mutilator_1e_fix3o.pk3

PK3 5.9 MiB 0 map(s)

Counts

endoom0
graphics0
lumps127
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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      "filename": null,
      "added": "2021-01-10 03:08:20",
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    "added": "2021-01-10 03:08:20",
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      "type": "PK3",
      "size": 6191033,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ecfbc6a622f946df869bcbac579edbdb996a5f93/ecfbc6a622f946df869bcbac579edbdb996a5f93.pk3.gz",
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    "content": {
      "maps": [
        "MTL01",
        "MTL02"
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    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#Include \"ACTORNEW/MDINEW.txt\"\n#Include \"ACTORNEW/ZHARCADE.txt\"\n\n/*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////   QUEST.txt\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////*/\n\nActor PushTreasure 19308 {\nheight 128\nradius 128\n+GHOST\n-SHOOTABLE\n+USESPECIAL\nStates {\nSpawn:\nTNT1 A 4\nloop\n}}\n\nActor CreateAssist1: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\n\nTNT1 A 0 A_TakeInventory(\"Victim1\", 99)//ACS_NamedExecuteAlways(\"S_StageRangeMDI2\",0)\nTNT1 A 0 A_TakeInventory(\"Victim2\", 99)\nTNT1 A 0 A_TakeInventory(\"Victim3\", 99)\nTNT1 A 0 A_TakeInventory(\"Victim4\", 99)\nTNT1 A 0 A_TakeInventory(\"IsVictim\", 99)\nTNT1 A 0 A_GiveInventory(\"IsMutilator\",1)\nTNT1 A 0 A_GiveInventory(\"IsAssist\",1)\nTNT1 A 0 A_GiveInventory(\"Assist1\", 1)\nTNT1 A 1 ACS_NamedExecuteAlways(\"AssistNewMission\",0)\n\tTNT1 A 6 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"MuchBlood\", 28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"Big_Blood\", 20, 8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 7 A_SpawnItemEx (\"BDGore8\", 32, 16, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"Big_Blood\", 20, -8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"BDGore1\", 12, -16, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 4 A_SpawnItemEx (\"BDGore7\", 12, 32, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"MuchBlood\", -28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 7 A_SpawnItemEx (\"BDGore3\", -20, 8,16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"Big_Blood\", -12, 16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"BDGore4\", -20, 8, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"MuchBlood\", -12, -16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\nStop\n}}\n\nActor CreateAssist2: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 A_TakeInventory(\"Victim1\", 99)//ACS_NamedExecuteAlways(\"S_StageRangeMDI2\",0)\nTNT1 A 0 A_TakeInventory(\"Victim2\", 99)\nTNT1 A 0 A_TakeInventory(\"Victim3\", 99)\nTNT1 A 0 A_TakeInventory(\"Victim4\", 99)\nTNT1 A 0 A_TakeInventory(\"IsVictim\", 99)\nTNT1 A 0 A_GiveInventory(\"IsMutilator\",1)\nTNT1 A 0 A_GiveInventory(\"IsAssist\",1)\nTNT1 A 0 A_GiveInventory(\"Assist2\", 1)\nTNT1 A 1 ACS_NamedExecuteAlways(\"AssistNewMission\",0)\n\tTNT1 A 6 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"MuchBlood\", 28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"Big_Blood\", 20, 8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 7 A_SpawnItemEx (\"BDGore8\", 32, 16, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"Big_Blood\", 20, -8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"BDGore1\", 12, -16, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 4 A_SpawnItemEx (\"BDGore7\", 12, 32, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"MuchBlood\", -28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 7 A_SpawnItemEx (\"BDGore3\", -20, 8,16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"Big_Blood\", -12, 16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 6 A_SpawnItemEx (\"BDGore4\", -20, 8, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 5 A_SpawnItemEx (\"MuchBlood\", -12, -16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\nStop\n}}\n\nActor Assistation: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 1 ACS_NamedExecuteAlways(\"S_Assistation\",0)\nStop\n}}\n\nActor MDI_BEHINDYOU: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_MDI_BEHINDYOU\",0)\nStop\n}}\n\nActor DrugKit : CustomInventory 19285\n{\nInventory.InterhubAmount 0\n  //$Category WDI Items\n  //$Sprite MEDIA0\n  //$Title \"Big Medkit\"\n  TAG \"VACCINE:  use to restore stamina\"\n  Health 50\n  //DamageType Heal\n  -INVENTORY.INTERHUBSTRIP\n  +FLOORCLIP\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTISYRY\"\n  Inventory.RespawnTics 42000 // 20 minutes\n  Inventory.PickupMessage \"Found a Drugkit. Useful with low stamina\"\n\n\tStates\n\t{\n\tSpawn:\n\t ZBDG A -1\n\n\tUse:\n\tTNT1 A 0 A_GiveInventory (\"SStamina\", random(5500, 7000))\n\tTNT1 A 0 A_PlaySound(\"Items/Healtiny\")\n\t //TNT1 A 0 A_SpawnItemEx(\"DroppedKit\", 32, 0, 42, 0, 0, 0, 0, 0, 0)\n    \t //TNT1 A 0 A_Giveinventory(\"StimUsed\", 1)\n\t stop\n\n\t}\n}\n\n/*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////   MUTIWEAP.txt\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////*/\n\nACTOR SStamina : Ammo\n{\nInventory.InterhubAmount 0\n\tInventory.MaxAmount 7000\n\t+INVENTORY.UNDROPPABLE\n\t//Inventory.Icon \"PHUDA0\"\n}\n\nActor VICTIM1: Weapon 31557\n{\ntag \"Your weapon is hide and run. Nothing else!         LMB to run, AltFire to sneak.\"\n  Scale 0.7\n  Obituary \"\"\n  Radius 20\n  Height 16\n  Speed 1\n  //AttackSound \"J1Pain1\"\n  //Damagefactor \"Pushy\", 1.0\n  //DamageType \"Pushy\"\n  Inventory.InterhubAmount 0\n  Inventory.pickupmessage \"\"\n  Weapon.preferredSkin \"Victim1Skin\"\n  Weapon.SelectionOrder 400\n  Weapon.SlotNumber 2\n  Weapon.kickback 100\n  //Weapon.ammotype \"SStamina\"\n    //Weapon.AmmoUse 1\n    Weapon.AmmoGive 1800\n\t+AMMO_OPTIONAL\n\t+ALT_AMMO_OPTIONAL\n  +INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n  States\n  {\n  Spawn:\n    GGGR A -1\n    Stop\n  OutOfBreath:\n\tTNT1 A 1 A_PlaySound(\"SNDBRE\", CHAN_MAYBE_LOCAL, 1.0, 0)\n    TNT1 A 150\n     goto Ready\n\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    goto Ready\n\n Deselect:\n    TNT1 D 1 A_Lower\n    Loop\n\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Pickup:\n  Goto Ready\n Fire:\n  TNT1 A 0 A_JumpIfInventory(\"SKIPINTRO\", 1, \"StSkipIntro\")\n  //TNT1 A 1 A_JumpIfNoAmmo (\"OutOfBreath\")\n  //TNT1 A 0\n  TNT1 A 1\n  Goto Run\n  Run:\n  TNT1 A 35\n  Goto Ready\n   AltFire:\n  TNT1 A 0 A_JumpIfInventory(\"NMARER\", 1, \"Hardmode\")\n  TNT1 A 1\n  TNT1 A 3 A_ReFire\n  TNT1 A 3\n Goto Ready\n  WeaponDrop:\n  TNT1 A 0\n Goto Ready\n  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  Hardmode:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_HARDMODE\",0)\n  TNT1 A 0 ACS_NamedExecuteAlways(\"SetNMARE\",0)\n  goto Ready\n\n}}\n\nActor VICTIM2: VICTIM1 31558\n{\n  Weapon.preferredSkin \"Victim2Skin\"\n}\n\nActor VICTIM3: VICTIM1 31561\n{\n  Weapon.preferredSkin \"Victim3Skin\"\n    States\n  {\n    OutOfBreath:\n\tTNT1 A 1 A_PlaySound(\"SNDBREF\", CHAN_MAYBE_LOCAL, 1.0, 0)\n    TNT1 A 150\n     goto Ready\n\t }\n}\n\nActor VICTIM4: VICTIM1 31562\n{\n  Weapon.preferredSkin \"Victim4Skin\"\n    States\n  {\n    OutOfBreath:\n\tTNT1 A 1 A_PlaySound(\"SNDBREF\", CHAN_MAYBE_LOCAL, 1.0, 0)\n    TNT1 A 150\n     goto Ready\n\t }\n}\n\nACTOR MUTILATOR1 : Weapon 31559\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit psycho. Lets see how twisted you are.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 2200\n  Weapon.PreferredSkin \"JasonSkin\"\n  Weapon.UpSound \"weapons/sawup\"\n  Weapon.ReadySound \"SDZBNULL\"\n  //AttackSound \"Weapons/Sawfull\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\n  Ready:\n    SAWR ABCD 2 A_WeaponReady\n\t//TNT1 A 0 A_GiveInventory(\"Gasoline\", 8)\n\t//SAWR E 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n    Loop\n  Deselect:\n    SAWG C 1 A_Lower\n    Loop //Goto Ready\n  Select:\n    SAWG C 1 A_Raise\n    Loop\n  Fire:\n    SAWF D 0 A_JumpIfInventory(\"SKIPINTRO\", 1, \"StSkipIntro\")\n\tSAWF D 0 A_PlaySoundEx(\"weapons/sawfull\",\"SoundSlot7\",0)\n\t//SAWF D 0 A_JumpIfNoAmmo(\"Waiit\")\n\t//SAWF D 0 a_jumpif(countinv(\"Gasoline\")<5, \"Waiit\") //countinv still not backported, niiice\n\t//SAWF D 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80) //is now in ACS\n\t//TNT1 A 0 A_TakeInventory(\"Gasoline\", 36)\n    SAWF DE 4   //A_Saw\n    SAWF B 0 A_ReFire\n\tSAWF B 0 A_StopSoundEx(\"SoundSlot7\")\n    Goto Ready\nWaiit:\n//SAWF D 0 A_SelectWeapon(\"MUTILATOR1\")\nSAWF D 150\nGoto Ready\n\tAltFire:\n\tSAWR A 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\tGoto Ready\n\t  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  }\n}\n\nACTOR MUTILATOR2 : Weapon 31560\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit psycho. Lets see how twisted you are.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7333\n  Weapon.PreferredSkin \"ChildSkin\"\n  Weapon.UpSound \"HINAMI\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\n\tReady:\n\t\tAXEX A 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    AXEX A 1 A_Lower\n    Loop\n  Select:\n    AXEX A 1 A_Raise\n    Loop\n\tFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"SKIPINTRO\", 1, \"StSkipIntro\")\n\t\tAXEX B 1 Offset(-15, 126)\n\t\tAXEX B 1 Offset(-12, 129)\n\t\tAXEX C 1 Offset(21, 160)\n\t\tAXEX C 1 Offset(63, 171)\n\t\tAXEX C 2 Offset(105, 182)\n\t\tAXEX C 2 Offset(194, 206)\n\t\tTNT1 A 1 A_Refire\n\tHold:\n\t\tTNT1 A 2\n\t\tTNT1 A 4 A_Refire\n\t\tAXEX E 1 Offset(302, -40)\n\t\tAXEX F 1 Offset(255, -18)\n\t\tAXEX F 1 Offset(203, 8)\n\t\tAXEX G 1 Offset(173, 40) A_PlaySound(\"Axe/Swing\", CHAN_WEAPON)\n\t\tAXEX G 1 Offset(138, 67) A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n\t\tAXEX H 1 Offset(113, 102) A_CustomPunch(150, 1, 0, \"PuffAxe\",72)\n\t\tAXEX I 1 Offset(93, 142) A_CustomPunch(23+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n\t\tAXEX I 1 Offset(79, 180) A_SetPitch(1+pitch)\n\t\t//TNT1 A 6 A_Recoil(-1)\n\t\tAXEX B 1 Offset(-24, 198)\n\t\tAXEX B 1 Offset(-26, 165)\n\t\tAXEX A 1 Offset(12, 60)\n\t\tAXEX A 2 Offset(6, 35)\n\t\tGoto Ready\n\tAltFire:\n\tAXEX A 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\tGoto Ready\n\t  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  }\n}\n\nactor MutilatorPuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  +BLOODLESSIMPACT\n  +NOBLOOD\n  +BLOODLESSIMPACT\n  +DONTSPLASH\n  DamageType \"MutilatorDmg\"\n  activesound \"\"\n  attacksound \"\"\n  seesound \"\"\n  Obituary \"\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\nACTOR Assist2 : Weapon //fat zombie\n{\nInventory.InterhubAmount 0\ntag \"You've been cursed by the Mutilator. You're one of them.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7335\n  Weapon.PreferredSkin \"Assist1Skin\"\n  Weapon.UpSound \"Weapons/KnifeReady\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\tReady:\n\t\tAXS1 A 8 A_WeaponReady\n\t\t//AXS1 A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    AXS1 A 1 A_Lower\n    Loop\n  Select:\n    AXS1 A 1 A_Raise\n    Loop\nFire:\n\t\tAXE3 BCDEF 1\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_ReFire\n\t\tAXE3 GH 1\n\t\tAXE3 I 0 A_PlaySound(\"Axe/Swing\")//,CHAN_WEAPON)\n\t\tAXE3 I 2\n\t\tAXE3 J 2 A_CustomPunch(14,1,0,\"FirstPuffAxe\", 70)\n\t\tAXE3 KLM 1 A_CustomPunch(65,1,0,\"PuffAxe\", 70)\n\t\tAXE3 NN 1 A_CustomPunch(4,1,0,\"PuffAxe\", 70)\n\t\tAXE3 O 2 A_SetAngle(random(2,0)+angle)\n\t\tTNT1 A 4\n\t\tAXS1 ABC 1\n\t\tGoto Ready\n\tHold:\n\t\tTNT1 A 2\n\t\tTNT1 A 4 A_ReFire\n\t\tAXE3 GH 1\n\t\tAXE3 I 0 A_PlaySound(\"Axe/Swing\")//,CHAN_WEAPON)\n\t\tAXE3 I 2\n\t\tAXE3 J 2 A_CustomPunch(10,1,0,\"PuffAxe\", 70)\n\t\tAXE3 KLM 1 A_CustomPunch(5,1,0,\"PuffAxe\",70)\n\t\tAXE3 NN 1 A_CustomPunch(3,1,0,\"PuffAxe\", 70)\n\t\tAXE3 O 2 A_Recoil(-1)\n\t\tTNT1 A 2\n\t\tAXS3 ABC 1\n\t\tGoto Ready\n  }\n}\n\nACTOR Assist1 : Weapon  //dog\n{\nInventory.InterhubAmount 0\ntag \"You've been cursed by the Mutilator. You're one of them.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7337\n  Weapon.PreferredSkin \"Assist2Skin\"\n  Weapon.UpSound \"Assister2SND\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\tReady:\n\t\tJTRM A 8 A_WeaponReady\n\t\t//JTRM A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    JTRM A 1 A_Lower\n    Loop\n  Select:\n    JTRM A 1 A_Raise\n    Loop\nFire:\n\n\t JTRM A 0 A_Playsound(\"CERBSEE\")\n\t //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45)\n\t JTRM A 1 offset (0, 55)\n\t JTRM A 1 offset (0, 65)\n\t JTRM A 1 offset (0, 75)\n\t JTRM A 1 offset (0, 85)\n\t JTRM A 1 offset (0, 95)\n\t JTRM A 1 offset (0, 105)\n\t JTRM A 1 offset (0, 115) A_CustomPunch (10, 1, 0, \"StabPuff2\", 54)\n\t JTRM A 1 offset (0, 125) A_CustomPunch (10, 1, 0, \"StabPuff2\", 64)\n\t JTRM AAAAAAAA 1 offset (0, 135)\n\t JTRM A 2 offset (0, 125) A_CustomPunch (5, 1, 0, \"StabPuff\", 72)\n\t JTRM A 2 offset (0, 115) A_CustomPunch (5, 1, 0, \"StabPuff2\", 72)\n\t JTRM A 1 offset (0, 105)\n\t JTRM A 1 offset (0, 95)\n\t JTRM A 1 offset (0, 85)\n\t JTRM A 1 offset (0, 75)\n\t JTRM A 1 offset (0, 65)\n\t JTRM A 1 offset (0, 55)\n\t JTRM A 1 offset (0, 45)\n\t JTRM A 18 offset (0, 32)\n\t JTRM A 0 offset (0, 32)\n\t JTRM A 0\n\t JTRM A 0\n\t JTRM A 6\n\t JTRM A 8//13\n\t goto Ready\n  }\n}\n\nACTOR ChasePuff\n{\n  +NOGRAVITY\n  +NOBLOOD\n  +DONTSPLASH\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n    NULL A 1\n    Goto Death\n  Death:\n  TNT1 A -1 A_RadiusGive(\"BEINGCHASED\", 256, RGF_PLAYERS)\n    Stop\n  }\n}\n\n/*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////   MUTIDECO.txt\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////*/\nACTOR StunGas : CustomInventory 19303\n{\nInventory.InterhubAmount 0\n  TAG \"Pale Blood:  use to slow down the villain\"\n  Translation\"112:127=176:191\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  //+INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"PALEARTI\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Found a Pale Blood canister.\"\n   Radius 24\n  Height 20\n  Inventory.RespawnTics 42000 // 20 minutes\n  States\n  {\n  Spawn:\n    PSBG A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"StunGasCanister\", 0, 0, 0, 0)\n\t//TNT1 A 0 A_GiveInventory(\"GasUsed\", 1)\n\tstop\n\n  }\n}\n\nACTOR SmokeBombMDI : SmokeBomb\n{\ntag \"Smoke Bomb\"\n-INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    SSBG A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"SmokeCanisterMDI\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"SmokeUsed\", 1)\n\tstop\n  }\n}\n\nACTOR Stunyou\n{\n  Health 0x7FFFFFF\n  Radius 20\n  Height 56\n  Speed 0\n  Renderstyle Translucent\n  Alpha 0.0\n  Monster\n  +FLOORCLIP\n  +Friendly\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  +NOCLIP\n  States\n  {\n  Spawn:\n\n  TNT1 A 35\n  loop\n  Jason:\n    JASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n    //JASN AB 10 A_Look\n\tJASN B 25 A_Recoil(-6)\n    Stop\n  Child:\nBZOM O 2 A_FadeIn(1.0)\nBZOM PQRSTUVW 2\nBZOM W 1 A_Recoil(-6)\nBZOM W 25\nstop\n\n }\n}\n\nActor SoundThingy2MDI\n{\n\tHealth 10\n\tRadius 8\n\tHeight 8\n\tMass 0x7fffffff\n\tScale 0.2\n\tObituary \"\"\n\tSeeSound \"\"\n\tReactionTime 2500\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+LOOKALLAROUND\n    States\n{\n\tSpawn:\n\tBEAC A 72\n    goto MakeSound\n\n\tMakeSound:\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n    BEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tBEAC A 350\n\tBEAC A 0 A_PlaySound(\"MDIEMITTER\",0,2.0)\n\tgoto Death\n\tDeath:\n\tBEAC A 0 A_NoBlocking\n\tTNT1 A 1\n\tstop\n\n}\n}\n\nACTOR deco_labman 19301\n{\n  States\n  {\n  Spawn:\n    LABB A -1\n    Stop\n }\n}\n\n/*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////   WDIPLAYA.txt\n///////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////*/\n\nActor Innocent : DoomPlayer//PlayerPawn\n{\n\tRadius 16\n\tHeight 56\n\tPainChance 256\n\tMass 0x7fffffff\n\tSpeed 0.8\n\tAlpha 1.0\n\tGibHealth -100\n\tPlayer.ViewHeight 50\n\tDeathHeight 8\n\tPlayer.ForwardMove 0.8 0.8\n\tPlayer.SideMove 0.4 0.4\n\tPlayer.JumpZ 8\n\tPlayer.ColorRange 112, 127\n\tPlayer.RunHealth 20\n\tPlayer.DisplayName \"Player_WDI\"\n\t//Player.SoundClass \"TMC\"\n\tPlayer.StartItem \"NewFist\"\n\tPlayer.StartItem \"Action_DropWeapon\"\n\tPlayer.StartItem \"Action_DropWeaponCancel\"\n\tPlayer.StartItem \"SmallKit\", 1\n\tPlayer.StartItem \"Flare\", 1\n\tPlayer.StartItem \"Warm\", 1\n\tPlayer.StartItem HudAlive\n\tPlayer.StartItem MarkMe\n\t//Player.WeaponSlot 0, MurderKnife\n\t//Player.WeaponSlot 1, NewFist, PickAxe, FireExtinguisher, PoolCue, PipeWrench, LeadPipe, Shovel, LChainsaw, Beretta, OldBeretta, Shotgun2, LCrossbow, M1Carbine, Brick, Molotov, OldMolotov, Twig, Plank, NailedPlank, NewFistMDI, magnum FistWithLighter FistWithFlashlight FireAxe Axe FlashlightZ Soulcube BaseballBat SprayCanBLU SprayCanRED SprayCanYLL SprayCanPNK SprayCanORG SprayCanGRN 20Dollars NO_WEAPON Scissors Murd_Vanish\n\t//Player.WeaponSlot 2, FistWithLighter, FistWithFlashlight, FireAxe, FlashlightZ, Soulcube, BaseballBat, SprayCanBLU, SprayCanRED, 20Dollars, Magnum\n\t//Player.WeaponSlot 3, Victim1, Victim2, Victim3, Victim4, Mutilator1, Mutilator2  //reserved for MDI\n\tDamageFactor \"Falling\", 2.5\n\tDamageFactor \"FlareEffect\", 0.0\n\t//Player.StartItem Safety\n\t//Player.StartItem TIDGiver\n\t//Player.InvulnerabilityMode \"Normal\"\n\t+NOSKIN\n\t+GHOST\n\t+WINDTHRUST\n\t-NOBLOCKMONST\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn2:\n\t\tTNT1 A 0\n\tSpawn:\n\t    //PLAY A 10 A_CheckFloor(2) //trying to do it for custom taunts\n\t\t//PLAY A 0 ACS_NamedExecuteAlways(\"WDI_OOOF\", 0)//custom taunt\n\t\tPLAY A 105 A_AlertMonsters\n\t\tPLAY A 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn2\")\n\t\tPLAY AAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tLoop\n\tSee:\n\t\tPLAY A 5 A_AlertMonsters\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn2\")\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY AAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0) //Lol all that for one breath. Hurr\n\t\tPLAY B 0 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY BBBBB 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tPLAY CCCCC 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tGoto Spawn\n\tMissile:\n\t\tPLAY E 5 A_AlertMonsters\n\t\tGoto See\n\tMelee:\n\t\tPLAY F 6 Bright A_AlertMonsters\n\t\tGoto Missile\n\tPain:\n\tPain.ShotgunTrap:\n\tPain.Default: //This is for all Damage that we want a blood splatter for. (Shotgun traps and the like)\n\t    //TNT1 A 0 A_GiveInventory (\"Assistation\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.Gas:\n\t\tPLAY G 0 A_jump(160,2)\n\t\tPLAY G 0 A_playsound(\"Coughing\")\n\t\tPLAY G 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY A 0 A_SetBlend (\"0, 128, 0\", 0.25, 35)\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.PoisonCloud:\n\tPain.Poison:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tGoto Spawn\n\tPain.Drowning:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 1 A_SpawnItemEx (\"WaterBreath\", 8, 0, 48, 0, 0, 0, 0, 0, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tGoto Spawn\n\tPain.friendlymelee:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_JumpIfInventory(\"SlowCounter\", 2, 2)//stuned weapons 3\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 1)\n\t\tPLAY G 0\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.friendlygun:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.friendlythrown:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 3)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.CueMelee:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 2)\n\t\tPLAY G 4\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.ShovelMelee:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 2)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, 0, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.Ice:\n\t\tPLAY A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY A 0 A_SetBlend (\"0, 0, 255\", 0.25, 35)\n\t\tPLAY AAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.MutilatorDmg:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 A_GiveInventory (\"Assistation\", 1)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tDeath1:\n\tXDeath1:\n\tAltSkinDeath1:\n\tAltSkinXDeath1:\n\tAltSkinDeath:\n\tAltSkinXDeath:\n\n\tDeath.None:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"Assist1\", 1, \"MDIaDEATHa\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"Assist2\", 1, \"MDIaDEATHb\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM1\", 1, \"MDIvDEATHa\")//jump to MDI deaths\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM2\", 1, \"MDIvDEATHb\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM3\", 1, \"MDIvDEATHc\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM4\", 1, \"MDIvDEATHd\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR1\", 1, \"MDImDEATHa\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR2\", 1, \"MDImDEATHb\")\n\t\t//////////////////////////////////////////\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Burn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 //A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tMurderDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tTKDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_GiveToTarget(\"TKHero\",1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n/*MutilatorDeath: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////MDI\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_GiveToTarget (\"MDIHero\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR1\", 1, \"MDImDEATHa\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR2\", 1, \"MDImDEATHb\")\n\t\t//TNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop*/\n\t\t//Custom bodys//////////////////////////////////////////////////////////////////\n\tDeath.Ice:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeiceBody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\")\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 5 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx (\"CrushedBody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Crush:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx (\"CrushedBody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(515, 0, 0, 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Backstab:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_XDEATH_SFX\", 0)//A_PlaySound(\"P1XDeath\",CHAN_VOICE, 1.0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Bstabody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_GiveInventory (\"BackstabHero\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n\t\tTNT1 A 0 A_GiveToTarget (\"InoKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"BackStabCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Drowning:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"DeathDrowning2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Drowingbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\") //6\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 //A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 //A_GiveToTarget (\"KillMarker\", 1) who?\n\t\tTNT1 A 1 //A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathDrowning2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Drowingbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto Death.Drowning +4\n\tDeath.ShotgunTrap:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (60,\"Deathtrips\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(409,0,0,0,0)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathtrips:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto  Death.ShotgunTrap +4\n\tDeath.Gas:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"Deathgas2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"GasBody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(409,0,0,0,0)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathgas2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"GasBody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto  Death.Gas +4\n\tDeath.friendlygun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"Deathgun2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathgun2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto  Death.friendlygun +4\n\tDeath.SawMelee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"Deathcsaw2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Csawbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathcsaw2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Csawbody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto  Death.SawMelee +4\n\t\t//////fixing bug of \"murd killhimself\"\tnow we got a hero and tk/////////////////////////////\n\tMurderDeath2:\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tTKDeath2:\n\t\tTNT1 A 0 A_GiveToTarget(\"TKHero\",1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHa:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYa\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHb:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYb\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHc:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYc\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYd\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHa:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYa\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHb:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYb\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIaDEATHa:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIaBODYa\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 5 A_playsound(\"MUTIDTH\", 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIaDEATHb:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIaBODYb\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 5 A_playsound(\"MUTIDTH\", 0)\n\t\tTNT1 A -1\n\t\tStop\n}}\n\n//Knife (Murderer only Weapon!)\nActor MurderKnife : Weapon\n{\n\tObituary \"\"\n\tTag \"Knife\"\n\tWeapon.Kickback 100\n\tWeapon.PreferredSkin \"MurderSkin2\"\n\tWeapon.SelectionOrder 100\n\tWeapon.UpSound \"Weapons/KnifeReady\"\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.BFG\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t-INVENTORY.INTERHUBSTRIP\n\tStates\n\t{\n\tReady:\n\t\tKNIF B 0 A_JumpIfInventory(\"StabbedAPerson\", 1, \"Ready2\")\n\t\tKNIF A 0\n\t\tKNIF A 1 A_WeaponReady\n\t\tLoop\n\tReady2:\n\t\tKNIB A 0\n\t\tKNIB A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tKNIF B 0 A_JumpIfInventory(\"StabbedAPerson\", 1, \"Deselect2\")\n\t\tKNIF A 0 A_JumpIfInventory(\"LChainsaw\",1,2)\n\t\tKNIF A 0 A_GiveInventory(\"MurdInnocentBuff\",1)\n\t\tKNIF A 0 A_Lower\n\t\tKNIF A 1 A_Lower\n\t\tWait\n\tDeselect2:\n\t\tKNIB A 0 A_JumpIfInventory(\"LChainsaw\",1,2)\n\t\tKNIB A 0 A_GiveInventory(\"MurdInnocentBuff\",1)\n\t\tKNIB A 0 A_Lower\n\t\tKNIB A 1 A_Lower\n\t\tWait\n\tSelect:\n\t    KNIF B 0 ACS_NamedExecuteAlways(\"MasksOff\",0)\n\t\tKNIF B 0 A_JumpIfInventory(\"StabbedAPerson\", 1, \"Select2\")\n\t\tKNIF A 1 A_GiveInventory(\"MurdNerfed\",1)\n\t\tKNIF A 1 A_Raise\n\t\tWait\n\tSelect2:\n\t\tKNIB A 0\n\t\tKNIB A 1 A_GiveInventory(\"MurdNerfed\",1)\n\t\tKNIB A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tKNIF B 0 A_JumpIfInventory(\"StabbedAPerson\", 1, \"BloodyStab\")\n\t\tKNIF B 0 A_JumpIfTargetInLOS (\"Clean.Knife\", 0, JLOSF_COMBATANTONLY |JLOSF_DEADNOJUMP | JLOSF_TARGETLOS,72,0)\n        Goto Clean.Knife+1\n\tClean.Knife:\n\t\tKNIF B 0 A_JumpIf (ACS_ExecuteWithResult(555), \"BackStab\")\n\t\tKNIF B 1 A_CustomPunch (10, 1, 0, \"StabPuff2\", 54)\n\t\tKNIF C 1 A_CustomPunch (10, 1, 0, \"StabPuff2\", 64)\n\t\tKNIF C 0 A_Recoil(-2)\n\t\tKNIF D 2 A_CustomPunch (5, 1, 0, \"StabPuff\", 72)\n\t\tKNIF DDD 2 A_CustomPunch (5, 1, 0, \"StabPuff2\", 72)\n\t\tKNIF D 0 A_JumpIfInventory(\"StabbedAPerson\", 1, \"KnifeNowBloody\")\n\t\tKNIF C 4\n\t\tKNIF B 4\n\t\tKNIF A 15\n\t\tKNIF A 1 A_ReFire\n\t\tGoto Ready\n\tKnifeNowBloody:\n\t\tKNIB C 4\n\t\tKNIB B 4\n\t\tKNIB A 15\n\t\tKNIB A 1 A_ReFire\n\t\tGoto Ready\n\tBloodyStab:\n\t\tKNIF B 0 A_JumpIfTargetInLOS (\"Blood.Knife\", 0, JLOSF_COMBATANTONLY |JLOSF_DEADNOJUMP | JLOSF_TARGETLOS,72,0)\n        Goto Blood.Knife+1\n\tBlood.Knife:\n\t\tKNIB B 0 A_JumpIf (ACS_ExecuteWithResult(555), \"BackStab2\")\n\t\tKNIB B 1 A_CustomPunch (10, 1, 0, \"StabPuff2\", 54)\n\t\tKNIB C 1 A_CustomPunch (10, 1, 0, \"StabPuff2\", 64)\n\t\tKNIB C 0 A_Recoil(-2)\n\t\tKNIB D 2 A_CustomPunch (5, 1, 0, \"StabPuff\", 72)\n\t\tKNIB DDD 2 A_CustomPunch (5, 1, 0, \"StabPuff2\", 72)\n\t\tKNIB C 4\n\t\tKNIB B 4\n\t\tKNIB A 15\n\t\tKNIB A 1 A_ReFire\n\t\tGoto Ready\n\tBackStab:\n\t\tKNIF C 1 Offset(4, 32) A_CustomPunch (666, 1, 0, \"BackStabPuff\", 64)\n\t\tKNIF C 1 Offset(36, 32)\n\t\tKNIF C 1 Offset(72, 32)\n\t\tKNIF C 1 Offset(108, 32)\n\t\tKNIF C 1 Offset(144, 32)\n\t\tKNIF E 1 Offset(178, 32) A_PlaySound (\"Weapons/KnifeStab\")\n\t\tKNIF E 1 Offset(144, 32)\n\t\tKNIF E 1 Offset(108, 32)\n\t\tKNIF E 1 Offset(72, 32)\n\t\t//Stabbing\n\t\tKNIF E 1 Offset(36, 40)\n\t\tKNIF E 1 Offset(32, 48)\n\t\tKNIF E 1 Offset(28, 56)\n\t\tKNIF E 1 Offset(24, 74)\n\t\tKNIF E 1 Offset(20, 82)\n\t\t//Redraw\n\t\tKNIF E 1 Offset(16, 90)\n\t\tKNIF E 1 Offset(12, 100)\n\t\tKNIF E 1 Offset(8, 110)\n\t\tKNIF E 1 Offset(4, 120)\n\t\tKNIF E 1 Offset(0, 130)\n\t\tKNIF E 8 Offset(0, 152)\n\t\tKNIF A 2 Offset(0, 130)\n\t\tKNIF A 2 Offset(0, 100)\n\t\tKNIF A 2 Offset(0, 70)\n\t\tKNIF A 2 Offset(0, 40)\n\t\tKNIF A 2 Offset(0, 32)\n\t\tGoto Ready\n\tBackStab2:\n\t\tKNIB C 1 Offset(4, 32) A_CustomPunch (666, 1, 0, \"BackStabPuff\", 64)\n\t\tKNIB C 1 Offset(36, 32)\n\t\tKNIB C 1 Offset(72, 32)\n\t\tKNIB C 1 Offset(108, 32)\n\t\tKNIB C 1 Offset(144, 32)\n\t\tKNIB E 1 Offset(178, 32) A_PlayWeaponSound (\"Weapons/KnifeStab\")\n\t\tKNIB E 1 Offset(144, 32)\n\t\tKNIB E 1 Offset(108, 32)\n\t\tKNIB E 1 Offset(72, 32)\n\t\t//Stabbing\n\t\tKNIB E 1 Offset(36, 40)\n\t\tKNIB E 1 Offset(32, 48)\n\t\tKNIB E 1 Offset(28, 56)\n\t\tKNIB E 1 Offset(24, 74)\n\t\tKNIB E 1 Offset(20, 82)\n\t\t//Redraw\n\t\tKNIB E 1 Offset(16, 90)\n\t\tKNIB E 1 Offset(12, 100)\n\t\tKNIB E 1 Offset(8, 110)\n\t\tKNIB E 1 Offset(4, 120)\n\t\tKNIB E 1 Offset(0, 130)\n\t\tKNIB E 8 Offset(0, 152)\n\t\tKNIB A 2 Offset(0, 130)\n\t\tKNIB A 2 Offset(0, 100)\n\t\tKNIB A 2 Offset(0, 70)\n\t\tKNIB A 2 Offset(0, 40)\n\t\tKNIB A 2 Offset(0, 32)\n\t\tGoto Ready2\n}}"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "classic\nmdinwdi\nmdistuff\nzharcade"
      },
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "///eX_MUTILATOR\n\nwarp2 texture TU_WATER\nwarp2 texture TUWASSER\nwarp2 texture YZTX1887\n\n//adressunknown\ntexture TUADRES1\npic TUADRES1 tics 270\npic TUADRES2 tics 270\npic TUADRES3 tics 270\npic TUADRES4 tics 270\npic TUADRES5 tics 270\npic TUADRES6 tics 270\npic TUADRES7 tics 270\n\n//GORIX\ntexture GORIX1\npic GORIX1 tics 5\npic GORIX2 tics 5\npic GORIX3 tics 5\npic GORIX4 tics 5\npic GORIX5 tics 5\npic GORIX6 tics 5\npic GORIX7 tics 5\npic GORIX8 tics 5\npic GORIX9 tics 5\npic GORIX10 tics 5\npic GORIX11 tics 5\npic GORIX12 tics 5\n\n//blood snake\ntexture ASNAKE01\npic ASNAKE01 tics 3\npic ASNAKE02 tics 3\npic ASNAKE03 tics 3\npic ASNAKE04 tics 3\n\n//mutilatorLOGO\ntexture MUTLTV00\npic MUTLTV00 tics 3\npic MUTLTV01 tics 3\npic MUTLTV02 tics 3\npic MUTLTV03 tics 3\npic MUTLTV04 tics 3\npic MUTLTV05 tics 3\npic MUTLTV06 tics 3\npic MUTLTV07 tics 3\npic MUTLTV08 tics 3\npic MUTLTV09 tics 3\npic MUTLTV10 tics 3\npic MUTLTV11 tics 3\npic MUTLTV12 tics 3\npic MUTLTV13 tics 3\n\n//zombiesTOP\ntexture MDIMGZM1\npic MDIMGZM1 tics 8\npic MDIMGZM2 tics 8"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass \"Innocent\"\n\nweaponsection \"Touchup\"\nsetslot 2  Victim1 Victim2 Victim3 Victim4 Mutilator1 Mutilator2 Assist1 Assist2//slot2 so no bug on switching\nsetslot 0 MurderKnife\nsetslot 1 NewFist PoolCue PipeWrench LeadPipe Shovel LChainsaw Beretta WDIBeretta Shotgun2 LCrossbow M1Carbine Brick Molotov Twig Plank NailedPlank magnum FistWithLighter FistWithFlashlight FireAxe Axe FlashlightZ Soulcube BaseballBat SprayCanBLU SprayCanRED SprayCanYLL SprayCanPNK SprayCanORG SprayCanGRN 20Dollars NO_WEAPON Scissors Murd_Vanish"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "clearepisodes\n\nepisode \"WDI01\"\n{\npicname = \"M_WDIMNU\"\nkey = 1\n}\n\nepisode \"WDIEXHUB\"\n{\npicname = \"M_WDIEX\"\nkey = 2\n}\n\nepisode \"MTL01\"\n{\npicname = \"M_MUTIL\"\nkey = 3\n}\n\n//MDI\nmap MTL01 \"HIGHWAY TO HELL\"\n{\nlevelnum = 41\nnext = MTL02\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\n}\n\nmap MTL02 \"CHILD OF BOTTOM\"\n{\nlevelnum = 42\nnext = MTL01\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\n}\n\nmap SEASONEN \"SEASONEND\"\n{\n\tlevelnum = 99\n\tnext = WDI01\n\t//sky1 = \"STSKY8B\", 0.0\n\tmusic = KEROSENE\n\tlightning\n\tsmoothlighting\n}\n\n/////////////////////EX\n\nclearepisodes\n\nepisode \"WDI01\"\n{\npicname = \"M_WDIMNU\"\nkey = 1\n}\n\nepisode \"WDIEXHUB\"\n{\npicname = \"M_WDIEX\"\nkey = 2\n}\n\nmap WDIEXHUB \"Welcome to EX\"\n{\nlevelnum = 77\nnext = WDIEX01\nfade = \"black\"\nMusic = \"D_SPOOK\"\nsky1 = YZSKY2, 0.15\nsky2 = YZSKY1, 0.0\nnocrouch\nNoJump\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\nAllowMonsterTelefrags\n}\n\nmap WDIEX01 \"Marsis\"\n{\nlevelnum = 31\nnext = WDIEX02\nfade = \"black\"\nMusic = \"D_TISHIN\"\nsky1 = YZSKY2, 0.15\nsky2 = YZSKY1, 0.0\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\nAllowMonsterTelefrags\n}\n\nmap WDIEX02 \"Retorn'79\"\n{\nlevelnum = 32\nnext = WDIEX03\nfade = \"black\"\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\n}\n\nmap WDIEX03 \"SlenderDunIt\"\n{\nlevelnum = 33\nnext = WDIEXSEC\nfade = \"black\"\nMusic = \"D_SLWIND\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\n}\n\nmap WDIEXSEC \"MGS1, Sacred Amulet, SH4\"\n{\nlevelnum = 34\nnext = WDIEX01\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\n}\n\nmap WDIEXCT \"Cl0CK T0WER. N/A\"\n{\n\tlevelnum = 75\n\tnext = WDIEX01\n\tmusic = D_TISHIN\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnofreelook\n}"
      },
      {
        "source": "pk3",
        "name": "SKININFO.txt",
        "contents": "//==================================================================\n////////////////////////     SKINS        ////////////////////////\n//=================================================================\n\n{\nname = AxeSkin\nsprite = PLAX\nCrouchSprite = PLAX\n}\n\n{\nname = ShotgunSkin\nsprite = PLA3\nCrouchSprite = PL3C\n}\n\n{\nname = TwigSkin\nsprite = PLTW\nCrouchSprite = PLTW\n}\n\n{\nname = PistolSkin\nsprite = PLA2\nCrouchSprite = PL2C\n}\n\n{\nname = ChainsawSkin\nsprite = PLA0\nCrouchSprite = PL8C\n}\n\n{\nname = ShovelSkin\nsprite = PLSH\nCrouchSprite = PSHC\n}\n\n{\nname = MurderSkin\nsprite = PKNI\nCrouchSprite = PKNC\n}\n\n{\nname = FistSkin\nsprite = PLA1\nCrouchSprite = PL1C\n}\n\n{\nname = M1Skin\nsprite = PCBN\nCrouchSprite = PCBC\n}\n\n{\nname = WrenchSkin\nsprite = PLA6\nCrouchSprite = PWNC\n}\n\n{\nname = PipeSkin\nsprite = PLA7\nCrouchSprite = PIPC\n}\n\n{\nname = ExtinguisherSkin\nsprite = PLEX\nCrouchSprite = CEXT\n}\n\n{\nname = FlashLightSkin\nsprite = SFLZ\nCrouchSprite = CFLZ\n}\n\n//MDI/////////////////////////////////////\n\n{\nname = JasonSkin\nsprite = JASN\nCrouchSprite = JASN\n}\n\n{\nname = ChildSkin\nsprite = BZOM\nCrouchSprite = BZOM\n}\n\n{\nname = Victim1Skin\nsprite = P1AN\nCrouchSprite = P1AN\n}\n\n{\nname = Victim2Skin\nsprite = P2AN\nCrouchSprite = P2AN\n}\n\n{\nname = Victim3Skin\nsprite = P3AN\nCrouchSprite = P3AN\n}\n\n{\nname = Victim4Skin\nsprite = P4AN\nCrouchSprite = P4AN\n}\n\n{\nname = Assist1Skin\nsprite = SKEL\nCrouchSprite = SKEL\n}\n\n{\nname = Assist2Skin\nsprite = BOS2\nCrouchSprite = BOS2\n}\n/*\n//WDIEXSKINS/////////////////////////////////////\n{\nname = JenniferSkin\nsprite = JENN\nclass = \"voice: thick\"\nCrouchSprite = JENN\n//scale = 0.3\ngender = male\n}\n\n{\nname = JenniferSkin\nsprite = JENN\nclass = \"voice: wimpy\"\n//scale = 0.3\nCrouchSprite = JENN\ngender = male\n}\n\n{\nname = ScissormanSkin\nsprite = SCIS\nclass = \"voice: thick\"\nCrouchSprite = JENN\n//scale = 0.3\ngender = male\n}\n\n{\nname = ScissormanSkin\nsprite = SCIS\nclass = \"voice: wimpy\"\n//scale = 0.3\nCrouchSprite = JENN\ngender = male\n}\n*/\n/*{\nname = Victim1Skin\nclass = \"Victim1\"\nsprite = P1AN\nCrouchSprite = P1AN\n}\n\n{\nname = Victim2Skin\nclass = \"Victim2\"\nsprite = P2AN\nCrouchSprite = P2AN\n}\n\n{\nname = Victim3Skin\nclass = \"Victim3\"\nsprite = P3AN\nCrouchSprite = P3AN\n}\n\n{\nname = Victim4Skin\nclass = \"Victim4\"\nsprite = P4AN\nCrouchSprite = P4AN\n}\n\n{\nname = JasonSkin\nclass = \"Mutilator1\"\nsprite = JASN\nCrouchSprite = JASN\n}\n\n{\nname = ChildSkin\nclass = \"Mutilator2\"\nsprite = BZOM\nCrouchSprite = BZOM\n}*/"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "///////////////////////////////////////////////// eX_MUTILATOR\n //////////////////////////////////////////////////////////\n  /////////////////////////////////////////////////////////\n\nVISN_BUS VISN_BUS\nSD_ACCDT SD_ACCDT\nMUSRAVEN MUSRAVEN\nSD_BKTLF SD_BKTLF\nSD_GASP SD_GASP\nSD_SUSPN SD_SUSPN\nSD_RUNAW SD_RUNAW\nSD_DYTLK SD_DYTLK\n\nVL_MANL1 VL_MANL1\nVL_MANL2 VL_MANL2\nVL_MANL3 VL_MANL3\nVL_MANL4 VL_MANL4\nVL_MANL5 VL_MANL5\nVL_MANL6 VL_MANL6\n\n$Random SND_ManiacLaugh { VL_MANL1 VL_MANL2 VL_MANL3 VL_MANL4 VL_MANL5 VL_MANL6 }\n\nSD_BREA1 SD_BREA1\nSD_ADRES SD_ADRES\nSDCIRSAW SDCIRSAW\n\n$Random SND_LOCKERR { SDLOCKR1 SDLOCKR2 SDLOCKR3 }\n\nSDLOCKR1 SDLOCKR1\nSDLOCKR2 SDLOCKR2\nSDLOCKR3 SDLOCKR3\n\nSDTUAMB1 SDTUAMB1\nSDSWAMP SDSWAMP\nSDCHASHA SDCHASHA\nSDCAVERN SDCAVERN\nSDGUUL SDGUUL\nSDMOSKIT SDMOSKIT\nSDSNKHIS SDSNKHIS\nSDSNKBIT SDSNKBIT\nSDCLOTH SDCLOTH\nSDDNOPE SDDNOPE\nSDZBNULL SDZBNULL\nSDSAWIDL SDSAWIDL\nMZCHASE0 MZCHASE0\nSOULSARE SOULSARE\nSDDRUGS SDDRUGS\nSDCAMERA SDCAMERA\nSDDOLL SDDOLL\nSDJESSE SDJESSE\nSDHEROWW SDHEROWW\nSDCONTUS SDCONTUS\nSDJIGSAW SDJIGSAW\nSDJIGSA2 SDJIGSA2\nSDMDIEND SDMDIEND\nSDMDISEC SDMDISEC\nSDCONTIN SDCONTIN\nHASAMI HASAMI\nSD_ACCD2 SD_ACCD2\nSDWATCHN SDWATCHN\nSDMGNINJ SDMGNINJ\nSDCROSSY SDCROSSY\nSDBBELL SDBBELL\nSDALARMM SDALARMM\nSDSTATIC SDSTATIC\nMDISAWIL MDISAWIL\nMKFSTUN MKFSTUN\nWDIOOF WDIOOF\nSDRECORD SDRECORD\nMTSAWFUL MTSAWFUL\nFIREWOK1 FIREWOK1\nFIREWOK2 FIREWOK2\nZHAMUS ZHAMUS\nSDBEARTP SDBEARTP\n\n$Random SND_HAWK { SDHWK1 SDHWK2 }\n\nSDHWK1 SDHWK1\nSDHWK2 SDHWK2\n\n$Random SND_CREEKS { SDCREEK1 SDCREEK2 SDCREEK3 SDCREEK4 SDCREEK5 SDCREEK6 SDCREEK7  }\n\nSDCREEK1 SDCREEK1\nSDCREEK2 SDCREEK2\nSDCREEK3 SDCREEK3\nSDCREEK4 SDCREEK4\nSDCREEK5 SDCREEK5\nSDCREEK6 SDCREEK6\nSDCREEK7 SDCREEK7\n\n$Random HOSPIVOICES { Env/Screams2 Env/Screams3 DSCRY Whisper/Whisper2  }\n\n$Random SDCCROW { SDCCROW1 SDCCROW2 }\nSDCCROW1 SDCCROW1\nSDCCROW2 SDCCROW2\n\n$Random STEPWAS { STEPWAS1 STEPWAS2 STEPWAS3 STEPWAS4 STEPWAS5 }\n\nSTEPWAS1 STEPWAS1\nSTEPWAS2 STEPWAS2\nSTEPWAS3 STEPWAS3\nSTEPWAS4 STEPWAS4\nSTEPWAS5 STEPWAS5\n\n$Random STEPRUN {STEPRUN1 STEPRUN2 STEPRUN3 STEPRUN4 STEPRUN5 }\n\nSTEPRUN1 STEPRUN1\nSTEPRUN2 STEPRUN2\nSTEPRUN3 STEPRUN3\nSTEPRUN4 STEPRUN4\nSTEPRUN5 STEPRUN5\n\n$Random SNDBRE { SNDBRE1 SNDBRE2 }\n\nSNDBRE1    SNDBRE1\nSNDBRE2    SNDBRE2\n\n$Random MKDEATH { MKDEATH1 MKDEATH2 MKDEATH3 }\n\nMKDEATH1 MKDEATH1\nMKDEATH2 MKDEATH2\nMKDEATH3 MKDEATH3\n\n$Random CULTSEE{ CULTSEE1 CULTSEE2 CULTSEE3 CULTSEE4 CULTSEE5 }\n\nCULTKIL1 CULTKIL1\nCULTKIL2 CULTKIL2\nCULTSEE2 CULTSEE2\nCULTSEE1 CULTSEE1\nCULTSEE3 CULTSEE3\nCULTSEE4 CULTSEE4\nCULTSEE5 CULTSEE5\n\n$Random SNDBREF { SNDBRE3 SNDBRE4 }\n\nSNDBRE3    SNDBRE3\nSNDBRE4    SNDBRE4\n\n$Random MKFPAIN { MKFPAIN1 MKFPAIN2 MKFPAIN3 MKFPAIN4 }\n\nMKFPAIN1 MKFPAIN1\nMKFPAIN2 MKFPAIN2\nMKFPAIN3 MKFPAIN3\nMKFPAIN4 MKFPAIN4\nMKFACT MKFACT\n\n//Victim3 Sounds\n\n//death\nV3ANDTH1 V3ANDTH1\nV3ANDTH2 V3ANDTH2\n\n//V3 Pain\nV3ANPIN0 V3ANPIN0\nV3ANPIN1 V3ANPIN1\nV3ANPIN2 V3ANPIN2\nV3ANPIN3 V3ANPIN3\nV3ANPIN4 V3ANPIN4\nV3ANPIN5 V3ANPIN5\nV3TAUNT V3TAUNT\nV3ANOOF V3ANOOF\n\n$random V3Death { V3ANDTH1 V3ANDTH2 }\n$random V3Pain1 { V3ANPIN0 V3ANPIN1 V3ANPIN2}\n$random V3Pain7 { V3ANPIN1 V3ANPIN2 V3ANPIN3 }\n$random V3Pain5 { V3ANPIN2 V3ANPIN3 V3ANPIN4 }\n$random V3Pain2 { V3ANPIN3 V3ANPIN4 V3ANPIN5 }\n\n/*$PlayerAlias VIC3 male *Usefail P1Use\n$PlayerAlias VIC3 male *Puzzfail P1Puzz\n$PlayerAlias VIC3 male *pain100 V3pain1\n$PlayerAlias VIC3 male *pain75 V3Pain7\n$PlayerAlias VIC3 male *pain50 V3Pain5\n$PlayerAlias VIC3 male *pain25 V3Pain2\n$PlayerAlias VIC3 male *death V3Death\n$PlayerAlias VIC3 male *crazydeath V3Death\n$PlayerAlias VIC3 male *taunt V3Taunt\n$PlayerAlias VIC3 male *grunt V3ANOOF\n$PlayerAlias VIC3 male *land V3ANOOF*/\n//Victim4 Sounds\n\n//death\nV4ANDTH V4ANDTH\n\n//V4 Pain\nV4ANPIN0 V4ANPIN0\nV4ANPIN1 V4ANPIN1\nV4ANPIN2 V4ANPIN2\nV4ANPIN3 V4ANPIN3\nV4ANPIN4 V4ANPIN4\nV4ANPIN5 V4ANPIN5\nV4ANPIN6 V4ANPIN6\nV4TAUNT V4TAUNT\nV4ANOOF V4ANOOF\n\n$random V4Pain1 { V4ANPIN0 V4ANPIN1 }\n$random V4Pain7 { V4ANPIN1 V4ANPIN2 V4ANPIN3 }\n$random V4Pain5 { V4ANPIN3 V4ANPIN4 V4ANPIN5 }\n$random V4Pain2 { V4ANPIN4 V4ANPIN5 V4ANPIN6 }\n\n/*$PlayerAlias VIC4 male *Usefail P1Use\n$PlayerAlias VIC4 male *Puzzfail P1Puzz\n$PlayerAlias VIC4 male *pain100 V4pain1\n$PlayerAlias VIC4 male *pain75 V4Pain7\n$PlayerAlias VIC4 male *pain50 V4Pain5\n$PlayerAlias VIC4 male *pain25 V4Pain2\n$PlayerAlias VIC4 male *death V4Death\n$PlayerAlias VIC4 male *crazydeath V4Death\n$PlayerAlias VIC4 male *taunt V4Taunt\n$PlayerAlias VIC4 male *grunt V4ANOOF*/\n\n//MUTILATOR Sounds\n\n//death\nMUTIDTH MUTIDTH\n\n//Mutilator Pain\nMUTIPIN1 MUTIPIN1\nMUTIPIN2 MUTIPIN2\nMUTIPIN3 MUTIPIN3\nMUTIPIN4 MUTIPIN4\nMUTIPIN5 MUTIPIN5\nMUTITNT1 MUTITNT1\nMUTITNT2 MUTITNT2\n\n$random MUTITNT { MUTITNT1 MUTITNT2 }\n$random MTPain1 { MUTIPIN1 MUTIPIN3 }\n$random MTPain7 { MUTIPIN1 MUTIPIN3 MUTIPIN2 }\n$random MTPain5 { MUTIPIN4 MUTIPIN3 MUTIPIN4 }\n$random MTPain2 { MUTIPIN4 MUTIPIN5 MUTIPIN5 }\n\n/*$PlayerAlias MUTISFX male *Usefail P1Use\n$PlayerAlias MUTISFX male *Puzzfail P1Puzz\n$PlayerAlias MUTISFX male *pain100 MTpain1\n$PlayerAlias MUTISFX male *pain75 MTPain7\n$PlayerAlias MUTISFX male *pain50 MTPain5\n$PlayerAlias MUTISFX male *pain25 MTPain2\n$PlayerAlias MUTISFX male *death MUTIDTH\n$PlayerAlias MUTISFX male *crazydeath MUTIDTH\n$PlayerAlias MUTISFX male *taunt MUTITNT\n$PlayerAlias MUTISFX male *grunt MTPain1*/\n\n$random MT2WEPSFX { HASAMI HASAMI DSNULL DSNULL DSNULL}\n\nFAKESTEP FAKESTEP\nMDITAUNT MDITAUNT\n\n$random MDIEMITTER {V3Pain1 FAKESTEP V4Pain1 FAKESTEP P2Pain1 FAKESTEP P1Pain1 FAKESTEP MDITAUNT MDITAUNT}\n\nCERBPN1 CERBPN1\nCERBPN2 CERBPN2\nCERBSEE CERBSEE\nGARGACT GARGACT\nGARGSEE GARGSEE\n\n$random ASSISTA1 {CERBPN1 CERBPN2 GARGSEE GARGACT DSNULL DSNULL DSNULL}\n\n$random ASSISTA2 {Weapons/KnifeReady Weapons/KnifeReady DSNULL DSNULL DSNULL}\n\n$random SDFINWEL { SDJIGSAW SDJIGSA2}\n\nZ_SOUND1 Z_SOUND1\nZ_SOUND2 Z_SOUND2\nZ_SOUND3 Z_SOUND3\nZ_SOUND4 Z_SOUND4\nZ_SOUND5 Z_SOUND5\nZ_SOUND6 Z_SOUND6\n\n$random ZHZOMBIE {Z_SOUND1 Z_SOUND2 Z_SOUND3 Z_SOUND4 Z_SOUND5 Z_SOUND6}"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "noarchive server int RoundsLeft = 0;\nnoarchive server int WDIMDISeason = 0;\nnoarchive server bool mdiTopVictcnt = false;\nnoarchive server bool SeasonOnHold = false;\nnoarchive server string itemgive = \"\";\nnoarchive server string dropitemgive = \"\";\nnoarchive server string ScoreRemark = \"\";\nnoarchive server string SecretEnder = \"\";\nserver string wdimdiPlayaTEMP = \"\";\nserver string wdimdiPlaya0 = \"\";\nserver string wdimdiPlaya1 = \"\";\nserver string wdimdiPlaya2 = \"\";\nserver string wdimdiPlaya3 = \"\";\nserver string wdimdiPlaya4 = \"\";\nserver string wdimdiPlaya5 = \"\";\nserver string wdimdiPlaya6 = \"\";\nserver string wdimdiPlaya7 = \"\";\nserver string wdimdiPlaya8 = \"\";\nserver string wdimdiPlaya9 = \"\";\nserver string wdimdiPlaya10 = \"\";\nserver string wdimdiPlaya11 = \"\";\nserver string wdimdiPlaya12 = \"\";\nserver string wdimdiPlaya13 = \"\";\nserver string wdimdiPlaya14 = \"\";\nserver string wdimdiPlaya15 = \"\";\nserver string wdimdiPlaya16 = \"\";\nserver string wdimdiPlaya17 = \"\";\nserver string wdimdiPlaya18 = \"\";\nserver string wdimdiPlaya19 = \"\";\nserver string wdimdiPlaya20 = \"\";\nserver string wdimdiPlaya21 = \"\";\nserver string wdimdiPlaya22 = \"\";\nserver string wdimdiPlaya23 = \"\";\nserver string wdimdiPlaya24 = \"\";\nserver string wdimdiPlaya25 = \"\";\nserver string wdimdiPlaya26 = \"\";\nserver string wdimdiPlaya27 = \"\";\nserver string wdimdiPlaya28 = \"\";\nserver string wdimdiPlaya29 = \"\";\nserver string wdimdiPlaya30 = \"\";\nserver string wdimdiPlaya31 = \"\";\nserver string wdimdiPlaya32 = \"\";\n\nserver string wdimdi_hardlyfer1 = \"\";\nserver string wdimdi_hardlyfer2 = \"\";\nserver string wdimdi_hardlyfer3 = \"\";\nserver string wdimdi_hardlyfer4 = \"\";\nserver string wdimdi_hardlyfer5 = \"\";\nserver string wdimdi_hardlyfer6 = \"\";\nserver string wdimdi_hardlyfer7 = \"\";\nserver string wdimdi_hardlyfer8 = \"\";\n/*MMMMMMMMMMMMMMMMMMMMNNMMNMMMMMMMMMNMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMssyNMMh+``hm::+hNMMMMy`mMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMs   :N+    dM/ ` :yMMN. yMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMN`    -    -Ms `h+  hMs `NMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMs  o.  ``  hm` oMm` /N` +MMMMMMMMMMMMMMMMM\nMMMMMMMMMMMN. -Nd+/+  -M: -NN/  ys  hMMMMMMMMMMMMMMMMM\nMMMMMMMMMMM+  sMMMM-  yh  .-. .yM- /MMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMo:oMMMMMy+sMd///+sdNMMhsNMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM*/\nserver string mdi41_TopVictim1 = \"-----\";\nserver string mdi41_TopVictim2 = \"-----\";\nserver string mdi41_TopVictim3 = \"-----\";\nserver string mdi41_TopVictim4 = \"-----\";\nserver string mdi41_TopVictim5 = \"-----\";\nserver int mdi41_TopVictim1score = 0;\nserver int mdi41_TopVictim2score = 0;\nserver int mdi41_TopVictim3score = 0;\nserver int mdi41_TopVictim4score = 0;\nserver int mdi41_TopVictim5score = 0;\n\nserver string mdi41_TopMutilator1 = \"-----\";\nserver string mdi41_TopMutilator2 = \"-----\";\nserver string mdi41_TopMutilator3 = \"-----\";\nserver string mdi41_TopMutilator4 = \"-----\";\nserver string mdi41_TopMutilator5 = \"-----\";\nserver int mdi41_TopMutilator1score = 0;\nserver int mdi41_TopMutilator2score = 0;\nserver int mdi41_TopMutilator3score = 0;\nserver int mdi41_TopMutilator4score = 0;\nserver int mdi41_TopMutilator5score = 0;\n\nserver string mdi42_TopVictim1 = \"-----\";\nserver string mdi42_TopVictim2 = \"-----\";\nserver string mdi42_TopVictim3 = \"-----\";\nserver string mdi42_TopVictim4 = \"-----\";\nserver string mdi42_TopVictim5 = \"-----\";\nserver int mdi42_TopVictim1score = 0;\nserver int mdi42_TopVictim2score = 0;\nserver int mdi42_TopVictim3score = 0;\nserver int mdi42_TopVictim4score = 0;\nserver int mdi42_TopVictim5score = 0;\n\nserver string mdi42_TopMutilator1 = \"-----\";\nserver string mdi42_TopMutilator2 = \"-----\";\nserver string mdi42_TopMutilator3 = \"-----\";\nserver string mdi42_TopMutilator4 = \"-----\";\nserver string mdi42_TopMutilator5 = \"-----\";\nserver int mdi42_TopMutilator1score = 0;\nserver int mdi42_TopMutilator2score = 0;\nserver int mdi42_TopMutilator3score = 0;\nserver int mdi42_TopMutilator4score = 0;\nserver int mdi42_TopMutilator5score = 0;\n\n/*WWWWWNWWWWWWWWWWWWWWWNWWNNNNNNNWWWWWWWWWWWWWWNWWWWWWW\nWWWWWW:-NWWWWWy:dWWWWN:/WN/`-oo++/++odWNWWWWWh::WWWWWWW\nWWWWWWo oWWWWN` /WWWWy`dWW+ sWWWWNWdy+::/yNWWy /WWWWWWW\nWWWWWWW:`dWWWs.: hWWN.sWWWy sWWWWWWWWWWd: /WWW /WWWWWWW\nWWWWWWWN/.WWN:dW`-WWo:WWWWW +WWWWWWWWWWWs .WWN oWWWWWWW\nWWWWWWWWN--W+yWWy hd.WWWWWW +WWWWWWWWWWd.-dWWN`oWWWWWWW\nWWWWWWWWWd`::WWWW-..sWWWWWW oWWWWWWWWW+/hNWWWN`oWWWWWWW\nWWWWWWWWWW+ hWWWWy .NWWWWWh /WWNWdyyshWNWWWWWd +WWWWWWW\nWWWWWWWWWWNsWWWWWWodWWWWWdo+syyyhdWNWWWWWWWWWhsWWWWWWWW\nWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*/\n\nserver string wdi_TopMurderer1 = \"-\";\nserver string wdi_TopMurderer2 = \"-\";\nserver string wdi_TopMurderer3 = \"-\";\nserver string wdi_TopMurderer4 = \"-\";\nserver string wdi_TopMurderer5 = \"-\";\nserver string wdi_TopMurderer6 = \"-\";\nserver string wdi_TopMurderer7 = \"-\";\nserver string wdi_TopMurderer8 = \"-\";\nserver string wdi_TopMurderer9 = \"-\";\nserver string wdi_TopMurderer10 = \"-\";\nserver string wdi_TopMurderer11 = \"-\";\nserver string wdi_TopMurderer12 = \"-\";\nserver string wdi_TopMurderer13 = \"-\";\nserver string wdi_TopMurderer14 = \"-\";\nserver string wdi_TopMurderer15 = \"-\";\n\nserver int wdi_TopMurderer1score = 0;\nserver int wdi_TopMurderer2score = 0;\nserver int wdi_TopMurderer3score = 0;\nserver int wdi_TopMurderer4score = 0;\nserver int wdi_TopMurderer5score = 0;\nserver int wdi_TopMurderer6score = 0;\nserver int wdi_TopMurderer7score = 0;\nserver int wdi_TopMurderer8score = 0;\nserver int wdi_TopMurderer9score = 0;\nserver int wdi_TopMurderer10score = 0;\nserver int wdi_TopMurderer11score = 0;\nserver int wdi_TopMurderer12score = 0;\nserver int wdi_TopMurderer13score = 0;\nserver int wdi_TopMurderer14score = 0;\nserver int wdi_TopMurderer15score = 0;\n\nserver int wdi_TopMurderer1victims = 0;\nserver int wdi_TopMurderer2victims  = 0;\nserver int wdi_TopMurderer3victims  = 0;\nserver int wdi_TopMurderer4victims  = 0;\nserver int wdi_TopMurderer5victims  = 0;\nserver int wdi_TopMurderer6victims  = 0;\nserver int wdi_TopMurderer7victims  = 0;\nserver int wdi_TopMurderer8victims  = 0;\nserver int wdi_TopMurderer9victims  = 0;\nserver int wdi_TopMurderer10victims  = 0;\nserver int wdi_TopMurderer11victims  = 0;\nserver int wdi_TopMurderer12victims  = 0;\nserver int wdi_TopMurderer13victims  = 0;\nserver int wdi_TopMurderer14victims  = 0;\nserver int wdi_TopMurderer15victims  = 0;\n\nserver string wdi_TopInnocent1 = \"-\";\nserver string wdi_TopInnocent2 = \"-\";\nserver string wdi_TopInnocent3 = \"-\";\nserver string wdi_TopInnocent4 = \"-\";\nserver string wdi_TopInnocent5 = \"-\";\nserver string wdi_TopInnocent6 = \"-\";\nserver string wdi_TopInnocent7 = \"-\";\nserver string wdi_TopInnocent8 = \"-\";\nserver string wdi_TopInnocent9 = \"-\";\nserver string wdi_TopInnocent10 = \"-\";\nserver string wdi_TopInnocent11 = \"-\";\nserver string wdi_TopInnocent12 = \"-\";\nserver string wdi_TopInnocent13 = \"-\";\nserver string wdi_TopInnocent14 = \"-\";\nserver string wdi_TopInnocent15 = \"-\";\n\nserver int wdi_TopInnocent1score = 0;\nserver int wdi_TopInnocent2score = 0;\nserver int wdi_TopInnocent3score = 0;\nserver int wdi_TopInnocent4score = 0;\nserver int wdi_TopInnocent5score = 0;\nserver int wdi_TopInnocent6score = 0;\nserver int wdi_TopInnocent7score = 0;\nserver int wdi_TopInnocent8score = 0;\nserver int wdi_TopInnocent9score = 0;\nserver int wdi_TopInnocent10score = 0;\nserver int wdi_TopInnocent11score = 0;\nserver int wdi_TopInnocent12score = 0;\nserver int wdi_TopInnocent13score = 0;\nserver int wdi_TopInnocent14score = 0;\nserver int wdi_TopInnocent15score = 0;\n\n/*\nMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMhMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMhMMMM:MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMNMMMMMMMMMmhMMMMMMMhNMMMMMMMMMMMMMMM:MMMd`mMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMNMMMMMNhdMMMsNMMhsmMMMMM+/NmdyhMMMd+MNNNNdMMMMMMMMo`sMM/ +MMMMyNMMNs++::mMMMMMMMMMMMNNNmmMMMMMM\nMMMMd`-:::-/NMMN: ::hN+ :NMs.`m:  .`+Mh`.d. `.`-hMMMMMM+ +MMd /MMN+ -:yms /o.`dd+-.``oMMm` `. :hMMMM\nMMMd`ohs- :MMMh`.dM- do  -o` :Ms dM/ yM` M/ mMN++MMMMMMo dMMm oMm.`yM+ yy hm:`yMy`yNm:sMM- NMN/sMMMM\nMMMh/MMh -MMMh`.NMM. No /  h :My /- +MN  M/ soNNhMMMMMMo yhmm om.`mMM/ hy   :mMMy sMMN.hM: yoMmdMMMM\nMMMM+MM..NMMN: oMMM. N+ s+-M`:My //` dM`.Mo :-sNyMMMMMMy  ... /+ /MMM/ hy`/+`oNMd sMMMs.M/ :.hmyMMMM\nMMMMNdo yMMMMM/ :do`oNo +m+M.:Ms dMy `m-.Ms ydyM/mMMMMMh oMMo :Mo -yy`+my sMN`-Mm sMMd..m+ dhdM:NMMM\nMMMMMM` MMMMMMMy:`/mMM+ /Mhd .N: .//`yM- m/ :os+.hMMMMMd +MMh `MMh/`-dMMh sMy sMy `+/-yMN: /os/-dMMM\nMMMMMy `/+oymMMmyyMMMM/ +MMM:.NNdyysdMM:`dmyssooMMMMMMMd..NMh``mMMMNNMMMo /MM-dmhhyosMMMNdyssosMMMMM\nMMMMm+shmhs/``:sNMMMMMN`mMMM+sMMMMMMMMMy-MMMMMMMMMMMMMMM++MMM/oMMMMMMMMMm NMMd+NMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMmNMMMMMMMMyMMMM/`sMMMh.-+:--NMMo.`:.mMMMs`NdsN.  .`oNM:-`+o/ dMMMNdmmMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMM+ :MMMMooMM/-MM/ mN. mMMN` hMmMM/.yd.-MMo`Myh`MMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMN./`NMMM/.oo oMm /MM/ NMMy`:+MMMM+/mM+`MMo.o yoMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMh`N`hMMM:`+``MMd dMMMNMMM:+y.MMMMooMMy-MMs + hhMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMM+`:`oMMM.-Ms NMM`sMMo:MMN`.- NMMM/oMM//MMo`Nys dMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMd`oM+-dMs  :m :+Ms`oo`dMm+`mN.omMy.-s/`dM/` :/``MMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMNsssNsssNhssyMyosMMdsyNMMhsshmssyNysysyNMMsssssshMMMMMMMMMMMMMMMMMMMMMMMMMM\nMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM\n*/\nnoarchive server int zhastart = 0;\nnoarchive server int ZHAPTS0 = 0;\nnoarchive server int ZHAPTS1 = 0;\nnoarchive server int ZHAPTS2 = 0;\nnoarchive server int ZHAPTS3 = 0;\nnoarchive server int ZHAPTS4 = 0;\nnoarchive server int ZHAPTS5 = 0;\nnoarchive server int ZHAPTS6 = 0;\nnoarchive server int ZHAPTS7 = 0;\nnoarchive server int ZHAPTS8 = 0;\nnoarchive server int ZHAPTS9 = 0;\nnoarchive server int ZHAPTS10 = 0;\nnoarchive server int ZHAPTS11 = 0;\nnoarchive server int ZHAPTS12 = 0;\nnoarchive server int ZHAPTS13 = 0;\nnoarchive server int ZHAPTS14 = 0;\nnoarchive server int ZHAPTS15 = 0;\nnoarchive server int ZHAPTS16 = 0;\nnoarchive server int ZHAPTS17 = 0;\nnoarchive server int ZHAPTS18 = 0;\nnoarchive server int ZHAPTS19 = 0;\nnoarchive server int ZHAPTS20 = 0;\nnoarchive server int ZHAPTS21 = 0;\nnoarchive server int ZHAPTS22 = 0;\nnoarchive server int ZHAPTS23 = 0;\nnoarchive server int ZHAPTS24 = 0;\nnoarchive server int ZHAPTS25 = 0;\nnoarchive server int ZHAPTS26 = 0;\nnoarchive server int ZHAPTS27 = 0;\nnoarchive server int ZHAPTS28 = 0;\nnoarchive server int ZHAPTS29 = 0;\nnoarchive server int ZHAPTS30 = 0;\nnoarchive server int ZHAPTS31 = 0;\n\nnoarchive server string ZHAPLAYER0 = \"-----\";\nnoarchive server string ZHAPLAYER1 = \"-----\";\nnoarchive server string ZHAPLAYER2 = \"-----\";\nnoarchive server string ZHAPLAYER3 = \"-----\";\nnoarchive server string ZHAPLAYER4 = \"-----\";\nnoarchive server string ZHAPLAYER5 = \"-----\";\nnoarchive server string ZHAPLAYER6 = \"-----\";\nnoarchive server string ZHAPLAYER7 = \"-----\";\nnoarchive server string ZHAPLAYER8 = \"-----\";\nnoarchive server string ZHAPLAYER9 = \"-----\";\nnoarchive server string ZHAPLAYER10 = \"-----\";\nnoarchive server string ZHAPLAYER11 = \"-----\";\nnoarchive server string ZHAPLAYER12 = \"-----\";\nnoarchive server string ZHAPLAYER13 = \"-----\";\nnoarchive server string ZHAPLAYER14 = \"-----\";\nnoarchive server string ZHAPLAYER15 = \"-----\";\nnoarchive server string ZHAPLAYER16 = \"-----\";\nnoarchive server string ZHAPLAYER17 = \"-----\";\nnoarchive server string ZHAPLAYER18 = \"-----\";\nnoarchive server string ZHAPLAYER19 = \"-----\";\nnoarchive server string ZHAPLAYER20 = \"-----\";\nnoarchive server string ZHAPLAYER21 = \"-----\";\nnoarchive server string ZHAPLAYER22 = \"-----\";\nnoarchive server string ZHAPLAYER23 = \"-----\";\nnoarchive server string ZHAPLAYER24 = \"-----\";\nnoarchive server string ZHAPLAYER25 = \"-----\";\nnoarchive server string ZHAPLAYER26 = \"-----\";\nnoarchive server string ZHAPLAYER27 = \"-----\";\nnoarchive server string ZHAPLAYER28 = \"-----\";\nnoarchive server string ZHAPLAYER29 = \"-----\";\nnoarchive server string ZHAPLAYER30 = \"-----\";\nnoarchive server string ZHAPLAYER31 = \"-----\";\nnoarchive server string ZHAWINNERn = \"\";"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "graphic M_MUTIL, 247, 76\n{\n  XScale 4.0\n  YScale 4.0\n  Patch M_MUTIL, 0, 0\n  {\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORNEW/MDINEW.txt",
        "contents": "/////////////////////////////////////////////quest\n\nACTOR UndeadCome : CustomInventory\n{\nInventory.InterhubAmount 0\n  TAG \"Ressurect the Undead\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIZOMB\"\n  Inventory.PickupSound \"\"\n  Radius 24\n  Height 20\n  Inventory.RespawnTics 42000 // 20 minutes\n  States\n  {\n  Spawn:\n    PSBG A -1\n    Stop\n\n  Use:\n    TNT1 A 0 ACS_NamedExecuteAlways(\"S_UndeadCome\",0)\n\t//TNT1 A 0 A_GiveInventory(\"GasUsed\", 1)\n\tstop\n\n  }\n}\n\nActor MutilatorGotItem: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_MutilatorGotItem\",0)\nStop\n}}\n\nActor SpinCNTR : Ammo\n{\n    Inventory.InterhubAmount 0\n\tInventory.MaxAmount 32\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor wdi_WinWeapon: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_wdi_WinWeapon\",0)\nStop\n}}\n\nActor IsTopVictim: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"VictimRecord\",0)\nStop\n}}\n\nActor MurdBackpack : CustomInventory\n{\nInventory.InterhubAmount 0\n  TAG \"Murderer's backpack\"\n  Health 50\n  -INVENTORY.INTERHUBSTRIP\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIBKPK\"\n  Inventory.RespawnTics 42000\n  Inventory.PickupMessage \"\"\n\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A -1\n\n\tUse:\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MasksOff\",0)\n\t/*TNT1 A 0 A_GiveInventory (\"ChlorineGas\", 1)\n\tTNT1 A 0 A_GiveInventory (\"TripShotgun\", 2)\n\tTNT1 A 0 A_GiveInventory (\"SmokeBomb\", 2)\n\tTNT1 A 0 A_GiveInventory (\"RemoteCamera\", 1)\n\tTNT1 A 0 A_GiveInventory (\"FakeStim\", 3)\n\tTNT1 A 0 A_GiveInventory (\"SoundEmitter\", 4)*/\n\t stop\n\n\t}\n}\n\nActor TakeExtraSanityy: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_TakeExtraSanityy\",0)\nStop\n}}\n\nActor LogMyTID: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_LogMyTID\",0)\nStop\n}}\n\nActor hardlyfer: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_hardlyfer\",0)\nStop\n}}\n\nActor AmIHardlyfer: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_AmIHardlyfer\",0)\nStop\n}}\n\nActor HardlyferIs: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_HardlyferIs\",0)\nStop\n}}\n\nActor WDItkAvenger : Ammo\n{\n    Inventory.InterhubAmount 0\n\tInventory.MaxAmount 32\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor QuestTimer : Ammo\n{\n    Inventory.InterhubAmount 0\n\tInventory.MaxAmount 60\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor PTSchance : Ammo\n{\n    Inventory.InterhubAmount 0\n\tInventory.MaxAmount 3\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor NMARER : Key\n{\nInventory.InterhubAmount 0\nInventory.Amount 1 Inventory.MaxAmount 1\n+INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\nStates\n{\nSpawn:\nKEY5 A -1\nStop\n}}\n\nActor truNMARER : Key\n{\nInventory.InterhubAmount 0\nInventory.Amount 1 Inventory.MaxAmount 1\n+INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\nStates\n{\nSpawn:\nKEY5 A -1\nStop\n}}\n\nACTOR BearTrap : CustomInventory\n{\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 2\n  Inventory.Icon \"ARTIBEAR\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Got a bearTrap.\"\n  Inventory.RespawnTics 2100 // 1 minute\n  Scale 2.3\n  States\n  {\n  Spawn:\n    BRTP A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"BearTrapy\", 0, 0, 0, 0)\n\tstop\n  }\n}\n\nACTOR BearTrapy\n{\nRenderstyle Translucent\nAlpha 0.75\n\tPROJECTILE\n\t-NOGRAVITY\n\t+RIPPER\n\t+NOBLOOD\n\t-BLOODSPLATTER\n\tscale 2.3\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\t//DeathSound \"weapons/gundrop\"\n\tDeathSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t    BRTP A 0 A_PlaySound(\"SDBEARTP\", 5, 1, 0)\n\t\tBRTP A 1\n\t\tLoop\n\tDeath:\n\t\tBRTP A 0\n\t\tBRTP A 1 A_SpawnItemEx(\"BearTrapy2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\tStop\n\t}\n}\n\nACTOR BearTrapy2: CustomInventory\n{\nHealth 10\nDamageFactor \"Gas\", 0.0\nRenderstyle Translucent\nAlpha 0.75\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\t//Mass 0x7fffffff\n\tRadius 32\n\tHeight 32\n\tScale 2.3\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+LOOKALLAROUND\n  States\n  {\n  \tSpawn:\n\t\tBRTP A 1\n\tLoop\n\tPickup:\n\t    BRTP A 0 A_JumpIfInventory(\"IsMutilator\",1,\"NotPickup\")\n\t    BRTP A 0 A_PlaySound(\"SDBEARTP\", 5, 1, 0)\n\t\tBRTP A 0 ACS_NamedExecute(\"S_BEARTRAP\",0,0,0,0)\n\t\t//BRTP B 5 A_SpawnItemEx(\"BearTrapUsed\", 0, 0, -6, 0, 0, 0, 0, 0, 0)\n\t\tStop\n\tNotPickup:\n\t\tBRTP A 0\n\t\tBRTP A 1\n\t\tFail\n\tDeath:\n\t\tBRTP C 1\n\t\tBRTP C 0 A_PlaySound(\"SDBEARTP\", 5, 1, 0)\n\t\tStop\n\t\t}}\n\nACTOR BearTrapUsed\n{\n  Game Doom\n  Radius 10\n  Height 40\n  scale 1.5\n-SOLID\n//+NOGRAVITY\n+CLIENTSIDEONLY\n  States\n  {\n/*  Spawn:\n    BRTP C -1\n    Stop*/\n  Spawn:\n    BRTP B 10\n    Goto Shit\n  Shit:\n    BRTP C -1\n    Stop\n/*  Death:\n    BRTP C -1\n    Stop*/\n  }\n}\n\nActor BeartrapNotify: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_BeartrapNotify\",0)\nStop\n}}\n\nACTOR BearTrapStealth : CustomInventory\n{\ntag \"Stealth Beartrap\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 2\n  Inventory.Icon \"ARTIBRST\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Got a bearTrap.\"\n  Inventory.RespawnTics 2100 // 1 minute\n  Scale 2.0\n  States\n  {\n  Spawn:\n    BRTP A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"BearTrapyStealth\", 0, 0, 0, 0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_BeartrapStealthNotify\",0)\n\tstop\n  }\n}\n\nACTOR BearTrapyStealth: Beartrapy\n{\nRenderstyle Translucent\nAlpha 0\n\tStates\n\t{\n\tSpawn:\n\t    BRTP A 0 A_PlaySound(\"SDBEARTP\", 5, 1, 0)\n\t\tBRTP A 1\n\t\tLoop\n\tDeath:\n\t\tBRTP A 0\n\t\tBRTP A 1 A_SpawnItemEx(\"BearTrapy2Stealth\", 0, 0, 0, 0, 0, 0, 0, 0, 0, 12992)\n\t\tStop\n\t}\n}\n\n ACTOR BearTrapy2Stealth: BearTrapy2\n{\nHealth 10\nRenderstyle Translucent\nAlpha 0\nRadius 20\nHeight 20\nScale 2.0\nDamageFactor \"Gas\", 0.0\n  States\n  {\n  \tSpawn:\n\tBRTP A 15 A_RadiusGive(\"BearTrapExsposed\", 160, RGF_PLAYERS)\n\tLoop\n\tPickup:\n\t    BRTP A 0 A_JumpIfInventory(\"IsMutilator\",1,\"NotPickup\")\n\t    BRTP A 0 A_PlaySound(\"SDBEARTP\", 5, 1, 0)\n\t\tBRTP A 0 ACS_NamedExecute(\"S_BEARTRAP\",0,0,0,0)\n\t\tStop\n\tNotPickup:\n\t\tBRTP A 0\n\t\tBRTP A 1\n\t\tFail\n\tDeath:\n\t\tBRTP C 1\n\t\tBRTP C 0 A_PlaySound(\"SDBEARTP\", 5, 1, 0)\n\t\tStop\n\t\t}}\n\nActor BearTrapExsposed: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"S_BearTrapExsposed\",0)\nStop\n}}\n\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////FIREWORKS/////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////\nActor Fireworks : CustomInventory\n{\nInventory.InterhubAmount 0\n  -INVENTORY.INTERHUBSTRIP\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 5\n  Inventory.Icon \"ARTIFLAF\"\n  Inventory.RespawnTics 42000\n  Inventory.PickupMessage \"\"\n\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A -1\n\n\tUse:\n\tTNT1 A 1 A_SpawnItemEx(\"fireworksLighting\")\n\t stop\n\n\t}\n}\n\nActor fireworksLighting\n{\n   Radius 8\n   Height 8\n   Scale 0.070\n  +NOGRAVITY\n  +NOBLOCKMAP\n  +NOLIFTDROP\n  +NOTARGET\n  +DONTSQUASH\n  +NOTELEOTHER\n  +NONSHOOTABLE\n   States\n   {\n   Spawn:\n\t  TNT1 A 0\n\t  FFX1 ADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADADAD 1 BRIGHT\n   Spawn2:\n\t  FFX1 D 1\n\t  TNT1 A 0 A_PlaySound(\"FIREWOK1\")\n\t  TNT1 A 0 A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr1\",Random(10,350), 1)\n\t  loop\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX2\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 A 0 A_SpawnItemEx(\"fireworksball1\", 0, 0, 0, 0, 0, random(8, 10))\n\t  stop\n\t  \t\t}\n}\n\nActor fireworksball1  : fireworksLighting\n{\n   Scale 0.080\n   States\n   {\n   Spawn:\n      TNT1 A 1 A_PlaySound(\"FIREWOK2\", 127)\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump (128, \"SpawnCB1\")\n\t  TNT1 A 0 A_Jump (128, \"SpawnCB2\")\n\t  Goto Spawn2\n   SpawnCB1:\n\t  TNT1 A 0 A_GiveInventory (\"Cwr3\", 0)\n\t  TNT1 A 0 A_Jump (128, \"SpawnCB2\")\n\t  Goto Spawn2\n   SpawnCB1S:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX3\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0))\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr1\",Random(130,200), \"SpawnCB1E\")\n\t  Goto Spawn2S\n   SpawnCB1E:\n\t  TNT1 A 0 A_TakeInventory (\"Cwr3\", 0)\n\t  Goto Spawn2\n   SpawnCB2:\n\t  TNT1 A 0 A_GiveInventory (\"Cwr2\", Random(1, 5))\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr3\", 1, \"SpawnCB1S\")\n   Spawn2S:\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 5, \"Spawn2C5\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 4, \"Spawn2C4\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 3, \"Spawn2C3\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 2, \"Spawn2C2\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 1, \"Spawn2C1\")\n\t  Goto Spawn2C6\n   Spawn2C1:\n\t  KENT A 1 BRIGHT\n\t  Goto Spawn3\n   Spawn2C2:\n\t  KENT B 1 BRIGHT\n\t  Goto Spawn3\n   Spawn2C3:\n\t  KENT C 1 BRIGHT\n\t  Goto Spawn3\n   Spawn2C4:\n\t  KENT D 1 BRIGHT\n\t  Goto Spawn3\n   Spawn2C5:\n\t  KENT E 1 BRIGHT\n\t  Goto Spawn3\n   Spawn2C6:\n\t  FFX1 D 1\n\t  Goto Spawn3\n   Spawn3:\n\t  TNT1 A 0 A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr1\",Random(200,400), \"Spawn5\")\n\t  TNT1 A 0 A_GiveInventory (\"Cwr4\", 1)\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr4\", 0, \"Spawn4\")\n\t  Goto Spawn2\n   Spawn4:\n\t  TNT1 A 0 ThrustThingZ(0, -1, 0, 1)\n\t  TNT1 A 0 A_TakeInventory (\"Cwr4\", 0)\n\t  Goto Spawn2\n   Spawn5:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  Goto Spawn6\n   Spawn6:\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 7, \"S6\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 6, \"C6\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 5, \"C5\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 4, \"C4\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 3, \"C3\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 2, \"C2\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 1, \"C1\")\n\t  TNT1 A 0 A_GiveInventory (\"Cwr2\", Random(1, 7))\n\t  loop\n   S1:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExpS1\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   S2:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExpS2\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   S3:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExpS3\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   S4:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExpS4\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   S5:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExpS5\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   S6:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExpS6\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   C1:\n\t  TNT1 A 0 A_Jump (128, \"S1\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp1\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   C2:\n\t  TNT1 A 0 A_Jump (128, \"S2\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp2\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   C3:\n\t  TNT1 A 0 A_Jump (128, \"S3\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp3\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   C4:\n\t  TNT1 A 0 A_Jump (128, \"S4\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp4\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   C5:\n\t  TNT1 A 0 A_Jump (128, \"S5\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp5\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   C6:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp6\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n      stop\n   }\n}\n\nActor fireworksExpS1\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.10\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPA A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr2\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr2\",Random(120,450), \"Spawn4\")\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Spawn4:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1S\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp1\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExpS2\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.10\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPB A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr2\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr2\",Random(120,450), \"Spawn4\")\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Spawn4:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1S\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp2\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExpS3\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.10\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPC A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr2\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr2\",Random(120,450), \"Spawn4\")\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Spawn4:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1S\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp3\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExpS4\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.10\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPD A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr2\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr2\",Random(120,450), \"Spawn4\")\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Spawn4:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1S\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp4\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExpS5\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.10\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPE A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr2\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr2\",Random(120,450), \"Spawn4\")\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Spawn4:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1S\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp5\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExpS6\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.10\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      TNT1 A 1\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr2\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr2\",Random(120,450), \"Spawn4\")\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Spawn4:\n\t  TNT1 A 0 A_SpawnItemEx(\"FFX1S\")\n\t  TNT1 A 0 A_SpawnItemEx(\"FlashFX\")\n\t  TNT1 A 0 A_TakeInventory (\"Cwr2\", 0)\n\t  TNT1 A 0 A_GiveInventory (\"Cwr2\", Random(1, 5))\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 5, \"C5\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 4, \"C4\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 3, \"C3\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 2, \"C2\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 1, \"C1\")\n   C1:\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp1\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   C2:\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp2\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   C3:\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp3\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   C4:\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp4\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   C5:\n\t  TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"fireworksExp5\", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))\n\t  stop\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExp1\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.70\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPA A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExp2\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.70\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPB A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExp3\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.70\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPC A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExp4\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.70\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPD A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExp5\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.70\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      PEPE A 1 BRIGHT\n\t  Goto Spawn2\n   Spawn2:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn3\")\n\t  Goto Spawn\n   Spawn3:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nActor fireworksExp6\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.70\n   PROJECTILE\n   States\n   {\n   Spawn:\n\t  TNT1 A 0 BRIGHT\n\t  TNT1 A 0 A_GiveInventory (\"Cwr2\", Random(1, 5))\n   Spawn2:\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 5, \"C5\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 4, \"C4\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 3, \"C3\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 2, \"C2\")\n\t  TNT1 A 0 A_JumpIfInventory (\"Cwr2\", 1, \"C1\")\n   C1:\n      TNT1 A 0 BRIGHT\n      PEPA A 1 BRIGHT\n\t  Goto Spawn3\n   C2:\n      TNT1 A 0 BRIGHT\n      PEPB A 1 BRIGHT\n\t  Goto Spawn3\n   C3:\n      TNT1 A 0 BRIGHT\n      PEPC A 1 BRIGHT\n\t  Goto Spawn3\n   C4:\n      TNT1 A 0 BRIGHT\n      PEPD A 1 BRIGHT\n\t  Goto Spawn3\n   C5:\n      TNT1 A 0 BRIGHT\n      PEPE A 1 BRIGHT\n\t  Goto Spawn3\n   Spawn3:\n\t  TNT1 A 0 BRIGHT A_GiveInventory (\"Cwr1\", 1)\n\t  TNT1 A 0 BRIGHT A_JumpIfInventory (\"Cwr1\",Random(30,50), \"Spawn4\")\n\t  Goto Spawn2\n   Spawn4:\n\t  TNT1 A 0 BRIGHT ThrustThingZ(0, -2, 0, 1)\n\t  TNT1 A 0 BRIGHT A_TakeInventory (\"Cwr1\", 0)\n      Goto Spawn2\n   Death:\n\t  TNT1 A 10\n      stop\n   }\n}\n\nACTOR FFX1\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 1.80\n  +NOGRAVITY\n  +NOBLOCKMAP\n  +NOLIFTDROP\n  +NOTARGET\n  +DONTSQUASH\n  +NOTELEOTHER\n  +NONSHOOTABLE\n   States\n   {\n   Spawn:\n      FFX1 A 0 BRIGHT\n      FFX1 A 2 BRIGHT A_FadeOut\n      Wait\n   }\n}\n\nACTOR FFX1S  : FFX1\n{\n   Scale 0.80\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      FFX1 A 2 BRIGHT A_FadeOut\n      Wait\n   }\n}\n\nACTOR FFX2  : FFX1\n{\n   Scale 1.50\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      FFX1 B 2 BRIGHT A_FadeOut\n      Wait\n   }\n}\n\nACTOR FFX3  : FFX1\n{\n   Scale 0.60\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n      FFX1 C 2 BRIGHT A_FadeOut\n      Wait\n   }\n}\n\nACTOR FlashFX  : FFX1\n{\n   States\n   {\n   Spawn:\n      TNT1 A 0 BRIGHT\n\t  TNT1 A 1 BRIGHT Light_ChangeToValue(5, 180)\n\t  TNT1 A 0 BRIGHT Light_ChangeToValue(5, 66)\n      stop\n   }\n}\n\nACTOR Cwr1 : Inventory\n{\n     Inventory.MaxAmount 1000\n}\n\nACTOR Cwr2 : Inventory\n{\n     Inventory.MaxAmount 1000\n}\n\nACTOR Cwr3 : Inventory\n{\n     Inventory.MaxAmount 1\n}\n\nACTOR Cwr4 : Inventory\n{\n     Inventory.MaxAmount 7\n}\n\nACTOR fireworksAmmo : Ammo\n{\n   Scale 0.25\n   Inventory.Amount 20\n   Inventory.MaxAmount 400\n   Ammo.BackpackAmount 30\n   Ammo.BackpackMaxAmount 400\n   Inventory.PickupMessage \"You picked up some Paintball1, don't eat it.\"\n   Inventory.PickupSound \"misc/i_pkup\"\n   Inventory.Icon FRRKA0\n   States\n   {\n  Spawn:\n    TNT1 A 1\n    Loop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORNEW/ZHARCADE.txt",
        "contents": "Actor SND_ZHAmusic\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 A_PlaySound(\"ZHAMUS\",CHAN_BODY, 1.0, 1)\n\t\tStop\n}}\n\n/////////////////////////////////////////\n/////////////////////////////////////////\n/////////////////////////////////////////\n/////////////////////////////////////////\n////////Based on Cpt.Toenail DOWNV1.wad\n/////////////////////////////////////////\n/////////////////////////////////////////\n/////////////////////////////////////////\n\nACTOR BasicPlatform : InvisibleBridge\n{\n  RenderStyle Normal\n  Radius 24\n  Height 16\n  States\n  {\n  Spawn:\n     MGPP A 144\n     //fall through to remove platforms\n  Death:\n    BAL7 C 4 bright\n    BAL7 D 3 bright\n    BAL7 E 2 bright\n    stop\n  }\n}\n\nACTOR FalsePlatform\n{\n  Radius 24\n  Height 16\n  Damage (1)\n  Damagetype \"false\"\n  Projectile\n\n  States\n  {\n  Spawn:\n     MGPP C 256\n     loop\n  Death:\n     MGPP D 2 A_PlaySound (\"Platform/Smash\")\n     MGPP EFG 2\n     stop\n  }\n}\n\nactor FatFireball\n{\n  Translation \"32:47=112:127\"\n  Radius 6\n  Height 8\n  Speed 15\n  Damage (100)\n  Projectile\n  RenderStyle Add\n  Alpha 1\n  DeathSound \"fatso/shotx\"\n  Obituary \"%o's buttocks were singed by a fireball\"\n  States\n  {\n  Spawn:\n    FATF AB 3 bright\n    loop\n  Death:\n    MISL B 4 bright\n    MISL C 3 bright\n    MISL D 2 bright\n    stop\n  }\n}\n\nACTOR MinigameDoomImpBall: DoomImpBall\n{\nMass 200\n  States\n  {\n  Spawn:\n    BAL7 AB 4 Bright\n    Loop\n  Death:\n    BAL7 CDE 6 Bright\n    Stop\n  }\n}\n\nACTOR ZHAPlatformSpawner\n{\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump (16, \"False\", \"Fireball\")\n    TNT1 A 20 A_SpawnItemEx (\"BasicPlatform\", 0, 0, 16, 0, 0, 3, 0, 0, 192)\n\t//TNT1 A 0 A_SpawnItemEx (\"MG_Score1\", 0, 0, 16, 0, 0, 3, 0, 0, 192)\n    loop\n  False:\n    TNT1 A 0\n    TNT1 A 20 A_SpawnItemEx (\"FalsePlatform\", 0, 0, 16, 0, 0, 3, 0, 0, 0)\n    goto Spawn\n  Fireball:\n    TNT1 A 0\n    TNT1 A 31\n    TNT1 A 1 A_SpawnItemEx (\"FatFireball\", 0, 0, 16, 0, 0, 12, 0, 0, 0)\n    TNT1 A 0 A_PlaySound (\"fatso/attack\")\n    goto Spawn\n  }\n}\n\nACTOR ZHADamageZone\n{\n  +NOCLIP\n  +NOGRAVITY\n  //+SPAWNCEILING\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 4 A_Explode (100, 32)\n    loop\n  }\n}\n\nACTOR MinigamerPlayer\n{\n  RenderStyle Translucent\n  Health 50\n  Radius 10\n  Height 18\n  scale 0.5\n  Speed 8\n  PainChance 200\n  Monster\n  +PICKUP\n  //+FLOORCLIP\n  PainSound \"P1Pain5\"\n  DeathSound \"P1Death\"\n  //ActiveSound \"grunt/active\"\n  States\n  {\n  Spawn:\n    MGPL AB 7 A_Look\n    Loop\n  Pain:\n    MGPL A 3\n    MGPL A 3 A_Pain\n    Goto Spawn\n  Death:\n    TNT1 A 0 A_Scream\n    TNT1 A 0 A_NoBlocking\n\tTNT1 A 1 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"MuchBlood\", 28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"Big_Blood\", 20, 8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"Big_Blood\", 20, -8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"MuchBlood\", -28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"Big_Blood\", -12, 16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"MuchBlood\", -12, -16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 0\n    Stop\n  XDeath:\n    TNT1 A 0 A_Scream\n    TNT1 A 0 A_NoBlocking\n\tTNT1 A 1 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"MuchBlood\", 28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"Big_Blood\", 20, 8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"Big_Blood\", 20, -8, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"MuchBlood\", -28, 0, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"Big_Blood\", -12, 16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 1 A_SpawnItemEx (\"MuchBlood\", -12, -16, -16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n    TNT1 A 0\n  }\n}\n\n/*\nactor MG_Score1 : CustomInventory\n{\n  //+COUNTITEM\n  +NOGRAVITY\n  +FLOATBOB\n  states\n  {\n  Spawn:\n    MGSC A -1\n    stop\n  Pickup:\n    MGSC A 1 ACS_NamedExecuteAlways(\"S_MGscore1\", 0, 0)\n    stop\n  }\n}\n*/"
      }
    ]
  },
  "maps": []
}

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