eh_codepack_v0.9851.pk3

PK3 4.1 MiB 0 map(s)

Counts

endoom0
graphics0
lumps92
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "00dd65e2-528c-411a-bb46-22ce71aa0fbf",
    "sha1": "6a0c4c2defdac57b55196a7886c2220215420aa5",
    "sha256": "b67fcba1f1dec148623fc5f1bb00f61391dc1db481c2e5fdffa6d077a2c462eb",
    "filenames": [
      "eh_codepack_v0.9851.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-02-14 21:35:54",
      "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": "2016-02-14 21:35:54",
    "file": {
      "type": "PK3",
      "size": 4337905,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/6a0c4c2defdac57b55196a7886c2220215420aa5/6a0c4c2defdac57b55196a7886c2220215420aa5.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 92,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "// Optional Actors\n#include \"actors/achieve.txt\" // Achievement system.\n#INCLUDE \"actors/Noitems.txt\"\n#INCLUDE \"actors/FX.txt\"\n#INCLUDE \"actors/Gibs.txt\"\n\n// Main Actors\n#include \"actors/global.txt\" // Global actors that are REQUIRED for the below.\n#include \"actors/globalIDs.txt\"\n#include \"actors/classes/humans/marine.txt\" // Marine class and weapons.\n#include \"actors/classes/humans/hunter.txt\" // Hunter class and weapons.\n#include \"actors/classes/humans/cyborg.txt\" // Cyborg class and weapons.\n#include \"actors/classes/ghouls/sjas.txt\" // Sjas class and weapon.\n#include \"actors/classes/ghouls/creeper.txt\" // Creeper class and weapon.\n#include \"actors/classes/ghouls/jskull.txt\" // Jitterskull class and weapon.\n#include \"actors/classes/ghouls/choke.txt\" // Choke class and weapons.\n#include \"actors/classes/humans/gbuster.txt\" // Ghost Buster class and weapons.\n#include \"actors/classes/humans/engineer.txt\" // Santa class and weapons.\n#include \"actors/classes/ghouls/frostbite.txt\" // Frost Bite class and weapons.\n#INCLUDE \"actors/classes/humans/Ranger.txt\" // Ranger class and weapons.\n#INCLUDE \"actors/classes/humans/Demoman.txt\" // Demoman class and weapons.\n#INCLUDE \"actors/classes/ghouls/Nevermore.txt\" // Nevermore class and weapons.\n#INCLUDE \"actors/classes/ghouls/Swampie.txt\" // Swamp Thing class and weapons.\n#Include \"actors/classes/GHOULS/Sangel.txt\" // Sangel class and weapons.\n#Include \"actors/classes/humans/VWarrior.txt\" // Void Warrior class and weapons.\n#Include \"actors/classes/humans/Upgrades.txt\" // Upgrades for Humans.\n\n#include \"actors.mapstuff\" // Map specific actors"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "global\nachieve\nhints\neh"
      },
      {
        "source": "pk3",
        "name": "KeyConf.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass Marine\nAddPlayerClass Hunter\nAddPlayerClass Cyborg\nAddPlayerClass Ghostbuster\nAddPlayerClass Engineer\nAddPlayerClass Sjas\nAddPlayerClass Creeper\nAddPlayerClass Jitterskull\nAddPlayerClass Choke\nAddPlayerClass Frostbite\nAddPlayerClass Nevermore\nAddPlayerClass Swampie\nAddPlayerClass VampLord\nAddPlayerClass Ranger\nAddPlayerClass Demoman\nAddPlayerClass VoidWarrior\n\nAddslotdefault 1 NailCannon\nAddSlotDefault 1 GrenadeLauncher\nAddslotdefault 1 PhaseSword\nAddslotdefault 1 SangelClaws1\nAddslotdefault 2 SangelClaws2\nAddSlotDefault 2 Raptor\nAddSlotDefault 3 C4Wep\nAddSlotDefault 3 EMPCannon\n\nAddKeySection \"Ghouls vs Humans\" GVHKeys\n\tAddMenuKey \"Display achievement list\" achievements\n\tAlias achievements \"Puke -715\"\n    addmenukey \"Toggle Class Information\" classinfo\n    alias classinfo \"use classinfolist\"* //Eventually gonna improve scripts."
      },
      {
        "source": "pk3",
        "name": "teaminfo.txt",
        "contents": "ClearTeams\n\nTeam \"Human Resistance\"\n{\n   PlayerColor \"DD DD DD\"\n   TextColor \"Green\"\n   RailColor \"00 FF 00\"\n   FlagItem \"BlueFlag\"\n   SkullItem \"BlueSkullST\"\n   PlayerStartThingNumber 0\n   SmallFlagHUDIcon \"STFLA1\"\n   SmallSkullHUDIcon \"STKEYS3\"\n   LargeFlagHUDIcon \"BFLASMAL\"\n   LargeSkullHUDIcon \"BSKUA0\"\n   WinnerTheme \"D_HWIN\"\n   LoserTheme \"D_HLOSE\"\n   WinnerPic \"HUMANWIN\"\n   LoserPic \"HUMANLOS\"\n   AllowCustomPlayerColor\n   PlayerStartThingNumber 5080\n}\n\nTeam \"The Ghouls\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\tPlayerStartThingNumber 0\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n    WinnerTheme \"D_GWIN\"\n    LoserTheme \"D_GLOSE\"\n\tWinnerPic \"GHOULWIN\"\n\tLoserPic \"GHOULLOS\"\n\tAllowCustomPlayerColor\n\tPlayerStartThingNumber 5081\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "PointLight BlinkLight1\n{\n Color 0.0 0.3 1.0\n Size 178\n}\n\nPointLight BlinkLight2\n{\n Color 0.0 0.3 1.0\n Size 132\n}\n\nPointLight BlinkLight3\n{\n Color 0.0 0.3 1.0\n Size 80\n}\n\npointlight MARINESHOT\n{\n    color 0.8 0.8 0.0\n    size 50\n}\n\npointlight RangerShot1\n{\n    color 0.8 0.545 0.0\n    size 50\n}\n\nobject Marine\n{\n    frame PLAYF { light MARINESHOT }\n}\n\npointlight DemoShot\n{\n    color 0.8 0.4 0.0\n    size 50\n}\n\nobject Demoman\n{\n    frame CMDOF { light DemoShot }\n}\n\nobject Ranger\n{\n    frame RAVWF { light RangerShot1 }\n}\n\nFlickerLight EMPBallLight\n{\n Color 0.0 0.1 1.0\n Size 200\n SecondarySize 300\n Chance 80\n DontLightSelf 1\n}\n\nPointLight EMPBallExLight1\n{\n Color 0.0 0.6 1.0\n Size 700\n}\n\nPointLight EMPBallExLight2\n{\n Color 0.0 0.4 1.0\n Size 500\n}\n\nPointLight EMPBallExLight3\n{\n Color 0.0 0.2 1.0\n Size 300\n}\n\nPointLight EMPBallExLight4\n{\n Color 0.0 0.0 1.0\n Size 100\n}\n\nPointLight VoidPortal1\n{\n Color 0.35 0.0 1.0\n Size 75\n}\n\nPointLight VoidPortal2\n{\n Color 0.35 0.0 1.0\n Size 180\n}\n\nPointLight VoidPortal3\n{\n Color 0.35 0.0 1.0\n Size 120\n}\n\nPointLight VoidPortal4\n{\n Color 0.35 0.0 1.0\n Size 50\n}\n\nObject VoidPortal\n{\n Frame DGE1A { lIGHT VoidPortal1 }\n Frame DGE1B { lIGHT VoidPortal2 }\n Frame DGE1C { lIGHT VoidPortal3 }\n Frame DGE1D { lIGHT VoidPortal4 }\n}\n\nObject BlinkFXGen\n{\n Frame FLARB { Light BlinkLight1 }\n Frame FLX1B { Light BlinkLight2 }\n Frame FLX2B { Light BlinkLight3 }\n}\n\nObject EMPBall\n{\n Frame EMPBA { Light EMPBallLight }\n Frame EMPBB { Light EMPBallLight }\n}\n\nObject EMPDeathFX\n{\n Frame EMPXA { Light EMPBallExLight1 }\n Frame EMPXB { Light EMPBallExLight2 }\n Frame EMPXC { Light EMPBallExLight3 }\n Frame EMPXD { Light EMPBallExLight4 }\n}\n\nPointLight PNailLight\n{\n Color 1.0 0.5 0.0\n Size 30\n}\n\nPointLight PNLD1\n{\n Color 1.0 0.5 0.0\n Size 32\n}\n\nPointLight PNLD2\n{\n Color 1.0 0.5 0.0\n Size 28\n}\n\nPointLight PNLD3\n{\n Color 0.8 0.3 0.0\n Size 20\n}\n\nPointLight PNLD4\n{\n Color 0.4 0.15 0.0\n Size 10\n}\n\nObject PowerNail\n{\n Frame BLAD { Light PNailLight }\n FRAME SPLSC { Light PNLD1 }\n FRAME SPLSD { Light PNLD2 }\n FRAME SPLSE { Light PNLD3 }\n FRAME SPLSF { Light PNLD4 }\n}\n\nObject EmpoweredNail\n{\n Frame BLAD { Light PNailLight }\n FRAME SPLSC { Light PNLD1 }\n FRAME SPLSD { Light PNLD2 }\n FRAME SPLSE { Light PNLD3 }\n FRAME SPLSF { Light PNLD4 }\n}\n\nPointLight RaptorLight\n{\n Color 0.0 0.25 1.0\n Size 48\n}\n\nPointLight RLD1\n{\n Color 0.0 0.25 1.0\n Size 55\n}\n\nPointLight RLD2\n{\n Color 0.0 0.25 1.0\n Size 45\n}\nPointLight RLD3\n{\n Color 0.0 0.25 1.0\n Size 35\n}\n\nPointLight RLD4\n{\n Color 0.0 0.15 0.8\n Size 25\n}\n\nObject MagnetizedScrap\n{\n Frame SPKBA { Light RaptorLight }\n FRAME SPKBB { Light RLD1 }\n FRAME SPKBC { Light RLD2 }\n FRAME SPKBD { Light RLD3 }\n FRAME SPKBE { Light RLD4 }\n}\n\nPointLight FlameArrowLight\n{\n Color 1.0 0.3 0.0\n Size 32\n}\n\nPointLight FALD1\n{\n Color 1.0 0.3 0.0\n Size 50\n}\n\nPointLight FALD2\n{\n Color 1.0 0.3 0.0\n Size 47\n}\nPointLight FALD3\n{\n Color 1.0 0.3 0.0\n Size 42\n}\n\nPointLight FALD4\n{\n Color 0.8 0.3 0.0\n Size 36\n}\n\nPointLight FALD5\n{\n Color 0.75 0.1 0.0\n Size 32\n}\n\nPointLight FALD6\n{\n Color 0.55 0.0 0.0\n Size 25\n}\n\nObject FlameArrow\n{\n Frame ARR3 { Light FlameArrowLight }\n Frame HELXA { Light FALD1 }\n Frame HELXB { Light FALD2 }\n Frame HELXC { Light FALD3 }\n Frame HELXD { Light FALD4 }\n Frame HELXE { Light FALD5 }\n Frame HELXF { Light FALD6 }\n}\n\nObject FiretrapFlameJ\n{\n  Frame HELXA { Light FALD1 }\n Frame HELXB { Light FALD2 }\n Frame HELXC { Light FALD3 }\n Frame HELXD { Light FALD4 }\n Frame HELXE { Light FALD5 }\n Frame HELXF { Light FALD6 }\n}\n\nObject SpiderMine\n{\n Frame SPIDV { Light FALD1 }\n Frame SPIDW { Light FALD2 }\n Frame SPIDX { Light FALD4 }\n Frame SPIDY { Light FALD6 }\n}\n\nObject FlameArrowTrail\n{\n Frame WBALC { Light FALD4 }\n Frame WBALD { Light FALD5 }\n Frame WBALE { Light FALD6 }\n}\n\nPointLight FlameLaser1\n{\n Color 1.0 0.5 0.0\n Size 28\n}\n\nPointLight FlameLaser2\n{\n Color 1.0 0.5 0.0\n Size 25\n}\n\nPointLight FlameLaser3\n{\n Color 0.8 0.3 0.0\n Size 22\n}\n\nPointLight FlameLaser4\n{\n Color 0.6 0.25 0.0\n Size 17\n}\n\nPointLight FlameLaser5\n{\n Color 0.6 0.25 0.0\n Size 15\n}\nPointLight FlameLaser6\n{\n Color 0.3 0.1 0.0\n Size 11\n}\n\nObject FlameArrowTrailS\n{\n Frame TNT1A { Light FlameLaser1 }\n Frame SPKBA { Light FlameLaser2 }\n Frame SPKBB { Light FlameLaser3 }\n Frame SPKBC { Light FlameLaser4 }\n Frame SPKBD { Light FlameLaser5 }\n Frame SPKBE { Light FlameLaser6 }\n}\n\nPointLight FlameSpin1\n{\n Color 1.0 0.6 0.0\n Size 35\n}\n\nPointLight FlameSpin2\n{\n Color 1.0 0.6 0.0\n Size 38\n}\n\nPointLight FlameSpin3\n{\n Color 1.0 0.6 0.0\n Size 32\n}\n\nPointLight FlameSpin4\n{\n Color 1.0 0.4 0.0\n Size 28\n}\n\nPointLight FlameSpin5\n{\n Color 0.7 0.25 0.0\n Size 22\n}\n\nPointLight FlameSpin6\n{\n Color 0.3 0.0 0.0\n Size 18\n}\n\nObject FireSpinAttack\n{\n Frame HLFRA { Light FlameSpin1 }\n Frame HLFRB { Light FlameSpin2 }\n Frame HLFRC { Light FlameSpin3 }\n Frame HLFRD { Light FlameSpin4 }\n Frame HLFRE { Light FlameSpin5 }\n Frame HLFRF { Light FlameSpin6 }\n}\n\nFlickerLight MagicTracer1\n{\n Color 1.0 0.8 0.8\n Size 42\n SecondarySize 35\n Chance 0.5\n}\n\nPointLight MTD1\n{\n Color 1.0 0.8 0.8\n Size 60\n}\n\nPointLight MTD2\n{\n Color 0.8 0.5 0.5\n Size 56\n}\n\nPointLight MTD3\n{\n Color 0.8 0.5 0.5\n Size 48\n}\n\nPointLight MTD4\n{\n Color 0.5 0.25 0.25\n Size 35\n}\n\nObject MagicTracer\n{\n Frame NGSTA { Light MagicTracer1 }\n Frame NGSTB { Light MagicTracer1 }\n Frame NGSTH { Light MTD1 }\n Frame NGSTI { Light MTD2 }\n Frame NGSTJ { Light MTD3 }\n Frame NGSTK { Light MTD4 }\n}\n\nFlickerLight MagicTracer2\n{\n Color 0.0 1.0 0.6\n Size 42\n SecondarySize 34\n Chance 0.5\n}\n\nPointLight M2TD1\n{\n Color 0.0 0.8 0.3\n Size 60\n}\n\nPointLight M2TD2\n{\n Color 0.0 0.5 0.2\n Size 56\n}\n\nPointLight M2TD3\n{\n Color 0.0 0.5 0.2\n Size 48\n}\n\nPointLight M2TD4\n{\n Color 0.0 0.25 0.1\n Size 35\n}\n\nObject MagicTracer2\n{\n Frame ZX22A { Light MagicTracer2 }\n Frame ZX22B { Light MagicTracer2 }\n Frame ZX22H { Light M2TD1 }\n Frame ZX22I { Light M2TD2 }\n Frame ZX22J { Light M2TD3 }\n Frame ZX22K { Light M2TD4 }\n}\n\nPointLight IceShot1\n{\n Color 0.0 0.1 1.0\n Size 22\n}\n\nPointLight IceShot2\n{\n Color 0.0 0.1 1.0\n Size 35\n}\n\nPointLight IS1D1\n{\n Color 0.0 0.1 1.0\n Size 30\n}\n\nPointLight IS1D2\n{\n Color 0.0 0.1 1.0\n Size 26\n}\n\nPointLight IS1D3\n{\n Color 0.0 0.1 1.0\n Size 18\n}\n\nPointLight IS2D1\n{\n Color 0.0 0.1 1.0\n Size 42\n}\n\nPointLight IS2D2\n{\n Color 0.0 0.1 1.0\n Size 36\n}\n\nPointLight IS2D3\n{\n Color 0.0 0.1 1.0\n Size 22\n}\n\nObject IceArrow2\n{\n Frame SHRD {  Light IceShot1 }\n Frame SHEXA { Light IS1D1 }\n Frame SHEXB { Light IS1D2 }\n Frame SHEXC { Light IS1D3 }\n}\n\nObject IceArrow\n{\n Frame SHRD { Light IceShot2 }\n Frame SHEXA { Light IS2D1 }\n Frame SHEXB { Light IS2D2 }\n Frame SHEXC { Light IS2D3 }\n}\n\nFlickerLight BlackFlame1\n{\n Color 0.8 0.8 0.8\n Size 48\n SecondarySize 32\n Subtractive 1\n Chance 0.5\n DontLightSelf 1\n}\n\nPointLight BFD1\n{\n Color 1.0 1.0 1.0\n sIZE 52\n Subtractive 1\n DontLightSelf 1\n}\nPointLight BFD2\n{\n Color 0.8 0.8 0.8\n sIZE 42\n Subtractive 1\n DontLightSelf 1\n}\nPointLight BFD3\n{\n Color 0.8 0.8 0.8\n sIZE 35\n Subtractive 1\n DontLightSelf 1\n}\nPointLight BFD4\n{\n Color 0.6 0.6 0.6\n sIZE 28\n Subtractive 1\n DontLightSelf 1\n}\n\nObject BlackFire\n{\n Frame DMFXA { Light BlackFlame1 }\n Frame DMFXB { Light BlackFlame1 }\n Frame DMFXC { Light BlackFlame1 }\n Frame DMFXD { Light BFD1 }\n Frame DMFXE { Light BFD2 }\n Frame DMFXF { Light BFD3 }\n Frame DMFXG { Light BFD4 }\n}\n\nPointLight GBAcid1\n{\n Color 0.0 1.0 0.35\n Size 34\n}\n\nPointLight GBAD1\n{\n Color 0.0 1.0 0.35\n Size 44\n}\n\nPointLight GBAD2\n{\n Color 0.0 0.8 0.15\n Size 31\n}\n\nPointLight GBAD3\n{\n Color 0.0 0.5 0.0\n Size 24\n}\n\nObject AcidGBShot\n{\n Frame GBACA { Light GBAcid1 }\n Frame GBACB { Light GBAcid1 }\n Frame GBACC { Light GBAD1 }\n Frame GBACD { Light GBAD2 }\n Frame GBACE { Light GBAD3 }\n}\n\nPointLight ThunderShock1\n{\n Color 0.0 0.6 1.0\n Size 52\n}\n\nPointLight ThunderShock2\n{\n Color 0.0 0.6 1.0\n Size 60\n}\n\nPointLight ThunderShock3\n{\n Color 0.0 0.6 1.0\n Size 68\n}\n\nPointLight ThunderShock4\n{\n Color 0.0 0.6 1.0\n Size 76\n}\n\nPointLight ThunderShock5\n{\n Color 0.0 0.6 1.0\n Size 84\n}\n\nPointLight ThunderShock6\n{\n Color 0.0 0.6 1.0\n Size 92\n}\n\nPointLight ThunderShock7\n{\n Color 0.0 0.6 1.0\n Size 100\n}\nPointLight ThunderShock8\n{\n Color 0.0 0.6 1.0\n Size 108\n}\n\nPointLight ThunderShock9\n{\n Color 0.0 0.6 1.0\n Size 116\n}\n\nPointLight ThunderShock10\n{\n Color 0.0 0.6 1.0\n Size 118\n}\n\nPointLight ThunderShock11\n{\n Color 0.0 0.6 1.0\n Size 120\n}\n\nPointLight ThunderShock12\n{\n Color 0.0 0.4 0.8\n Size 122\n}\n\nPointLight ThunderShock13\n{\n Color 0.0 0.4 0.8\n Size 124\n}\n\nPointLight ThunderShock14\n{\n Color 0.0 0.2 0.6\n Size 132\n}\n\nPointLight ThunderShock15\n{\n Color 0.0 0.1 0.4\n Size 116\n}\n\nPointLight ThunderShock16\n{\n Color 0.0 0.0 0.3\n Size 100\n}\n\nObject ThunderArrowShock1\n{\n Frame TXP1 { Light ThunderShock1 }\n}\n\nObject ThunderArrowShock2\n{\n Frame TXP1 { Light ThunderShock2 }\n}\nObject ThunderArrowShock3\n{\n Frame TXP1 { Light ThunderShock3 }\n}\n\nObject ThunderArrowShock4\n{\n Frame TXP1 { Light ThunderShock4 }\n}\n\nObject ThunderArrowShock5\n{\n Frame TXP1 { Light ThunderShock5 }\n}\n\nObject ThunderArrowShock6\n{\n Frame TXP1 { Light ThunderShock6 }\n}\n\nObject ThunderArrowShock7\n{\n Frame TXP1 { Light ThunderShock7 }\n}\n\nObject ThunderArrowShock8\n{\n Frame TXP1 { Light ThunderShock8 }\n}\n\nObject ThunderArrowShock9\n{\n Frame TXP1 { Light ThunderShock9 }\n}\n\nObject ThunderArrowShock10\n{\n Frame TXP1 { Light ThunderShock10 }\n}\nObject ThunderArrowShock11\n{\n Frame TXP1 { Light ThunderShock11 }\n}\n\nObject ThunderArrowShock12\n{\n Frame TXP1 { Light ThunderShock12 }\n}\n\nObject ThunderArrowShock13\n{\n Frame TXP1 { Light ThunderShock13 }\n}\n\nObject ThunderArrowShock14\n{\n Frame TXP1 { Light ThunderShock14 }\n}\nObject ThunderArrowShock15\n{\n Frame TXP1 { Light ThunderShock15 }\n}\nObject ThunderArrowShock16\n{\n Frame TXP1 { Light ThunderShock16 }\n}\n\nFlickerLight DarkArrow1\n{\n Color 0.2 0.0 1.0\n Size 47\n SecondarySize 35\n Chance 0.5\n Subtractive 1\n DontLightSelf 1\n}\n\nObject DarkArrow\n{\n Frame ARR5 { lIGHT dARKARROW1 }\n}\n\nPointLight DarkFrag1\n{\n Color 0.2 0.0 1.0\n Size 21\n Subtractive 1\n DontLightSelf 1\n}\n\nObject DarkFrag\n{\n Frame VOIP { Light DarkFrag1 }\n}\n\nPointLight DemoFire1\n{\n Color 0.8 0.35 0.0\n Size 18\n}\n\nPointLight DemoFire2\n{\n Color 0.85 0.35 0.0\n Size 22\n}\n\nPointLight DemoFire3\n{\n Color 0.9 0.425 0.0\n Size 28\n}\n\nPointLight DemoFire4\n{\n Color 1.0 0.5 0.0\n Size 35\n}\n\nPointLight DemoFire5\n{\n Color 1.0 0.6 0.0\n Size 37\n}\n\nPointLight DemoFire6\n{\n Color 1.0 0.7 0.0\n Size 38\n}\n\nPointLight DemoFire7\n{\n Color 1.0 0.75 0.04\n Size 40\n}\n\nPointLight DemoFire8\n{\n Color 1.0 0.8 0.07\n Size 38\n}\n\nPointLight DemoFire9\n{\n Color 1.0 0.7 0.0\n Size 32\n}\n\nPointLight DemoFire10\n{\n Color 0.9 0.5 0.0\n Size 30\n}\n\nPointLight DemoFire11\n{\n Color 0.75 0.5 0.0\n Size 25\n}\n\nPointLight DemoFire12\n{\n Color 0.7 0.4 0.0\n Size 21\n}\n\nPointLight DemoFire13\n{\n Color 0.6 0.25 0.0\n Size 14\n}\n\nObject FireSpawn\n{\n Frame FRTFA { Light DemoFire1 }\n Frame FRTFB { Light DemoFire2 }\n Frame FRTFC { Light DemoFire3 }\n Frame FRTFD { Light DemoFire4 }\n Frame FRTFE { Light DemoFire5 }\n Frame FRTFF { Light DemoFire6 }\n Frame FRTFG { Light DemoFire7 }\n Frame FRTFH { Light DemoFire8 }\n Frame FRTFI { Light DemoFire9 }\n Frame FRTFJ { Light DemoFire10 }\n Frame FRTFK { Light DemoFire11 }\n Frame FRTFL { Light DemoFire12 }\n Frame FRTFM { Light DemoFire13 }\n}\n\nObject IGrenade\n{\n Frame IGGR { Light CGD2 }\n}\n\nPointLight DemoCG1\n{\n Color 1.0 0.0 0.0\n Size 28\n}\n\nPointLight CGD1\n{\n Color 1.0 0.6 0.0\n sIZE 47\n}\n\nPointLight CGD2\n{\n Color 1.0 0.6 0.0\n sIZE 40\n}\n\nPointLight CGD3\n{\n Color 0.8 0.4 0.0\n sIZE 33\n}\n\nPointLight CGD4\n{\n Color 0.6 0.2 0.0\n sIZE 28\n}\n\nObject CGrenade\n{\n Frame CNGR { Light DemoCG1 }\n Frame TNT1A { Light CGD1 }\n Frame TNT1B { Light CGD2 }\n Frame TNT1C { Light CGD3 }\n Frame TNT1D { Light CGD4 }\n}\n\nPointLight C4D1\n{\n Color 1.0 0.75 0.0\n Size 115\n}\n\nPointLight C4D2\n{\n Color 1.0 0.75 0.0\n Size 85\n}\n\nPointLight C4D3\n{\n Color 0.8 0.4 0.0\n Size 60\n}\n\nPointLight C4D4\n{\n Color 0.65 0.35 0.0\n Size 45\n}\n\nPointLight C4D5\n{\n Color 0.5 0.25 0.0\n Size 38\n}\n\nObject RemoteC4Deployed\n{\n Frame TNT1A { Light C4D1 }\n Frame TNT1B { Light C4D2 }\n Frame TNT1C { Light C4D3 }\n Frame TNT1D { Light C4D4 }\n Frame TNT1E { Light C4D5 }\n}\n\nPointLight PFlameL1\n{\n Color 0.0 1.0 0.725\n Size 42\n}\n\nPointLight PFlameL2\n{\n Color 0.0 1.0 0.725\n Size 48\n}\n\nPointLight PFlameL3\n{\n Color 0.0 1.0 0.725\n Size 32\n}\n\nPointLight PFlameL4\n{\n Color 0.0 1.0 0.725\n Size 38\n}\n\nPointLight PFlameL5\n{\n Color 0.0 1.0 0.725\n Size 28\n}\n\nObject PurifyingFlame\n{\n Frame PFLMH { Light PFlameL1 }\n Frame PFLMI { Light PFlameL2 }\n Frame PFLMJ { Light PFlameL3 }\n Frame PFLMK { Light PFlameL4 }\n Frame PFLML { Light PFlameL5 }\n}\n\nPointLight PFSpark1\n{\n Color 0.0 0.8 0.525\n Size 20\n}\n\nPointLight PFSpark2\n{\n Color 0.0 0.7 0.425\n Size 18\n}\n\nPointLight PFSpark3\n{\n Color 0.0 0.6 0.325\n Size 17\n}\n\nPointLight PFSpark4\n{\n Color 0.0 0.5 0.225\n Size 17\n}\n\nPointLight PFSpark5\n{\n Color 0.0 0.3 0.125\n Size 16\n}\n\nPointLight PFSpark6\n{\n Color 0.0 0.2 0.025\n Size 16\n}\n\nPointLight PFSpark7\n{\n Color 0.0 0.1 0.025\n Size 15\n}\n\nPointLight PFSpark8\n{\n Color 0.0 0.1 0.025\n Size 14\n}\n\nobject BulletPuff3\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nObject PFSpark\n{\n Frame SPPFA { Light PFSpark1 }\n Frame SPPFB { Light PFSpark2 }\n Frame SPPFC { Light PFSpark3 }\n Frame SPPFD { Light PFSpark4 }\n Frame SPPFE { Light PFSpark5 }\n Frame SPPFF { Light PFSpark6 }\n Frame SPPFG { Light PFSpark7 }\n Frame SPPFH { Light PFSpark8 }\n}\n\nobject ArrowDropped\n{\n\tframe ARR0 { light ARROWHIGHLIGHT }\n}\nobject ArrowDropped2\n{\n\tframe ARR0 { light ARROWHIGHLIGHT }\n}"
      },
      {
        "source": "pk3",
        "name": "Botinfo.txt",
        "contents": "//Sangel\n{\nname = \"\\c[j3]S\\cga\\c[j3]n\\cgg\\c[j3]e\\cgl\"\nscript = HUMANBOT\ngender = male\nclass = \"Sangel\"\ncolor = \"Red\"\nrevealed = true\naccuracy = 6\nintelect = 6\nevade = 6\nanticipation = 6\nreactiontime = 6\nperception = 6\n}"
      },
      {
        "source": "pk3",
        "name": "textures.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Sat Nov 07 13:22:23 2015\n\nGraphic M_DOOM, 2000, 2000\n{\n\tXScale 4.000\n\tYScale 5.000\n\tPatch GVHLOGO2, 3, -28\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "acs_source/lal.txt",
        "contents": "Script 299 (void)\n{\n If(CheckInventory(\"ThisHuman\")==1){\n   If(CheckInventory(\"RiotGun\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ci(1) Grenade \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ci(10) Shells \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cd(50) Clip \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 804, CR_WHITE, 0.0, -0.65, 5.5,1.0,1.0);\n\t\t\tGiveInventory(\"GrenadeAmmo\",8);\n\t\t\tGiveInventory(\"MarineShell\",10);\n\t\t\tGiveInventory(\"Clip\",50);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"Bow\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cs(10) Arrows \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(10) M\\coa\\cin\\cna \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(10) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"ArrowSingle\",10);\n\t\t\tGiveInventory(\"HunterMagic\",20);\n\t\t\tGiveInventory(\"Health\",10);\n\t\t\tif(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1){\n\t\t\tPlaySound(0,\"FHunter/Kill\",0,1.0,0,1.0);\n\t\t\tdelay(35*5);\n\t\t\t}\n\t\t\tif(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 0){\n\t\t\tPlaySound(0,\"Hunter/Kill\",0,1.0,0,1.0);\n\t\t\tdelay(35*5);\n\t\t\t}\n\t\t\tif(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 2){\n\t\t\tPlaySound(0,\"Hunter/Kill\",0,1.0,0,1.0);\n\t\t\tdelay(35*5);\n\t\t\t}\n\t\t\t}\n\tIf(CheckInventory(\"CyborgPlasma\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cn(25) Plasma \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cn(10) Blink Charge \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"CyborgCharge\",25);\n\t\t\tGiveInventory(\"BlinkCharge\",10);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"GhostBusterTraps\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(25) \\cnP\\car\\cno\\cat\\cnon \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(3) Traps \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"ProtonCharge\",25);\n\t\t\tGiveInventory(\"TrapAmmo\",3);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"NailGun\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(8) Buzz Saws \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cn(1) Emp Charge \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"SawAmmo\",8);\n\t\t\tGiveInventory(\"EmpCharge\",1);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"Raptor\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(5) Power Nails \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(7) Metal Scraps \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Metal Scraps\",7);\n\t\t\tGiveInventory(\"EmpCharge\",1);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"C4Wep\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ci(1) Ignition Bomb \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ci(1) C4 Ammo \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cd(4) Spider Mines \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.6, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(8) Concussion Grenades \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.65, 5.5,1.0,1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 804, CR_WHITE, 0.0, -0.7, 5.5,1.0,1.0);\n\t\t\tGiveInventory(\"ConcussionGrenades\",8);\n\t\t\tGiveInventory(\"NapalmGrenades\",1);\n\t\t\tGiveInventory(\"C4Ammo\",1);\n\t\t\tGiveInventory(\"SpiderMines\",4);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t    }\n\tIf(CheckInventory(\"PhaseSword\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ct(1) Void Charge \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(7) Health \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"VoidStone\",1);\n\t\t\tGiveInventory(\"Health\",7);\n\t\t\tif(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1){\n\t\t\tPlaySound(0,\"OHunter/Kill\",0,1.0,0,1.0);\n\t\t\tdelay(35*5);\n\t\t\t}\n\t\t\tif(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 0){\n\t\t\tPlaySound(0,\"VoidWarrior/Kill\",0,1.0,0,1.0);\n\t\t\tdelay(35*5);\n\t\t\t}\n\t\t\tif(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 2){\n\t\t\tPlaySound(0,\"VoidWarrior/Kill\",0,1.0,0,1.0);\n\t\t\tdelay(35*5);\n\t\t\t}\n\t\t\t}\n\t\t\t}\n If(CheckInventory(\"TisAGhul\")==1){\n    If(CheckInventory(\"SjasHands\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ct(2) Pounce Charges \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"SjasAmmo\",2);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"CreeperWeapon\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cj(1) Ball \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(5) Extra Health \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"SjasAmmo\",2);\n\t\t\tGiveInventory(\"HealthBonus\",5);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"JitterSkullWeapon\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(25) Health \" ; HUDMSG_FADEINOUT, 801, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Health\",25);\n\t\t\tdelay(35*5);\n\tIf(CheckInventory(\"ChokeTeeth\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cg(2) Blood Balls \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tGiveInventory(\"ChokeAmmo\",2);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"FrostTeeth\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\cg(25) Wind Charge \" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tGiveInventory(\"FrostAmmo\",25);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"NeverClaws\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\c[s0](1) Curse Charge\" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tGiveInventory(\"ChaosCharge\",1);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"SwampClaws\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\co(2) Gale Charges\" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tGiveInventory(\"ToxicBall\",2);\n\t\t\tdelay(35*5);\n\t\t\t}\n\tIf(CheckInventory(\"SangelClaws1\")==1){\n            setfont(\"smallfont\");\n\t\t\tHudMessage(s:\"\\cjRestored:\" ; HUDMSG_FADEINOUT, 800, CR_GRAY, 0.0, -0.4, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\c[j3](5) Vamp Bats\" ; HUDMSG_FADEINOUT, 802, CR_WHITE, 0.0, -0.5, 5.5, 1.0, 1.0);\n\t\t\thudmessage(s:\"\\ca(8) Health \" ; HUDMSG_FADEINOUT, 803, CR_WHITE, 0.0, -0.55, 5.5, 1.0, 1.0);\n\t\t\tGiveInventory(\"Health\",8);\n\t\t\tGiveInventory(\"VampBats\",5);\n\t\t\tdelay(35*5);\n\t\t\t}\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/achieve.txt",
        "contents": "actor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(800,0,0)\nTNT1 A 0 ACS_ExecuteAlways(977,0)\nstop\n}\n}\n\nactor SnipeCount : Inventory//For new lightning bow achievement.\n{\ninventory.amount 1\ninventory.maxamount 3\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor KilledSjas : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor UsedFuel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor AchievementID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 99\n}\n\nactor KilledCreeper : KilledSjas\n{\n}\n\nactor KilledJitter : KilledSjas\n{\n}\n\nactor KilledMarine : KilledSjas\n{\n}\n\nactor KilledHunter : KilledSjas\n{\n}\n\nactor KilledCyborg : KilledSjas\n{\n}\n\nactor KilledCount : KilledSjas\n{\ninventory.maxamount 9999\n}\n\nactor AchievementFlag1 : KilledSjas\n{\n}\n\nactor AchievementFlag2 : KilledSjas\n{\n}\n\nactor KilledG : KilledCount\n{\n}\n\nactor KilledJ : KilledCount\n{\n}\n\nactor KilledJ2 : KilledCount//Required for Blizzard.\n{\n}\n\nactor Killedfire2 : KilledCount\n{\n}\n\nactor Killedice2 : KilledCount\n{\n}\n\nactor Killedlightning : KilledCount\n{\n}\n\nactor Crunched : KilledCount\n{\n}\n\nactor Unlock13 : CustomInventory // BALLS OF STEEL\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0)\nstop\n}\n}\n\nactor Unlock9 : CustomInventory // LOW BATTERY\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0,2)\nstop\n}\n}\n\nactor achievelist : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(963,0)//975\nfail\n}\n}\n\nactor ClassInfoList : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(524,0)\nfail\n}\n}\n\nactor KilledByGB : Inventory\n{\ninventory.amount 99\ninventory.maxamount 99\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/global.txt",
        "contents": "//For use of addon-related bot-scripts. If found on a bot the script fails and stops.\n//Employ as needed in addons official or not.\nactor DontAlterBot : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor SnowGun : Inventory//Just there to keep the ACS happy.\n{//The Santa addon file will replace them with functional weapons.\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotSnowGun : SnowGun {}\nactor HollyTraps : SnowGun {}\nactor BotHollyTraps : SnowGun {}\nactor StarLauncher : SnowGun {}\nactor BotStarLauncher : SnowGun {}\n\nactor PreventCheats : SnowGun {}//Mod support: Give this to classes that arent the default ones so the anti-cheat\n//scripts will also check them as well.\n\nactor NoAchievements : Inventory//Disables the gaining of achievements if desired.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Used for checking if bots are attacking something.\nactor BotAttack : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotReady : Inventory//Or when not attacking something.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotSingleplayer : Inventory//For singleplayer bot handling.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n//Used for addon compability with GVH: Rainbow Edition (GVH:RE), prohibits morphing.\nActor NoRainbowMorph : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Items for the Desperation mechanic.\n/*Actor DontDoDesperation : Health\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n}*/\n//Disable Desperation boost trigger for holder of this item.\nactor DontDoDesperation : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Desperation : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor SjasAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 5\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 5\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor VampBats : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 10\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 20\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Botshowpain : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 25//35\n//inventory.icon \"JMORPH\"\n}\nactor Botshowpain2 : BotShowPain\n{\npowerup.duration 65//25\n}\nactor Botshowpain3 : BotShowPain\n{\npowerup.duration 65\n}\n\nactor ChokeHealer : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(613,0)//3\nstop\n}\n}\n\nactor HealDelay : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 17//85\n//inventory.icon \"JMORPH\"\n}\n\nactor CreepGotya : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\nstop\n}\n}\n\nactor CreeperStunCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n+REFLECTIVE\n+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\ndamage 1\nstates\n{\nMissile:\nCPOS E 10 A_FaceTarget\nCPOS FE 4 bright A_MonsterRail\nCPOS F 1 A_CPosRefire\ngoto Missile+1\n}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\n}\n}\n\nactor Creeperheal : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(979,0,3)\nstop\n}\n}\n\nactor Creeperhealth : Health\n{\n//  inventory.pickupmessage \"Boo\"\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n\n}\n\nactor gibmeplz // Test the gibs\n{\ndamagetype \"Jitter\"\nPROJECTILE\nSpeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Explode(255,255,1)\nStop\n}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\nloop\n}\n}\n\n//More B-named imps for testing!\nactor bert : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 30\nTROO E 0 A_FaceTarget\nTROO E 0 A_PlaySoundEx(\"weapons/bowpowerup\",\"Weapon\")\nTROO E 0 A_SpawnItem(\"NormalRadius\",0 ,0, 0)\nLoop\n}\n}\n\nactor biff : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 30\nTROO E 0 A_FaceTarget\nRED5 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\nLoop\n}\n}\n\nactor IceImp : Doomimp\n{\nstates\n{\nMissile:\nTROO E 2\nTROO E 0 A_PlayWeaponSound(\"icerain\")\nTROO FFFFFFF 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nTROO E 1\nLoop\n}\n}\n\nactor SawImp : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 12 A_CustomMissile(\"BuzzSawThrown\",0,0,0)\n    loop\n}\n}\n\nactor FireArrowImp : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 10 A_CustomMissile(\"FlameArrow\",0,0,0)\n    loop\n}\n}\n\nactor ArrowImp : DoomImp//For damage testing.\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 12 A_CustomMissile(\"ArrowFire2\",0,0,0)\n\tTROO G 10\n    loop\n}\n}\n\nactor SteamImp : DoomImp\n{\ndamagefactor \"Grenade\", 0.0\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"SteamProjectile\",0,0,0)\n    loop\n}\n}\n\nactor SteamImp2 : DoomImp\n{\ndamagefactor \"Grenade\", 0.0\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"SteamProjectile2\",0,0,0)\n    loop\n}\n}\n\nactor LightningArrowImp : DoomImp\n{\nHealth 400\ndamagefactor \"Lightning\", 1.6\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"NewLightningArrow\",0,0,0)\n    loop\n  Pain.Lightning:\n    TROO A 0 A_Pain\n\tTROO A 0 ACS_ExecuteAlways(541,0)\n\tTROO E 2\n\tTROO EF 8 A_FaceTarget\n\tTROO GGG 8 A_CustomMissile(\"BuzzSawThrown\",0,0,0)\n\tGoto Missile\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}\n\nActor MeleeWallSlice\n{\n +NoClip\n -Telestomp\n +NoBlockMap\n +ClientsideOnly\n +Nogravity\n  States\n   {\n    Spawn:\n\t FX57 A 0\n      FX57 A 2 Bright A_PlaySound(\"Claw/Metal\")\n      FX57 BCDEFGHIJ 1 Bright\n\t  Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/GlobalIDs.txt",
        "contents": "Actor TisAGhul : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor ThisHuman : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor IsDummy : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor EnforceReload : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Tic : Inventory {Inventory.MaxAmount 999999}\n\nActor ShotCount : Inventory {Inventory.MaxAmount 999}\n\nActor CreeperStunHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n +Invbar\n +AutoActivate\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1\n\t\ttnt1 a 0 HealThing(20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(300, 0)\n\t\tStop\n\t}\n}\n\nActor SoulCount : CustomInventory\n{\n  Inventory.MaxAmount 5\n  Inventory.Amount 1\n   States\n    {\n\t Spawn:\n\t  TNT1 A 1\n\t  Loop\n\t Use:\n\t  TNT1 A 1\n\t  Fail\n    }\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor ChokeHealDelay : Timer\n{\n PowerUp.Duration 3\n}\n\nActor ArcCooldown : Timer\n{\n PowerUp.Duration 55\n}\n\nActor DePhaseDelay : Timer\n{\n\tPowerup.Duration -2\n}\n\nActor Reloader : CustomInventory\n{\n Inventory.Icon \"Reload\"\n Inventory.MaxAmount 1\n +InvBar\n States\n  {\n   Spawn:\n    TNT1 A 1\n\tLoop\n   Use:\n    TNT1 A 1\n\tTNT1 A 0 A_GiveInventory(\"EnforceReload\",1)\n\tFail\n  }\n}\n\nActor EReloader : Reloader\n{\n States\n  {\n   Spawn:\n    TNT1 A 1\n\tLoop\n   Use.Fail:\n    TNT1 A 1\n\tFail\n   Use:\n    TNT1 A 1 A_JumpIfInventory(\"PowerNails\",2,1)\n\tGoTo Use.Fail\n\tTNT1 A 0 A_JumpIfInventory(\"ShotCount\",2,1)\n\tGoTo Use.Fail\n\tTNT1 A 0 A_GiveInventory(\"EnforceReload\",1)\n\tFail\n  }\n}\n\nActor KillTaunter : CustomInventory\n{\n Inventory.MaxAmount 3\n Inventory.Amount 1\n +Invbar\n +AutoActivate\n Inventory.Icon \"AMMOITEM\"\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t Loop\n\tUse:\n\t TNT1 A 0\n\t tnt1 a 0 ACS_EXECUTEALWAYS(299,0,0)\n\t Stop\n\t /*TNT1 A 0 A_JumpIfInventory(\"RiotGun\",1,\"Use.Marine\")\n\t TNT1 A 0 A_JumpIfInventory(\"Bow\",1,\"Use.Hunter\")\n\t TNT1 A 0 A_JumpIfInventory(\"GhostBusterTraps\",1,\"Use.GB\")\n\t TNT1 A 0 A_JumpIfInventory(\"NailGun\",1,\"Use.Engineer\")\n\t TNT1 A 0 A_JumpIfInventory(\"NailCannon\",1,\"Use.Ranger\")\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadeLauncher\",1,\"Use.Demoman\")\n\t TNT1 A 0 A_JumpIfInventory(\"PhaseSword\",1,\"Use.Warrior\")\n\t TNT1 A 0 A_JumpIfInventory(\"ChokeTeeth\",1,\"Use.Choke\")\n\t TNT1 A 0 A_JumpIfInventory(\"FrostTeeth\",1,\"Use.Frostbite\")\n\t TNT1 A 0 A_JumpIfInventory(\"SjasHands\",1,\"Use.Sjas\")\n\t TNT1 A 0 A_JumpIfInventory(\"JitterSkullWeapon\",1,\"Use.JitterSkull\")\n\t TNT1 A 0 A_JumpIfInventory(\"CreeperWeapon\",1,\"Use.Creeper\")\n\t TNT1 A 0 A_JumpIfInventory(\"SwampClaws\",1,\"Use.Swampie\")\n\t TNT1 A 0 A_JumpIfInventory(\"NeverClaws\",1,\"Use.Nevermore\")\n\t TNT1 A 0 A_JumpIfInventory(\"SangelClaws1\",1,\"Use.Sangel\")\n\t TNT1 A 0\n\t Stop\n\tUse.Creeper:\n\t TNT1 A 1 A_GiveInventory(\"HealthBonus\",5)\n\t TNT1 A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\t Stop\n\tUse.Sangel:\n\t TNT1 A 1 A_giveInventory(\"Health\", 25)\n\t TNT1 A 0 A_GiveInventory(\"VampBats\",5)\n\t TNT1 A 0 A_PlaySound(\"Sangel/Kill\",4,1.0,0)\n\t Stop\n\tUse.Jitterskull:\n\t TNT1 A 1 A_giveInventory(\"Health\", 25)\n\t TNT1 A 0 A_PlaySound(\"skultaunt\",4,1.0,0)\n\t Stop\n\tUse.Sjas:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_PlaySound(\"sjastaunt2\",4,1.0,0)\n\t Stop\n\tUse.Frostbite:\n\t TNT1 A 1 A_giveInventory(\"Health\", 12)\n\t TNT1 A 0 A_GiveInventory(\"FrostAmmo\",30)\n\t Stop\n\tUse.GB:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t tnt1 a 0 A_GiveInventory(\"TrapAmmo\",2)\n\tUse.Ranger:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_GiveInventory(\"PowerNails\",5)\n\t TNT1 A 0 A_GiveInventory(\"ScrapMetal\",5)\n\t Stop\n\tUse.Marine:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_GiveInventory(\"GrenadeAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"MarineShell\",10)\n\t TNT1 A 0 A_GiveInventory(\"Clip\",50)\n\t Stop\n\tUse.Hunter:\n\t TNT1 A 1 A_giveInventory(\"Health\", 10)\n\t TNT1 A 0 A_GiveInventory(\"ArrowSingle\",10)\n\t TNT1 A 0 A_GiveInventory(\"HunterMagicAmmo\",20)\n\t Stop\n\tUse.Engineer:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_GiveInventory(\"SawAmmo\",5)\n\t TNT1 A 0 A_GiveInventory(\"EMPCharge\",1)\n\t Stop\n\tUse.Warrior:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"VoidStone\",1)\n\t Stop\n\tUse.Nevermore:\n\t TNT1 A 0\n\t TNT1 A 1 A_PlaySound(\"Nevermore/Kill\",5,1.0,0)\n\t TNT1 A 0 A_GiveInventory(\"ChaosCharge\",1)\n\t Stop\n\tUse.Swampie:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"ToxicBall\",1)\n\t Stop\n\tUse.Demoman:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"ConcussionGrenades\",8)\n\t TNT1 A 0 A_GiveInventory(\"NapalmGrenades\",1)\n\t TNT1 A 0 A_GiveInventory(\"C4Ammo\",1)\n\t TNT1 A 0 A_GiveInventory(\"SpiderMines\",4)\n\t Stop\n\tUse.Choke:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"ChokeAmmo\",1)\n\t Stop*/\n   }\n}\n\nActor RangerKills : Inventory\n{ Inventory.MaxAmount 999 }\n\nActor NotVP : IsDummy {}\nActor IsVP : IsDummy {}\n\nActor HeatCharge : IsDummy { Inventory.MaxAmount 100 }\nActor BlinkCharge : HeatCharge {} Actor ChargeReady : IsDummy {}\nActor BlinkReady : IsDummy {} Actor BlinkActivate : IsDummy {}\nActor FreezeDown : Inventory { Inventory.MaxAmount 25 }\nActor ChargeUse : IsDummy {} Actor BuffOn : IsDummy {}\n\nActor SlowDown : PowerSpeed\n{\n Speed 0.5\n PowerUp.Duration -1\n}\n\nActor VWFailCD : PowerDAMAGE\n{\n Damagefactor normal, 1.0\n PowerUP.Duration 50\n}\n\nActor MegaSlow : Slowdown\n{\n Speed 0.1\n PowerUp.Duration 66\n}\n\nActor Slowdown2 : Slowdown\n{\n Speed 0.3\n}\n\nActor Slowdown4 : Slowdown\n{\n Speed 0.75\n PowerUp.Duration 2\n}\n\nActor Slowdown5 : Slowdown4\n{\n Speed 0.625\n PowerUp.Duration 55\n}\n\nActor HunterSlowHold : Slowdown\n{\n Speed 0.6\n PowerUp.Duration 2\n}\n\nActor Slowdown6 : Slowdown\n{\n PowerUp.Duration -2\n Speed 0.5\n}\n\nActor Slowdown7 : Slowdown6\n{\n PowerUp.Duration 40\n}\n\nActor Slowdown3 : Slowdown\n{\n Speed 0.45\n PowerUp.Duration -2\n}\n\nActor LongSlowDown : SlowDown\n{\n Speed 0.4\n PowerUp.Duration -5\n}\n\nActor HunterCombineSlow : SlowDown\n{\n Speed 0.0\n PowerUp.Duration 50\n}\n\nActor CreeperSlow : Slowdown\n{\n Speed 0.225\n PowerUp.Duration 57\n}\n\nActor CreeperSlow2 : Slowdown\n{\n Speed 0.3\n PowerUp.Duration 40\n}\n\nActor SpeedBoost : LongSlowdown\n{\n Speed 1.5\n}\n\nActor DamageReduce : PowerDamage\n{\n Damagefactor Normal, 0.35\n PowerUp.Duration -5\n}\n\nActor NevermoreBoost : Slowdown\n{\n Speed 1.25\n PowerUp.Duration 0xffffff\n}\nActor NevermoreBoostD : PowerDamage\n{\n Damagefactor normal, 1.45\n PowerUp.Duration 0xffffff\n}\nActor KilledRanger : IsDummy {} Actor KilledDemoman : IsDummy {}\nActor KilledVoidWarrior : IsDummy {} Actor Disarmed : IsDummy {}\nActor KilledPKnight : IsDummy {} Actor KilledNevermore : IsDummy {}\nActor KilledSwampie : IsDummy {} Actor KilledBladeKnight: IsDummy {}\nActor KilledSangel: IsDummy {}\nActor CurseOn : IsDummy {} Actor CurseActive : IsDummy {}\nActor AltFire : IsDummy {}\nActor SwampGasCounter : IsDummy { Inventory.MaxAmount 5}\nActor PhaseCounter : IsDummy { Inventory.MaxAmount 14}\nActor NeverDashDo : IsDummy {}\n\nActor Cooldown1 : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Cooldown2 : Cooldown1 {} Actor Cooldown3 : Cooldown1 {}\nActor Cooldown4 : Cooldown1 {} Actor Cooldown5 : Cooldown1 {}\nActor CurseCooldown : Cooldown1 {} Actor Phasing : IsDummy {}\nActor SwampGasCD : Cooldown1 {}  Actor RestoreCooldown : Cooldown1 {}\nActor CriticalDePhase : IsDummy {}\nActor PhaseCancel : IsDummy {}\nActor UsedIce : IsDummy {} Actor CheckedIce : IsDummy {}\nActor UsedNeutral : IsDummy {}\nActor UsedFire : IsDummy {} Actor CheckedFire : IsDummy {}\nActor UsedWind : IsDummy {}\nActor WallJumpCD : NevermoreBoostD\n{\n Damagefactor Normal, 1.45\n PowerUp.Duration -3\n}\nActor ArcShotHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcAHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcBHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcCHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcDHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcEHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor TrapsDeployed : Inventory\n{ Inventory.Amount 1 Inventory.MaxAmount 30 }\n\nActor Combiner : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor MeleeToken : Inventory\n{ Inventory.MaxAmount 1 }\nActor Missile2Token : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Level1 : IsDummy {} Actor Level2 : IsDummy {} Actor Level3 : IsDummy {}\nActor Level4 : IsDummy {}\nActor Lv1UpGA : IsDummy {} Actor Lv1UpGB : IsDummy {} Actor Lv1UpGC : IsDummy {}\nActor Lv1UpGD : IsDummy {} Actor Lv2UpGA : IsDummy {} Actor Lv2UpGB : IsDummy {}\nActor Lv2UpGC : IsDummy {} Actor Lv2UpGD : IsDummy {} Actor Lv2UpGE : IsDummy {}\n\nActor Lv3Upg1A : IsDummy {} Actor Lv3Upg2A : IsDummy {} Actor Lv3Upg3A : IsDummy {}\nActor Lv3Upg4A : IsDummy {} Actor Lv3Upg5A : IsDummy {} Actor Lv3Upg6A: IsDummy {}\nActor Lv3Upg7A : IsDummy {} Actor Lv3Upg1B : IsDummy {} Actor Lv3Upg1C : IsDummy {}\nActor Lv3Upg2B : IsDummy {} Actor Lv3Upg3B : IsDummy {} Actor Lv3Upg3C : IsDummy {}\nActor Lv3Upg4B : IsDummy {} Actor Lv3Upg6B : IsDummy {} Actor Lv3Upg6C : IsDummy {}\nActor Lv3Upg7B : IsDummy {} Actor Lv3Upg7C : IsDummy {} Actor Lv3Upg7D : IsDummy {}\n\nActor Lv4Upg1A : IsDummy {} Actor Lv4Upg2B : IsDummy {} Actor Lv4Upg4A : IsDummy {}\nActor Lv4Upg1B : IsDummy {} Actor Lv4Upg2C : IsDummy {} Actor Lv4Upg4B: IsDummy {}\nActor Lv4Upg1C : IsDummy {} Actor Lv4Upg3A : IsDummy {} Actor Lv4Upg4C : IsDummy {}\nActor Lv4Upg1D : IsDummy {} Actor Lv4Upg3B : IsDummy {} Actor Lv4Upg5A : IsDummy {}\nActor Lv4Upg1E : IsDummy {} Actor Lv4Upg3C : IsDummy {} Actor Lv4Upg5B : IsDummy {}\nActor Lv4Upg2A : IsDummy {} Actor Lv4Upg6A : IsDummy {}\nActor Lv4Upg6B : IsDummy {} Actor Lv4Upg7A : IsDummy {} Actor Lv4Upg7B : IsDummy {}\nActor Lv4Upg7C : IsDummy {} Actor Lv4Upg7D : IsDummy {}\nActor SjasVKill : IsDummy {} Actor CreepVKill : IsDummy {} Actor JitterVKill : IsDummy {}\nActor ChokeVKill : IsDummy {} Actor FrobVKill : IsDummy {} Actor NeverVKill : IsDummy {}\nActor SwampVKill : IsDummy {} Actor SangVKill : IsDummy {}\nActor DoomPlayer2 : IsDummy {}\nActor LaunchfX : IsDummy {}\nActor SawDropped : IsDummy {}\n//WallJumping//\n\nACTOR RadMarker // used for detecting proximity to walls among other things\n{\n\t+ MTHRUSPECIES\n\t+ MISSILE\n\t+ NOGRAVITY\n\tSpeed 0\n\tHeight 8\n\tRadius 1\n\tRenderstyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 3 A_ChangeFlag(\"THRUACTORS\",1)\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\nACTOR RadMarker8  : RadMarker { Radius 8 }\nACTOR RadMarker16 : RadMarker { Radius 16 }\nACTOR RadMarker24 : RadMarker { Radius 24 }\nACTOR RadMarker32 : RadMarker { Radius 32 }\nACTOR RadMarker64 : RadMarker { Radius 64 }"
      },
      {
        "source": "pk3",
        "name": "actors/noitems.txt",
        "contents": "actor Nothing1 replaces Cell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing2 replaces CellPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing3 replaces Clip\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing4 replaces ClipBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing5 replaces Shell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing6 replaces ShellBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing7 replaces RocketAmmo\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing8 replaces RocketBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing9 replaces BackPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing10 replaces Shotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing11 replaces SuperShotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing12 replaces Chaingun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing13 replaces RocketLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing14 replaces PlasmaRifle\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing15 replaces BFG9000\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing16 replaces Chainsaw\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing17 replaces Stimpack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing18 replaces Medikit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing19 replaces GreenArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing20 replaces BlueArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing21 replaces ArmorBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing22 replaces HealthBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing23 replaces Megasphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing24 replaces Soulsphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing25 replaces Berserk\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing26 replaces RadSuit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing27 replaces Allmap\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing28 replaces Infrared\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing53 replaces InvulnerabilitySphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing57 replaces BlurSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/FX.txt",
        "contents": "Actor BaseFX\n{\n +ClientsideOnly\n +ForceXYBillboard\n +NoBlockMap\n +NoClip\n +NoGravity\n}\n\nActor SentryPlasmaFX : BaseFX\n{\n Renderstyle Add\n Scale 0.0625\n States\n  {\n   Spawn:\n    TNT1 A 2\n\tYGZF A 2 Bright\n\tYGZF AAAAAAAAAAAA 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor SentryPlasmaFX2 : BaseFX\n{\n Renderstyle Add\n Scale 0.085\n States\n  {\n   Spawn:\n    TNT1 A 2\n\tDEFL A 2 Bright\n\tDEFL AAAAAAAAAAAA 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nACTOR Tracer : FastProjectile\n{\nRadius 1\nHeight 1\nSpeed 100\nScale 0.1\nRenderStyle Add\nAlpha 0.85\n+RANDOMIZE\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n    TRAC A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR SGTracer : Tracer\n{\nSpeed 50\nScale 0.075\nStates\n{\nSpawn:\n    TRAC A 10 Bright\n\tStop\n\t}\n}\n\nACTOR Kaboom\n{\nSpeed 3\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO AAB 1 Bright A_PlaySound(\"weapons/rocklx\")\nFXPO BBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom2 : Kaboom\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR KaboomNS : Kaboom\n{\nSpeed 2\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 2 Bright\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom3 : Kaboom\n{\nSpeed 2\nScale 0.7\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom4 : Kaboom\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nFXPZ AA 1 Bright\nFXPZ BBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom9 : Kaboom\n{\nSpeed 1\nScale 0.45\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom10 : Kaboom\n{\nSpeed 2\nScale 0.7\nStates\n{\nSpawn:\nTNT1 A 0\nFXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR SmokeFX : Kaboom\n{\nSpeed 2\nScale 1.25\nRenderstyle Translucent\nAlpha 0.88\nStates\n{\nSpawn:\nTNT1 A 0\nSMKG AAABBBCCCCDDDDEEEEFFFFGGGGHHHHIIIIJJJKKKLLLLM 2 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX2 : SmokeFX\n{\nScale 0.85\n}\n\nACTOR SmokeFX3 : SmokeFX\n{\nScale 1.75\nStates\n{\nSpawn:\nTNT1 A 0\nSMKG AAABBBCCCCDDDDEEEEFFFFGGGGHHHHIIIIJJJKKKLLLLM 2 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX4 : SmokeFX\n{\nScale 0.2465\nSpeed 2.25\nRenderstyle Add\n+DontBlast\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(150,\"Spawn2\",\"Spawn3\")\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.025)\nStop\nSpawn2:\nTNT1 A 0\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.025)\nStop\nSpawn3:\nTNT1 A 0\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX5 : SmokeFX\n{\nScale 0.35\nSpeed 1\nRenderstyle Translucent\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nSMKG ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nActor SmokeFX6 : SmokeFX4\n{\n Renderstyle Translucent\nAlpha 0.95\n Scale 0.8\n States\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(150,\"Spawn2\",\"Spawn3\")\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\nStop\nSpawn2:\nTNT1 A 0\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\nStop\nSpawn3:\nTNT1 A 0\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.05)\nStop\n}\n}\n\nActor SmokeFX7 : SmokeFX6\n{\n Renderstyle Translucent\nAlpha 0.95\nScale 0.28\n States\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(150,\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\")\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\nStop\nSpawn2:\nTNT1 A 0\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.08)\nStop\nSpawn3:\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nTNT1 A 0 ThrustThingZ(0,random(-5,5),0,0)\nTNT1 A 0\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\nStop\nSpawn4:\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nTNT1 A 0 ThrustThing(random(0,360),random(-5,5),1,0)\nSMOK A 66\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut\nStop\nSpawn5:\nSMOK C 45\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\nStop\nSpawn6:\nSMOK B 13\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.05)\nStop\nSpawn7:\nTNT1 A 0 ThrustThing(random(0,360),random(-5,5),1,0)\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nTNT1 A 0 ThrustThingZ(0,random(-5,5),0,0)\nTNT1 B 100\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut\nStop\n\n}\n}\n\nACTOR BulletCasing\n{\n\tRadius 3\n\tScale 0.18\n\t+MISSILE\n    +CLIENTSIDEONLY\n\t+NOTELEPORT\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\t+DROPOFF\n\tBounceFactor 0.5\n\tWallBounceFactor 0.25\n\tBounceCount 3\n\tSeesound \"weapons/casing1\"\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  CAS2 ABCDEFGH 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      CAS2 C 100\n      CAS2 C 5 A_FadeOut(0.10)\n      Goto Death+3\n      CAS2 G 100\n\t  CAS2 G 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\n\nACTOR ShellCasing : BulletCasing\n{\n\tScale 0.24\n\tSeesound \"weapons/casing2\"\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  REDC ABCDEFGH 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      REDC C 100\n      REDC C 5 A_FadeOut(0.10)\n      Goto Death+3\n      REDC G 100\n\t  REDC G 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\nACTOR SSGShellCasing : ShellCasing\n{\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  REDC DCBAHGFE 2\n\t  Loop\n\t  }\n}\n\nACTOR RifleCasing : BulletCasing\n{\n\tScale 0.18\n\tSeesound \"weapons/casing1\"\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  CAS7 GHABCDEF 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      CAS7 A 100\n      CAS7 A 5 A_FadeOut(0.10)\n      Goto Death+3\n      CAS7 E 100\n\t  CAS7 E 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\n\nActor PFSpark : BaseFX\n{\n -NoGravity\n Renderstyle Add\n Speed 2\n Scale 0.056\n Gravity 0.32\n  States\n   {\n    Spawn:\n\t SPPF A 4 Bright\n\t SPPF BCDEFFGGHHHHHHH 1 Bright A_FadeOut(0.057)\n\t Stop\n   }\n}\n\nActor GhostTrapSpark : PFSpark\n{\n +NoGravity\n Gravity 0\n States\n   {\n    Spawn:\n\t BGZF A 4 Bright\n\t BGZF AAAAAAAAAAAAAA 1 Bright A_FadeOut(0.057)\n\t Stop\n   }\n}\n\nActor CyborgPlasmaTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.1\n States\n  {\n   Spawn:\n    LENB A 3 Bright\n\tLENB A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor CreeperBTRail : CyborgPlasmaTrail\n{\n Scale 0.35\n  States\n   {\n    Spawn:\n\t STBT AB 3 Bright\n\t STBT CCDDEEEFFFFGGGGGGGGGG 1 Bright A_FadeOut\n\t Stop\n   }\n}\n\nActor VoidSlashTrail : BaseFX\n{\n Alpha 0.8\n States\n  {\n   Spawn:\n    VSLS A 2 Bright\n\tVSLS A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor ProtonTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.8\n Alpha 0.8\n States\n  {\n   Spawn:\n    PROT AB 1 Bright\n\tPROT ABABABABABABABAB 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor IceArrowFlash: BaseFX\n{\n Renderstyle Add\n Scale 0.1\n  States\n   {\n    Spawn:\n\t L2NB A 5 Bright\n\t L2NB A 1 Bright A_FadeOut\n\t wAIT\n   }\n}\n\nActor FirarrowFlash : BaseFX\n{\n Renderstyle Add\n Scale 0.74\n  States\n   {\n    Spawn:\n\t FLAR A 5 Bright\n\t FLAR A 1 Bright A_FadeOut\n\t wAIT\n   }\n}\n\nActor EngNailTrail : BaseFX\n{\n Scale 0.05\n States\n  {\n   Spawn:\n    SMKG ABCDEFGHI 1\n\tSMKG JK 1 A_FadeOut\n\tWait\n  }\n}\n\nACTOR JetFire : BaseFX\n{\n -NoClip\n -NoBlockMap\n -ClientSideOnly\n\tScale\t\t0.65\n\tRenderstyle Add\n\tDamagetype \"CyborgFire\"\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/cyborgjetpack\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFIR1 ABCDEFGHIJK 1 Bright A_Explode(2,90)\n\t\tFIR1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FIR2 ABCDEFGHIJK 1 Bright A_Explode(2,90)\n\t\tFIR2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR GhoulFire : BaseFX\n{\n Speed 9\n\tScale\t\t1.1\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FireSpawnSpawn\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t    TNT1 A 0\n\t\tTNT1 A 0 ThrustThing(0,random(3,12),0,random(0,1))\n\t\tTNT1 A 0 ThrustThingZ(0,random(2,15),0,0)\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRR1 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"GhoulFireTrail\")\n\t\tFRR1 L 1 Bright A_FadeOut(0.05)\n\t\tWait\n\tFire2:\n\t    FRR2 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"GhoulFireTrail\")\n\t\tFRR2 JKL 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nActor GhoulFire2 : GhoulFire\n{\n Speed 5\n}\n\nActor GhoulFireTrail : GhoulFire\n{\n Scale 0.5\n Alpha 0.7\n States\n {\n  Spawn:\n\t\tTNT1 A 1\n\t\tGoto See\n  See:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRR1 AABBCDEF 1 Bright\n\t\tFRR1 GHIJKL 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FRR2 AABBCDEF 1  Bright\n\t\tFRR2 FGHIJKL 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR CreeperFire : BaseFX\n{\n Speed 9\n\tScale\t\t0.8\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FireSpawnSpawn\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t    TNT1 A 0\n\t\tTNT1 A 0 ThrustThing(0,random(1,5),0,0)\n\t\tTNT1 A 0 ThrustThingZ(0,random(2,8),0,0)\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRW1 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"CreeperFireTrail\")\n\t\tFRW1 L 1 Bright A_FadeOut(0.05)\n\t\tWait\n\tFire2:\n\t    FRW2 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"CreeperFireTrail\")\n\t\tFRW2 JKL 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nActor CreeperFireTrail : GhoulFire\n{\n Scale 0.5\n Alpha 0.7\n States\n {\n  Spawn:\n\t\tTNT1 A 1\n\t\tGoto See\n  See:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRW1 AABBCDEF 1 Bright\n\t\tFRW1 GHIJKL 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FRW2 AABBCDEF 1  Bright\n\t\tFRW2 FGHIJKL 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR PFFX : BaseFX\n{\n\tScale\t\t0.25\n\tRenderstyle Add\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tF2R1 ABCDEFGHIJK 1 Bright\n\t\tF2R1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    F2R2 ABCDEFGHIJK 1 Bright\n\t\tF2R2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR ShineFlame : BaseFX\n{\n -ClientSideOnly\n +NoBlocKmap\n\tScale\t\t0.6\n\tRenderstyle Add\n\tDamagetype PureFlames\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tF2R1 ABCDEFGHIJK 1 Bright A_Explode(1,70)\n\t\tF2R1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    F2R2 ABCDEFGHIJK 1 Bright A_Explode(1,70)\n\t\tF2R2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor BlinkFXGen : BaseFX\n{\n Renderstyle Add\n Projectile\n -ClientsideOnly\n Damage (0)\n Speed 0\n Scale 2.3\n Damagetype \"CyborgBlink\"\n Obituary \"%o's weakness couldnt leave %p body.\"\n  States\n   {\n    Spawn:\n\tDeath:\n\t TNT1 A 1\n\t TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BlinkSparkle\",0,0,random(0,360),2,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BlinkPlasma\",0,0,15,0,0,11)\n\t TNT1 A 0 A_PlaySound(\"misc/blinkr\",1,1.0,0)\n\t TNT1 A 0 A_Explode(10,600,0)\n\t FLAR B 10 Bright\n\t FLAR BBB 2 Bright A_FadeOut\n\t FLX1 BBB 1 Bright A_FadeOut\n\t FLX2 BBB 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor NDashFXDo : BaseFX\n{\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"NeverSmoke3\",0,0,0,random(7,-7),random(7,-7),random(7,-7),random(0,360),SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NeverSmoke2\",0,0,0,random(7,-7),random(7,-7),random(7,-7),random(0,360),SXF_NOCHECKPOSITION)\n\tDGE2 ABC 4 Bright\n\tDGE2 DDDDDDDDDD 1 Bright A_FadeOut\n    Stop\n  }\n}\n\nActor BlinkFXGen2 : BlinkFXGen\n{\n States\n   {\n    Spawn:\n\tDeath:\n\t TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"BlinkPlasma\",0,0,65,0,0,-11)\n\t TNT1 A 5\n\t TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BlinkSparkle\",0,0,random(0,360),2,random(0,360))\n\t TNT1 A 0 A_PlaySound(\"misc/blinkr\",1,1.0,0)\n\t TNT1 A 0 A_Explode(10,600,0)\n\t FLAR B 10 Bright\n\t FLAR BBB 2 Bright A_FadeOut\n\t FLX1 BBB 1 Bright A_FadeOut\n\t FLX2 BBB 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BlinkPlasma : BaseFX\n{\n Scale 0.9\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t PLSE AAAAAAAAAAA 1 Bright A_SpawnItemEx(\"BlinkPlasmaTrail\",0,0,0)\n\t PLSE A 0 A_STOP\n\t PLSE AAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut\n\t Stop\n  }\n}\n\nActor BlinkPlasmaTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.835\n  States\n   {\n    Spawn:\n\t PLSE A 2 Bright\n\t PLSE AAAAAAAAAAA 1 BRIGHT A_FadeOut\n\t Stop\n  }\n}\n\nActor BlinkSparkle : BaseFX\n{\n Scale 0.7\n Projectile\n Damage (0)\n +Ripper\n +BloodlessImpact\n Speed 8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t Death:\n\t CTFX ABCDEFGHIJKLMNOPST 1 Bright A_FadeOut(0.04)\n\t Wait\n   }\n}\n\nActor EMPTrailFX : BaseFX\n{\n Scale 0.8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 AAA 0 A_SpawnItemEx(\"EMPBurst\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"EMPSpark\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t LENB A 2 Bright\n\t LENB AAAAAAAAAAAAAAAA 1 Bright A_FadeOut\n\t Stop\n   }\n}\n\nActor EMPLFlare : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t L2NB A 8 BRIGHT\n\t L2NB AAAAAAAAA 1 Bright A_FadeOut\n\t Stop\n  }\n}\n\nActor EMPBurst : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t EMX2 A 3 Bright\n\t EMX2 BCD 2 Bright\n\t EMX2 D 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor EMPSpark\n{\n Scale 0.1\n Projectile\n Speed 17\n Height 2\n Radius 2\n Damage (0)\n +Ripper\n +NoDamage\n +NoPain\n +BloodlessImpact\n +HexenBounce\n BounceCount 15\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t SPKB A 30\n\tDeath:\n\t SPKB A 1 Bright A_FadeOut(0.1)\n\t Wait\n   }\n}\n\nActor EMPDeathFX : EMPTrailFX\n{\n Scale 1.5\n  States\n   {\n    Spawn:\n\t EMPX A 2 Bright\n\t TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"EMPBurst\",0,0,0,random(-20,20),random(-20,20),random(-20,20),random(0,360))\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"EMPSpark\",0,0,0,random(-20,20),random(-20,20),random(-20,20),random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BigAssFlareBlue\",0,0,0)\n\t EMPX ABCDEF 6 Bright\n\t EMPX F 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BigAssFlareBlue : IceArrowFlash\n{\n Scale 1.2\n States\n   {\n    Spawn:\n\t L2NB A 10 Bright\n\t L2NB A 1 Bright A_FadeOut\n\t wAIT\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Gibs.txt",
        "contents": "ACTOR GibbedGenerator : BaseFX\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tStop\n\t}\n}\n\nACTOR NewBlood : Blood replaces Blood\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\nSpray:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BloodSpray\",0,0,0,Random(1,-1),Random(1,-1),Random(1,2),0,129)\n\tTNT1 A 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,129)\n\tTNT1 A 1 A_Jump(128,\"ExtraBlood\")\n\tStop\nExtraBlood:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"SmallFlyingBlood\",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,129)\n\tStop\n\t}\n}\n\nACTOR FleshHit : BaseFX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"fleshit\")\nStop\n}\n}\n\nACTOR NewBloodSplatter : NewBlood replaces BloodSplatter\n{\n}\n\nACTOR BloodSpray\n{\nRenderStyle Translucent\nAlpha 0.85\nScale 0.85\nGravity 0.4\nMass 5\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+THRUACTORS\nStates\n{\nSpawn:\n\tBLBD CBA 7\n\tStop\n    }\n}\n\nActor RedBloodCloud : BaseFX\n{\nProjectile\nHeight 1\nRadius 1\nSpeed 2\nRenderstyle Translucent\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nRBSP ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR NewBloodSpot : BaseFX\n{\nScale 0.4\nRenderStyle Translucent\nAlpha 0.8\n-NoGravity\n+NOTELEPORT\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\n    BSPT A 100\n    BSPT A 5 A_FadeOut(0.10)\n    Goto Spawn+1\n\t}\n}\n\nACTOR SmallBloodSpot : NewBloodSpot\n{\nScale 0.2\n}\n\nACTOR NewFlyingBlood\n{\nScale 0.1\nHealth 1\nRadius 2\nHeight 2\n+MISSILE\n+THRUACTORS\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\n+DOOMBOUNCE\nBounceCount 2\nBounceFactor 0.05\nWallBounceFactor 0.05\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\n  Loop\nCrash:\nDeath:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"NewBloodSpot\",0,0,0,1)\n  Stop\n}\n}\n\nACTOR SmallFlyingBlood : NewFlyingBlood\n{\nScale 0.05\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLD AAABBBCCCDDD 1 A_SpawnItem(\"SmallFlyingBloodTrail\",0,0,0,1)\n  Loop\nCrash:\nDeath:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"SmallBloodSpot\",0,0,0,1)\n  Stop\n  }\n}\n\nACTOR NewFlyingBloodTrail : BaseFX\n{\nScale 0.1\nRenderStyle Translucent\nAlpha 0.8\n-NoGravity\n+NOTELEPORT\n+DONTSPLASH\n+LOWGRAVITY\nStates\n{\nSpawn:\n  FBLD ABCD 2 A_FadeOut(0.18)\n  Loop\n  }\n}\n\nACTOR SmallFlyingBloodTrail : NewFlyingBloodTrail\n{\nScale 0.05\n}\n\nACTOR RedGibTrail : NewFlyingBloodTrail\n{\n+NOGRAVITY\n-LOWGRAVITY\nScale 0.24\nAlpha 0.66\nStates\n{\nSpawn:\n  FBLD ABCD 2 A_FadeOut(0.08)\n  Loop\n  }\n}\n\nACTOR BodyPart1\n{\nHealth 1\nHeight 2\nRadius 2\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+MOVEWITHSECTOR\n+THRUACTORS\nStates\n{\nSpawn:\nGIB1 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB1 E 150\nGIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB2 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB2 A 150\nGIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart3 : BodyPart1\n{\n+MISSILE\n+DOOMBOUNCE\n+DONTSPLASH\n+DROPOFF\n-MOVEWITHSECTOR\nBounceFactor 0.5\nWallBounceFactor 0.3\nBounceCount 4\nSeeSound \"gib/bounce\"\nStates\n{\nSpawn:\nGIB3 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB3 E 150\nGIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB4 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB4 E 150\nGIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB5 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB5 E 150\nGIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB6 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB6 A 150\nGIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB7 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB7 E 150\nGIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB8 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB8 E 150\nGIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nactor ZOMBIEMANLEG\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLEG A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLEG B 5 ThrustThingZ(0,6,1,1)\n        PLEG C 5\n        PLEG ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLEG C 0 A_Jump (32,3)\n        PLEG C 0 A_Jump (64,3)\n        PLEG C 0 A_Jump (128,3)\n        PLEG A -1\n        Stop\n        PLEG B -1\n        Stop\n        PLEG C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor SHOTGUYARM\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SARM A 0\n        SARM A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        SARM A 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        SARM B 5 ThrustThingZ(0,6,1,1)\n        SARM C 5\n        SARM ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM A -1\n        Stop\n        SARM B -1\n        Stop\n        SARM C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor MARINEHEAD\n{\n\t renderstyle translucent\n alpha 1.0\n\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.6\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLHD A 0\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLHD A 2 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLHD B 5 ThrustThingZ(0,6,1,1)\n        PLHD CD 5\n        PLHD ABCD 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1\n        Stop\n        PLHD B -1\n        Stop\n        PLHD C -1\n        Stop\n        PLHD D -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nACTOR Custom_BloodySkull : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t-TELESTOMP\n\t+NOBLOCKMONST\n\t+NOSKIN\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    +DONTTRANSLATE // Enough flags?\n    SeeSound \"gibbage/xpart\"\n\tStates\n\t{\n    Spawn:\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PLHD A 2 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLHD BCD 2\n        PLHD ABCD 2\n        loop\n       Death:\n\tPLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1 A_CheckPlayerDone\n        Wait\n        PLHD B -1 A_CheckPlayerDone\n        Wait\n        PLHD C -1 A_CheckPlayerDone\n        Wait\n        PLHD D -1 A_CheckPlayerDone\n\t}\n}\n\nACTOR Custom_BloodySkull2 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        HUNT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        HUNT Z 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        HUNT ZZZ 2\n        HUNT ZZZZ 2\n        loop\n       Death:\n\tHUNT Z 0 A_Jump (16,4)\n        HUNT Z 0 A_Jump (32,4)\n        HUNT Z 0 A_Jump (64,4)\n        HUNT Z 0 A_Jump (128,4)\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor CYBJUNK1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal None\n    bouncefactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        JUNK A 0\n        JUNK A 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK A 5\n        JUNK A 5 ThrustThingZ(0,6,1,1)\n        JUNK A 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK A 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK2 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK B 0\n        JUNK B 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK B 5\n        JUNK B 5 ThrustThingZ(0,6,1,1)\n        JUNK B 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK B 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK3 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK C 0\n        JUNK C 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK C 5\n        JUNK C 5 ThrustThingZ(0,6,1,1)\n        JUNK C 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK C 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK C 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK4 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK D 0\n        JUNK D 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK D 5\n        JUNK D 5 ThrustThingZ(0,6,1,1)\n        JUNK D 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK D 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK D 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK5 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK E 0\n        JUNK E 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK E 5\n        JUNK E 5 ThrustThingZ(0,6,1,1)\n        JUNK E 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK E 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK E 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor CYBGIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n    states\n  {\n  Spawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/cyborg\")\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull3 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ROB1 Z 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        ROB1 ZZZ 2\n        ROB1 ZZZZ 2\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n\t}\n}\n\nactor jitterchip\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +CLIENTSIDEONLY\n  RenderStyle Translucent\n  Alpha 0.5\n  renderstyle none\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n  PUFF A 0\n  PUFF A 0 A_PlaySoundEx(\"jitpain\", \"Body\")\n  PUFF A 0 A_SpawnItemEx(\"jitterchip2\",0,0,0,0,0,0,0,1,0)\n    PUFF A 4 bright\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nactor jitterchip2\n{\n\t renderstyle translucent\n alpha 1.0\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n\t+RIPPER\n\tscale 0.4\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+BLOODLESSIMPACT\n\tbouncefactor 0.1\n    -SOLID\n\treactiontime 35\n\t+CLIENTSIDEONLY\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    SeeSound \"skullchips\"\n    States\n    {\n    Spawn:\n        JCHP A 0\n        JCHP A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 ThrustThing(random(0,255), 4, 0, 0)\n\tNULL A 0 A_Jump(128, 6)\n\tNULL A 0 A_Jump(128, 4)\n\tNULL A 0 A_Jump(128, 5)\n        JCHP A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n        JCHP B 4 ThrustThingZ(0,random(1,6),1,1)\n\t\tJCHP CDE 4 A_Countdown\n\t\tGoto See+2\n    Death:\n        JCHP C 0 A_Jump (128,4)\n        JCHP C 0 A_Jump (128,6)\n        JCHP A 20\n\t\tJCHP A 3 A_FadeOut(0.01)\n        Goto Death+3\n        JCHP B 20\n\t\tJCHP B 3 A_FadeOut(0.01)\n        Goto Death+5\n        JCHP C 20\n\t\tJCHP C 3 A_FadeOut(0.01)\n        Goto Death+7\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nACTOR OrangeBloodCloud : RedBloodCloud\n{\nStates\n{\nSpawn:\nORSP ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR NewFlyingBloodTrail5 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n  FBLo ABCD 2 A_FadeOut(0.12)\n  Loop\n  }\n}\n\nACTOR NewBloodSpot5 : NewBloodSpot\n{\nStates\n{\nSpawn:\n    BSPo A 100\n    BSPo A 5 A_FadeOut(0.10)\n    Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood5 : NewFlyingBlood\n{\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLO AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBloodTrail5\",0,0,0,1)\n  Loop\nCrash:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"NewBloodSpot5\",0,0,0,1)\n  Stop\n  }\n}\n\nACTOR OrangeBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nORB1 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB1 A 150\nORB1 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nORB2 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB2 A 150\nORB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nORB3 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB3 E 150\nORB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nORB4 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB4 E 150\nORB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nORB5 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB5 E 150\nORB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nORB6 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB6 A 150\nORB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nORB7 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB7 A 150\nORB7 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nORB8 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB8 E 150\nORB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n  FBLO ABCD 2 A_FadeOut(0.06)\n  Loop\n  }\n}\n\nACTOR OrangeGibbedGenerator\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 AAA 0 A_CustomMissile(\"OrangeBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAA 0 A_SpawnDebris(\"NewFlyingBlood5\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart1\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart2\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart3\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart4\")\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"OrangeBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAA 0 A_SpawnDebris(\"NewFlyingBlood5\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart5\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart6\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart7\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart8\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh01.txt",
        "contents": "ACTOR Logfire 9900\n{\n\tDecal\t\tBarrelScorch\n\tRadius\t\t4\n\tHeight\t\t6\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tGoto Active\n\tActive:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SmokeLarge2\",0,0,18,0,0,2,0,160,0)\n\t\tTNT1 AAAAAAA 1 A_SpawnItemEx(\"Firey2\",0,0,8,0,0,1,0,160,0)\n\t\tLOOP\n\t}\n}\n\nACTOR SmokeLarge2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.5\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.3\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh05.txt",
        "contents": "// A snow flake\nACTOR SnowFlake 24600\n{\n\tRadius 8\n\tHeight 1\n\tMass 5\n\tRenderStyle TRANSLUCENT\n\tAlpha 0.8\n\tScale 0.3\n\t+NOGRAVITY // Greater fall speed control\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+INVULNERABLE\n\t+NONSHOOTABLE\n\t+DONTSPLASH\n\t+CORPSE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNOW A 1\n\t\tWaggleChance:\n\t\t\tSNOW A 8 A_Jump(164,\"Waggle\")\n\t\t\tLoop\n\t\tWaggle:\n\t\t\tSNOW A 8 A_CStaffMissileSlither\n\t\t\tGoto WaggleChance\n\t\tCrash:\n\t\t\tSNOW A 16\n\t\t\tStop\n\t}\n}\n\n// Snow dropper 128x128\nACTOR SquareSnow 24602\n{\n\tRadius 16\n\tHeight 6\n\tRenderStyle NONE\n\t+ALLOWCLIENTSPAWN\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOTELEPORT\n\t+SPAWNCEILING\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t               random(0,128),\n\t\t\t\t               0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t       128) // client-side spawning flag\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowBig : SquareSnow 24603\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,256),\n\t\t\t\t\t\t0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowVeryBig : SquareSnow 24604\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\n// Snow dropper extremely big for skybox\nACTOR SquareSnowGigantic : SquareSnow 24605\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 16 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(256,512),\n\t\t\t\t\t\trandom(128,256),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh08.txt",
        "contents": "actor VolumetricFogSprite 28641\n{\nyscale 0.15\nrenderstyle Add\nalpha 1.0\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+ALLOWCLIENTSPAWN\n+NOINTERACTION\nstates\n\t{\n\tSpawn:\n\tFOG2 A -1\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh11.txt",
        "contents": "actor TREE 10242\n{\n  height 210\n  radius 10\n  +SOLID\n  states\n  {\n  Spawn:\n    PALM A -1\n    Stop\n  }\n}\n\nACTOR FireHydrant 10243\n{\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    FRHD A -1\n    Stop\n  }\n}\n\nACTOR TrashCan 10244\n{\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    TRCN A -1\n    Stop\n  }\n}\n\nactor DukeShip\n{\nHeight 5\nPROJECTILE\nspawnid 181\nradius 5\n+RIPPER\ndamage 200\nSpeed 50\nscale 3.0\nrenderstyle translucent\nalpha 1.0\nStates\n{\nSpawn:\nDSHI A 4 A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\nloop\nDeath:\nNKXP BCDEFGHIJKLMNOPQRSTUV 3 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor DukeExplode\n{\n-SOLID\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nobituary \"%o is going to make those alien bastards pay for shooting up duke's ride.\"\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP A 0 A_Explode(8000, 128,0)\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh13.txt",
        "contents": "//Blood Rain effects for Map01, borrowed NashGore base.\n\nactor BloodRainSpawner 15050 \t//Rain Object\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +CLIENTSIDEONLY\n   +NOCLIP\n   States\n   {\n\tSpawn:\n      TNT1 A 8 A_Jump(128, 1)\n      TNT1 A 8 A_SpawnItemEx(\"BloodRain\",random(32, -32),random(32, -32),0,8,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain 15051\n{\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpawner2 15052 \t//Rain Object 2\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 16 A_Jump(128, 1)\n\t  TNT1 A 16 A_Jump(64, 1)\n      TNT1 A 32 A_SpawnItemEx(\"BloodRain2\",random(32, -32),random(32, -32),0,0,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain2 15053\n{\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot2\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT A 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot2\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT AAAAAAAA 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  BSPT AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh16.txt",
        "contents": "ACTOR secondtree 28643\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN A -1\n    loop\n  }\n}\n\nACTOR thirdtree 28644\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN B -1\n    loop\n  }\n}\n\nACTOR Shtbagstree4 28642\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN C -1\n    loop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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