inventory.PickupMessage \"Got the Metal Armor.\"\n  states\n  {\n  Spawn:\n    ARM2 A -1\n\tstop\n  }\n}\nACTOR Firstaid : Healthpickup replaces Medikit\n{\n\tHealth 25\n\t+COUNTITEM\n\t+INVENTORY.FANCYPICKUPSOUND\n\t+INVBAR\n\tInventory.Interhubamount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"INVMA0\"\n\t+Inventory.PickupFlash\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"Got the First-aid kit.\"\n\tTag \"Medical Kit\"\n\tHealthPickup.Autouse 1\n\tinventory.usesound \"items/mediuse\"\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tMEDI A 10\n\t\tMEDI A 10 bright\n\t\tloop\n\t}\n}\nACTOR Batteries : Ammo\n{\n Inventory.Amount 99\n Inventory.MaxAmount 99\n Ammo.BackpackAmount 99\n Ammo.BackpackMaxAmount 99\n Inventory.Icon \"LANTA0\"\n Inventory.PickupSound \"items/ammopickup\"\n Inventory.PickupMessage \"Got the battery pack.\"\n scale 0.5\n +ignoreskill\n States\n {\n Spawn:\n  LANT A -1\n  Stop\n }\n}\nACTOR StimHealthUp : PowerupGiver\n{\n  +INVENTORY.INTERHUBSTRIP\n  +INVENTORY.AUTOACTIVATE\n  Inventory.PickupMessage \" \"\n  Tag \" \"\n  Powerup.Duration -30\n  Powerup.Color None\n  Powerup.Type Regeneration\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Loop\n  }\n}\nActor Purgeeffect : PowerupGiver\n{\n  Powerup.Type \"powerironfeet\"\n  Powerup.Duration -30\n  Powerup.Color 180, 180, 64, 0.125\n  States\n  {\n  Spawn:\n    TNT1 A 11\n    LOOP\n  }\n}\nACTOR Powerrage : PowerupGiver replaces Berserk\n{\n  +COUNTITEM\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.FANCYPICKUPSOUND\n  +Inventory.InvBar\n  Powerup.Duration -30\n  Powerup.Color 255, 0, 0, 0.125\n   Inventory.MaxAmount 10\n  Inventory.Interhubamount 10\n  Inventory.Icon \"INVFA0\"\n   Inventory.PickupMessage \"Got the BRUTE Stim. \"\n   inventory.usesound \"items/stimuse3\"\n  Tag \"BRUTE Stim\"\n  Powerup.Type \"PowerDoubleFiringSpeed\"\n   Scale 0.75\n  States\n  {\n Spawn:\n    PSTR A 10\n\tPSTR A 10 Bright\n    LOOP\n  }\n}\nActor RegenStimpack : PowerupGiver replaces soulsphere\n{\n  Inventory.PickupMessage \"Got the REGEN Stim.\"\n  Powerup.Type Regeneration\n  Powerup.Duration -30\n  Inventory.MaxAmount 10\n  Inventory.Interhubamount 10\n  Inventory.Icon \"INVRA0\"\n  +Inventory.InvBar\n  +CountItem\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.FANCYPICKUPSOUND\n  inventory.usesound \"items/stimuse\"\n  Tag \"REGEN Stim\"\n  Scale 0.75\n  States\n  {\n  Spawn:\n    SOUL A 10\n\tSOUL A 10 Bright\n    LOOP\n  }\n}\nActor PurgeStimpack : CustomInventory replaces radsuit\n{\n  Inventory.PickupMessage \"Got the PURGE Stim.\"\n  Inventory.MaxAmount 10\n  Inventory.Interhubamount 10\n  Inventory.Icon \"INVPA0\"\n  +Inventory.InvBar\n  +CountItem\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.FANCYPICKUPSOUND\n  inventory.usesound \"items/stimuse2\"\n  Tag \"PURGE Stim\"\n  Scale 0.8\n  States\n  {\n  Spawn:\n    SUIT A 10\n\tSUIT A 10 Bright\n    LOOP\n  Use:\n    TNT1 A 0 A_GiveInventory(\"Powerironfeet\")\n\tTNT1 A 0\n\tstop\n  }\n}\nACTOR fortyfiveAmmo : Ammo replaces Clip\n{\n Inventory.Amount 6\n Inventory.MaxAmount 90\n Ammo.BackpackAmount 12\n Ammo.BackpackMaxAmount 180\n Inventory.Icon \"CLIPA0\"\n Inventory.PickupSound \"items/ammopickup\"\n Inventory.PickupMessage \"Got the heavy bullets.\"\n scale 0.5\n +ignoreskill\n\n States\n {\n Spawn:\n  CLIP A -1\n  Stop\n }\n}\nACTOR NineMilAmmo : Ammo replaces Clipbox\n{\n Inventory.Amount 48\n Inventory.MaxAmount 192\n Ammo.BackpackAmount 48\n Ammo.BackpackMaxAmount 320\n Inventory.Icon \"AMMOA0\"\n Inventory.PickupSound \"items/ammopickup\"\n Inventory.PickupMessage \"Got the light bullets.\"\n scale 0.5\n\n States\n {\n Spawn:\n  AMMO A -1\n  Stop\n }\n}\nACTOR Shotgunammo : Ammo replaces Shell\n{\n Inventory.Amount 4\n Inventory.MaxAmount 48\n Ammo.BackpackAmount 8\n Ammo.BackpackMaxAmount 72\n Inventory.PickupSound \"items/ammopickup\"\n Inventory.Icon \"SBOXA0\"\n Inventory.PickupMessage \"Got the shotgun shells.\"\n scale 0.4\n  +ignoreskill\n States\n {\n Spawn:\n  SHEL A -1\n  Stop\n }\n}\nACTOR Shotgunbox : Shotgunammo replaces Shellbox\n{\n  Inventory.Amount 18\n  Inventory.PickupMessage \"Got the box of shells.\"\n  scale 0.7\n   -ignoreskill\n States\n {\n Spawn:\n  SBOX A -1\n  Stop\n }\n}\nACTOR PipeAmmo : Ammo\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 8\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 16\n   Inventory.PickupSound \"items/ammopickup\"\n   Inventory.PickupMessage \"Got the Pipebomb.\"\n   Inventory.Icon \"ROCKA0\"\n   Scale 0.5\n   +IGNORESKILL\n   States\n   {\n   Spawn:\n      ROCK A -1\n      Loop\n   }\n}\nACTOR Napalmammo: Ammo replaces RocketBox\n{\n  Inventory.Amount 12\n   Inventory.MaxAmount 48\n   Ammo.BackpackAmount 12\n   Ammo.BackpackMaxAmount 72\n   Inventory.PickupSound \"items/ammopickup\"\n   Inventory.Icon \"BROKA0\"\n  Inventory.PickupMessage \"Got the fuel canister.\"\n  scale 0.8\n States\n {\n Spawn:\n  BROK A -1\n  Stop\n }\n}\nACTOR Slugammo: Ammo replaces Cell\n{\n  Inventory.Amount 6\n   Inventory.MaxAmount 60\n   Ammo.BackpackAmount 12\n   Ammo.BackpackMaxAmount 120\n   Inventory.PickupSound \"items/ammopickup\"\n   Inventory.Icon \"CELLA0\"\n  Inventory.PickupMessage \"Got the slugs.\"\n  scale 0.5\n  +ignoreskill\n States\n {\n Spawn:\n  CELL A -1\n  Stop\n }\n}\nACTOR Thumperammo: Ammo replaces Cellpack\n{\n  Inventory.Amount 4\n   Inventory.MaxAmount 12\n   Ammo.BackpackAmount 2\n   Ammo.BackpackMaxAmount 18\n   Inventory.PickupSound \"items/ammopickup\"\n   Inventory.Icon \"CELPA0\"\n  Inventory.PickupMessage \"Got the H.E. Grenades.\"\n  scale 0.5\n States\n {\n Spawn:\n  CELP A -1\n  Stop\n }\n}\nACTOR lightlit : Ammo\n{\n Inventory.MaxAmount 1\n Ammo.BackPackMaxAmount 1\n +IGNORESKILL\n}\nACTOR revolverloaded : Ammo\n{\n Inventory.MaxAmount 6\n Ammo.BackPackMaxAmount 6\n +IGNORESKILL\n}\nACTOR Glockloaded : Ammo\n{\n Inventory.MaxAmount 16\n Ammo.BackPackMaxAmount 16\n +IGNORESKILL\n}\nACTOR Shotgunfired : Ammo\n{\n Inventory.MaxAmount 2\n  Ammo.BackPackMaxAmount 2\n +IGNORESKILL\n}\nACTOR Shotgunsingle : Ammo\n{\n Inventory.MaxAmount 1\n  Ammo.BackPackMaxAmount 1\n +IGNORESKILL\n}\nACTOR grizzlyfired : Ammo\n{\n Inventory.MaxAmount 6\n Ammo.BackpackMaxAmount 6\n +IGNORESKILL\n}\nACTOR Ingramloaded: Ammo\n{\n Inventory.MaxAmount 32\n Ammo.BackPackMaxAmount 32\n +IGNORESKILL\n }\nACTOR NapalmLoaded : Ammo\n{\n Inventory.MaxAmount 6\n +IGNORESKILL\n}\nACTOR PipeCharge : Inventory\n{\n   Inventory.MaxAmount 21\n}\nACTOR MusketLoaded : Ammo\n{\n Inventory.MaxAmount 1\n Ammo.BackPackMaxAmount 1\n +IGNORESKILL\n}\nACTOR thumperfired : Ammo\n{\n Inventory.MaxAmount 1\n +IGNORESKILL\n}\nActor ScopeCheck: Inventory\n{\n   Inventory.MaxAmount 1\n}\nACTOR BootknifeLantern : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  attacksound \"weapons/knifehit\"\n  States\n  {\n  Ready:\n    KNIF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 a_lower\n    loop\n  Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"Lantern\")\n    goto deselect\n  Fire:\n    KNIF A 0\n\tgoto deselect\n\t}\n}\nACTOR BootknifeRevolver : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  attacksound \"weapons/knifehit\"\n  States\n  {\n  Ready:\n    KNIF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 a_lower\n    loop\n  Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"revolver\")\n    goto deselect\n  Fire:\n    KNIF A 0\n\tgoto deselect\n\t}\n}\nACTOR BootknifeGlock : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  attacksound \"weapons/knifehit\"\n  States\n  {\n  Ready:\n    KNIF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 a_lower\n    loop\n  Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"glock\")\n    goto deselect\n  Fire:\n    KNIF A 0\n\tgoto deselect\n\t}\n}\nACTOR BootknifeSawedoff : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n   attacksound \"weapons/knifehit\"\n  States\n  {\n  Ready:\n    KNIF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 a_lower\n    loop\n  Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"sawedoff\")\n    goto deselect\n  Fire:\n    KNIF A 0\n\tgoto deselect\n\t}\n}\nACTOR Bootknifegrizzly : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n   attacksound \"weapons/knifehit\"\n  States\n  {\n  Ready:\n    KNIF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 a_lower\n    loop\n  Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"pumpaction\")\n    goto deselect\n  Fire:\n    KNIF A 0\n\tgoto deselect\n\t}\n}\nACTOR Bootknifeingram : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n    attacksound \"weapons/knifehit\"\n    States\n   {\n   Ready:\n   KNIF A 1 A_WeaponReady\n    Loop\n   Deselect:\n    TNT1 A 1 a_lower\n    loop\n    Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"ingram\")\n    goto deselect\n    Fire:\n    KNIF A 0\n \tgoto deselect\n\t}\n  }\nACTOR Bootknifeingram2 : bootknifeingram\n{\n    States\n   {\n   Ready:\n   KNIF A 1 A_WeaponReady\n    Loop\n   Deselect:\n    TNT1 A 1 a_lower\n    loop\n    Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"ingram2\")\n    goto deselect\n    Fire:\n    KNIF A 0\n \tgoto deselect\n\t}\n  }\nACTOR BootknifeThumper : Weapon\n{\n  Weapon.Kickback 100\n  Obituary \"%o was shived by %k.\"\n  +WEAPON.MELEEWEAPON\n  +AMMO_OPTIONAL\n  +CHEATNOTWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  attacksound \"weapons/knifehit\"\n  States\n  {\n  Ready:\n    KNIF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 a_lower\n    loop\n  Select:\n    KNIF AAAAAA 0 A_raise\n    KNIF ABCD 1\n\tTNT1 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"knifePuff\", 80)\n\tKNIF EFG 1\n\tKNIF G 0 A_selectweapon(\"thumper\")\n    goto deselect\n  Fire:\n    KNIF A 0\n\tgoto deselect\n\t}\n}\nACTOR Crowbar : Weapon replaces fist\n{\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 100\n  Obituary \"%o's melon was split by %k.\"\n  Tag \"Crow-bar\"\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  +NOALERT\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  weapon.slotnumber 1\n  States\n  {\n  Ready:\n    CROW A 1 A_WeaponReady\n    Loop\n  Deselect:\n    CROW A 0 A_lower\n    CROW A 1 A_Lower\n    Loop\n  Select:\n    CROW A 1 A_Raise\n\tCROW A 0 A_Raise\n    Loop\n   Fire:\n    CROW NOPQ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tgoto Downswing\n   Downswing:\n    TNT1 A 8\n\tCROW RSTU 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tCROW A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"CrowbarPuff\", 90)\n\tCROW VWXY 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 5 a_refire(\"upswing\")\n\tCROR CBA 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tgoto ready\n   Upswing:\n    TNT1 A 8\n    CRO2 ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tCRO2 A 0 A_CustomPunch(random(3, 6) * 5, TRUE, 0, \"CrowbarPuff\", 90)\n\tCRO2 DEFGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 5 a_refire(\"downswing\")\n\tCROW QPON 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tgoto ready\n   Altfire:\n    CROR ABC 2\n\tTNT1 A 5\n\tCROW BBCCCD 1\n\tCROW E 1 A_CustomPunch(random(6, 12) * 5, TRUE, 0, \"CrowbarPuff\", 90)\n\tCROW FGHI 1\n\tTNT1 A 8\n\tCROW QPON 2\n\tCROW A 1\n    CROW A 1 A_ReFire\n    Goto Ready\n  }\n}\nactor Lantern: weapon replaces infrared\n{\n   Weapon.SelectionOrder 5000\n   Weapon.AmmoUse1 1\n   Weapon.AmmoGive1 100\n   Weapon.AmmoType1 \"Batteries\"\n   weapon.slotnumber 0\n   Inventory.Pickupmessage \"Got a Solar Lantern!\"\n   Tag \"Solar Lantern\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   Weapon.BobStyle Alpha\n   Weapon.BobSpeed 1.5\n   Weapon.BobRangeX .2\n   Weapon.BobRangeY .5\n   +WEAPON.WIMPY_WEAPON\n   +NOALERT\n   +NOAUTOFIRE\n   +IGNORESKILL\n   +AMMO_OPTIONAL\n   scale 0.7\n   States\n  {\n Ready:\n  TNT1 A 0 a_JumpIfInventory(\"lightlit\",1,3)\n  SOLR A 1 A_WeaponReady\n  SOLR A 0 ACS_Execute(905)\n  Loop\n  SOLR A 0 a_JumpIfInventory(\"batteries\",1,1)\n  goto unlight\n  SOLR B 1 BRIGHT A_WeaponReady\n  SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n  SOLR B 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n  SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n  SOLR B 0 A_jump(20,2)\n  SOLR A 0 A_spawnitemex(\"lanternglow2\",0,0,8,0)\n  SOLR B 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n  SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n   SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n  SOLR B 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n   SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n  SOLR B 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n   SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n  SOLR B 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n   SOLR A 0 A_spawnitemex(\"lanternglow\",0,0,8,0)\n  SOLR B 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n  SOLR B 0 A_jump(220,2)\n  SOLR A 0 A_takeinventory(\"batteries\",1)\n  SOLR A 0 A_checkreload\n  loop\n Deselect:\n  SOLR A 0 A_lower\n  SOLR A 1 A_Lower\n  Loop\n Select:\n  LANT A 0 A_TakeInventory(\"Bootknifelantern\")\n  SOLR A 1 A_Raise\n  CROW A 0 A_Raise\n  Loop\n Fire:\n  TNT1 A 0 a_JumpIfInventory(\"lightlit\",1,\"unlight\")\n  Goto light\n Unlight:\n  SOLR A 1 A_takeinventory(\"lightlit\",1)\n  goto ready\n light:\n  SOLR A 0 A_PlayWeaponSound(\"weapons/lanternclick\")\n  SOLR A 1 A_giveinventory(\"lightlit\",1)\n  goto ready\n Altfire:\n    TNT1 A 0 A_Giveinventory(\"Bootknifelantern\")\n    SOLR A 1 A_selectWeapon(\"Bootknifelantern\")\n    goto ready\n Spawn:\n  LANT A -1\n  Stop\n }\n}\nactor PileBunker: Weapon replaces chainsaw\n{\n  Weapon.Kickback 300\n  Weapon.SelectionOrder 2200\n  Weapon.UpSound \"weapons/hammerup\"\n  Weapon.ReadySound \"weapons/hammeridle\"\n  Inventory.PickupMessage \"Got the Pile Bunker!\"\n  Obituary \"%o accepts %k's shaft.\"\n  weapon.slotnumber 1\n  scale 0.8\n  Decal \"BulletChip\"\n  Tag \"Pile Bunker\"\n  +WEAPON.MELEEWEAPON\n   States\n  {\n  Ready:\n    HAMM ABCDCB 2 A_WeaponReady\n    Loop\n  Deselect:\n    HAMM A 1 A_Lower\n    Loop\n  Select:\n    HAMM A 1 A_Raise\n    Loop\n  Fire:\n    HAMM E 1  A_PlayWeaponSound(\"weapons/Hammerattack\")\n\tHAMM F 1 A_CustomPunch(random(2, 4) * 5, TRUE, 0, \"Hammerslam\", 90)\n\t TNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",15,0,15,0)\n\tHAMM GHE 1\n    HAMM H 0 A_ReFire\n\tHAMM HIHEABCDCB 2\n    Goto Ready\n  AltFire:\n    HAMM E 1  A_PlayWeaponSound(\"weapons/Hammerovercharge\")\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",15,0,15,0)\n\tHAMM IHEI 1\n\tHAMM H 1 A_refire\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",15,0,15,0)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",15,0,15,0)\n\tHAMM F 0 A_CustomPunch(random(4, 8) * 5, TRUE, 0, \"hammerslam\", 90)\n\tHAMM F 2 A_CustomPunch(random(4, 8) * 5, TRUE, 0, \"hammerslam\", 90)\n\tHAMM HIJKLMMNNLLKKJJA 1\n\tgoto ready\n  Spawn:\n    CSAW A -1\n    Stop\n  }\n}\nactor revolver: Weapon replaces pistol\n{\n Weapon.SelectionOrder 1900\n Weapon.AmmoUse1 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive2 6\n Weapon.AmmoType2 \"fortyfiveammo\"\n Weapon.AmmoType1 \"revolverloaded\"\n weapon.slotnumber 2\n Inventory.Pickupmessage \"Got the .45 revolver.\"\n Tag \".45 revolver\"\n Inventory.PickupSound \"items/gunspickup\"\n Obituary \"%o ran into %k's six-shooter.\"\n  Decal \"BulletChip\"\n   Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n +WEAPON.WIMPY_WEAPON\n weapon.upsound \"weapons/revolverup\"\n +AMMO_CHECKBOTH\n +NOALERT\n +NOAUTOFIRE\n scale 0.6\n States\n {\n Ready:\n  REVG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n Deselect:\n  REVG A 0 A_lower\n  REVG A 0 A_Lower\n  REVG A 1 A_Lower\n  Loop\n Select:\n  REVG A 0 A_TakeInventory(\"Bootkniferevolver\")\n  REVG A 1 A_Raise\n  REVG A 0 A_Raise\n  Loop\n Fire:\n  TNT1 A 0 a_JumpIfInventory(\"revolverLoaded\",1,\"FireReal\")\n  Goto Reload\n FireReal:\n  REVG B 1 A_PlayWeaponSound(\"weapons/pistol\")\n  REVF A 2 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light2\n  TNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(1,1,1,15,\"hitpuff\",1)\n  REVG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light0\n  REVF B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  REVF C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  REVG D 3 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n  REVG C 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n  TNT1 A 0 A_AlertMonsters\n  TNT1 A 0 A_checkreload\n  REVG A 1 a_refire\n  goto ready\n  hold:\n  TNT1 A 0 a_JumpIfInventory(\"revolverLoaded\",1,3)\n  REVG A 1 A_PlaySound(\"weapons/dryfire\", CHAN_ITEM)\n  REVG A 1 a_refire(\"empty\")\n  REVG A 0 a_refire(\"fire\")\n  goto ready\n   empty:\n  REVG A 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  GLOK A 0  a_refire(\"empty\")\n  goto ready\n Reload:\n\t\tREVG A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"revolverLoaded\",6,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"fortyfiveammo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n\t\tREVR AB 3 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/revolveropen\")\n\t\tREVR CDEFG 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tREVR H 10 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\n\tReloadLoop:\n\t\tTNT1 A 0 a_JumpIfInventory(\"revolverloaded\",6,\"ReloadDone\")\n\t\tTNT1 A 0 A_Giveinventory(\"revolverloaded\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"fortyfiveammo\",1)\n\t\tTNT1 A 0 a_JumpIfInventory(\"fortyfiveammo\",1,\"Reloadloop\")\n        Goto ReloadDone\n\tReloadDone:\n\t\tREVR IJK 3 A_WeaponReady(WRF_NOPRIMARY)\n\t\tREVR E 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tREVR D 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/revolverclose\")\n\t\tREVG EDCA 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGoto Ready\n Altfire:\n        TNT1 A 0 A_Giveinventory(\"BootknifeRevolver\")\n        REVG A 1 A_selectWeapon(\"BootknifeRevolver\")\n\t\tgoto ready\n Spawn:\n  PIST A -1\n  Stop\n }\n}\nactor Glock: Weapon\n{\n Weapon.SelectionOrder 2000\n Weapon.AmmoUse1 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive2 16\n Weapon.AmmoType2 \"NineMilammo\"\n Weapon.AmmoType1 \"GlockLoaded\"\n weapon.slotnumber 2\n Inventory.Pickupmessage \"Got the 9mm Autoloader.\"\n Inventory.PickupSound \"items/gunspickup\"\n Obituary \"%o ran into %k's gat.\"\n  Decal \"BulletChip\"\n   Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n +WEAPON.WIMPY_WEAPON\n weapon.upsound \"weapons/revolverup\"\n Tag \"9mm Autoloader\"\n +AMMO_CHECKBOTH\n +NOALERT\n +NOAUTOFIRE\n scale 0.6\n States\n {\n Ready:\n  GLOK A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n Deselect:\n  GLOK A 0 A_lower\n  GLOK A 0 A_Lower\n  GLOK A 1 A_Lower\n  Loop\n Select:\n  GLOK A 0 A_TakeInventory(\"Bootknifeglock\")\n  GLOK A 1 A_Raise\n  GLOK A 0 A_Raise\n  Loop\n Fire:\n  TNT1 A 0 a_JumpIfInventory(\"GlockLoaded\",1,\"FireReal\")\n  Goto Reload\n FireReal:\n  GLOK A 0 A_PlayWeaponSound(\"weapons/glock\")\n  GLOK B 2 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light2\n  TNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(1.7,1.7,-1,8,\"hitpuff\")\n  GLOK C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  GLOK A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_Light0\n  GLOK D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_AlertMonsters\n  TNT1 A 0 A_checkreload\n  GLOK A 1\n  GLOK A 0 a_refire\n  goto ready\n hold:\n  TNT1 A 0 a_JumpIfInventory(\"GlockLoaded\",1,3)\n  GLOK A 1  A_PlaySound(\"weapons/dryfire\", CHAN_ITEM)\n  GLOK A 1 a_refire(\"empty\")\n  GLOK A 0 a_refire(\"fire\")\n  goto ready\n empty:\n  GLOK A 1  A_WeaponReady(WRF_NOPRIMARY)\n  GLOK A 0  a_refire(\"empty\")\n  goto ready\n Reload:\n\t\tGLOK A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GlockLoaded\",16,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"NineMilammo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n\t    GLOK DE 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistolclipout\", CHAN_ITEM)\n\t\tGLOK FG 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 1\n\t\tGLOK HIJ 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGLOK K 5 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistolclipin\", CHAN_ITEM)\n\t\tGLOK LMNOOP 2 A_WeaponReady(WRF_NOPRIMARY)\n\tReloadLoop:\n\t\tTNT1 A 0 a_JumpIfInventory(\"Glockloaded\",16,\"ReloadDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"NineMilAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Glockloaded\",1)\n\t\tTNT1 A 0 a_JumpIfInventory(\"NineMilAmmo\",1,\"Reloadloop\")\n        Goto ReloadDone\n\tReloadDone:\n\t\tGLOK QRST 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 3\n\t\tGLOK GFED 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGoto Ready\n Altfire:\n        TNT1 A 0 A_Giveinventory(\"Bootknifeglock\")\n        GLOK A 1 A_selectWeapon(\"Bootknifeglock\")\n\t\tgoto ready\n Spawn:\n  GLPS A -1\n  Stop\n }\n}\nACTOR SawedOff : Weapon replaces SuperShotgun\n{\n  SpawnID 27\n  Weapon.Kickback 150\n  Weapon.SelectionOrder 1200\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 4\n  Weapon.AmmoType2 \"shotgunammo\"\n  Weapon.AmmoType1 \"shotgunfired\"\n  Weapon.BobStyle Alpha\n  Weapon.BobSpeed 1.5\n  Weapon.BobRangeX .2\n  Weapon.BobRangeY .5\n  Weapon.Kickback 120\n  Obituary \"%o chewed on %k's boomstick.\"\n  Tag \"Sawed-off Shotgun\"\n  weapon.slotnumber 3\n  scale 0.8\n  weapon.upsound \"weapons/sawedoffdeploy\"\n  Decal \"BulletChip\"\n  +AMMO_CHECKBOTH\n  +NOALERT\n  +weapon.meleeweapon\n  Inventory.Pickupmessage \"Got the Sawed-off shotgun!\"\n  Inventory.PickupSound \"items/gunspickup\"\n  States\n  {\n  Ready:\n  SAWN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n  Deselect:\n    SAWN A 1 A_Lower\n\tSAWN A 0 A_Lower\n\tSAWN A 0 A_Lower\n    Loop\n  Select:\n    SAWN A 0 A_TakeInventory(\"Bootknifesawedoff\")\n    SAWN A 1 A_Raise\n\tSAWN A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 a_JumpIfInventory(\"Shotgunfired\",1,\"FireReal\")\n    Goto Reload\n  FireReal:\n\tTNT1 A 0 A_PlayWeaponSound (\"weapons/shotgf\")\n\tTNT1 A 0 A_FireBullets (7, 7, 8, 6, \"hitpuff\")\n\tTNT1 A 0 a_JumpIfInventory(\"Shotgunfired\",1,9)\n    SAWF A 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light2\n\tTNT1 A 0 A_SetPitch(Pitch-1)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n    SAWF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SetPitch(Pitch-1)\n\tTNT1 A 0 A_jump(256, 8)\n\tSAWF C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light2\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_SetPitch(Pitch-1)\n    SAWF D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 A_SetPitch(Pitch-1)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tSAWF E 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+0.5)\n\tTNT1 A 0 A_AlertMonsters\n\tSAWF F 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+0.5)\n\tSAWF G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+1)\n\tPISG A 0 A_checkreload\n    SHTG A 0 A_JumpIfInventory(\"shotgunfired\",1,\"ready\")\n\tGoto Reload\n  Reload:\n    SAWN A 1 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_jumpifinventory(\"Shotgunammo\", 1, 1)\n\tgoto ready\n    TNT1 A 0 A_JumpIfInventory(\"shotgunfired\",2,\"Ready\")\n    TNT1 A 0 A_JumpIfInventory(\"shotgunsingle\",1,\"Work2\")\n   Work1:\n    TNT1 A 0 A_jumpifinventory(\"shotgunfired\",1,\"work3\")\n    SAWN A 2 A_WeaponReady(WRF_NOPRIMARY)\n    SAWR AAB 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffopen\")\n\tSAWR CD 2 A_WeaponReady(WRF_NOPRIMARY)\n    SAWR EFG 1 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_FireCustomMissile(\"shellCasingSpawner\",0,0,15,-3)\n\tTNT1 A 0 A_FireCustomMissile(\"shellCasingSpawner\",0,0,12,-3)\n\tSAWR H 12 A_WeaponReady(WRF_NOPRIMARY)\n    SAWR IJK 2 A_WeaponReady(WRF_NOPRIMARY)\n\tSAWR L 3 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffload\")\n\tgoto ReloadLoop\n  Work2:\n    SAWN A 2 A_WeaponReady(WRF_NOPRIMARY)\n    SAWR AB 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffopen\")\n\tSAWR CD 2 A_WeaponReady(WRF_NOPRIMARY)\n    SAWS EFG 1 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_FireCustomMissile(\"shellCasingSpawner\",0,0,15,-3)\n\tSAWR H 12 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_FireCustomMissile(\"shellCasingSpawner\",0,0,15,-3)\n    SAWR IJKL 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffload\")\n\tgoto ReloadLoop\n   Work3:\n    SAWN A 2 A_WeaponReady(WRF_NOPRIMARY)\n    SAWR AAB 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffopen\")\n\tSAWR CD 2 A_WeaponReady(WRF_NOPRIMARY)\n    SAWL EFG 1 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_FireCustomMissile(\"shellCasingSpawner\",0,0,15,-3)\n\tSAWL H 12 A_WeaponReady(WRF_NOPRIMARY)\n    SAWL IJK 2 A_WeaponReady(WRF_NOPRIMARY)\n\tSAWR L 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffload\")\n\tgoto ReloadLoop\n  ReloadLoop:\n\tTNT1 A 0 A_Giveinventory(\"Shotgunfired\",1)\n\tTNT1 A 0 A_TakeInventory(\"shotgunammo\",1)\n\tTNT1 A 0 A_TakeInventory(\"shotgunsingle\",1)\n\tTNT1 A 0 a_JumpIfInventory(\"shotgunfired\",2,\"ReloadDone1\")\n\tTNT1 A 0 a_JumpIfInventory(\"shotgunammo\",1,\"Reloadloop\")\n\tTNT1 A 0 A_giveInventory(\"shotgunsingle\",1)\n    Goto ReloadDone2\n  ReloadDone1:\n    SAWR M 3 A_WeaponReady(WRF_NOPRIMARY)\n\tSAWR NOP 3 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffclose\")\n    SAWR DCBA 3 A_WeaponReady(WRF_NOPRIMARY)\n\tSAWN A 9 A_WeaponReady(WRF_NOPRIMARY)\n    Goto Ready\n  ReloadDone2:\n    SAWS M 3 A_WeaponReady(WRF_NOPRIMARY)\n\tSAWS NOP 3 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound (\"weapons/sawedoffclose\")\n    SAWR DCBA 3 A_WeaponReady(WRF_NOPRIMARY)\n\tSAWR A 9 A_WeaponReady(WRF_NOPRIMARY)\n    Goto Ready\n  Altfire:\n        TNT1 A 0 A_Giveinventory(\"Bootknifesawedoff\")\n        SAWN A 1 A_selectWeapon(\"Bootknifesawedoff\")\n\t\tgoto ready\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}\n\nACTOR pumpaction : weapon replaces Shotgun\n{\n  SpawnID 27\n  Weapon.SelectionOrder 1300\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive1 0\n  Weapon.AmmoGive2 4\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  Weapon.AmmoType2 \"Shotgunammo\"\n  Weapon.AmmoType1 \"grizzlyfired\"\n  Inventory.PickupMessage \"Got the Pump Action Shotgun!\"\n  Inventory.PickupSound \"items/gunspickup\"\n  weapon.slotnumber 3\n  Weapon.Kickback 120\n  Decal \"BulletChip\"\n  +AMMO_CHECKBOTH\n  +NOALERT\n  scale 0.8\n  weapon.upsound \"weapons/grizlydeploy\"\n  Obituary \"%o practices being %k's clay pigeon.\"\n  Tag \"Pump-action shotgun\"\n  States\n  {\n  Ready:\n    GRIZ A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n    Loop\n  Deselect:\n    \"----\" A 0 A_lower\n\t\"----\" A 0 A_lower\n    \"----\" A 1 A_Lower\n    Loop\n  Select:\n    GRIZ A 0 A_TakeInventory(\"Bootknifegrizzly\")\n    GRIZ A 1 A_Raise\n\tGRIZ A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 a_JumpIfInventory(\"grizzlyfired\",1,\"FireReal\")\n    Goto Reload\n  FireReal:\n\tTNT1 A 0 A_PlaySound (\"weapons/grizlygun\", CHAN_WEAPON)\n    GRIF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_FireBullets (5, 5, 8, 5, \"bulletpuff\")\n\tTNT1 A 0 A_Light2\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tGRIF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_Light0\n    GRIF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGRIF D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGRIF E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGRIF FG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_AlertMonsters\n    GRIZ A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGRIZ A 0 A_checkreload\n\tGRIZ A 0 A_JumpIfInventory(\"grizzlyfired\",1,\"Pump\")\n\tGRIZ A 0 A_refire(\"empty\")\n\tGoto ready\n  Pump:\n\tTNT1 A 0 A_PlaySound (\"weapons/shotgr\", CHAN_ITEM)\n\tGRIP AB 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_FireCustomMissile(\"grizzlySpawner\",0,0,13,-8)\n\tGRIP C 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    GRIP BA 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGRIZ A 2  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    Goto Ready\n   Reload:\n\t\tGRIZ A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"grizzlyfired\",6,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"shotgunammo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n\t\tTNT1 A 0 A_PlaySound (\"weapons/grizlyout\",CHAN_ITEM)\n\t\tGRIR ABCDEF 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGRIR F 2 A_WeaponReady(WRF_NOPRIMARY)\n\tReloadLoop:\n\t    GRIR A 0 a_JumpIfInventory(\"grizzlyfired\",6,\"ReloadDone\")\n\t\tGRIR G 3 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGRIR G 0 A_PlaySound (\"weapons/grizlyfill\",CHAN_ITEM)\n\t\tGRIR HIJKLMN 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGRIR A 0 A_Giveinventory(\"grizzlyfired\",1)\n\t\tGRIR A 0 A_TakeInventory(\"shotgunammo\",1)\n\t\tGRIR A 0 a_JumpIfInventory(\"grizzlyfired\",2,2)\n\t\tgoto Reloadpump\n\t\tGRIR A 0 A_WeaponReady\n\t\tGRIR A 0 a_JumpIfInventory(\"shotgunammo\",1,\"Reloadloop\")\n        Goto ReloadDone\n\tReloadPump:\n\t\tGRIR OPQ 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGRIR R 4 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/shotgr\", CHAN_ITEM)\n\t\tGRIR STU 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_FireCustomMissile(\"grizzlySpawner\",0,0,0,-8)\n\t\tGRIR SRQPON 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGRIR A 0 a_JumpIfInventory(\"shotgunammo\",1,\"Reloadloop\")\n\t\tGoto Reloaddone\n\tReloadDone:\n\t    TNT1 A 0 A_PlaySound (\"weapons/grizlyload\",CHAN_ITEM)\n        GRIR G 2 A_WeaponReady\n\t    GRIR F 1 A_WeaponReady\n        GRIR EDCBA 2 A_WeaponReady\n        GRIZ A 2 A_WeaponReady\n        Goto Ready\n\tAltfire:\n        \"----\" A 0 A_Giveinventory(\"Bootknifegrizzly\")\n        \"----\" A 1 A_selectWeapon(\"Bootknifegrizzly\")\n\t\tgoto ready\n\tempty:\n        GRIZ A 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n        GRIZ A 0  a_refire(\"empty\")\n        goto ready\n  Spawn:\n    GRIG A -1\n    Stop\n  }\n}\nACTOR IngramSpawn : CustomInventory replaces Chaingun\n{\n\tInventory.Amount 0\n\tscale 0.6\n\tInventory.Icon \"MPISA0\"\n\tInventory.PickupMessage \"Got the Machine pistol.\"\n\tInventory.PickupSound \"items/gunspickup\"\n\tStates\n\t{\n\tSpawn:\n\t\tMPIS A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Ingram2\", 1, 3) //Skips giving you the normal mac10 if you have the upgrade\n\t\tTNT1 A 0 A_GiveInventory(\"Ingram\")\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"NineMilAmmo\", 32)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\nactor Ingram: Weapon\n{\n Weapon.SelectionOrder 700\n Weapon.AmmoUse1 1\n weapon.AmmoUse2 1\n Weapon.BobStyle Alpha\n Weapon.BobSpeed 1.5\n Weapon.BobRangeX .2\n Weapon.BobRangeY .5\n Weapon.AmmoGive2 32\n Weapon.AmmoType1 \"IngramLoaded\"\n Weapon.AmmoType2 \"NineMilAmmo\"\n Inventory.Pickupmessage \"Got the Machine pistol.\"\n Tag \"Machine Pistol\"\n Inventory.PickupSound \"items/gunspickup\"\n Obituary \"%o was ventilated by %k.\"\n Weapon.SlotNumber 4\n Decal \"BulletChip\"\n weapon.upsound \"weapons/ingramup\"\n +AMMO_CHECKBOTH\n +NOALERT\n scale 0.6\n States\n {\n Ready:\n  INGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n Deselect:\n  INGG A 0 A_Lower\n  INGG A 0 A_Lower\n  INGG A 1 A_Lower\n  Loop\n Select:\n  INGG A 0 A_TakeInventory(\"Bootknifeingram\")\n  INGG A 0 A_JumpIfInventory(\"Ingram2\",1,\"SwapMod\")\n  INGG A 1 A_Raise\n  INGG A 0 A_Raise\n  Loop\n Swapmod:\n  INGG A 0 A_SelectWeapon(\"Ingram2\")\n  INGG A 1 A_Lower\n  Wait\n Fire:\n   TNT1 A 0 a_JumpIfInventory(\"ingramloaded\",1,\"FireReal\")\n   Goto Reload\n Firereal:\n  TNT1 A 0 a_JumpIfInventory(\"IngramLoaded\",1,1)\n  Goto empty\n  INGG A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(2,2,-1,7,\"bulletpuff\",1)\n  TNT1 A 0 A_PlaySound(\"weapons/ingramfire\", CHAN_WEAPON)\n  INGF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light2\n  INGF A 1 BRIGHT  A_SetPitch(Pitch-1)\n  TNT1 A 0 A_Light1\n  INGG C 1 A_SetPitch(Pitch+0.4)\n  TNT1 A 0 A_Light0\n  CHGG A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_AlertMonsters\n  SHTG A 0 A_checkreload\n  INGG B 0 A_refire(\"fire2\")\n  INGG B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire2\")\n  INGG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire2\")\n  INGG D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire2\")\n  goto ready\n  Fire2:\n  TNT1 A 0 a_JumpIfInventory(\"IngramLoaded\",1,1)\n  Goto empty\n  INGG A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(3,3,1,7,\"bulletpuff\",1)\n  TNT1 A 0 A_PlaySound(\"weapons/ingramfire\", CHAN_7)\n  INGF B 1 BRIGHT  A_SetPitch(Pitch-1)\n  TNT1 A 0 A_Light1\n  INGF B 1 BRIGHT A_SetPitch(Pitch+0.4)\n  TNT1 A 0 A_Light0\n  CHGG A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_AlertMonsters\n  SHTG A 0 A_checkreload\n  INGG B 0 A_refire(\"fire3\")\n  INGG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire3\")\n  INGG D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire3\")\n  goto ready\n  Fire3:\n  TNT1 A 0 a_JumpIfInventory(\"IngramLoaded\",1,1)\n  Goto empty\n  INGG A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(4,4,1,7,\"bulletpuff\",1)\n  TNT1 A 0 A_PlaySound(\"weapons/ingramfire\", CHAN_WEAPON)\n  INGF C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light2\n  INGF C 1 BRIGHT A_SetPitch(Pitch-1)\n  TNT1 A 0 A_Light0\n  INGG D 1 BRIGHT A_SetPitch(Pitch+0.4)\n  CHGG A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_AlertMonsters\n  SHTG A 0 A_checkreload\n  INGG B 0 A_refire(\"fire4\")\n  INGG B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire4\")\n  INGG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire4\")\n  INGG D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire4\")\n  goto ready\n  Fire4:\n  TNT1 A 0 a_JumpIfInventory(\"IngramLoaded\",1,1)\n  Goto empty\n  INGG A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(5,5,1,7,\"bulletpuff\",1)\n  TNT1 A 0 A_PlaySound(\"weapons/ingramfire\", CHAN_7)\n  INGF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light2\n  INGF B 1 BRIGHT A_SetPitch(Pitch-0.3)\n  CHGG A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_AlertMonsters\n  TNT1 A 0 A_Light0\n  SHTG A 0 A_checkreload\n  INGG B 0 A_refire(\"fire\")\n  INGG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_Light0\n  INGG B 0 A_refire(\"fire\")\n  INGG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire\")\n  INGG D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  INGG B 0 A_refire(\"fire\")\n  goto ready\n  Reload:\n\t\tINGG A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IngramLoaded\",32,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"NineMilAmmo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n\t    INGR NOP 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 3 A_PlaySound(\"weapons/ingramout\", CHAN_ITEM)\n\t\tINGR ABCDEFGHHH 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tINGR IJK 2 A_WeaponReady(WRF_NOPRIMARY)\n\tReloadLoop:\n\t\tTNT1 A 0 a_JumpIfInventory(\"Ingramloaded\",32,\"ReloadDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"NineMilAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Ingramloaded\",1)\n\t\tTNT1 A 0 a_JumpIfInventory(\"NineMilAmmo\",1,\"Reloadloop\")\n        Goto ReloadDone\n\tReloadDone:\n\t\tINGR L 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ingramin\", CHAN_ITEM)\n\t\tINGR MQRST 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tINGR PON 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGoto Ready\n\tAltfire:\n        TNT1 A 0 A_Giveinventory(\"Bootknifeingram\")\n        INGG A 1 A_selectWeapon(\"Bootknifeingram\")\n\t\tgoto ready\n\tempty:\n        INGG A 1  A_WeaponReady(WRF_NOPRIMARY)\n        INGG A 0  a_refire(\"empty\")\n        goto ready\n Spawn:\n  MPIS A -1\n  Stop\n }\n }\n actor Ingram2: Weapon replaces Blursphere\n{\n Weapon.SelectionOrder 800\n Weapon.AmmoUse1 1\n weapon.AmmoUse2 1\n Weapon.BobStyle Alpha\n Weapon.BobSpeed 1.5\n Weapon.BobRangeX .2\n Weapon.BobRangeY .5\n Weapon.AmmoGive2 32\n Weapon.AmmoType1 \"IngramLoaded\"\n Weapon.AmmoType2 \"NineMilAmmo\"\n Inventory.Pickupmessage \"Got the Silenced Machine pistol!\"\n Tag \"Silenced Machinepistol\"\n Inventory.PickupSound \"items/gunspickup\"\n Obituary \"%o was executed by %k.\"\n Weapon.SlotNumber 4\n Decal \"BulletChip\"\n weapon.upsound \"weapons/ingramup\"\n +AMMO_CHECKBOTH\n +NOALERT\n +CHEATNOTWEAPON\n scale 0.6\n States\n {\n Ready:\n  ING2 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n Deselect:\n  ING2 A 0 A_Lower\n  ING2 A 0 A_Lower\n  ING2 A 1 A_Lower\n  Loop\n Select:\n  TNT1 A 0 A_TakeInventory(\"Ingram\",1)\n  ING2 A 0 A_TakeInventory(\"Bootknifeingram2\")\n  ING2 A 1 A_Raise\n  ING2 A 0 A_Raise\n  Loop\n Fire:\n   TNT1 A 0 a_JumpIfInventory(\"ingramloaded\",1,\"FireReal\")\n   Goto Reload\n Firereal:\n  TNT1 A 0 a_JumpIfInventory(\"IngramLoaded\",1,1)\n  Goto empty\n  INF2 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(3,3,1,7,\"bulletpuff\",1)\n  TNT1 A 0 A_PlaySound(\"weapons/IngramSuppressed\", CHAN_WEAPON)\n  INF2 A 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY)\n  TNT1 A 0 A_Light2\n  INF2 B 1 BRIGHT  A_SetPitch(Pitch-0.4)\n  TNT1 A 0 A_Light1\n  INF2 C 1 A_SetPitch(Pitch+0.4)\n  TNT1 A 0 A_Light0\n  INF2 A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_AlertMonsters(256)\n  INF2 A 0 A_checkreload\n  INF2 B 0 A_refire(\"fire2\")\n  INF2 C 2 A_WeaponReady(WRF_NOPRIMARY)\n  INF2 B 0 A_refire(\"fire2\")\n  INF2 F 2 A_WeaponReady(WRF_NOPRIMARY)\n  INF2 B 0 A_refire(\"fire2\")\n  ING2 A 2 A_WeaponReady(WRF_NOPRIMARY)\n  INGG B 0 A_refire(\"fire2\")\n  goto ready\n  Fire2:\n  TNT1 A 0 a_JumpIfInventory(\"IngramLoaded\",1,1)\n  Goto empty\n  INF2 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(2,2,1,7,\"bulletpuff\",1)\n  TNT1 A 0 A_PlaySound(\"weapons/ingramsuppressed\", CHAN_7)\n  INF2 D 1 BRIGHT  A_SetPitch(Pitch-0.4)\n  TNT1 A 0 A_Light1\n  INF2 E 1 BRIGHT A_SetPitch(Pitch+0.4)\n  TNT1 A 0 A_Light0\n  INF2 A 0 A_FireCustomMissile(\"pistolCasingSpawner\",-10,0,15,0)\n  TNT1 A 0 A_AlertMonsters(256)\n  INF2 A 0 A_checkreload\n  INF2 E 0 A_refire(\"fire\")\n  INF2 E 1 A_WeaponReady(WRF_NOPRIMARY)\n  INF2 F 2 A_WeaponReady(WRF_NOPRIMARY)\n  ING2 B 0 A_refire(\"fire\")\n  ING2 A 2 A_WeaponReady(WRF_NOPRIMARY)\n  INGG B 0 A_refire(\"fire\")\n  goto ready\n  Reload:\n\t\tING2 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IngramLoaded\",32,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"NineMilAmmo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n\t    ING2 OPQ 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 3 A_PlaySound(\"weapons/ingramout\", CHAN_ITEM)\n\t\tING2 BCDEFGHIII 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tING2 JKL 2 A_WeaponReady(WRF_NOPRIMARY)\n\tReloadLoop:\n\t\tTNT1 A 0 a_JumpIfInventory(\"Ingramloaded\",32,\"ReloadDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"NineMilAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Ingramloaded\",1)\n\t\tTNT1 A 0 a_JumpIfInventory(\"NineMilAmmo\",1,\"Reloadloop\")\n        Goto ReloadDone\n\tReloadDone:\n\t\tING2 M 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ingramin\", CHAN_ITEM)\n\t\tING2 NRSTU 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tING2 QPO 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tGoto Ready\n\tAltfire:\n        TNT1 A 0 A_Giveinventory(\"Bootknifeingram2\")\n        ING2 A 1 A_selectWeapon(\"Bootknifeingram2\")\n\t\tgoto ready\n\tempty:\n        INF2 B 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n        ING2 A 0  a_refire(\"empty\")\n        goto ready\n Spawn:\n  MPI2 A -1\n  Stop\n }\n }\nACTOR NapalmGun : Weapon replaces RocketLauncher\n{\n  SpawnID 29\n  Radius 20\n  Height 16\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  Weapon.Selectionorder 2500\n  +WEAPON.NOAUTOAIM //That just looked ridiculous\n  +AMMO_CHECKBOTH\n  +NOALERT\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 1\n Weapon.AmmoGive1 0\n Weapon.AmmoGive2 4\n Weapon.AmmoType1 \"NapalmLoaded\"\n Weapon.AmmoType2 \"NapalmAmmo\"\n weapon.upsound \"weapons/thumperup\"\n  Weapon.Kickback 100\n  Weapon.SlotNumber 5\n  scale 0.8\n  Inventory.PickupMessage \"Got the Master Blaster!\"\n  Tag \"Master Blaster\"\n  Inventory.PickupSound \"items/gunspickup\"\n  States\n  {\n  Spawn:\n    LAUN A -1\n    Stop\n  Ready:\n    NPLM A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n    Loop\n  Deselect:\n    NPLM A 0 A_lower\n    NPLM A 0 A_lower\n    NPLM A 1 A_Lower\n    Loop\n  Select:\n    NPLM A 1 A_Raise\n\tNPLM A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 a_JumpIfInventory(\"NapalmLoaded\",1,\"FireReal\")\n    Goto Reload\n  FireReal:\n\tNPLM A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_FireCustomMissile (\"AshesFirebomb\", 0, 1, 15, -5, 0, 3)\n\tNPLM B 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_SetPitch(Pitch-8.0)\n\tNPLM C 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tNPLM D 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tTNT1 A 0 A_AlertMonsters\n\tNPLM E 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tNPLM F 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tNPLM G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tNPLM H 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tNPLM I 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tNPLM J 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tNPLM K 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tNPLM L 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    NPLM A 0 A_JumpIfInventory(\"NapalmLoaded\",1,\"ready\")\n    Goto Reload\n   Reload:\n\t\tNPLM A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NapalmLoaded\",6,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"NapalmAmmo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n\t\tNPLM MNOP 3 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/boomerreload\", CHAN_ITEM, 1.5)\n\t\tNPLM QRSST 3 A_WeaponReady(WRF_NOPRIMARY)\n\tReloadLoop:\n\t\tTNT1 A 0 a_JumpIfInventory(\"NapalmLoaded\",6,\"ReloadDone\")\n\t\tTNT1 A 0 A_Giveinventory(\"NapalmLoaded\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NapalmAmmo\",1)\n\t\tTNT1 A 0 a_JumpIfInventory(\"NapalmAmmo\",1,\"Reloadloop\")\n        Goto ReloadDone\n ReloadDone:\n  NPLM TTTTTTTT 4 A_WeaponReady(WRF_NOPRIMARY)\n  NPLM SRQPONM 3 A_WeaponReady(WRF_NOPRIMARY)\n  NPLM A 0 A_WeaponReady(WRF_NOPRIMARY)\n  goto ready\n  Altfire:\n         TNT1 A 0 a_JumpIfInventory(\"NapalmLoaded\",1,\"AltFireReal\")\n         Goto Reload\n  AltfireReal:\n        NPLM A 0 A_PlaySound(\"weapons/flamestart\", CHAN_WEAPON, 1.5)\n  Hold:\n        TNT1 A 0 a_JumpIfInventory(\"NapalmLoaded\",1,\"1\")\n        Goto Reload\n        TNT1 A 0 A_TakeInventory(\"NapalmLoaded\",1)\n        NPLM A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t    TNT1 A 0 A_FireProjectile(\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM U 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM U 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t\tTNT1 A 0 A_AlertMonsters\n\t    NPLM V 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM V 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM U 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM U 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\t NPLM V 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM V 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t    NPLM U 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireProjectile (\"FireStream\", Random(2, -2), 0, 10, 0, 0, Random(1, -1))\n\t\tNPLM I 2 A_refire(\"hold\")\n\t\tNPLM J 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t    NPLM K 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t    NPLM L 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tgoto ready\n  }\n}\nactor JunkerMusket: Weapon replaces plasmarifle\n{\n Weapon.SelectionOrder 100\n Weapon.AmmoUse1 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive2 6\n Weapon.AmmoType2 \"slugammo\"\n Weapon.AmmoType1 \"musketloaded\"\n weapon.slotnumber 7\n Inventory.Pickupmessage \"Got the Junker Musket!\"\n Tag \"Junker Musket\"\n Inventory.PickupSound \"items/gunspickup\"\n Obituary \"%o was picked off by %k.\"\n  Decal \"BulletChip\"\n   Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n weapon.upsound \"weapons/m16up\"\n +AMMO_CHECKBOTH\n +NOALERT\n +NOAUTOFIRE\n +BLOODSPLATTER\n scale 0.8\n States\n {\n Ready:\n  MSKT A 0 A_JumpIfInventory(\"Scopecheck\",1,\"ReadyZoomed\")\n  MSKT A 0 A_JumpIfInventory(\"MusketLoaded\",1,\"ReadyLoaded\")\n  MSKT B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n ReadyZoomed:\n  SHTG A 0 A_ZoomFactor(4)\n  MSKT V 1 A_WeaponReady\n  Goto Ready\n ReadyLoaded:\n  MSKT A 1 A_WeaponReady\n  Goto Ready\n Deselect:\n  TNT1 A 0 A_TakeInventory(\"Scopecheck\",1)\n  TNT1 A 0 A_ZoomFactor(1)\n  MSKT A 0 A_lower\n  MSKT A 0 A_lower\n  MSKT A 1 A_Lower\n  Loop\n Select:\n  MSKT A 1 A_Raise\n  MSKT A 0 A_Raise\n  Loop\n Fire:\n  \"----\"  # 0 a_JumpIfInventory(\"MusketLoaded\",1,\"FireReal\")\n  Goto Reload\n FireReal:\n  SHTG A 0 A_JumpIfInventory(\"Scopecheck\",1,\"FireZoomed\")\n  MSKF B 1 BRIGHT A_PlayWeaponSound(\"weapons/rifleshot\")\n  TNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  MSKF C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch-1)\n  TNT1 A 0 A_PlaySound(\"weapons/rifledistant\",3)\n  TNT1 A 0 A_Light2\n  TNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  TNT1 A 0 A_FireBullets(1,1,1,150,\"musketpuff\",FBF_USEAMMO|FBF_NORANDOM)\n  MSKF D 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch-2)\n  TNT1 A 0 A_Light0\n  MSKF EFG 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  MSKF H 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch+1)\n  MSKF I 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch+1)\n  MSKF J 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch+1)\n  TNT1 A 0 A_AlertMonsters\n  TNT1 A 0 A_checkreload\n  MSKT B 1 a_refire\n  goto ready\n FireZoomed:\n  MSKT V 1 A_PlayWeaponSound(\"weapons/rifleshot\")\n  TNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n  MSKT V 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_FireBullets(1,1,1,150,\"musketpuff\",FBF_USEAMMO|FBF_NORANDOM)\n  TNT1 A 0 A_SetPitch(Pitch-1)\n  TNT1 A 0 A_PlaySound(\"weapons/rifledistant\",3)\n  TNT1 A 0 A_Light2\n  TNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n  MSKT V 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch-2)\n  TNT1 A 0 A_Light0\n  MSKT VVV 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  MSKT V 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch+1)\n  MSKT V 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch+1)\n  MSKT V 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n  TNT1 A 0 A_SetPitch(Pitch+1)\n  TNT1 A 0 A_AlertMonsters\n  TNT1 A 0 A_checkreload\n  MSKT V 1 a_refire\n  goto ready\n Reload:\n\t\t\"----\"  # 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_JumpIfInventory(\"musketLoaded\",1,\"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"slugammo\",1,\"Work1\")\n        Goto Ready\n\tWork1:\n        TNT1 A 0 A_ZoomFactor(1)\n\t\tMSKT CDE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tMSKT FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tMSKT JKL 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireCustomMissile(\"rifleCasingSpawner\",0,0,-5)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/musketopen\")\n\t\tMSKT MMNO 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tMSKT O 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tMSKT PQQRSS 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Giveinventory(\"musketloaded\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"slugammo\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/musketclose\")\n\t\tMSKT T 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tMSKT JIH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tMSKT GFEDCA 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready\n   Altfire:\n        SHTG A 0 A_JumpIfInventory(\"Scopecheck\",1,\"UnZoom\")\n        SHTG A 0 A_GiveInventory(\"Scopecheck\",1)\n        SHTG A 0 A_ZoomFactor(4)\n        Goto Ready\n    UnZoom:\n        TNT1 A 0 A_TakeInventory(\"Scopecheck\",1)\n        TNT1 A 0 A_ZoomFactor(1)\n        Goto Ready\n Spawn:\n  PLAS A -1\n  Stop\n }\n}\nactor pipebomb: Weapon replaces rocketammo\n{\n  Radius 20\n  Height 16\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  Weapon.Selectionorder 2300\n  +NOALERT\n  +ignoreskill\n  Weapon.AmmoUse 1\n Weapon.AmmoGive 1\n Weapon.AmmoType \"pipeammo\"\n  Weapon.Kickback 100\n  Weapon.SlotNumber 6\n  scale 0.4\n  Inventory.PickupMessage \"Got the pipebomb\"\n  Tag \"Pipebomb\"\n  Inventory.PickupSound \"items/ammopickup\"\n  States\n  {\n  Spawn:\n    ROCK A -1\n    Stop\n  Ready:\n    PIPE A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tloop\n  Deselect:\n    \"----\"  # 0 A_StopSound(CHAN_WEAPON)\n\t\"----\"  # 0 A_lower\n    \"----\"  # 0 A_lower\n    \"----\"  # 1 A_Lower\n    Loop\n  Select:\n    PIPE A 0 A_jumpifInventory(\"pipeammo\", 1, 2)\n\tPIPE Q 0 A_TakeInventory(\"pipebomb\", 10)\n    PIPE A 1 A_Raise\n\tPIPE A 0 A_Raise\n    Loop\n  Fire:\n    PIPE A 1 A_PlaySound(\"weapons/zippo\", CHAN_WEAPON)\n    PIPE ABCD 2\n\tPIPE EFGHE 2\n\tPIPE I 2 A_PlaySound(\"weapons/fuselit\", CHAN_WEAPON)\n\tPIPE JK 2\n\tPIPE LMNO 2 A_PlaySound(\"weapons/fuseloop\", CHAN_WEAPON, 1.0, true)\n\tTNT1 A 5 A_TakeInventory(\"pipecharge\", 21)\n\tTNT1 A 1 A_ReFire\n\tPIPE PQ 1\n\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\tPIPE R 2 A_ThrowGrenade(pipebomb1)\n    Goto throwend\n  Hold:\n\t    NULL A 1\n\t\tNULL A 4 A_GiveInventory(\"PipeCharge\", 1)\n\t\tNULL A 0 A_jumpifInventory(\"pipecharge\", 21, \"oops\")\n\t\tNULL A 0 A_ReFire\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 19, \"Throw10\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 17, \"Throw9\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 15, \"Throw8\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 13, \"Throw7\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 11, \"Throw6\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 9, \"Throw5\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 7, \"Throw4\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 5, \"Throw3\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 3, \"Throw2\")\n\t\tNULL A 0 A_JumpIfInventory(\"PipeCharge\", 1, \"Throw1\")\n\tThrow1:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb2,8)\n\t    Goto ThrowEnd\n\tThrow2:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb3,9)\n\t    Goto ThrowEnd\n\tThrow3:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb4,10)\n\t    Goto ThrowEnd\n\tThrow4:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t\tPIPE R 2 A_ThrowGrenade(pipebomb5,11)\n\t    Goto ThrowEnd\n\tThrow5:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb6,12)\n\t    Goto ThrowEnd\n\tThrow6:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t\tPIPE R 2 A_ThrowGrenade(pipebomb7,13)\n\t    Goto ThrowEnd\n\tThrow7:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb8,14)\n\t    Goto ThrowEnd\n\tThrow8:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb9,15)\n\t    Goto ThrowEnd\n\tThrow9:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb10,16)\n\t    Goto ThrowEnd\n\tThrow10:\n\t    PIPE PQ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pipethrow\", CHAN_WEAPON)\n\t    PIPE R 2 A_ThrowGrenade(pipebomb11,17)\n        Goto ThrowEnd\n\tThrowEnd:\n\t    NULL A 0 A_ClearReFire\n\t    PIPE STU 1\n\t\tPIPE V 2\n\t\tPIPE W 2\n\t\tPEMT A 0 A_jumpifInventory(\"pipeammo\", 1, 2)\n\t\tPIPE Q 0 A_TakeInventory(\"pipebomb\", 10)\n\t\tgoto deselect\n\t\tTNT1 A 4\n\t\tPIPE ZYX 2\n\t\tGoto Ready\n   \toops:\n\t    TNT1 A 1 A_ClearReFire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    NULL A 0 A_ThrowGrenade(HEMISFIRE)\n\t\tTNT1 A 8 A_PlaySound(\"weapons/grenexplode\", CHAN_ITEM, 1.0, 0, 0.5)\n\t\tNULL A 0\n\t\tTNT1 A 0 A_TakeInventory(\"pipecharge\", 21)\n\t\tGoto Ready\n\tAltfire:\n\t    PIP2 ABCD 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hammerup\", CHAN_WEAPON)\n\t\tPIP2 EFGHIJK 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 1 A_SpawnItem (\"TripPipe\", 8)\n\t\tTNT1 A 0 A_TakeInventory(\"pipeammo\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/tripplace\", CHAN_WEAPON)\n        TNT1 A 24\n\t\tPEMT A 0 A_jumpifInventory(\"pipeammo\", 1, 2)\n\t\tPIPE Q 0 A_TakeInventory(\"pipebomb\", 10)\n\t\tgoto deselect\n        PIPE ZYX 2\n\t\tGoto Ready\n}}\nACTOR Thumper : Weapon replaces BFG9000\n{\n  Radius 20\n  Height 16\n  Weapon.BobStyle Alpha\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobRangeX .2\n\tWeapon.BobRangeY .5\n  Weapon.Selectionorder 2500\n  +WEAPON.NOAUTOAIM //That just looked ridiculous\n  +AMMO_CHECKBOTH\n  +NOALERT\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 1\n Weapon.AmmoGive1 0\n Weapon.AmmoGive2 2\n Weapon.AmmoType1 \"thumperfired\"\n Weapon.AmmoType2 \"thumperammo\"\n weapon.upsound \"weapons/thumperup\"\n  Weapon.Kickback 100\n  Weapon.SlotNumber 8\n  scale 0.6\n  Inventory.PickupMessage \"Got the grenade launcher!\"\n  Inventory.PickupSound \"items/gunspickup\"\n  States\n  {\n  Spawn:\n    M79L A -1\n    Stop\n  Ready:\n    M79G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n    Loop\n  Deselect:\n    M79G A 0 A_lower\n    M79G A 1 A_Lower\n\tM79G A 0 A_lower\n    Loop\n  Select:\n    M79G A 0 A_TakeInventory(\"Bootknifethumper\")\n    M79G A 1 A_Raise\n\tM79G A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 a_JumpIfInventory(\"thumperfired\",1,\"FireReal\")\n    Goto Reload\n  FireReal:\n    M79G A 0 A_PlaySound(\"weapons/thumperfire\", CHAN_WEAPON)\n\tM79G A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_GiveInventory(\"thumperfired\",1)\n\tTNT1 A 0 A_FireCustomMissile (\"blooper\", 0, true, 15, -5, 0, 3)\n\tM79G B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_SetPitch(Pitch-8.0)\n\tM79G C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tM79G A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tM79G D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tTNT1 A 0 A_AlertMonsters\n\tM79F B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tM79F C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_SetPitch(Pitch+2.0)\n\tM79F D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tM79F E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tM79F F 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tM79F G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    Goto Ready\n   Reload:\n\tM79G A 1 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_JumpIfInventory(\"thumperfired\",1,\"Ready\")\n    TNT1 A 0 A_JumpIfInventory(\"thumperammo\",1,\"Work\")\n    Goto Ready\n   work:\n    TNT1 A 0 A_PlaySound(\"weapons/thumperempty\", CHAN_ITEM)\n\tM79R AB 2 A_WeaponReady(WRF_NOPRIMARY)\n\tM79R CDDEFG 2 A_WeaponReady(WRF_NOPRIMARY)\n\tM79R H 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_takeInventory(\"thumperammo\",1)\n    TNT1 A 0 A_giveInventory(\"thumperfired\",1)\n    TNT1 A 6 A_WeaponReady(WRF_NOPRIMARY)\n    M79R HGFE 2 A_WeaponReady(WRF_NOPRIMARY)\n\tTNT1 A 0 A_PlaySound(\"weapons/thumperclosed\", CHAN_ITEM)\n\tM79F ABCDEFG 2 A_WeaponReady(WRF_NOPRIMARY)\n\tM79G A 1 A_WeaponReady(WRF_NOPRIMARY)\n    goto ready\n  Altfire:\n        TNT1 A 0 A_Giveinventory(\"Bootknifethumper\")\n        M79G A 1 A_selectWeapon(\"Bootknifethumper\")\n\t\tgoto ready\n  }\n}\nACTOR Scavenger : DoomPlayer\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  +Floorclip\n  \tPlayer.WeaponSlot 1, Crowbar, PileBunker\n\tPlayer.WeaponSlot 2, Revolver, glock\n\tPlayer.WeaponSlot 3, PumpAction, Sawedoff\n\tPlayer.WeaponSlot 4, Ingram\n\tPlayer.WeaponSlot 5, NapalmGun\n\tPlayer.WeaponSlot 6, Pipebomb\n\tPlayer.WeaponSlot 7, Junkermusket\n  Player.DisplayName \"Scavenger\"\n  Player.StartItem \"revolver\"\n  Player.StartItem \"Glock\"\n  Player.StartItem \"Crowbar\"\n  Player.StartItem \"fortyfiveammo\", 18\n  Player.StartItem \"revolverloaded\", 6\n  Player.StartItem \"grizzlyfired\", 4\n  player.StartItem \"IngramLoaded\", 24\n  Player.StartItem \"shotgunfired\", 2\n  Player.StartItem \"NapalmLoaded\", 3\n  Player.StartItem \"musketLoaded\", 1\n  player.viewheight\t46\n  player.attackzoffset 16\n  Player.ColorRange 112, 127\n  Player.ColorSet 0, \"Green\",         0x70, 0x7F,  0x72\n  Player.ColorSet 1, \"Gray\",          0x60, 0x6F,  0x62\n  Player.ColorSet 2, \"Brown\",         0x40, 0x4F,  0x42\n  Player.ColorSet 3, \"Red\",           0x20, 0x2F,  0x22\n  Player.ColorSet 4, \"Light Gray\",    0x58, 0x67,  0x5A\n  Player.ColorSet 5, \"Light Brown\",   0x38, 0x47,  0x3A\n  Player.ColorSet 6, \"Light Red\",     0xB0, 0xBF,  0xB2\n  Player.ColorSet 7, \"Light Blue\",    0xC0, 0xCF,  0xC2\n\n  States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\n    PLAY ABCD 5\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Burn:\n    PLAY G 1 A_PlaySound(\"special/firedeath\", CHAN_VOICE)\n    POSS A 0 A_HideThing\n    POSS A 0 A_Fall\n    POSS A 0 A_SpawnItem(\"BurnDeathHuman\",1,0,0)\n    POSS A -1\n    Stop\n  Death:\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    PLAY H 0 A_StopSound(CHAN_WEAPON)\n    PLAY H 7\n    PLAY I 7 A_PlayerScream\n    PLAY J 7 A_NoBlocking\n    PLAY KLM 7\n    PLAY N -1\n    Stop\n  xdeath.fire:\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    TNT1 A 0 A_StopSound(CHAN_WEAPON)\n    PLAY O 5 A_PlaySound(\"Special/Gibdeath\",CHAN_VOICE)\n\tPLAY OOOO 0 A_SpawnDebris(\"FlyingBlood\",1)\n    PLAY P 5 A_SpawnDebris(\"FlyingGibOffal\",1)\n\tPLAY PPPP 0 A_SpawnDebris(\"FlyingBlood\",1)\n\tPLAY P 0 A_SpawnDebris(\"FlyingGibOffal\",1)\n\tPLAY P 0 A_SpawnDebris(\"FlyingGibEntrails\",1)\n\tPLAY P 0 A_SpawnDebris(\"FlyingGibOffal\",1)\n    PLAY Q 4 A_NoBlocking\n\tPLAY QQQ 0 A_SpawnDebris(\"FlyingBlood\",1)\n    PLAY RSTU 4\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n  }\n}\nACTOR BurnDeathHuman\n{\n    Radius 16\n    Height 56\n    Speed 10\n    Scale 1\n    +RANDOMIZE\n    +DONTSPLASH\n    +FLOORCLIP\n    +LOOKALLAROUND\n\t-COUNTKILL\n    damagetype Fire\n    Obituary \"%o was near someone in flames.\"\n    States\n    {\n    Spawn:\n    FDTH A 4  bright\n\tFDTH BCDEABCDEABCDEABCDE 4 bright A_Wander\n\tgoto death\n\tdeath:\n\tFDTH A 5 bright A_NoBlocking\n\tFDTH FGHIJKLMN 5 bright\n\tFDTH O 5\n\tFDTH P -1\n\t}}"
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "pointlight Firebomb\n{\n    color 6.0 3.0 2.0\n    size 20\n    offset 0 16 0\n}\npointlight Firebomb2\n{\n    color 6.0 3.0 2.0\n    size 40\n    offset 0 16 0\n}\npointlight Firebomb3\n{\n    color 6.0 3.0 2.0\n    size 60\n    offset 0 16 0\n}\npointlight Firebomb4\n{\n    color 6.0 3.0 2.0\n    size 80\n    offset 0 16 0\n}\npulselight Lantern1\n{\ncolor 0.3 0.3 0.7\nsize 120\nsecondarySize 140\ninterval 0.3\noffset 0 36 0\n}\npulselight Lantern2\n{\ncolor 0.8 0.5 0.5\nsize 40\nsecondarySize 45\ninterval 0.3\noffset 0 36 0\n}\nObject LanternGlow\n{\n  frame TNT1 { light Lantern1 }\n}\nObject LanternGlow2\n{\n  frame TNT1 { light Lantern2 }\n}\nobject AshesFirebomb\n{\n  frame MISLA { light firebomb }\n  frame MISLB { light firebomb }\n  frame MISLC { light firebomb2 }\n  frame MISLD { light firebomb2 }\n  frame MISLE { light firebomb3 }\n  frame MISLF { light firebomb4 }\n  frame MISLG { light firebomb3 }\n  frame MISLH { light firebomb2 }\n  frame MISLI { light firebomb2 }\n  frame MISLJ { light firebomb }\n}"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "weapons/thumperopen             dsrunlod\nweapons/thumperload             dsrkload\nweapons/thumperup               dsmisgup\nweapons/grenexplode             dsgrboom\nweapons/knifeswing              dskniswi\nweapons/knifemiss               dskniwal\nweapons/knifehit                dsknihit\nweapons/crowbarswing            dscswing\nweapons/crowbarmiss             dshitwal\nweapons/crowbarhit              dscrobar\nweapons/grizlygun             \tdsgrizly\nweapons/grizlyout               dscsgout\nweapons/grizlydeploy            dsgrizup\nweapons/grizlyload              dscsglod\nweapons/grizlyfill              dscsgmag\nweapons/sawedofffire            dsdblsht\nweapons/sawedoffopen            dsshtopn\nweapons/sawedoffload            dsshtlod\nweapons/sawedoffclose           dsshtcls\nweapons/sawedoffdeploy          dsshtgup\nweapons/revolverup              dspisgup\nweapons/glock                   dspistl2\nweapons/lanternclick            dslmpclk\nweapons/revolveropen            dsrevopn\nweapons/revolverclose           dsrevcls\nweapons/PistolClipout           dspisclp\nweapons/Pistolclipin            dspislod\nweapons/dryfire                 dsdryfir\n$random weapons/IngramFire { MacFire1 MacFire2}\nMacFire1 dschggun\nMacFire2 dschggu2\n$random weapons/IngramSuppressed { SupFire1 SupFire2}\nSupFire1 dssupfr1\nSupFire2 dssupfr2\n$random weapons/pipebounce { Pipebonce1 Pipebonce2 Pipebonce3}\nPipebonce1 dspipbo1\nPipebonce1 dspipbo2\nPipebonce3 dspipbo3\n$random weapons/Heavyfire { MgFir1 MgFir2}\nMgFir1 MGFIRE1\nMgFir2 MGFIRE2\n$rolloff weapons/heavyfire 2500 3200\nweapons/Ingramup                dschggup\nweapons/Ingramin                dsuzilod\nweapons/Ingramout               dsuziout\nweapons/rifleshot                 dsrifir1\nweapons/rifledistant              dsrifir2\n$rolloff weapons/rifledistant 3200 7400\n$volume weapons/rifledistant 0.7\nweapons/boomerreload            dsbomrld\nweapons/m16up                   dsriflup\nweapons/musketopen              dsmstld1\nweapons/musketclose             dsmstld2\nweapons/zippo                   dszippo1\nweapons/fuselit                 dsfuslit\nweapons/fuseloop                dsfuslop\nweapons/pipethrow               dspipthr\nweapons/tripplace               dstrpplc\nweapons/tripwire                dstrpwir\nweapons/HammerIdle              dshamidl\nweapons/HammerUp                dshammup\nWeapons/HammerAttack            dshamatk\nWeapons/HammerOvercharge        dshamova\nweapons/flamestream             dsflstrm\nweapons/flamestart              dsflstrt\n\nweapons/thumperfire             THUMFIR\nweapons/thumperempty            THUMEMP\nweapons/thumperclosed           THUMLOD\n\n$random special/firedeath {burndeth1 burndeth2 burndeth3 burndeth4}\nburndeth1 DSHMNFD1\nburndeth2 DSHMNFD2\nburndeth3 DSHMNFD3\nburndeth4 DSHMNFD4\n\nmaster/molotov dsmoltov\n\n$random pl_death { player/death1 player/death2 player/death3 }\nplayer/death1 dspldth1\nplayer/death2 dspldth2\nplayer/death3 dspldth3\n\n$random pl_pain100 { player/pain1 player/pain2 player/pain3 }\nplayer/pain1 dsppain1\nplayer/pain2 dsppain2\nplayer/pain3 dsppain3\n\n$random pl_pain75 { player/pain4 player/pain5 player/pain6 }\nplayer/pain4 dsppain4\nplayer/pain5 dsppain5\nplayer/pain6 dsppain6\n\n$random pl_pain50 { player/pain7 player/pain8 player/pain9 }\nplayer/pain7 dsppain7\nplayer/pain8 dsppain8\nplayer/pain9 dsppain9\n\n$random pl_pain25 { player/pain10 player/pain11 player/pain12 }\nplayer/pain10 dsppai10\nplayer/pain11 dsppai11\nplayer/pain12 dsppai12\n\npl_fall dsplfall\npl_xdeath dspdiehi\nplayer/male/land1 dsland1\n\n$playeralias  \tplayer\tmale\t*pain100\tpl_pain100\n$playeralias  \tplayer\tmale\t*pain75\t\tpl_pain75\n$playeralias  \tplayer\tmale\t*pain50\t\tpl_pain50\n$playeralias  \tplayer\tmale\t*pain25\t\tpl_pain25\n$playeralias    player  male    *death      pl_death\n$playeralias    player  male    *falling    pl_fall\n$playeralias    player  male    *xdeath     pl_xdeath\n\nitems/foodpickup   DSFOPKUP\nitems/ammopickup   DSAMPKUP\nitems/shardpickup  DSARPKUP\nitems/armorpickup  DSJKPKUP\nitems/gunspickup   DSWPPKUP\nitems/stimuse    DSREGENS\nitems/stimuse2    DSPURGES\nitems/stimuse3    DSFRNZYS\nitems/pilluse    DSPAINKS\nitems/mediuse    DSMEDPAK\nSpecial/FlareLight\tDSFLLITE\nSpecial/FlareLoop\tDSFLLOOP\nSpecial/CyliLoop\tDSFLLOOP\n\n$Volume Flare/Light 0.8\n$Volume Flare/Loop 0.6\n$Limit Flare/Loop 10\n\nSpecial/Gibdeath     DSGIBDTH\n$random Special/fleshdrop { fleshdrop1 fleshdrop2 fleshdrop3}\nfleshdrop1          DSGIBDP1\nfleshdrop2          DSGIBDP2\nfleshdrop3          DSGIBDP3\n\n$random Misc/casing { casing1 casing2 casing3}\ncasing1          DSCASIN1\ncasing2          DSCASIN2\ncasing3          DSCASIN3\n\n$random Misc/shellhit { shellhit1 shellhit2 shellhit3}\nshellhit1          DSSHELL1\nshellhit2          DSSHELL2\nshellhit3          DSSHELL3\n\n$random Misc/fleshhit { fleshhit1 fleshhit2 fleshhit3}\nfleshhit1          DSFLSHT1\nfleshhit2          DSFLSHT2\nfleshhit3          DSFLSHT3\n\n$random Misc/ricochet { rico1 rico2 rico3}\nrico1          DSRICOT1\nrico2          DSRICOT2\nrico3          DSRICOT3"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "gameinfo\n{\nplayerclasses = \"Scavenger\"\n}\n\nclearskills\nskill Easy\n{\n    EasyBossBrain\n\tAutoUseHealth\n\tSpawnFilter = Easy\n\tPicName = \"M_JKILL\"\n\tName = \"$SKILL_BABY\"\n\tKey = \"e\"\n}\n\nskill Normal\n{\n\tSpawnFilter = Normal\n\tPicName = \"M_ROUGH\"\n\tName = \"$SKILL_EASY\"\n\tKey = \"n\"\n\tDefaultSkill\n}\n\nskill Hardcore\n{\n\tSpawnFilter = Hard\n\tAggressiveness = 0.5\n\tPicName = \"M_HURT\"\n\tKey = \"h\"\n\tName = \"$SKILL_NORMAL\"\n\n}\n\nskill Survival\n{\n\tSpawnFilter = Normal\n\tAmmoFactor = 0.5\n\tDamageFactor = 1.5\n\tMonsterHealth = 0.75\n\tPicName = \"M_ULTRA\"\n\tName = \"$SKILL_HARD\"\n\tmustconfirm = \"A true survivor makes the most of what he has. Your enemies and you take much more damage, but ammo is much more rare. Play on Survival Mode?\"\n\tKey = \"u\"\n}\n\nskill SurvivalHardcore\n{\n\tAmmoFactor = 0.5\n\tDamageFactor = 1.5\n\tMonsterHealth = 0.75\n\tSpawnFilter = Hard\n\tAggressiveness = 0.5\n\tmustconfirm = \"A true survivor makes the most of what he has. Your enemies and you take much more damage, but ammo is much more rare. Play on Survival Mode?\"\n\tPicName = \"M_NMARE\"\n\tName = \"$SKILL_NIGHTMARE\"\n\tKey = \"s\"\n}"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Sat Nov  3 08:41:57 2018\n\nSprite \"REVGA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL1\", 135, 102\n}\n\nSprite \"REVGB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL2\", 135, 102\n}\n\nSprite \"REVFA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL3\", 135, 102\n}\n\nSprite \"REVFB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL4\", 169, 85\n}\n\nSprite \"REVFC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL4\", 179, 82\n}\n\nSprite \"REVGC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL5\", 149, 104\n}\n\nSprite \"REVGD0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL5\", 160, 103\n}\n\nSprite \"REVGE0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL5\", 180, 107\n}\n\nSprite \"REVRA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL6\", 158, 78\n}\n\nSprite \"REVRB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PISTOL6\", 160, 77\n}\n\nSprite \"REVRC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch 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33\n\tPatch \"PIPEB1\", 217, 169\n}\n\nSprite \"PIP2A0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 177, 121\n\tPatch \"PIPEHND1\", 3, 187\n}\n\nSprite \"PIP2B0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 165, 134\n\tPatch \"PIPEHND1\", 35, 178\n}\n\nSprite \"PIP2C0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 149, 136\n\tPatch \"PIPEHND1\", 62, 165\n}\n\nSprite \"PIP2D0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 145, 130\n\tPatch \"PIPEHND1\", 89, 158\n}\n\nSprite \"PIP2E0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 145, 130\n\tPatch \"PIPEHND2\", 77, 139\n}\n\nSprite \"PIP2F0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 145, 130\n\tPatch \"PIPEHND3\", 110, 137\n}\n\nSprite \"PIP2G0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 156, 133\n\tPatch \"PIPEHND4\", 88, 142\n}\n\nSprite \"PIP2H0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 174, 135\n\tPatch \"PIPEHND5\", 73, 144\n}\n\nSprite \"PIP2I0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 190, 147\n\tPatch \"PIPEHND6\", 55, 153\n}\n\nSprite \"PIP2J0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 190, 156\n\tPatch \"PIPEHND6\", 55, 167\n}\n\nSprite \"PIP2K0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB1\", 190, 176\n\tPatch \"PIPEHND6\", 55, 183\n}\n\nSprite \"PEMTA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"PIPEB3\", 154, 177\n}\n\nSprite \"MSKTA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET1\", 131, 63\n}\n\nSprite \"MSKFB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET2\", 135, 65\n}\n\nSprite \"MSKFC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 151, 76\n\tPatch \"MUSKET3\", 155, 59\n}\n\nSprite \"MSKFD0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET4\", 166, 63\n\tPatch \"MUSKET5\", 156, 87\n}\n\nSprite \"MSKFE0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 166, 93\n}\n\nSprite \"MSKFF0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 163, 90\n}\n\nSprite \"MSKFG0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 163, 88\n}\n\nSprite \"MSKFH0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 159, 80\n}\n\nSprite \"MSKFI0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 152, 75\n}\n\nSprite \"MSKFJ0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 140, 70\n}\n\nSprite \"MSKTB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 131, 63\n}\n\nSprite \"MSKTC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 128, 76\n}\n\nSprite \"MSKTD0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 110, 92\n}\n\nSprite \"MSKTE0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET5\", 87, 117\n}\n\nSprite \"MSKTF0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET6\", 76, 160\n}\n\nSprite \"MSKTG0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET6\", 86, 124\n}\n\nSprite \"MSKTH0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET6\", 79, 88\n\tPatch \"MUSKET10\", 84, 176\n}\n\nSprite \"MSKTI0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET6\", 75, 80\n\tPatch \"MUSKET10\", 94, 156\n}\n\nSprite \"MSKTJ0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET6\", 75, 75\n\tPatch \"MUSKET10\", 85, 114\n}\n\nSprite \"MSKTK0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET6\", 73, 73\n\tPatch \"MUSKET11\", 78, 100\n}\n\nSprite \"MSKTL0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET9\", 79, 82\n\tPatch \"MUSKET11\", 78, 130\n}\n\nSprite \"MSKTM0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 79, 88\n\tPatch \"MUSKET11\", 81, 153\n}\n\nSprite \"MSKTN0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 71, 76\n\tPatch \"MUSKET10\", 109, 148\n}\n\nSprite \"MSKTO0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET10\", 113, 167\n}\n\nSprite \"MSKTP0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET12\", 109, 187\n}\n\nSprite \"MSKTQ0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET12\", 91, 155\n}\n\nSprite \"MSKTR0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET12\", 86, 125\n}\n\nSprite \"MSKTS0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET12\", 88, 120\n}\n\nSprite \"MSKTT0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET12\", 73, 120\n}\n\nSprite \"MSKTU0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 68, 81\n\tPatch \"MUSKET11\", 81, 154\n}\n\nSprite \"MSKTO0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"MUSKET8\", 61, 76\n\tPatch \"MUSKET10\", 116, 167\n}\n\nSprite \"M79GA0\", 370, 210\n{\n\tXScale 1.200\n\tYScale 1.200\n\tPatch \"THMP1\", 175, 88\n}\n\nSprite \"M79GB0\", 370, 210\n{\n\tXScale 1.200\n\tYScale 1.200\n\tPatch \"THMP1\", 184, 95\n}\n\nSprite \"M79GC0\", 370, 210\n{\n\tXScale 1.200\n\tYScale 1.200\n\tPatch \"THMP1\", 197, 98\n}\n\nSprite \"M79GD0\", 370, 210\n{\n\tXScale 1.200\n\tYScale 1.200\n\tPatch \"THMP3\", 209, 88\n}\n\nSprite \"M79RA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP2\", 190, 87\n}\n\nSprite \"M79RB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP2\", 205, 92\n}\n\nSprite \"M79RC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP4\", 206, 85\n}\n\nSprite \"M79RD0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP4\", 213, 84\n}\n\nSprite \"M79RE0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP5\", 190, 85\n}\n\nSprite \"M79RF0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP5\", 176, 97\n}\n\nSprite \"M79RG0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP5\", 158, 115\n}\n\nSprite \"M79RH0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP5\", 136, 135\n}\n\nSprite \"M79FA0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP3\", 206, 85\n}\n\nSprite \"M79FB0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP3\", 218, 90\n}\n\nSprite \"M79FC0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP3\", 224, 101\n}\n\nSprite \"M79FD0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP3\", 208, 91\n}\n\nSprite \"M79FE0\", 370, 210\n{\n\tOffset 0, 33\n\tPatch \"THMP3\", 196, 85\n}\n\nSprite \"M79FF0\", 370, 210\n{\n\tXScale 1.200\n\tYScale 1.200\n\tPatch \"THMP1\", 196, 93\n}\n\nSprite \"M79FG0\", 370, 210\n{\n\tXScale 1.200\n\tYScale 1.200\n\tPatch \"THMP1\", 194, 90\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "height 0;\ninterpolatehealth true;\n\nstatusbar normal, fullscreenoffsets\n{\n    //Hud main\n\tDrawImage \"HUD5A0\",0, -60;\n\tDrawImage \"HUD6A0\",-130, -60;\n    //health\n    drawnumber 3, HUDFONT_DOOM, orange, health, drawshadow, 55, -22, darkred, 30, darkgreen, 60;\n\n    //armor\n    drawnumber 3, HUDFONT_DOOM, darkgreen, armor, drawshadow, whennotzero, 130, -22;\n\n    //ammo\n    drawnumber 3, HUDFONT_DOOM, darkgreen, ammo1, drawshadow, -62, -28;\n\tdrawnumber 3, HUDFONT_DOOM, darkgreen, ammo2, drawshadow, -13, -28;\n\n\t//Inventory\n\tdrawselectedinventory artiflash, smallfont, 160, -35, 170, -40, gold;\n\tdrawswitchableimage PowerRegeneration, \"nullimage\", \"HUD4A0\", -30, 0;\n\tdrawswitchableimage Powerironfeet, \"nullimage\", \"HUD7A0\", -30, 30;\n\tdrawswitchableimage PowerDoubleFiringSpeed, \"nullimage\", \"HUD8A0\", -30, 60;\n\n    gamemode deathmatch\n    {\n        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n    }\n    gamemode singleplayer, cooperative, teamgame\n    {\n    drawswitchableimage keyslot 2 && 5, \"nullimage\", \"STKEYS0\", \"STKEYS0\", \"STKEYS0\", -118, -20;\n    drawswitchableimage keyslot 3 && 6, \"nullimage\", \"STKEYS1\", \"STKEYS1\", \"STKEYS1\", -118, -37;\n    drawswitchableimage keyslot 1 && 4, \"nullimage\", \"STKEYS2\", \"STKEYS2\", \"STKEYS2\", -118, -52;\n    }\n}\nstatusbar fullscreen, forcescaled, fullscreenoffsets\n{\n    //health\n\tdrawimage \"HUD_HLTH\",40, -30;\n    drawnumber 3, smallfont, orange, health, drawshadow, 55, -28, darkred, 30, darkgreen, 60;\n\n    //armor\n\tdrawimage \"HUD_ARMR\",115, -30;\n    drawnumber 3, smallfont, darkgreen, armor, drawshadow, whennotzero, 130, -28;\n\n    //ammo\n    drawnumber 3, smallfont, gray, ammo1, drawshadow, -62, -28;\n\tdrawnumber 3, smallfont, gray, ammo2, drawshadow, -30, -28;\n\n\t//Inventory\n\tdrawselectedinventory artiflash, smallfont, 160, -35, 170, -40, gold;\n\tdrawswitchableimage PowerRegeneration, \"nullimage\", \"HUD4A0\", -30, 0;\n\tdrawswitchableimage Powerironfeet, \"nullimage\", \"HUD7A0\", -30, 30;\n\tdrawswitchableimage PowerDoubleFiringSpeed, \"nullimage\", \"HUD8A0\", -30, 60;\n\n    gamemode deathmatch\n    {\n        drawnumber 2, HUDFONT_DOOM, brick, frags, drawshadow, -3, 1;\n    }\n    gamemode singleplayer, cooperative, teamgame\n    {\n    drawswitchableimage keyslot 2 && 5, \"nullimage\", \"STKEYS0\", \"STKEYS0\", \"STKEYS0\", -118, -20;\n    drawswitchableimage keyslot 3 && 6, \"nullimage\", \"STKEYS1\", \"STKEYS1\", \"STKEYS1\", -118, -37;\n    drawswitchableimage keyslot 1 && 4, \"nullimage\", \"STKEYS2\", \"STKEYS2\", \"STKEYS2\", -118, -52;\n    }\n}\n\nstatusbar inventory // Standard bar overlay (ZDoom Addition)\n{\n    drawinventorybar Doom, 7, INDEXFONT, 70, 200;\n}\n\nstatusbar inventoryfullscreen // ZDoom HUD overlay.\n{\n    drawinventorybar Doom, translucent, 7, INDEXFONT, 200, 370;\n}"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "SolarPower"
      },
      {
        "source": "pk3",
        "name": "animdefs.txt",
        "contents": "texture optional M_SKULL1\npic M_SKULL1 tics 6\npic M_SKULL2 tics 6\npic M_SKULL3 tics 8\npic M_SKULL2 tics 6"
      }
    ]
  },
  "maps": []
}

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