Raw model (for completeness)
{
"meta": {
"id": "01049e5e-1680-4147-9c9a-8bd9ee13f49f",
"sha1": "3d8123ebad8b2ec894e7a0eac7f6836169d8b932",
"sha256": "1bef6a9b6ffb514e3472dc9cdbd55a18a107e3d2fdf9a9386c570d21a19b37f5",
"filenames": [
"gvhmultiversesyspatchv9q.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2017-08-15 22:53:49",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2017-08-15 22:53:49",
"file": {
"type": "PK3",
"size": 2605181,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3d8123ebad8b2ec894e7a0eac7f6836169d8b932/3d8123ebad8b2ec894e7a0eac7f6836169d8b932.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 313,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "Actors/changes.txt",
"contents": "//MOHOPH\n\nActor BlazkowiczMorph : PlayerPawn\n{\n\tMass 400\n\tscale 1.0\n\tPlayer.SoundClass \"Blazkowicz\"\n\tPlayer.MorphWeapon \"MorphNazi-Chaingun\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.ForwardMove 0.92\n\tPlayer.SideMove 0.8\n\tDamagefactor \"minion\", 0.0\n\tDamagefactor \"minion2\", 0.0\n\tDamagefactor \"Bluefire\", 0.0\n\tPainChance 77\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NOGRAVITY\n\t+NODAMAGETHRUST\n\t+GHOST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_GiveInventory(\"Unmorph\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClownyTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tBLAZ A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 0 A_TakeInventory(\"NormalMohoph\", 1)\n\t\tBLAZ A 35\n\t\tTNT1 A 0 Healthing(5)\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_TakeInventory(\"NormalMohoph\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClownyTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tBLAZ AB 5\n\t\tBLAZ B 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tBLAZ CD 5\n\t\tBLAZ D 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tMissile:\n\t\tBLAZ F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tBLAZ G 6 bright\n\t\tGoto Missile\n\tPain:\n\t\tPLAY A 0\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tBLAZ A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMohoph\",1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"MohophDie\",\"Voice\")\n\t\tBLAZ HH 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ HH 0 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ H 5 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ II 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ II 0 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ I 5 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ JJ 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ JJ 0 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ K 0 A_NoBlocking\n\t\tBLAZ K 5 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ KK 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ KK 0 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ K 5 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ LL 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ LL 0 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ L 5 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ LL 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tBLAZ LL 0 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ L 5 A_CustomMissile(\"ArchvileFirex\", 0,0,random(0,360), 2,0)\n\t\tBLAZ L 0 A_SpawnItemEx(\"MorphSpawner\")\n\t\tNULL A -1\n\t\tStop\n\tDeath.CrapPlasma:\n\t\tBLAZ A 0 A_GiveToTarget(\"Unlock9\",1)\n\t\tGoto DeathAnim\n\tDeath.Grenade:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice2:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledIce2\",1)\n\t\tGoto DeathAnim\n\tDeath.Fire2:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledFire2\",1)\n\t\tGoto DeathAnim\n\tDeath.Railgun:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledLightning\",1)\n\t\tGoto DeathAnim\n\t}\n}\n\n//Ghostbuster\n\nACTOR ProtonCharge : Ammo\n{\n+INVENTORY.IGNORESKILL\n Inventory.PickupMessage \"Proton charge!\"\n Inventory.Amount 150\n Inventory.MaxAmount 150//200\n Ammo.BackpackAmount 150\n Ammo.BackpackMaxAmount 200\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nActor GhostBuster : PlayerPawn\n{\n\tHealth 100\n\tPlayer.Maxhealth 100\n\tRadius 16\n\tHeight 56\n\tMass 400\n\t+GHOST\n\t+QUICKTORETALIATE\n\tlimitedtoteam 0\n\tplayer.sidemove 1.03\n\tPainChance 256\n\tplayer.soundclass \"peter\"\n\tPlayer.ColorRange 128, 151\n\t+NOSKIN\n\tplayer.scoreicon \"GHOSTBS\"\n\t+NOICEDEATH\n\tPlayer.DisplayName \"Ghostbuster\"\n\tPlayer.StartItem \"GhostBusterPlasma\"\n\tPlayer.StartItem \"GhostBusterTraps\"\n\tPlayer.StartItem \"ProtonCharge\", 150\n\tPlayer.StartItem \"TrapAmmo\", 10\n\tPlayer.StartItem \"GBCancelItem\"\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.8\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"GraveStalkerLure\", 1.8\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tPETE A 15 Setplayerproperty(0,0,0)\n\t\tPETE A 0 A_JumpIfInventory(\"ProtonCharge\", 0, \"Spawn\")\n\t\tPETE A 0 ACS_ExecuteAlways(996, 0)\n\t\tPETE A 0\n\t\tPETE A 0 A_GiveInventory(\"ProtonCharge\", 15)\n\t\tloop\n\t\tPETE A 1\n\t\tLoop\n\tSee:\n\t\tPETE AB 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPETE CD 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tPain.Creepstun:\n PETE G 0 A_Pain\n\tPETE G 0 A_GiveToTarget(\"health\",5)\n\tPETE G 40 Setplayerproperty(0,1,0)\n\tPETE G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.FleshBent:\n PETE G 0 A_Pain\n\tPETE G 20 Setplayerproperty(0,1,0)\n\tPETE G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tMissile:\n\t\tPETE E 12\n\t\tPETE E 6\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tPETE A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPETE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tPETE A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tPETE A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tPETE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tPETE A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tPETE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGBuster\",1)\n\t\tPETE H 7 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE I 7 A_PlayerScream\n\t\tPETE J 5 A_NoBlocking\n\t\tPETE KLM 5\n\t\tPETE N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGBuster\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tPETE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Health\",25)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tPETE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tPETE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tPETE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tPETE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tPETE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tPETE A 0 A_GiveToTarget(\"Health\",10)\n\t\tPETE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tPETE HHHHHHH 1 A_FadeOut(0.05)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE IIIIIIIJJJJJK 1 A_FadeOut(0.05)\n\t\tPETE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tPETE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tPETE A 0 A_GiveToTarget(\"TransGhostBuster\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tPETE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tPETE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tPETE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tPETE G 0 SetPlayerProperty(0,1,4)\n\t\tPETE G 0 A_Stop\n\t\tPETE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tPETE HHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE I 0 A_PlayerScream\n\t\tPETE IIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE J 0 A_NoBlocking\n\t\tPETE JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE N -1\n\t\tStop\n\tDeath.I4:\n\t\tPETE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tPETE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tPETE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tPETE A 0 A_GiveToTarget(\"Health\",10)\n\t\tPETE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nactor GBCancelItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVBAR\n+INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nUse:\nTNT1 A 0 A_GiveInventory(\"GBCancel\",1)\nfail\n}\n}\n\nactor GBCancel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor UpgradeSound : CustomInventory\n{\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_PlaySoundEx(\"gbupgrade\",\"Voice\")\nstop\n}\n}\n\nactor KilledGBuster : KilledSjas\n{\n}\n\nACTOR Custom_GBBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n Spawn:\n PETE O 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n\t PETE O 0 A_GiveInventory(\"RocketAmmo\",1)\n PETE O 5 A_Custommissile(\"Blood\", -5,0,0)\n PETE OOO 5\n PETE OOOO 5\n loop\n Death:\n\tPETE Z 0 A_Jump (16,4)\n PETE O 0 A_Jump (32,4)\n PETE O 0 A_Jump (64,4)\n PETE O 0 A_Jump (128,4)\n PETE O -1 A_CheckPlayerDone\n Wait\n PETE O -1 A_CheckPlayerDone\n Wait\n PETE O -1 A_CheckPlayerDone\n Wait\n PETE O -1 A_CheckPlayerDone\n\t}\n}\n\nactor GhostBusterTraps : Weapon\n{\nWeapon.SlotNumber 2\nWeapon.SelectionOrder 100\ninventory.icon \"GBTRAPZ\"\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 10\nWeapon.AmmoType2 \"TrapAmmo\"\nobituary \"%o was caught in one of %k's ghost traps.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Ghost Traps!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\n+ALT_AMMO_OPTIONAL\nStates\n{\nSpawn:\nBPAK A 400\nloop\nSelect:\nTRAP C 0 A_Raise\nTRAP C 1 A_Raise\nLoop\nDeselect:\nTRAP C 0 A_Lower\nTRAP C 1 A_Lower\nLoop\nReady:\nTRAP C 1 A_WeaponReady\nloop\nFire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"RaiseDet\")\nTRAP C 0 A_PlaySoundEx(\"weapons/trapdetonate\",\"Voice\")\nTRAP D 5 A_GiveInventory(\"DetonateCheck\",1)\nTRAP C 10 A_TakeInventory(\"DetonateCheck\",999)\nGoto Ready\nAltfire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"NewTrap\")\nTRAP C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRAP C 0 A_GiveInventory(\"GhostTrapCheck\",1)\nTRAP C 1 offset (0, 40)\nTRAP C 1 offset (0, 50)\nTRAP C 1 offset (0, 60)\nTRAP C 1 offset (0, 70)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 90)\nGoto NewTrap\nNewTrap:\nTRAP A 1 offset (0, 60) A_JumpIfNoAmmo(\"RaiseDet\")\nTRAP A 1 offset (0, 50)\nTRAP A 1 offset (0, 40)\nTRAP A 0 offset (0, 0) A_TakeInventory(\"TrapAmmo\",1)\nTRAP B 1 offset (0, 0) A_SpawnItemEx(\"GhostTrap\", 16, 4, 32, 0, 0, 0, 0, 16, 0)\nTRAP B 1 offset (0, 20)\nTRAP B 1 offset (0, 30)\nTRAP B 1 offset (0, 40)\nTRAP B 1 offset (0, 50)\nTRAP B 1 offset (0, 60)\nTRAP B 1 offset (0, 70)\nTRAP B 1 offset (0, 80)\nTRAP B 1 offset (0, 90)\nTRAP B 1 offset (0, 100)\nTNT1 AAA 1 offset (0, 100) A_WeaponReady\nGoto RaiseDet\nRaiseDet:\nTRAP C 1 offset (0, 110) A_TakeInventory(\"GhostTrapCheck\",999)\nTRAP C 1 offset (0, 100)\nTRAP C 1 offset (0, 90)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 70)\nTRAP C 1 offset (0, 60)\nTRAP C 1 offset (0, 50)\nTRAP C 1 offset (0, 40)\nGoto Ready\nNoAmmo:\nTRAP C 15 A_PlaySoundEx(\"weapons/grenadeno\",\"Voice\")\nGoto Ready\n}\n}\n\nactor GhostBusterPlasma : weapon\n{\nWeapon.SlotNumber 1\nWeapon.SelectionOrder 100\ninventory.icon \"GBGUN1\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 200\nWeapon.AmmoType \"ProtonCharge\"\nobituary \"%o was zapped by %k's proton pack.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Proton Pack!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\nStates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 0, 8, 3)\nPACK D 1 A_Refire\nPACK D 3 A_ClearReFire\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK D 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nPACK CBA 1\ngoto Ready+9\nAltfire:\nPACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\nPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\nGoto Ready+9\nTransform:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\nDowngrade:\nPACK A 0 A_TakeInventory(\"GBCancel\")\nGoto Ready+9\n}\n}\n\nactor AbsorbCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor KilledMeGB : KilledMe replaces KilledMe\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(978,0,0)\nTNT1 A 0 ACS_ExecuteAlways(981,0,0)\nstop\n}\n}\n\nactor GhostBusterEcho : GhostBusterPlasma\n{\nWeapon.AmmoUse 4//6\ninventory.icon \"GBGUN3\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 15 A_WeaponReady\nGoto Ready+9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK T 3\nPACK U 2\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK O 0 A_PlaySoundEx(\"echoshot\",\"Weapon\")\nPACK U 1 A_FireCustomMissile(\"EchoShot\", 0, 1, 0, 3)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (0, 32)\nPACK D 0 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK U 1 A_Refire\nPACK T 1 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterBone : GhostBusterPlasma\n{\nWeapon.AmmoUse 34//36//30//40\ninventory.icon \"GBGUN4\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK A 0 A_GiveInventory(\"UsingBoneCannon\",1)\nPACK A 1\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 1\nPACK M 1\nPACK Q 1\nPACK P 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK P 2\nGoto Hold\nHold:\nPACK P 1\nPACK P 0 A_ReFire\nPACK P 4 offset (30, 62)\nPACK P 0 A_PlaySound (\"boneshot\", 7, 1.0, 0, ATTN_NORM)\nPACK P 0 offset (30, 62) A_RailAttack(80, 8, 1, \"white\", \"none\", 1)\nPACK P 3 offset (20, 52)\nPACK P 3 offset (10, 47)\nPACK P 3 offset (0, 37)\nPACK P 14//12\nPACK P 3\nPACK Q 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nPACK A 0 A_TakeInventory(\"UsingBoneCannon\",999)\nGoto Ready+9\nFirefail:\nPACK P 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor UsingBoneCannon : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor GhostBusterBlood : GhostBusterPlasma\n{\nWeapon.AmmoUse 2\ninventory.icon \"GBGUN5\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK N 3\nPACK O 2\nGoto Hold\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 1, 0, 3)\nPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\nPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\nPACK O 1 A_Refire\nPACK N 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterIce : GhostBusterPlasma\n{\nWeapon.AmmoUse 6//8\ninventory.icon \"GBGUN6\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nGoto Hold\nHold:\nPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\nPAC2 E 0 A_TakeInventory(\"ProtonCharge\",8)\nTNT1 A 0 A_PlayWeaponSound(\"icerain\")\nPAC2 ABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nPAC2 E 3 A_Refire\nPAC2 E 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPAC2 E 0 A_ClearReFire\nPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor IceFallSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"IceFall\",1,0,-1,0,0,-22)\nstop\n}\n}\n\nactor IceFall\n{\nHeight 5\nRadius 5\nscale 0.4\nBounceFactor 0.3\nBounceCount 4\nPROJECTILE\nDamage 6\n-NOGRAVITY\nSpeed 46\nreactiontime 30\nStates\n{\nSpawn:\nBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nloop\nDeath:\nBNT2 A 0 A_PlaySound(\"imp/shotx\")\nBNT2 A 0 A_Explode(22, 90, 0)\nBNT2 ABCDEF 3 bright\nstop\n}\n}\n\nactor IceFallTrail\n{\n\n-SOLID\nscale 0.4\n+NOGRAVITY\n+BRIGHT\nHeight 0\nRadius 0\nrenderstyle add\nalpha 0.8\nStates\n{\nSpawn:\nBNT2 G 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor IceFallTrail2 : IceFallTrail\n{\nStates\n{\nSpawn:\nBNT2 H 1 A_FadeOut(0.1)\nstop\n}\n}\n\nactor GhostBusterSoul : GhostBusterPlasma\n{\nWeapon.AmmoUse 7//10\ninventory.icon \"GBGUN2\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK W 0 A_TakeInventory(\"ProtonCharge\",5)\nPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor SoulBlast\n{\nPROJECTILE\nscale 0.6\nSpeed 35\n+SEEKERMISSILE\nHeight\t7\nRadius\t6\nrenderstyle add\ndeathsound \"weapons/arrowexplode\"\nseesound \"gbsoul\"\nalpha 0.8\ntranslation \"112:127=80:111\"\ndamage 6\nstates\n{\nSpawn:\nSPIR P 0\nSPIR P 1 A_Jump(256,0,5,10,15,20,25)\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR P 0\ngoto Flying\nFlying:\nSPIR P 0 A_SpawnItem(\"SoulFadefx\")\nSPIR P 0 A_SeekerMissile (5, 15)\nSPIR P 1 A_BishopMissileWeave\nloop\nDeath:\nOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\nstop\n}\n}\n\nactor SoulFadefx\n{\n\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.18\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=80:111\"\nStates\n{\nSpawn:\nOXPL ACEGIKM 1 A_FadeOut(0.2)\nstop\n}\n}\n\nactor EchoShot\n{\nRadius\t\t10\nSpeed\t\t32//25\nHeight\t\t10\ndamage (30)\nPROJECTILE\nrenderstyle none\nseesound \"echobounce\"\n+DOOMBOUNCE\nbouncecount 3\nbouncefactor 1.0\nreactiontime 80\nwallbouncefactor 1.0\nstates\n{\nSpawn:\nTNT1 A 0 A_CountDown\nTNT1 A 1 A_SpawnItem(\"EchoWave\")\nloop\n}\n}\n\nactor EchoWave\n{\n\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.2\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=224:231\"\nstates\n{\nSpawn:\nPR2E OMKIGECA 1 bright A_FadeOut(0.04)\nstop\n}\n}\n\nACTOR Bloodslime\n{\nRadius\t\t6\nHeight\t\t12\nSpeed\t\t60\nDamage\t(15)//9//20\nPROJECTILE\n-NOGRAVITY\nrenderstyle translucent\nalpha 1.0\nSeeSound \"\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ThrustThingZ (0, random(0,8), random(0,1), 1)\nSLIM BC 3 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\nSLIM C 0 A_FadeOut(0.05)\nGoto Spawn+3\nDeath:\nTNT1 A 3 A_PlaySound(\"Slime1\")\nStop\n}\n}\n\n/*actor GhostTrapCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nactor DetonateCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}*/\n\nACTOR TransformAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\n Inventory.PickupMessage \"Proton charge!\"\n Inventory.Amount 1\n Inventory.MaxAmount 100\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nactor GhostBusterBall\n{\ndecal \"ProtonDecal\"\nscale 0.8\nrenderstyle add\nalpha 0.95\nPROJECTILE\n+RANDOMIZE\n+notimefreeze\ndamagetype \"Proton\"\nspeed 38\nradius 4\nheight 4\nDamage (7)\nseesound \"weapons/protonpackfire\"\ndeathsound \"weapons/plasmax\"\nStates\n{\nSpawn:\nPROT AB 2 bright\nLoop\nDeath:\nPROT EFGHIJK 2 bright\nStop\n}\n}\n\nactor GhostTrap\n{\nradius 5\nscale 0.8\nheight 16\nrenderstyle translucent\nalpha 1.0\nPROJECTILE\n-CANBLAST\ndamagetype \"Ghosttrap\"//Grenade\n- NOLIFTDROP\n- NOGRAVITY\nObituary \"%o was caught in one of %k's ghost traps.\"\nStates\n{\nSpawn:\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2100,\"Spawn2\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nLoop\nSpawn2:\nGTRP E 0 A_SpawnItem(\"BulletPuff\",0,6)\nGTRP E 0 A_PlaySoundEx(\"weapons/trapzip\", \"Voice\")\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2275,\"Smoke\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nGoto Spawn2+2\nSmoke:\nGTRP H 0 A_PlaySoundEx(\"weapons/arrowexplode\", \"Voice\")\nGTRP H 0 A_SpawnItemEx(\"GBExplosion\", 0, 0, 8, 0, 0, 0, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 60\nGoto Fadeout\nDeath:\nGRTP E 0 A_PlaySound(\"weapons/traphit\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_ChangeFlag(\"MISSILE\",0)\nGTRP E 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\nGoto Spawn\nDeath2:\nGTRP A 0 A_PlaySound(\"weapons/trapcharge\")\nGTRP A 5\nGTRP A 0 A_PlaySound(\"weapons/trap\")\nGTRP A 5 A_SpawnItemEx(\"GhostTrapFX\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\nGTRP AAAAAAAAAAAAA 8 A_Explode(26, 128, 0)\nGTRP A 8\nGTRP H 20\nGoto Fadeout\nFadeout:\nGTRP H 1 A_FadeOut(0.05)\nLoop\n}\n}\n\nactor GBExplosion\n{\nrenderstyle translucent\nalpha 1.0\nscale 0.2\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\nACTOR GBSmokeLarge : BulletPuff\n{\n\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR GBFirey : BulletPuff\n{\n\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nactor GhostTrapFX\n{\n\tscale 0.8\n\trenderstyle translucent\n\talpha 0.5\n\theight 5\n\tradius 7\n\tStates\n\t{\n\tSpawn:\n\t\tGTRP BCDCDCDCDCDCDCDCDCDCDB 5 bright\n\t\tStop\n\t}\n}\n\n actor GhostBusterPlasma : weapon\n {\n Weapon.SlotNumber 1\n Weapon.SelectionOrder 100\n inventory.icon \"GBGUN1\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 200\n Weapon.AmmoType \"ProtonCharge\"\n obituary \"%o was zapped by %k's proton pack.\"\n +WEAPON.NOAUTOAIM\n //Weapon.AmmoGive2 0\n //Weapon.AmmoType2 \"TrapAmmo\"\n Inventory.PickupMessage \"You got the Proton Pack!\"\n +INVENTORY.UNDROPPABLE\n +AMMO_OPTIONAL\n States\n {\n Spawn:\n BPAK A 400\n Loop\n Ready:\n PACK J 1\n PACK I 1\n PACK H 1\n PACK G 1\n PACK F 1\n PACK E 1\n PACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n PACK C 1\n PACK B 1\n PACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n PACK A 1 A_WeaponReady\n Goto Ready + 9\n Select:\n TNT1 A 1 A_Raise\n Loop\n Deselect:\n PACK B 1\n PACK C 1\n PACK D 1\n PACK E 1\n PACK F 1\n PACK G 1\n PACK H 1\n PACK I 1\n PACK J 1\n TNT1 A 1 A_Lower\n Goto Deselect+9\n Fire:\n PACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n PACK B 1\n PACK C 1\n PACK D 1\n Goto Hold\n Hold:\n PACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n PACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\n PACK D 1 A_Refire\n PACK D 3 A_ClearReFire\n PACK CBA 1\n Goto Ready+9\n Firefail:\n PACK D 0 A_ClearReFire\n PACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n Goto Ready+9\n Firefail2:\n PACK D 0 A_ClearReFire\n PACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n PACK CBA 1\n goto Ready+9\n Altfire:\n PACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\n PACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n Goto Ready+9\n Transform:\n PACK B 1\n PACK C 1\n PACK D 1\n PACK E 1\n PACK F 1\n PACK G 1\n PACK H 1\n PACK I 1\n PACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n PACK J 20 ACS_ExecuteAlways(981,0)\n Goto Ready\n Downgrade:\n PACK A 0 A_TakeInventory(\"GBCancel\")\n Goto Ready+9\n }\n }\n\nActor GhostBusterSoul : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 7\n\tInventory.Icon \"GBGUN2\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK W 0 A_TakeInventory(\"ProtonCharge\",7)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tDownGrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SoulBlast\n{\n\tSpeed 35\n\tHeight\t7\n\tRadius\t6\n\tScale 0.6\n\tDamage 7\n\tAlpha 0.8\n\tRenderStyle Add\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"GBSoul\"\n\tDeathSound \"Weapons/ArrowExplode\"\n\tPROJECTILE\n\t-SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR P 0\n\t\tSPIR P 1 A_Jump(256,0,5,10,15,20,25)\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR P 0\n\t\tGoto Flying\n\tFlying:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 0 A_SeekerMissile (5, 15)\n\t\tSPIR P 1 A_BishopMissileWeave\n\t\tLoop\n\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nActor GhostBusterBlood2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tInventory.Icon \"GBGUN7\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",6)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Slime1\")\n\t\tPAC2 ABCDCBA 2 A_SpawnItemEx(\"BloodFallSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor BloodFallSpawner\n{\n\tSpeed 0\n\tRadius 1\n\tHeight 8\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\t+CEILINGHUGGER\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 1 A_SpawnItemEx(\"BloodFall\",1,0,-1,0,0,-22)\n\t\tStop\n\t}\n}\n\nActor BloodFall\n{\n\tSpeed 46\n\tHeight 5\n\tRadius 5\n\tDamage 6\n\tBounceFactor 0.3\n\tBounceCount 4\n\tReactionTime 30\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSLIM A 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM B 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM C 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM A 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM B 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM C 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tLoop\n\tDeath:\n\t\tSLIM A 0 A_PlaySound(\"Slime1\")\n\t\tSLIM A 0 A_Explode(20, 80, 0)\n\t\tSLIM ABC 3\n\t\tStop\n\t}\n}\n\nActor BloodFallTrail\n{\n\tHeight 0\n\tRadius 0\n\tAlpha 0.8\n\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSLIM ABC 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor BloodFallTrail2 : BloodFallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSLIM ABC 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor GhostBusterSoul2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tinventory.icon \"GBGUN8\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK W 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Double\")\n\tSingle:\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",0,1,3)\n\t\tPACK W 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tGoto End\n\tDouble:\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",15,1,3)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",-15,0,3)\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tGoto End\n\tEnd:\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SoulBlast2\n{\n\tSpeed 35\n\tDamage 5\n\tHeight\t7\n\tRadius\t6\n\tScale 0.6\n\tRenderStyle Add\n\tDeathSound \"Weapons/ArrowExplode\"\n\tSeeSound \"GBSoul\"\n\tAlpha 0.8\n\tTranslation \"112:127=80:111\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tstates\n\t{\n\tSpawn:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 1 A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nActor GhostBusterFire : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 30\n\tInventory.Icon \"GBGUN9\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 26 A_FireCustomMissile(\"GBFire\",random(-3,3),1,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBFire\n{\n\tSpeed 40\n\tRadius 5\n\tHeight 5\n\tScale 0.2\n\tAlpha 0.8\n\tRenderStyle Add\n\tDamage 0\n\tDamageType \"Proton\"\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tSeeSound \"CassattFlame\"\n\tDecal \"Scorch\"\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFNUK AB 3 bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,45,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,180,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-45,2)\n\t\tGLO6 A 1 bright A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tStop\n\t}\n}\n\nActor GBFire2 : ArchvileFire\n{\n\tSpeed 5\n\tDamage 1\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tPROJECTILE\n\t+MISSILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\t\tFIRE A 2 bright A_StartFire\n\t\tFIRE B 2 bright A_Fire\n\t\tFIRE C 2 bright A_FireCrackle\n\t\tFIRE D 2 bright A_Fire\n\t\tFIRE E 2 bright A_FireCrackle\n\t\tFIRE FGH 2 bright A_Fire\n\t\tStop\n\t}\n}\n\nActor GhostBusterEcho2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 15\n\tinventory.icon \"GBGUN10\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK T 3\n\t\tPACK U 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot2\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 30 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor EchoShot2\n{\n\tSpeed 20\n\tRadius 15\n\tHeight 15\n\tDamage 0\n\tBounceCount 3\n\tBounceFactor 1.0\n\tReactionTime 80\n\tRenderStyle None\n\tSeeSound \"EchoBounce\"\n\tWallBounceFactor 1.0\n\tPROJECTILE\n\t+DOOMBOUNCE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 AAAAAAAAAAAAAAA 1 A_SpawnItem(\"EchoWave2\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,45,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,180,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-45,2)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EchoShot3 : EchoShot\n{\n\tDamage (20)\n}\n\nActor EchoWave2\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.4\n\tAlpha 1.0\n\tRenderStyle Translucent\n\tTranslation \"112:127=224:231\"\n\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nActor GhostBusterDrain : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tinventory.icon \"GBGUN11\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK T 3\n\t\tPACK U 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK U 1 A_FireCustomMissile(\"HPDrainer\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 3 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor HPDrainer\n{\n\tSpeed 60\n\tRadius 4\n\tHeight 4\n\tScale 0.1\n\tAlpha 0.8\n\tDamage (15)\n\tDamageType \"Drainer\"\n\tRenderStyle Translucent\n\tSeeSound \"weapons/protonpackfire\"\n\tDeathSound \"weapons/plasmax\"\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tHPDR A 1 bright\n\t\tLoop\n\tDeath:\n\t\tHPDR ZZZZZ 1 A_SpawnItemEx(\"BlizzardExplode\",random(20,-20),random(20,-20),random(20,-20))\n\t\tStop\n\t}\n}\n\nActor GhostBusterSmoke : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 3\n\tInventory.Icon \"GBGUN12\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 E 0 A_TakeInventory(\"Protoncharge\",3)\n\t\tPAC2 E 5 A_FireCustomMissile(\"GhostSmoke\",1,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GhostSmoke\n{\n\n\tDamage 2\n\tSpeed 10\n\tRadius 10\n\tRenderStyle Translucent\n\tDamageType \"Misty\"\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tAlpha 0.7\n\tScale 0.5\n\tHeight 10\n\tPROJECTILE\n\t+RIPPER\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSMIS AAAAAAAAAAAAAAA 5 A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tSMIS X 0\n\t\tStop\n\t}\n}\n\nActor GhostBusterStrength : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 3\n\tInventory.Icon \"GBGUN13\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK D 3 A_FireCustomMissile(\"GhostBusterSuperBall\",0,1,8,3)\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GhostBusterSuperBall : GhostBusterBall\n{\n\tScale 1.85\n\tDamage (15)\n}\n\nActor GhostBusterRandom : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tInventory.Icon \"GBGUN14\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK B 0 ACS_ExecuteAlways(905,0,0)\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",10)\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",15,\"Iodsa\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",14,\"Emtalic\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",13,\"Clowny\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",12,\"Misty\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",11,\"Yurei\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",10,\"SoulHarvester\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",9,\"Jugulum\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",8,\"Ravager\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",7,\"Eyesore\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",6,\"FrostBite\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",5,\"Choke\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",4,\"Jitterskull\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",3,\"Creeper\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",2,\"Sjas\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",1,\"Normal\")\n\t\tGoto Normal\n\tNormal:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK DDDDDD 2 A_FireCustomMissile(\"GhostBusterBall\",0,0,8,3)\n\t\tPACK D 6\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tSjas:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot\",0,0,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 6 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tCreeper:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\",0,0,6,3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\",0,0,6,3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tJitterskull:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK P 0 A_PlayWeaponSound(\"boneshot\")\n\t\tPACK P 3 offset (30, 62) A_RailAttack(80,8,0,\"white\",\"none\",1)\n\t\tPACK P 3 offset (20, 52)\n\t\tPACK P 3 offset (10, 47)\n\t\tPACK P 3 offset (0, 37)\n\t\tPACK P 6\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tChoke:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFrostBite:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"icerain\")\n\t\tPAC2 ABCDCBAABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tEyesore:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Slime1\")\n\t\tPAC2 ABCDCBAABCDCBA 2 A_SpawnItemEx(\"BloodFallSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tRavager:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",0,0,3)\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",15,0,3)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",-15,0,3)\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 6 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tJugulum:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 18 A_FireCustomMissile(\"GBFire\",random(-3,3),0,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tSoulHarvester:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot2\",0,0,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 6 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tYurei:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK U 1 A_FireCustomMissile(\"HPDrainer\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 4 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tMisty:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 EE 3 A_FireCustomMissile(\"GhostSmoke\",random(-7,7),0,0,3)\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 EE 3 A_FireCustomMissile(\"GhostSmoke\",random(-7,7),0,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tClowny:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK DDDD 3 A_FireCustomMissile(\"GhostBusterSuperBall\",0,0,8,3)\n\t\tPACK D 6\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tEmtalic:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK P 0 A_PlayWeaponSound(\"SawGearThrow\")\n\t\tPACK P 2 offset (30, 62) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK P 2 offset (20, 52) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK PPP 2 offset (10, 47) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tIodsa:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tPAC2 A 3 A_FireCustomMissile(\"RaiseNuke\",0,0,8,3)\n\t\tPAC2 A 3 offset (30, 62)\n\t\tPAC2 A 3 offset (20, 52)\n\t\tPAC2 A 3 offset (10, 47)\n\t\tPAC2 A 6 offset (0, 37)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor BusterAttack : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 999\n}\n\nActor GhostBusterSaw : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 1\n\tInventory.Icon \"GBGUN15\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK M 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK P 0 A_PlayWeaponSound(\"SawGearThrow\")\n\t\tPACK P 2 offset (30, 62) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 2 offset (20, 52) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 2 offset (10, 47) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SawMill\n{\n\tRadius 5\n\tHeight 10\n\tSpeed 40\n\tScale 0.12\n\tDamage (10)\n\tBounceCount 0\n\tSeeSound \"SawGearThrow\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWBD ABCD 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GhostBusterNuke : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 45\n\tInventory.Icon \"GBGUN16\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tPAC2 A 3 A_FireCustomMissile(\"RaiseNuke\",0,1,8,3)\n\t\tPAC2 A 3 offset (30, 62)\n\t\tPAC2 A 3 offset (20, 52)\n\t\tPAC2 A 3 offset (10, 47)\n\t\tPAC2 A 35 offset (0, 37)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor RaiseNuke\n{\n\tSpeed 30\n\tRadius 7\n\tHeight 5\n\tScale 0.3\n\tBounceCount 2\n\tBounceFactor 0.3\n\tReactionTime 5\n\tSeeSound \"GBSoul\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t-NOGRAVITY\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tGLO6 A 1 bright\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_PlaySound(\"BigExplosion\")\n\t\tRKEX AB 2 A_SpawnItemEx(\"RaiseBoom\",0,0,0)\n\t\tRKEX C 2 A_SpawnItemEx(\"RaiseBoom\",0,0,10)\n\t\tRKEX D 2 A_SpawnItemEx(\"RaiseBoom\",0,0,20)\n\t\tRKEX EF 2 A_SpawnItemEx(\"RaiseBoom\",0,0,30)\n\t\tRKEX GHI 2 A_SpawnItemEx(\"RaiseBoom\",0,0,40)\n\t\tRKEX JK 2 A_SpawnItemEx(\"RaiseBoom\",0,0,50)\n\t\tRKEX L 2 A_SpawnItemEx(\"RaiseBoom\",0,0,60)\n\t\tRKEX M 2 A_SpawnItemEx(\"RaiseBoom\",0,0,70)\n\t\tRKEX N 2 A_SpawnItemEx(\"RaiseBoom\",0,0,80)\n\t\tRKEX OPQ 2 A_SpawnItemEx(\"RaiseBoom\",0,0,90)\n\t\tRKEX RSTU 2 A_FadeOut\n\t\tStop\n\t}\n}\n\nActor RaiseBoom\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(120,90,1)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor GhostBusterSovereign : GhostBusterPlasma\n{\nWeapon.AmmoUse 5//10\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",8,1,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",4,0,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",0,0,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",-4,0,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",-8,0,5,0)\nPACK W 2\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nACTOR GBDiscipleShot1\n{\n Radius 8\n Height 16\n Speed 45\n Damage (6)\n Damagetype \"Proton\"\n RENDERSTYLE ADD\n ALPHA 0.67\n PROJECTILE\n DeathSound \"DSDISHT1\"\n Obituary \"%o was zapped by %k's proton pack.\"\n Decal \"WizardScorch\"\n States\n {\n Spawn:\n CFX2 ABCD 2 Bright A_CustomMissile(\"DSFX1\",0,0,0,0)\n loop\n Death:\n CFX2 EFGHI 3 Bright\n stop\n }\n}\n\nActor GhostBusterImposter : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 30\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\t\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",180,1)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",80,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",0,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-80,0,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-180,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-80,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",0,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",80,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",180,0)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR GBImposterProj\n{\n Health 9\n Radius 12\n Height 8\n Speed 30\n Damage 5\n Damagetype \"Proton\"\n Scale .75\n Alpha .5\n Projectile\n RenderStyle Add\n Obituary \"%o was zapped by %k's proton pack.\"\n SeeSound \"weapons/skulprojshot\"\n DeathSound \"weapons/skulprojdeath\"\n States\n {\n Spawn:\n SKPJ A 3 BRIGHT\n SKPJ B 3 BRIGHT\n SKPJ C 3 BRIGHT\n SKPJ D 3 BRIGHT\n Loop\n Death:\n SKPJ EFGHIJ 3 BRIGHT\n SKPJ K -1\n Stop\n }\n}\n\nactor GhostBusterLamia : GhostBusterPlasma\n{\nWeapon.AmmoUse 5//6\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK T 3\nPACK U 2\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK O 0 A_PlayWeaponSound(\"Weapons/WandOfEmbers/Fire\")\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(-5, -3), 0, 0, 0, 0, Random(-2, 2))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(5, 3), 0, 0, 0, 0, Random(-2, 2))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(-3, 3), 0, 0, 0, 0, Random(3, 1))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(-3, 3), 0, 0, 0, 0, Random(-3, -1))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", 0, 1, 0, 0, 0, 0)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (0, 32)\nPACK D 0 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK U 1 A_Refire\nPACK T 1 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nActor GBWandOfEmbersBall\n{\n Radius 4\n Height 4\n Speed 40\n Damage (8)\n DamageType \"Proton\"\n RenderStyle Add\n Alpha 0.75\n Scale 0.75\n Projectile\n +SEEKERMISSILE\n -BloodSplatter\n +BloodlessImpact\n Obituary \"%o was zapped by %k's proton pack.\"\n DeathSound \"Weapons/WandOfEmbers/Hit1\"\n Decal EmberWandScorch\n States\n {\n Spawn:\n PYTL A 1 bright A_SpawnItemEx(\"WandOfEmbersTrail\",0,0,0,0,0,0)\n\tPYTL A 1 bright A_Seekermissile(40,60,0,256,8)\n loop\n Death:\n BRBA KLMNOPQRSTUVWX 1 bright\n stop\n }\n}\n\nActor GhostBusterAmorbis : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK Q 3\nPACK P 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK P 0 A_PlayWeaponSound(\"MAGSLING\")\n\t\tPACK P 0 offset (30, 62) A_FireCustomMissile(\"GBPoisonLureAttack\", 0, 1, 5)\n\t\tPACK P 0 offset (30, 62) A_FireCustomMissile(\"GBPoisonLureAttack\", 0, 0, -5)\n\t\tPACK P 5 offset (30, 62)\n\t\tPACK P 5 offset (20, 52)\n\t\tPACK P 5 offset (10, 47)\n\t\tPACK P 10\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR GBPoisonLureAttack : LoreShot\n{\n Speed 70\n Damage (20)\n Height 20\n Radius 20\n DeathSound \"PSPLHX\"\n Obituary \"%o was zapped by %k's proton pack.\"\n DamageType \"Proton\"\n Projectile\n States\n {\n Spawn:\n POSX A 1 BRIGHT A_SpawnItemEx(\"PoisonLureAttack2Trail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t POSX A 1 BRIGHT A_SpawnItemEx(\"EtherealSideTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t POSX A 1 BRIGHT A_SpawnItemEx(\"Etherealmist2\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t POSX A 1 BRIGHT A_SpawnItemEx(\"Etherealmist3\", 0, 0, 0, 0, 0, 0, 0, 128)\n loop\n Death:\n POSX B 3 A_Scream\n\t POSX C 3\n\t POSX D 3\n Stop\n }\n}\n\nActor GhostBusterFleshJudge : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 5\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tTNT1 A 0 A_TakeInventory(\"ProtonCharge\",10)\n\t\tPAC2 E 4 Bright A_CustomPunch(6, 1, 0, \"GBSoulScepterPuff\", 400, 1)\n\t\tPAC2 E 4 Bright\n\t\tPAC2 E 4 Bright A_CustomPunch(6, 1, 0, \"GBSoulScepterPuff\", 400, 1)\n\t\tPAC2 E 4 Bright\n\t\tPAC2 E 4 Bright A_CustomPunch(6, 1, 0, \"GBSoulScepterPuff\", 400, 1)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBSoulScepterPuff\n{\n Radius 3\n Height 3\n +NoClip\n +AlwaysPuff\n +PuffOnActors\n +NoGravity\n +BloodlessImpact\n -BloodSplatter\n +DontSplash\n Obituary \"%o was zapped by %k's proton pack.\"\n Damagetype \"Proton\"\n States\n {\n Spawn:\n Melee:\n SSPF ABCD 1 Bright A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n Stop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n Stop\n }\n}\n\nActor GhostBusterTerrorPuppet : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 1\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK Q 3\nPACK P 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK P 0 offset (30, 62) A_TakeInventory(\"ProtonCharge\",50)\n\t\tPACK P 0 offset (30, 62) A_FireCustomMissile(\"GBPuppetString\", 0, 0, 8)\n\t\tPACK P 6 offset (30, 62)\n\t\tPACK P 6 offset (20, 52)\n\t\tPACK P 6 offset (10, 47)\n\t\tPACK P 4 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBPuppetString\n{\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 15\n\tDamage (0)\n\tRadius 6\n\tHeight 16\n\treactiontime 80\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tSeeSound \"pupp/string1\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"GBPuppetStringMissile\",0,0,0,momx,momy,32,0,SXF_ABSOLUTEMOMENTUM)//A_CustomMissile(\"PuppetStringMissile\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,90)\n\t\tTNT1 A 0 A_PlaySoundEx(\"pupp/stringloop\",\"body\",0,-1)\n\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 1 A_PlaySoundEx(\"pupp/string2\",\"body\",0)\n\t\tstop\n\t}\n}\n\nActor GBPuppetStringMissile : FastProjectile\n{\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FORCEYBILLBOARD\n\tDamageType \"Proton\"\n\tspeed 75\n\tdamage (3)\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tradius 6\n\theight 16\n\txscale 0.3\n\tstates\n\t{\n\tSpawn:\n\t\t//TNT1 A 1\n\t\tSTRI A 1 bright\n\t\tloop\n\t\t//goto Spawn+1\n\tDeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor GBWolfDog\n{\n\tPROJECTILE\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t+FLOORHUGGER\n\t+BLOODSPLATTER\n\tDamage (20)\n\tSpeed 25\n\tSeeSound \"dog/spawn\"\n\tRadius 16\n\tHeight 18\n\tScale 0.6\n\tObituary \"%o was zapped by %k's proton pack.\"\n\trenderstyle translucent\n\talpha 0.9\n\tstates\n\t{\n\tSpawn:\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_PlaySoundEx(\"dog/walk\",\"body\",0)\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_PlaySoundEx(\"dog/walk\",\"body\",0)\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_PlaySoundEx(\"dog/walk\",\"body\",0)\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_Stop\n\t\tgoto Death\n\tDeath:\n\t\tWDSH C 0 A_PlaySoundEx(\"dog/vanish\",\"body\",0)\n\t\tWDSH C 1 A_Fadeout(0.03)\n\t\tgoto Death+1\n\tXDeath:\n\t\tWDSH C 0 A_PlaySoundEx(\"dog/hit\",\"body\",0)\n\t\tWDSH C 1 A_Fadeout(0.03)\n\t\tgoto XDeath+1\n\t}\n}\n\nActor GhostBusterNarake : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",30)\n\t\tPAC2 A 1 A_FireCustomMissile(\"GBWolfDog\", 0, 0, 8)\n\t\tPAC2 B 3\n\t\tPAC2 C 3\n\t\tPAC2 D 3\n\t\tPAC2 A 3\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nactor GhostBusterBlazeSpawn : GhostBusterPlasma\n{\nWeapon.AmmoUse 50//6\n+NOAUTOFIRE\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Body\")\nPACK T 3\nPACK U 2\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nGoto Hold\nHold:\nPACK O 0 A_PlayWeaponSound(\"SPRKFM1\")\nPACK U 0 A_FireCustomMissile(\"GBCombustionPellet2\", 0, 0, 6, 0)\nPACK U 3 A_FireCustomMissile(\"GBCombustionPellet\", 0, 1, 6, 0)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (0, 32)\nPACK U 25\nPACK U 1\nPACK T 1\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Body\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\",1)\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\",1)\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Body\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nACTOR GBCombustionPellet\n{\n Speed 70\n Damage (30)\n Height 20\n Radius 20\n DeathSound \"SPRKBM1\"\n Obituary \"%o was zapped by %k's proton pack.\"\n Projectile\n States\n {\n Spawn:\n SPPJ A 10 BRIGHT A_SpawnItemEx(\"CombustionAttackTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_Playsound(\"SPRKXM1\",3,1,0,ATTN_NONE)\n loop\n Death:\n TNT1 A 0 A_Playsound(\"SPRKBM1\",3,1,0)\n TNT1 AA 0 A_SpawnItemEx(\"SuperMissileExplosionLarge\",0,0,0,0,0,0,0,160)\n TNT1 A 0 A_SpawnItemEx(\"MSuperMissileExplosionVeryLarge\",0,0,0,0,0,0,0,160)\n\t\tTNT1 A 1 A_Explode(40,148)\n Stop\n }\n}\n\nACTOR GBCombustionPellet2\n{\n Speed 63\n Damage (0)\n Height 20\n Radius 20\n DeathSound \"SPRKBM1\"\n DamageType \"Proton\"\n Obituary \"%o was zapped by %k's proton pack.\"\n Projectile\n States\n {\n Spawn:\n TNT1 A 1 Bright A_SpawnItemEx(\"BlazeSpawnFiringTrail\",0,0,1,0,0,0,0,160)\n\t TNT1 A 0 A_SpawnItemEx(\"BlazeSpawnFiringTrail\",0,0,1,random(-50,50)/100.00,random(-50,50)/100.00,random(-50,50)/100.00,0,160)\n loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}\n\n//STIGLITZ\n\nActor Stiglitz : PlayerPawn\n{\n\thealth 100\n\tPlayer.Maxhealth 100\n\tMass 400\n\tPlayer.SoundClass \"Stiglitz\"\n\tPlayer.DisplayName \"Stiglitz\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.ColorRange 112, 127\n\tPlayer.WeaponSlot 1, Kar98\n Player.WeaponSlot 2, PowerupSpawnWeapon\n Player.WeaponSlot 3, GasGun\n\tPlayer.StartItem \"Kar98\", 1\n\tPlayer.StartItem \"KarAmmo\",1\n\tPlayer.StartItem \"PowerupSpawnWeapon\", 1\n\tPlayer.StartItem \"GasGun\", 1\n\tPlayer.StartItem \"HDLightningGun\", 1\n\tPlayer.StartItem \"StigPowerElectricAmmo\", 30\n\tPlayer.StartItem \"GasBombs\", 6\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.9\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tscale 1.1\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tSTIG A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tSTIG B 5\n\t\tSTIG C 5 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tSTIG D 5\n\t\tSTIG C 5 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tMissile:\n\t\tSTIG E 0\n\t\tSTIG F 10\n\t\tGoto Spawn\n\tMelee:\n\t\tSTIG F 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tSTIG G 4\n\t\tSTIG G 4 A_Pain\n\t\tGoto See\n\tPain.Creepstun:\n STIG I 0 A_Pain\n\tSTIG I 0 A_GiveToTarget(\"health\",5)\n\tSTIG A 40 Setplayerproperty(0,1,0)\n\tSTIG A 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n STIG A 0 A_Pain\n\tSTIG A 20 Setplayerproperty(0,1,0)\n\tSTIG A 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tSTIG A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tSTIG A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tSTIG A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tSTIG A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tSTIG A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tSTIG A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tSTIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"KilledStiglitz\",1)\n\t\tSTIG G 5\n\t\tSTIG H 5 A_PlayerScream\n\t\tSTIG I 5 A_NoBlocking\n\t\tSTIG JK 5\n\t\tSTIG L -1\n\t\tStop\n\tDeath.Choke:\n\t\tSTIG A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tSTIG I 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSTIG I 0 A_GiveToTarget(\"KilledStiglitz\",1)\n\t\tSTIG I 0 A_GiveToTarget(\"Crunched\",1)\n\t\tSTIG G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"Health\",25)\n\t\tSTIG A 0 ACS_ExecuteAlways(997,0,2)\n\t\tSTIG A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tSTIG A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tSTIG A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tSTIG A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tSTIG A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tSTIG A 0 A_GiveToTarget(\"Health\",10)\n\t\tSTIG A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tSTIG GGGG 1 A_FadeOut(0.05)\n\t\tSTIG A 0 A_PlayerScream\n\t\tSTIG HHHHHIIIJJJKKL 1 A_FadeOut(0.05)\n\t\tSTIG A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tSTIG A 0 ACS_ExecuteAlways(997,0,4)\n\t\tSTIG A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tSTIG A 0 A_GiveToTarget(\"TransStiglitz\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tSTIG A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tSTIG A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tSTIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tSTIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tSTIG A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tSTIG A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"Clip\",1)\n\t\tSTIG G 0 SetPlayerProperty(0,1,4)\n\t\tSTIG G 0 A_Stop\n\t\tSTIG GGGGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSTIG A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tSTIG GGGGG 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSTIG H 0 A_PlayerScream\n\t\tSTIG HHIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSTIG J 0 A_NoBlocking\n\t\tSTIG JJJKKKLLL 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSTIG LLLL 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSTIG O -1\n\t\tStop\n\tDeath.I4:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tSTIG A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tSTIG A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tSTIG A 0 A_GiveToTarget(\"Health\",10)\n\t\tSTIG A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tSTIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tSTIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t\t}\n}\n\nActor GasGun : Weapon 20039\n{\n Weapon.AmmoType \"GasBombs\"\n Weapon.AmmoGive 3\n Weapon.AmmoUse 1\n +WEAPON.NOAUTOAIM\n Inventory.PickupMessage \"You got the Riot Nerve Gas Launcher!\"\n Obituary \"%o was burnt inside-out by %k.\"\n Inventory.PickupSound \"Misc/W_PkUp\"\n Weapon.SelectionOrder 2600\n Weapon.Kickback 300\n Scale 0.8\n //$Category Weapons\n States\n {\n Spawn:\n\tTERG A 20\n Loop\n Select:\n TEAR A 1 A_Raise\n Loop\n Deselect:\n TEAR A 1 A_Lower\n Loop\n Ready:\n TEAR A 50 A_WeaponReady\n\tTEAR A 1 A_GiveInventory(\"GasBombs\", 1)\n Loop\n Fire:\n TEAR B 0 Bright A_GunFlash\n TEAR B 0 Bright A_PlaySound(\"Tear/Launch\")\n TEAR B 1 Bright A_FireCustomMissile(\"TearGasGrenade\", 0, 1, 10, 0, 0, 10)\n TEAR C 1\n TEAR A 0 A_CheckReload\n\tTEAR DEFGHIJKLMNOPQRSTUVWXY 1\n TEAR A 0 A_Refire\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 2 A_Light2\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nACTOR Kar98 : Weapon\n{\n\n Weapon.AmmoUse1 0\n Weapon.SlotNumber 2\n Weapon.AmmoGive 12\n Weapon.AmmoType1 \"KarAmmo\"\n Inventory.PickupMessage \"You got the Kar-98K\"\n Obituary \"%o was proof that %k's gun still works.\"\n Decal BulletChip\n States\n {\n Ready:\n KARB A 1 A_WeaponReady\n Loop\n Ready2:\n \tKARB A 2 A_WeaponReady\n\twait\n Deselect:\n\t KARB A 0 A_Zoomfactor(1.0)\n KARB A 1 A_Lower\n Loop\n Select:\n \tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_StopSound(7)\n\t KARB A 0 A_Zoomfactor(1.0)\n KARB A 1 A_Raise\n Loop\n Fire:\n KARB B 0 A_JumpIfInventory(\"ZoomedIn\",1,\"Fire2\")\n KARB B 0 A_JumpIfInventory(\"ZoomedIn2\",1,\"Fire2\")\n KARB B 0 BRIGHT A_FireCustomMissile(\"KarTracer\",0,1,5)\n KARB A 0 A_PlayWeaponSound(\"atk/kar\")\n KARB B 2 BRIGHT\n\tKARB A 1 Offset (0,36)\n KARB A 1 Offset (2,40)\n KARB A 1 Offset (4,44)\n KARB A 1 Offset (6,48)\n KARB A 1 Offset (4,44)\n KARB A 1 Offset (2,40)\n KARB A 1 Offset (0,36)\n\t KARB A 0 A_Playsound(\"rld/kar\",CHAN_ITEM)\n KARB ECFDFCEA 4\n KARB A 10\n Goto Ready\n Fire2:\n KARB B 0 BRIGHT A_FireCustomMissile(\"KarTracer2\",0,1,5)\n KARB A 0 A_PlayWeaponSound(\"atk/kar\")\n KARB B 2 BRIGHT\n\tKARB A 1 Offset (0,36)\n KARB A 1 Offset (2,40)\n KARB A 1 Offset (4,44)\n KARB A 1 Offset (6,48)\n KARB A 1 Offset (4,44)\n KARB A 1 Offset (2,40)\n KARB A 1 Offset (0,36)\n\t KARB A 0 A_Playsound(\"rld/kar\",CHAN_ITEM)\n KARB ECFDFCEA 4\n KARB A 10\n Goto Ready2\n Altfire:\n KARB A 0 A_Playsound(\"Zoomsound\")\n\tKARB A 0 A_JumpIfInventory(\"ZoomedIn\",1,\"DoubleZoom\")\n\tKARB A 0 A_GiveInventory(\"ZoomedIn\",1)\n KARB A 13 A_ZoomFactor(1.5)\n\tKARB A 2\n\tGoto Ready2\n\tDoubleZoom:\n\tKARB A 0 A_Playsound(\"Zoomsound\")\n KARB A 0 A_JumpIfInventory(\"ZoomedIn2\",1,\"ZoomOut\")\n KARB A 0 A_GiveInventory(\"ZoomedIn2\",1)\n KARB A 13 A_ZoomFactor(2.0)\n\tKARB A 2\n\tgoto Ready2\n ZoomOut:\n KARB A 0 A_Playsound(\"Zoomsound\")\n \tKARB A 13 A_ZoomFactor(1.0)\n\tKARB A 1 A_TakeInventory(\"ZoomedIn\",1)\n\tKARB A 1 A_TakeInventory(\"Zoomedin2\",1)\n\tKARB A 1\n\tgoto Ready\n Flash:\n KARB B 2 Bright A_Light1\n Goto LightDone\n Spawn:\n KARP A -1\n Stop\n }\n}\n\nACTOR KarTracer2 : MP40Tracer\n{\n\tDamage (40)\n\tDamagetype \"KarStiglitz\"\n\tspeed 700\n\tObituary \"%o was proof that %k's gun still works.\"\n}\n\nACTOR PowerupSpawnWeapon : Weapon\n{\n\tWeapon.Ammotype \"StigPowerAmmo\"\n\tStates\n\t{\n\tSpawn:\n\t\tPULX A -1\n\t\tStop\n\tReady:\n\t\tREPT A 1 A_WeaponReady\n\t\tREPT A 0 A_Playsound(\"QUIET\",Chan_Weapon)\n\t\tLoop\n\tDeselect:\n\t\tREPT A 1 A_Lower\n\t\tREPT A 0 A_Playsound(\"QUIET\",Chan_Weapon)\n\t\tLoop\n\tSelect:\n\t\tREPT A 1 A_Raise\n\t\tREPT A 0 A_Playsound(\"QUIET\",Chan_Weapon)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigPowerAmmo\", 100, \"whichPowerup\")\n\t\tREPT A 0 A_Playsound(\"Stiglitz/Powercharge\",Chan_Weapon,1,1)\n\t\tREPT A 5 A_GiveInventory(\"StigPowerAmmo\", 1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\twhichPowerup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"StigPowerAmmo\",0)\n\t\tTNT1 A 0 A_PlaySound(\"pulsefire\", CHAN_AUTO)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",0,\"SixthPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",4,\"FifthPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",3,\"FourthPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",2,\"ThirdPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",1,\"SecondPowerupFire\")\n\t\tGoto FirstPowerupFire\n\tFirstPowerupFire:\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 1 A_SetPitch (pitch-0.50)\n\t\tREPT D 2 A_Recoil(3)\n\t\tREPT D 0 A_SpawnItemEx(\"StiglitzPower\",70)\n\t\tREPT DCBA 2 A_SetPitch (pitch+0.50)\n\t\tREPT A 5\n\t\tGoto Ready\n\tSecondPowerupFire:\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 1 A_SetPitch (pitch-0.50)\n\t\tREPT D 2 A_Recoil(3)\n\t\tREPT D 0 A_SpawnItemEx(\"StiglitzPower2\",70)\n\t\tREPT DCBA 2 A_SetPitch (pitch+0.50)\n\t\tREPT A 5\n\t\tGoto Ready\n\tThirdPowerupFire:\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 1 A_SetPitch (pitch-0.50)\n\t\tREPT D 2 A_Recoil(3)\n\t\tREPT D 0 A_SpawnItemEx(\"StiglitzPower3\",70)\n\t\tREPT DCBA 2 A_SetPitch (pitch+0.50)\n\t\tREPT A 5\n\t\tGoto Ready\n\tFourthPowerupFire:\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 1 A_SetPitch (pitch-0.50)\n\t\tREPT D 2 A_Recoil(3)\n\t\tREPT D 0 A_SpawnItemEx(\"StiglitzPower4\",70)\n\t\tREPT DCBA 2 A_SetPitch (pitch+0.50)\n\t\tREPT A 5\n\t\tGoto Ready\n\tFifthpowerupFire:\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 1 A_SetPitch (pitch-0.50)\n\t\tREPT D 2 A_Recoil(3)\n\t\tREPT D 0 A_SpawnItemEx(\"StiglitzPower5\",70)\n\t\tREPT DCBA 2 A_SetPitch (pitch+0.50)\n\t\tREPT A 5\n\t\tGoto Ready\n\tSixthPowerupFire:\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 1 A_SetPitch (pitch-0.50)\n\t\tREPT D 2 A_Recoil(3)\n\t\tREPT D 0 A_SpawnItemEx(\"StiglitzPower6\",70)\n\t\tREPT DCBA 2 A_SetPitch (pitch+0.50)\n\t\tREPT A 5\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Stiglitz/ChangePower\",CHAN_Body)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigPowerFuel\", 0, \"clearInventory\")\n\t\tTNT1 A 0 A_GiveInventory(\"StigPowerFuel\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",0,\"SixthPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",4,\"FifthPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",3,\"FourthPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",2,\"ThirdPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigpowerFuel\",1,\"SecondPowerupMessage\")\n\t\tGoto Ready\n\tSixthPowerUpMessage:\n\t\tREPT A 20 A_Print(\"Spawning Flight Powerup\")\n\t\tGoto Ready\n\tFifthPowerUpMessage:\n\t\tREPT A 20 A_Print(\"Spawning Vision Powerup\")\n\t\tGoto Ready\n\tFourthPowerUpMessage:\n\t\tREPT A 20 A_Print(\"Spawning Regeneration Powerup\")\n\t\tGoto Ready\n\tThirdPowerUpMessage:\n\t\tREPT A 20 A_Print(\"Spawning Drain Powerup\")\n\t\tGoto Ready\n\tSecondPowerUpMessage:\n\t\tREPT A 20 A_Print(\"Spawning Infinite Ammo Powerup\")\n\t\tGoto Ready\n\tClearInventory:\n\t\tREPT A 20 A_Print(\"Spawning Boost Powerup\")\n\t\tTNT1 A 0 A_TakeInventory(\"StigPowerFuel\",0)\n\t\tGoto Ready\n\tFlash:\n\t\tPREP A 1 Bright A_Light1\n\t\tPREP B 1 Bright A_Light1\n\t\tPREP C 1 Bright A_Light1\n\t\tgoto lightdone\n\t}\n}\n\nActor StiglitzPower : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+floatbob\n\tInventory.PickupMessage \"You got boost power!\"\n\tInventory.PickupSound \"Stiglitz/PickupPower\"\n\tScale 2.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tSTMP ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright\n\t\tSTMP A 1 A_FadeOut(0.1)\n\t\tGoto Spawn\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"StigPower\")\n\t\tfail\n\tStigPower:\n\tTNT1 A 0 A_GiveInventory(\"PowerHighJumpee\")\n \tTNT1 A 0 A_GiveInventory(\"PowerFireSpeedee\")\n\tTNT1 A 0 A_GiveInventory(\"PowerMoveSpeedee\")\n\t\tStop\n\t}\n}\n\nActor StiglitzPower2 : CustomInventory\n{\n\tInventory.MaxAmount 1\n\t+floatbob\n\tInventory.PickupMessage \"Infinite Ammo!\"\n\tInventory.PickupSound \"Stiglitz/ammpowr\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tAMSP AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright\n\t\tAMSP A 1 A_FadeOut(0.1)\n\t\tGoto Spawn\n\tPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"MechConstructor\",1,\"StigNoPower\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RoyalStaff\",1,\"StigNoPower\")\n\t\tGoto ActivateAmmoPowerup\n\t\tActivateAmmoPowerup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"StigPower\")\n\t\tfail\n\tStigPower:\n\tTNT1 A 0 A_GiveInventory(\"AmmoSphere\")\n\tStop\n StigNoPower:\n\tTNT1 A 0\n fail\n\t}\n}\n\nActor StiglitzPower3 : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+floatbob\n\tInventory.PickupMessage \"Their blood is yours!\"\n\tInventory.PickupSound \"Stiglitz/DrainPowr\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBLST AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright\n\t\tBLST A 1 A_FadeOut(0.1)\n\t\tGoto Spawn\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"StigPower\")\n\t\tfail\n\tStigPower:\n\tTNT1 A 0 A_GiveInventory(\"BloodlustSphereDrain\")\n\t\tStop\n\t}\n}\n\nActor StiglitzPower4 : CustomInventory\n{\n\tInventory.Amount 1\n\t+floatbob\n\tInventory.PickupMessage \"Your wounds shall be healed!\"\n\tInventory.PickupSound \"Stiglitz/RegenPowr\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tREGN AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright\n\t\tREGN A 1 A_FadeOut(0.1)\n\t\tGoto Spawn\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"StigPower\")\n\t\tfail\n\tStigPower:\n\tTNT1 A 0 A_GiveInventory(\"RegenSphere\")\n\t\tStop\n\t}\n}\n\nActor StiglitzPower5 : CustomInventory\n{\n\tInventory.Amount 1\n\t+floatbob\n\tInventory.PickupMessage \"This jewel will guide you in eternal darkness.\"\n\tInventory.PickupSound \"Stiglitz/vispowr\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tROWL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"StigPower\")\n\t\tfail\n\tStigPower:\n\tTNT1 A 0 A_GiveInventory(\"RingOfTheOwl\")\n\t\tStop\n\t}\n}\n\nActor StiglitzPower6 : CustomInventory\n{\n\tInventory.Amount 1\n\t+floatbob\n\tInventory.PickupMessage \"The sky is the limit!\"\n\tInventory.PickupSound \"Stiglitz/flypowr\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tFLYT AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright\n\t\tFLYT A 1 A_FadeOut(0.1)\n\t\tGoto Spawn\n\tPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"Duke-Shotgun\",1,\"StigNoPower\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyborgPlasma\",1,\"StigNoPower\")\n\t\tGoto ActivateAmmoPowerup\n\t\tActivateAmmoPowerup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"StigPower\")\n\t\tfail\n\tStigPower:\n\tTNT1 A 0 A_GiveInventory(\"FlightSphere\")\n\tStop\n StigNoPower:\n\tTNT1 A 0\n fail\n\t}\n}\n\nACTOR HDLightningGun : weapon\n{\n\t+INVENTORY.UNDROPPABLE\n\t+Weapon.ammo_optional\n\tWeapon.SelectionOrder 1000\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 6\n\tWeapon.AmmoGive 60\n\tWeapon.Ammotype \"StigPowerElectricAmmo\"\n\tInventory.Pickupmessage \"You got the Blitzgewehr!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup3\"\n\tObituary \"%o was shocked in awe from %k's Blitzgewehr.\"\n\tTag \"Blitzgewehr\"\n\tScale 0.65\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tWPHG A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoolDownItem\", 1, \"CoolDownReady\")\n\t\tWPHG A 0 A_TakeInventory(\"StigPowerElectricFired\",1)\n\t\tWPHG A 0 A_GiveInventory(\"StigPowerElectricAmmo\",1)\n\t\tWPHG A 4 A_WeaponReady\n\t\tTNT1 A 0 A_Playsound(\"weapons/BTG/idle\",6,0.4,1)\n\t\tWPHG B 4 A_WeaponReady\n\t\tWPHG C 4 A_WeaponReady\n\t\tLoop\n\tCoolDownReady:\n\t\tWPHG A 4 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_GiveInventory(\"StigPowerElectricAmmo\",1)\n\t\tWPHG B 4 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_GiveInventory(\"StigPowerElectricAmmo\",1)\n\t\tWPHG C 4 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_GiveInventory(\"StigPowerElectricAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigPowerElectricAmmo\", 30, \"RemoveCoolDownItem\")\n\t\tGoto Ready\n\tRemoveCoolDownItem:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"CoolDownItem\")\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select\",7)\n\t\tWPHG A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigPowerElectricAmmo\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"weapons/BTG/firestart\",6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/BTG/firestart2\",5)\n\t\tWPHG A 1 Offset(1,34)\n\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StigPowerElectricAmmo\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_Playsound(\"weapons/BTG/fire\",7,1,1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/BTG/fire2\",5,1,1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,10,0,0,0)\n\t\tWPHF A 1 BRIGHT Offset(2,35) A_RailAttack(2,5,1,\"None\",\"ADFAFF\",0,9999)\n\t\tTNT1 A 0 A_GiveInventory(\"StigPowerElectricFired\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPHF B 1 BRIGHT Offset(4,37) A_RailAttack(2,5,0,\"None\",\"7AEFFF\",0,9999)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tWPHF C 1 BRIGHT Offset(3,36) A_RailAttack(2,5,1,\"None\",\"7AF6FF\",0,9999)\n\t\tTNT1 A 0 A_GiveInventory(\"StigPowerElectricFired\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPHF D 1 BRIGHT Offset(2,34) A_RailAttack(2,5,0,\"None\",\"ADFAFF\",0,9999)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPHG A 1 Offset(1,34) A_ReFire\n\t\tWPHG A 1 Offset(0,33) A_ReFire\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/BTG/fireloopend2\",5)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CoolDownItem\")\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 A_Light1\n\t\tTNT1 A 2 A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n \tSpawn:\n\t\tWPHP A -1\n\t\tStop\n\t}\n}\n\nactor StigPowerElectricAmmo : Ammo\n{\n Inventory.MaxAmount 30\n}\n\nactor StigPowerElectricFired : Ammo\n{\n Inventory.MaxAmount 30\n}\n\nactor CoolDownItem : Ammo\n{\n Inventory.MaxAmount 1\n}\n\n//ELEZA\n\nACTOR RoyalWand : Weapon\n{\n Obituary \"%o enjoyed %k's fireworks.\"\n Weapon.AmmoType \"RoyalWandAmmo\"\n Weapon.AmmoType2 \"RoyalWandAmmo\"\n Weapon.AmmoUse 1\n Weapon.ammoUse2 5\n Damagetype \"Divine\"\n States\n {\n Spawn:\n JADE C -1 Bright\n Loop\n Ready:\n JADE A 15 A_WeaponReady\n\t JADE A 0 A_GiveInventory(\"RoyalWandAmmo\",1)\n\t JADE A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"ElezaStarStorm\")\n Loop\n Deselect:\n JADE A 1 A_Lower\n Loop\n Select:\n JADE A 1 A_Raise\n Loop\n Fire:\n\t JADE B 0 A_PlayWeaponSound(\"RoyalWand/Fire\")\n JADE B 1 Bright A_FireCustomMissile(\"JadeShot\",0,1,0,-10)\n\t JADE B 1 Offset(0, 35)\n\t JADE B 1 Offset(0, 39)\n JADE B 1 Offset(0, 45)\n JADE A 1 Offset(0, 50)\n JADE A 1 Offset(0, 46)\n JADE A 1 Offset(0, 40)\n JADE A 1 Offset(0, 37)\n JADE A 1 Offset(0, 32)\n\t JADE A 1\n JADE A 0 A_Refire\n Goto Ready\n\tAltfire:\n\t JADE A 0 A_GiveInventory(\"Health\",2)\n\t JADE B 0 A_GiveInventory(\"RoyalCloseQuarterAmmoX\",2)\n\t JADE B 0 A_PlaySound(\"RoyalWand/Altfire\",CHAN_ITEM)\n JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",0,1,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",-2,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",2,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",-4,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",4,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",-6,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",6,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",-8,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",8,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",-10,0,0,-10)\n\t JADE B 0 Bright A_FireCustomMissile(\"JadeShot2\",10,0,0,-10)\n\t JADE B 2 Offset(0, 35)\n\t JADE B 2 Offset(0, 39)\n JADE B 2 Offset(0, 45)\n JADE A 2 Offset(0, 50)\n JADE A 2 Offset(0, 46)\n JADE A 2 Offset(0, 40)\n JADE A 2 Offset(0, 37)\n JADE A 2 Offset(0, 32)\n\t JADE A 1\n JADE A 0 A_Refire\n Goto Ready\n\t \tElezaStarStorm:\n\t\tJADE A 0 A_TakeInventory(\"CyborgDashCheck\",999)\n\t\tJADE A 0 A_JumpIfInventory(\"ElezaStarStormAmmo\",1,\"ElezaStarStormspawn\")\n\t\tGoto Ready\n\t\tElezaStarStormSpawn:\n\t\tJADE A 0 A_TakeInventory(\"ElezaStarStormAmmo\",1)\n\t\tJADE A 0 A_Playsound(\"RoyalWand/StarStorm\")\n\t\tJADE A 0 A_GiveInventory(\"Health\",10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE B 1 Bright A_FireCustomMissile(\"JadeShot3\",random(0,360),0,0,-10)\n\t\tJADE A 0 A_TakeInventory(\"ElezaExpansionAmmo\",1)\n\t\tGoto Ready\n }\n}\n\nACTOR JadeShot3\n{\n Radius 3\n Height 3\n Speed 20\n Damage (6)\n Scale .75\n Alpha .5\n PROJECTILE\n +SEEKERMISSILE\n RENDERSTYLE Normal\n Damagetype \"Divine\"\n States\n {\n Spawn:\n IDEX A 1 Bright A_SeekerMissile(5,8)\n IDEX B 0 A_SpawnItemEx(\"JadeTrail\",0,0,0,0,0,0,0,8)\n loop\n Death:\n\t TNT1 A 1\n\t IDEX B 0 A_Playsound(\"RoyalWand/Hit\",CHAN_ITEM)\n IDEX B 0 A_SpawnItemEx(\"JadeLightSpawner\")\n IDEX B 0 A_SpawnItemEx(\"JadeLightSpawner\")\n IDEX B 0 A_SpawnItemEx(\"JadeLightSpawner\")\n IDEX B 0 A_SpawnItemEx(\"JadeLightSpawner\")\n\t IDEX B 0 A_SpawnItemEx(\"JadeLightSpawner\")\n stop\n }\n}\n\n//W.D.Gaster\n\nActor Gaster : PlayerPawn\n{\n\tMass 600\n\tScale 0.17\n\tHealth 150\n\tGravity 0.0\n\tPlayer.Forwardmove 1.1\n\tPlayer.Sidemove 2.0\n\tPlayer.SoundClass \"Gaster\"\n\tPlayer.DisplayName \"W.D.Gaster\"\n\tPlayer.WeaponSlot 1, GasterVision\n\tPlayer.StartItem \"GasterVision\", 1\n\tPlayer.StartItem \"GasterAmmo\", 1\n\tPlayer.StartItem \"GasterAmmo2\", 50\n\tPlayer.StartItem \"IsGhoul\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.Maxhealth 150\n\tPlayer.ViewHeight 50\n\tbloodcolor \"Black\"\n\tMass 300\n\tDamagefactor \"Gaster\", 0.0\n\tDamagefactor \"IlluNukeKABUUM\", 0.6\n\tDamagefactor \"PistolBullets\", 0.8\n\tDamagefactor \"IlluPewpewRifle\", 0.8\n\tDamagefactor \"AntiAirBolt\", 1.1\n\tDamagefactor \"RevyRifleBullet\", 0.8\n\tDamagefactor \"KarStiglitz\", 0.8\n\tDamagefactor \"railgun\", 1.1\n\tdamagefactor \"CryoXBow\", 1.6\n damagefactor \"Ghosttrap\", 0.3\n\tDamagefactor \"plasma\", 1.1\n\tDamagefactor \"proton\", 1.1\n\tDamagefactor \"ice\", 0.8\n\tDamagefactor \"ice2\", 0.8\n\tDamagefactor \"AltIce2\", 0.8\n\tDamagefactor \"fire2\", 1.2\n\tDamagefactor \"AltFire2\", 0.8\n\tDamageFactor \"Grenade\", 0.7\n\tDamageFactor \"normal\", 0.8\n\tDamagefactor \"minion\", 0.0\n\tDamagefactor \"Sentinel\", 1.4\n\tDamagefactor \"SamDeagle\", 1.0\n\tDamagefactor \"Mechpewpews\", 1.2\n\tDamagefactor \"BlueFire\", 0.0\n\tDamagefactor \"ZombieIce\", 0.0\n Damagefactor \"ZombiePoison\", 0.0\n\tDamagefactor \"ZombieSlaps\", 0.0\n\tDamagefactor \"ThrottlePews\", 0.7\n\tPlayer.ForwardMove 0.8\n\tPlayer.SideMove 0.7\n\tLimitedToTeam 1\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t GAST A 0 A_Settranslucent(1.0)\n\t GAST A 0 SetPlayerProperty(0,1,3)\n\t\tGAST A 0\n\t\tGAST A 20\n\t\tGoto Spawn\n\tSee:\n\t\tGAST A 0\n\t\tGAST A 0 A_Settranslucent(0.5)\n\t\tGAST A 6 A_SpawnItemEx(\"GasterTrailB\",0,0,40)\n\t\tGAST A 0 A_Settranslucent(0.4)\n GAST A 2 A_Recoil(-38)\n\t\tGAST A 0 A_Settranslucent(0.3)\n\t\tGAST A 6 A_SpawnItemEx(\"GasterTrailA\",0,0,40)\n\t\tGAST A 0 A_Settranslucent(0.1)\n\t\tGAST A 0 A_Settranslucent(1.0)\n\t\tGAST A 0 A_GiveInventory(\"GasterAmmo\",1)\n\t\tGAST A 0 A_GiveInventory(\"GasterAmmo2\",1)\n\t\tGAST A 2 A_Stop\n\t\tGoto Spawn\n\tMissile:\n\t\tGAST A 1 A_Stop\n GAST A 2\n\tGoto Spawn\n\tMelee:\n\t\tGAST A 1\n\tGoto Missile\n\tPain:\n\tGAST A 1 A_Pain\n\tGAST A 1 A_Settranslucent(0.3)\n\tGAST A 0 A_SpawnItemEx(\"GasterTrailB\",0,0,40)\n\tGAST A 0 A_SpawnItemEx(\"GasterTrailA\",0,0,40)\n\tGoto Spawn\n\tPain.MirabelPlasma:\n\tGAST A 0 A_GiveToTarget(\"Health\",5)\n\tGoto Pain\n\tPain.KarStiglitz:\n\tGAST A 0 A_GiveToTarget(\"Health\",10)\n\tGAST A 0 A_GiveToTarget(\"StigPowerAmmo\",20)\n\tGoto pain\n\tDeath:\n\tDeathAnim:\n\t\tGAST A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGAST A 0 A_GiveToTarget(\"KilledMohoph\",1)\n\t\tGAST A 0 A_PlayerScream\n\t\tGAST A 28 A_SetTranslucent(0.8,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 0 A_SpawnItemEx(\"AnnoyingGlitch\",random(-50,50),random(0,50))\n\t\tGAST A 0 A_SpawnItemEx(\"AnnoyingGlitch\",random(-50,50),random(0,50))\n\t\tGAST A 0 A_SpawnItemEx(\"AnnoyingGlitch\",random(-50,50),random(0,50))\n\t\tGAST A 0 A_SpawnItemEx(\"AnnoyingGlitch\",random(-50,50),random(0,50))\n\t\tGAST A 6 A_SetTranslucent(0.7,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 6 A_SetTranslucent(0.6,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 6 A_SetTranslucent(0.5,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 6 A_SetTranslucent(0.4,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 6 A_SetTranslucent(0.3,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 6 A_SetTranslucent(0.2,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST A 6 A_SetTranslucent(0.1,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t GAST A 6 A_SetTranslucent(0.1,0)\n\t\tGAST A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\t\tGAST Z -1\n\t\tStop\n\tDeath.DarkFire:\n\tGAST A 0 A_GiveToTarget(\"DarkFireAmmo\",1)\n\tGoto DeathAnim\n\tDeath.MarineShotgun:\n\tGAST A 0 A_GiveToTarget(\"grenadeammo\",1)\n\tGAST A 0 A_GiveToTarget(\"shell\",3)\n\tGAST A 0 A_GiveToTarget(\"clip\",20)\n\tGoto DeathAnim\n\tDeath.Marinemachinegun:\n\tGAST A 0 A_GiveToTarget(\"grenadeammo\",1)\n\tGAST A 0 A_GiveToTarget(\"shell\",3)\n\tGAST A 0 A_GiveToTarget(\"clip\",20)\n\tGoto Deathanim\n\tDeath.Marinepistol:\n\tGAST A 0 A_GiveToTarget(\"grenadeammo\",1)\n\tGAST A 0 A_GiveToTarget(\"shell\",3)\n\tGAST A 0 A_GiveToTarget(\"clip\",20)\n\tGoto Deathanim\n\tDeath.Grenade:\n\t\tGAST A 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.CrapPlasma:\n\t\tGAST A 0 A_GiveToTarget(\"Unlock9\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice2:\n\t\tGAST A 0 A_GiveToTarget(\"KilledIce2\",1)\n\t\tGoto DeathAnim\n\tDeath.Fire2:\n\t\tGAST A 0 A_GiveToTarget(\"KilledFire2\",1)\n\t\tGoto DeathAnim\n\tDeath.Railgun:\n\t\tGAST A 0 A_GiveToTarget(\"KilledLightning\",1)\n\t\tGoto DeathAnim\n\tDeath.GhostTrap:\n\t\tGAST A 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.AltFire2:\n\t\tGAST A 0 A_GiveToTarget(\"KilledAltFire2\",1)\n\t\tGoto Death.Fire2\n\tDeath.AltIce2:\n\t\tGAST A 0 A_GiveToTarget(\"KilledAltIce2\",1)\n\t\tGoto Death.Ice2\n\tDeath.AltGrenade:\n\t\tGAST A 0 A_GiveToTarget(\"KilledAltG\",1)\n\t\tGoto Death.Grenade\n\tDeath.Hammer:\n\t\tGAST A 0 A_GiveToTarget(\"KnightGotya\",1)\n\t\tGoto Death.Grenade\n\tDeath.Fire3:\n\t\tGAST A 0 A_GiveToTarget(\"KilledFire3\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice3:\n\t\tGAST A 0 A_GiveToTarget(\"KilledIce3\",1)\n\t\tGoto DeathAnim\n\tDeath.Grenade2:\n\t\tGAST A 0 A_GiveToTarget(\"KilledG2\",1)\n\t\tGoto DeathAnim\n\tPain.Drainer:\n\t\tGAST A 0 A_GiveToTarget(\"Health\",10)\n\t\tGoto Spawn\n\t}\n}\n\n//EngineerFix\n\nACTOR MechConstructor : Weapon 25073\n{\n Weapon.AmmoType \"MechConstructAmmo\"\n Weapon.AmmoGive 10\n Weapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MechConstructAmmo2\"\n\tWeapon.Ammouse2 1\n\tWeapon.SlotNumber 7\n States\n {\n Spawn:\n POLW A -1\n Loop\n Ready:\n POLF AAAAABBBBCCCCCCBB 1 A_WeaponReady\n Loop\n Deselect:\n POLF A 1 A_Lower\n Loop\n Select:\n POLF A 1 A_Raise\n Loop\n Fire:\n\t POLF A 0 A_JumpIfInventory(\"MechSummonProgress\", 30, \"Ready\")\n\t POLF A 0 A_JumpIfInventory(\"MechSummonProgress\", 29, \"ReachedMechLimit\")\n\t POLF A 0 A_JumpIfInventory(\"MechSummonProgress\", 29, \"SummonTheMech\")\n POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t POLF A 0 A_GunFlash\n\t POLF A 1 A_GiveInventory(\"MechSummonProgress\",1)\n POLF A 0 A_FireCustomMissile(\"MechsummonShot\",0,1,0,4)\n\t POLF A 70\n\t Goto Ready\n\t ReachedMechLimit:\n\t POLF A 1 A_Print(\"Can't construct more than 1 Guardian!\")\n\t SummonTheMech:\n\t POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t POLF A 0 A_GunFlash\n POLF A 0 A_FireCustomMissile(\"MechsummonShot2\",0,1,0,4)\n\t POLF A 40\n\tGoto Ready\n\t AltFire:\n\t POLF A 0 A_JumpIfInventory(\"MechSummonProgress2\", 9, \"ReachedMechLimit2\")\n\t POLF A 0 A_JumpIfInventory(\"MechSummonProgress2\", 9, \"SummonTheMech2\")\n POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t POLF A 0 A_GunFlash\n\t POLF A 1 A_GiveInventory(\"MechSummonProgress2\",1)\n POLF A 0 A_FireCustomMissile(\"MechsummonShot\",0,1,0,4)\n\t POLF A 50\n\t Goto Ready\n\t ReachedMechLimit2:\n\t POLF A 1 A_Print(\"Can't construct more than 1 Defender!\")\n\t SummonTheMech2:\n\t POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t POLF A 0 A_GunFlash\n POLF A 0 A_FireCustomMissile(\"MechsummonShotX\",0,1,0,4)\n\t POLF A 40\n\tGoto Ready\n Flash:\n TNT1 BCDBCD 3 A_Light(Random(0,2))\n Stop\n }\n}\n\n//Blazkowicz\n\nActor Blazkowicz : PlayerPawn\n{\n\tMass 400\n\tPlayer.Maxhealth 100\n\tPlayer.SoundClass \"Blazkowicz\"\n\tPlayer.DisplayName \"Blazkowicz\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.StartItem \"Nazi-SubMachineGun\", 1\n\tPlayer.StartItem \"Nazi-Knife\", 1\n\tPlayer.StartItem \"Nazi-Chaingun\", 1\n\tPlayer.StartItem \"BlazkoMGUNAmmo\", 25\n\tPlayer.StartItem \"Clip3\", 300\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"BLAZKOST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.8\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tscale 1.0\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tBLAZ A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tBLAZ AB 5\n\t\tBLAZ B 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tBLAZ CD 5\n\t\tBLAZ D 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tMissile:\n\t\tBLAZ G 0 A_JumpIfInventory(\"Shell\",1,\"Knife\")\n\t\tBLAZ F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tBLAZ F 0 A_JumpIfInventory(\"Shell\",1,\"Knife\")\n\t\tBLAZ F 6 bright\n\t\tGoto Missile\n\tKnife:\n\t\tBLAZ F 1\n\t\tBLAZ F 11 A_TakeInventory(\"Shell\",999)\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tBLAZ G 4\n\t\tBLAZ G 4 A_Pain\n\t\tGoto Spawn\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.Creepstun:\n BLAZ G 0 A_Pain\n\tBLAZ G 0 A_GiveToTarget(\"health\",5)\n\tBLAZ G 40 Setplayerproperty(0,1,0)\n\tBLAZ G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n BLAZ G 0 A_Pain\n\tBLAZ G 20 Setplayerproperty(0,1,0)\n\tBLAZ G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tBLAZ A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tBLAZ A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tBLAZ A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tBLAZ A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tBLAZ A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledBlazkowicz\",1)\n\t\tBLAZ H 5\n\t\tBLAZ I 5 A_PlayerScream\n\t\tBLAZ J 5 A_NoBlocking\n\t\tBLAZ KL 5\n\t\tBLAZ L -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tBLAZ I 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ I 0 A_GiveToTarget(\"KilledBlazkowicz\",1)\n\t\tBLAZ I 0 A_GiveToTarget(\"Crunched\",1)\n\t\tBLAZ I 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BlazkowiczBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",25)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,2)\n\t\tBLAZ A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tBLAZ A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",10)\n\t\tBLAZ A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tBLAZ HHHH 1 A_FadeOut(0.05)\n\t\tBLAZ A 0 A_PlayerScream\n\t\tBLAZ IIIJJJKKKLLL 1 A_FadeOut(0.05)\n\t\tBLAZ A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,4)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tBLAZ A 0 A_GiveToTarget(\"TransBlazkowicz\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tBLAZ A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"Clip\",1)\n\t\tBLAZ I 0 SetPlayerProperty(0,1,4)\n\t\tBLAZ I 0 A_Stop\n\t\tBLAZ HHHHHHHHHH 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tBLAZ HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ I 0 A_PlayerScream\n\t\tBLAZ JJJJJ 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ J 0 A_NoBlocking\n\t\tBLAZ KKKKKKLLLLLLL 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ LLLLLL 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ O -1\n\t\tStop\n\tDeath.I4:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tBLAZ A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",10)\n\t\tBLAZ A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t\t}\n}\n\n//Gauna\n\nActor Gauna : PlayerPawn\n{\n\tMass 600\n\tScale 0.8\n\tHealth 200\n\tGravity 0.0\n\tPlayer.SoundClass \"Gauna\"\n\tPlayer.DisplayName \"Gauna\"\n\tPlayer.StartItem \"GaunaWeapon\", 1\n\tPlayer.StartItem \"IsGhoul\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.Maxhealth 150\n\tPlayer.ViewHeight 50\n\tbloodcolor \"DarkRed\"\n\tMass 700\n\tDamagefactor \"IlluNukeKABUUM\", 0.6\n\tDamagefactor \"PistolBullets\", 0.8\n\tDamagefactor \"IlluPewpewRifle\", 0.8\n\tDamagefactor \"AntiAirBolt\", 1.5\n\tDamagefactor \"RevyRifleBullet\", 0.9\n\tDamagefactor \"KarStiglitz\", 1.2\n\tDamagefactor \"railgun\", 0.9\n\tdamagefactor \"CryoXBow\", 0.9\n damagefactor \"Ghosttrap\", 0.3\n\tDamagefactor \"plasma\", 0.9\n\tDamagefactor \"ice\", 0.8\n\tDamagefactor \"ice2\", 0.8\n\tDamagefactor \"AltIce2\", 0.8\n\tDamagefactor \"fire2\", 0.8\n\tDamagefactor \"AltFire2\", 0.8\n\tDamageFactor \"Grenade\", 0.7\n\tDamageFactor \"normal\", 0.7\n\tDamagefactor \"minion\", 0.0\n\tDamagefactor \"Sentinel\", 0.9\n\tDamagefactor \"SamDeagle\", 1.1\n\tDamagefactor \"Mechpewpews\", 1.2\n\tDamagefactor \"BlueFire\", 0.0\n\tDamagefactor \"ZombieIce\", 0.0\n Damagefactor \"ZombiePoison\", 0.0\n\tDamagefactor \"ZombieSlaps\", 0.0\n\tDamagefactor \"ThrottlePews\", 0.7\n\tPlayer.ForwardMove 0.7\n\tPlayer.SideMove 0.6\n\tLimitedToTeam 1\n\t+NOSKIN\n\t+NOICEDEATH\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t WRTH A 0\n\t WRTH A 0 SetPlayerProperty(0,1,3)\n\t\tWRTH A 20\n\t\tGoto Spawn\n\tSee:\n WRTH A 10\n\t\tWRTH B 10\n\t\tGoto See\n\tMissile:\n WRTH CD 6\n\tGoto Spawn\n\tMelee:\n\t\tWRTH D 1\n\tGoto Missile\n\tPain:\n\tWRTH E 2 A_Pain\n\tWRTH E 2\n WRTH E 0 A_SetPitch(pitch - 1.6)\n\tWRTH E 0 A_SetAngle(angle + (random(-30,30)/10))\n\tGoto See\n\tPain.MirabelPlasma:\n\tWRTH E 0 A_GiveToTarget(\"Health\",3)\n\tGoto Pain\n\tPain.KarStiglitz:\n\tWRTH E 0 A_GiveToTarget(\"Health\",10)\n\tWRTH E 0 A_GiveToTarget(\"StigPowerAmmo\",20)\n\tGoto pain\n\tDeath:\n\tDeathAnim:\n\tWRTH F 0 A_GiveToTarget(\"KilledMe\",1)\n\tWRTH F 0 A_GiveToTarget(\"KilledMohoph\",1)\n\tWRTH F 0 A_Gravity\n\tWRTH F 0\n WRTH F 5 A_PlayerScream\n\tWRTH F 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWRTH F 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n WRTH GH 5\n\tWRTH H 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWRTH H 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWICK P 0 A_SpawnItemEX(\"GaunaTorso\",0,0,48,0,0,0,0,16)\n WRTH I 5 A_NoBlocking\n\tWRTH A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWRTH A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n WRTH JKLMN 5\n WRTH X -1 A_SetFloorClip\n\t\tStop\n\tDeath.DarkFire:\n\tWRTH E 0 A_GiveToTarget(\"DarkFireAmmo\",1)\n\tGoto DeathAnim\n\tDeath.MarineShotgun:\n\tWRTH E 0 A_GiveToTarget(\"grenadeammo\",1)\n\tWRTH E 0 A_GiveToTarget(\"shell\",3)\n\tWRTH E 0 A_GiveToTarget(\"clip\",20)\n\tGoto DeathAnim\n\tDeath.Marinemachinegun:\n\tWRTH E 0 A_GiveToTarget(\"grenadeammo\",1)\n\tWRTH E 0 A_GiveToTarget(\"shell\",3)\n\tWRTH E 0 A_GiveToTarget(\"clip\",20)\n\tGoto Deathanim\n\tDeath.Marinepistol:\n\tWRTH E 0 A_GiveToTarget(\"grenadeammo\",1)\n\tWRTH E 0 A_GiveToTarget(\"shell\",3)\n\tWRTH E 0 A_GiveToTarget(\"clip\",20)\n\tGoto Deathanim\n\tDeath.Grenade:\n\t\tWRTH E 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.CrapPlasma:\n\t\tWRTH E 0 A_GiveToTarget(\"Unlock9\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice2:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledIce2\",1)\n\t\tGoto DeathAnim\n\tDeath.Fire2:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledFire2\",1)\n\t\tGoto DeathAnim\n\tDeath.Railgun:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledLightning\",1)\n\t\tGoto DeathAnim\n\tDeath.GhostTrap:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.AltFire2:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledAltFire2\",1)\n\t\tGoto Death.Fire2\n\tDeath.AltIce2:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledAltIce2\",1)\n\t\tGoto Death.Ice2\n\tDeath.AltGrenade:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledAltG\",1)\n\t\tGoto Death.Grenade\n\tDeath.Hammer:\n\t\tWRTH A 0 A_GiveToTarget(\"KnightGotya\",1)\n\t\tGoto Death.Grenade\n\tDeath.Fire3:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledFire3\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice3:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledIce3\",1)\n\t\tGoto DeathAnim\n\tDeath.Grenade2:\n\t\tWRTH A 0 A_GiveToTarget(\"KilledG2\",1)\n\t\tGoto DeathAnim\n\tPain.Drainer:\n\t\tWRTH A 0 A_GiveToTarget(\"Health\",10)\n\t\tGoto Spawn\n\t}\n}\n\nActor GaunaTorso\n{\n Mass 1000000\n Radius 1\n Height 1\n +IsMonster\n +Corpse\n\n States\n {\n Spawn:\n TNT1 A 0 // Without this, the sound below will never be played\n WRTH O 5 A_PlaySound(\"monster/tenpn1\")\n WRTH O 5\n Wait\n Crash:\n WRTH P 1 A_SetFloorClip\n WRTH P 4 A_PlaySound(\"monster/tenpn2\")\n WRTH P 5\n WRTH P -1\n Stop\n }\n}\n\nactor GaunaPowerFuel : Inventory\n{\n Inventory.MaxAmount 6\n}\n\nactor GaunaPowerAmmo : Ammo\n{\n Inventory.MaxAmount 100\n}\n\nACTOR GaunaWeapon : Weapon\n{\n\tWeapon.Ammotype \"GaunaPowerAmmo\"\n\tObituary \"%o didn't foresee %k's element of surprise!\"\n\tStates\n\t{\n\tSpawn:\n\t\tEYES A -1\n\t\tStop\n\tReady:\n\t\tEYES A 1 A_WeaponReady\n\t\tEYES A 0 A_Playsound(\"QUIET\",Chan_Weapon)\n\t\tLoop\n\tDeselect:\n\t\tEYES A 1 A_Lower\n\t\tEYES A 0 A_Playsound(\"QUIET\",Chan_Weapon)\n\t\tLoop\n\tSelect:\n\t\tEYES A 1 A_Raise\n\t\tEYES A 0 A_Playsound(\"QUIET\",Chan_Weapon)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerAmmo\", 100, \"whichPowerup\")\n\t\tEYES A 0 A_Playsound(\"Weapons/SoulScepter/Loop\",Chan_Weapon,1,1)\n\t\tEYES A 3 A_GiveInventory(\"GaunaPowerAmmo\", 1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\twhichPowerup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"GaunaPowerAmmo\",0)\n\t\tTNT1 A 0 A_PlaySound(\"Gauna/FireWeapon\", CHAN_AUTO)\n\t\tTNT1 A 0 A_Playsound(\"Gauna/Incantation\", CHAN_VOICE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",0,\"SeventhPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",5,\"SixthPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",4,\"FifthPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",3,\"FourthPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",2,\"ThirdPowerupFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",1,\"SecondPowerupFire\")\n\t\tGoto FirstPowerupFire\n\tFirstPowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"DarkGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tSecondPowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"WindGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tThirdPowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"FireGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tFourthPowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"WaterGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tFifthpowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"EarthGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tSixthPowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"PoisonGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tSeventhPowerupFire:\n\t\tEYES A 0 A_GunFlash\n\t\tEYES A 1 A_SetPitch (pitch-0.50)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-40, 115) A_Recoil(3)\n\t\tEYES A 1 offset (-50, 135) A_FireCustomMissile(\"IceGemSet\")\n\t\tEYES A 1 offset (-40, 115) A_SetPitch (pitch+0.50)\n\t\tEYES A 1 offset (-30, 95)\n\t\tEYES A 1 offset (-20, 75)\n\t\tEYES A 1 offset (-10, 55)\n\t\tEYES A 3\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Gauna/ChangePower\",CHAN_Body)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\", 0, \"clearInventory\")\n\t\tTNT1 A 0 A_GiveInventory(\"GaunaPowerFuel\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",0,\"SeventhPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",5,\"SixthPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",4,\"FifthPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",3,\"FourthPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",2,\"ThirdPowerupMessage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GaunaPowerFuel\",1,\"SecondPowerupMessage\")\n\t\tGoto Ready\n\tSeventhPowerUpMessage:\n\t\tEYES A 20 A_Print(\"Spawning Ice Spell\")\n\t\tGoto Ready\n\tSixthPowerUpMessage:\n\t\tEYES A 20 A_Print(\"Spawning Poison Spell\")\n\t\tGoto Ready\n\tFifthPowerUpMessage:\n\t\tEYES A 20 A_Print(\"Spawning Earth Spell\")\n\t\tGoto Ready\n\tFourthPowerUpMessage:\n\t\tEYES A 20 A_Print(\"Spawning Water Spell\")\n\t\tGoto Ready\n\tThirdPowerUpMessage:\n\t\tEYES A 20 A_Print(\"Spawning Fire Spell\")\n\t\tGoto Ready\n\tSecondPowerUpMessage:\n\t\tEYES A 20 A_Print(\"Spawning Air Spell\")\n\t\tGoto Ready\n\tClearInventory:\n\t\tEYES A 20 A_Print(\"Spawning Dark Spell\")\n\t\tTNT1 A 0 A_TakeInventory(\"GaunaPowerFuel\",0)\n\t\tGoto Ready\n\tFlash:\n\t\tEYES A 1 Bright A_Light1\n\t\tEYES A 1 Bright A_Light1\n\t\tEYES A 1 Bright A_Light1\n\t\tgoto lightdone\n\t}\n}\n\n//========================================================\n//FIRE\n\nACTOR FireGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Fire Gem\"\n Inventory.Icon IFGMA0\n Tag \"Fire Gem - Causes flames to erupt from the ground in a wide area.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n FGEM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"FireGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR FireGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n FGEM A 1 Bright\n\t Loop\n Death:\n FGEM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"FireGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR FireGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n FGEM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"FireGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR FireGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.6\n PROJECTILE\n\tReactiontime 60\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n \t TNT1 A 0 A_AlertMonsters\n FGEM A 1\n\t TNT1 A 0 A_CustomMissile(\"GemFlameSpawnerNear\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemFlameSpawnerFar\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemFlameSpawnerFurthest\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t FGEM A 5\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardRed\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR GemFlameSpawnerNear\n{\n Speed 4\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n Scale 0.3\n PROJECTILE\n +BRIGHT\n +THRUACTORS\n +MOVEWITHSECTOR\n +FLOORHUGGER\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 A 1\n\t TNT1 A 0 A_Jump(30,\"SpawnFlame\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(50,\"SpawnFlame\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(80,\"SpawnFlame\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(120,\"SpawnFlame\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(160,\"SpawnFlame\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(190,\"SpawnFlame\")\n\t Stop\n SpawnFlame:\n TNT1 A 0 A_SpawnItem(\"FireGemFlame\",0,0,0)\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemFlameSpawnerFar\n{\n Speed 7\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n Scale 0.3\n ReactionTime 4\n PROJECTILE\n +BRIGHT\n +THRUACTORS\n +MOVEWITHSECTOR\n +FLOORHUGGER\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 AAAAA 1\n\t TNT1 A 0 A_Jump(120,\"SpawnFlame\")\n\t TNT1 A 0 A_Countdown\n\t Loop\n SpawnFlame:\n TNT1 A 0 A_SpawnItem(\"FireGemFlame\",0,0,0)\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemFlameSpawnerFurthest\n{\n Speed 10\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n Scale 0.3\n ReactionTime 4\n PROJECTILE\n +BRIGHT\n +THRUACTORS\n +MOVEWITHSECTOR\n +FLOORHUGGER\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 AAAAAAA 1\n\t TNT1 A 0 A_Jump(120,\"SpawnFlame\")\n\t TNT1 A 0 A_Countdown\n\t Loop\n SpawnFlame:\n TNT1 A 0 A_SpawnItem(\"FireGemFlame\",0,0,0)\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nActor FireGemFlame\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 0\n\tScale 0.7\n\tRenderStyle Add\n\tAlpha 0.6\n\tPROJECTILE\n\t+THRUACTORS\n\t+RANDOMIZE\n\t+DONTBLAST\n\t+BRIGHT\n\tDeathSound \"FlameErupt\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(255,\"Normal\",\"Small\")\n\t\tLoop\n\tNormal:\n\t\tTNT1 A 0 A_PlaySound(\"FlameErupt\",5,2,0)\n\t\tFFIR A 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR B 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR C 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR D 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR E 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR F 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR G 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\t\tFFIR H 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,25,0)\n\tSmall:\n\t\tTNT1 A 0 A_PlaySound(\"FlameErupt\",5,2,0)\n\t\tFFIR A 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR B 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR C 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR D 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR E 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR F 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR G 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tFFIR H 1\n\t\tTNT1 A 0 A_SpawnItem(\"FlameGemFDMG\",0,20,0)\n\t\tStop\n\tDeath:\n\t TNT1 A 0\n\t\tStop\n\t}\n}\n\nActor FlameGemFDMG //Invisible, but responsible for damage dealt by the FireGemFlame actor.\n{\n Radius 12\n\tHeight 15\n\tDamage (3)\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTBLAST\n\tDamageType \"Minion\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 1\n\t\tStop\n\t}\n}\n\n//==================================================================\n//EARTH\n\nACTOR EarthGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Earth Gem\"\n Inventory.Icon IEGMA0\n Tag \"Earth Gem - Launches boulders at foes.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n\t EGEM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"EarthGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR EarthGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n EGEM A 1 Bright\n\t Loop\n Death:\n EGEM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"EarthGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR EarthGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n EGEM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"EarthGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR EarthGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.6\n PROJECTILE\n\tReactiontime 16\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n \t TNT1 A 0 A_AlertMonsters\n EGEM A 1\n\t TNT1 A 0 A_PlaySound(\"EGEMQK\",5,3,1)\n\t TNT1 AA 0 A_SpawnItemEx(\"GemBoulder\",0,0,0,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n\t TNT1 A 0 A_SpawnItemEx(\"GemBoulder\",0,0,0,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n\t EGEM A 20\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardBrown\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR GemQuakeFX //Aesthetic. Deals no damage.\n{\n Speed 8\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.05\n Scale 0.3\n PROJECTILE\n +BRIGHT\n +CLIENTSIDEONLY\n +THRUACTORS\n +MOVEWITHSECTOR\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n QKFX AAAAAAAA 1\n TNT1 A 0 A_SetTranslucent(0.05)\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemBoulder\n{\n Damage (2*random(2,3))\n Speed 5\n Radius 10\n Height 6\n Gravity 0.7\n Scale 0.6\n PROJECTILE\n -NOGRAVITY\n +DROPOFF\n +CANBOUNCEWATER\n +DONTBLAST\n Damagetype \"Jitter\"\n BounceSound \"STNBRK2\"\n DeathSound \"BoulderBreak\"\n BounceType Hexen\n BounceCount 4\n BounceFactor 1.2\n ReactionTime 14\n States\n {\n Spawn:\n EBLD ABCD 2\n\t TNT1 A 0 A_CountDown\n Loop\n Bounce:\n TNT1 A 0\n \t TNT1 A 0 ThrustThing(random(0,360), 5, 0, 0)\n\t EBLD ABCD 2\n\t Goto Spawn\n Death:\n\t TNT1 AA 0 A_SpawnItemEx(\"EGemRock\",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)\n\t TNT1 AAAA 0 A_SpawnItemEx(\"EGemRockSmall\",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)\n Stop\n }\n}\n\nACTOR EGemRock\n{\n Damage 3\n Speed 12\n Radius 6\n Height 3\n Scale 0.5\n Gravity 0.6\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +DONTBLAST\n DeathSound \"STNBRK\"\n States\n {\n Spawn:\n ESTN A 1\n\t Loop\n Death:\n ESTN B 3\n TNT1 AAA 0 A_SpawnItemEx(\"EGemRockSmall\",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)\n Stop\n }\n}\n\nACTOR EGemRockSmall\n{\n Speed 8\n Radius 2\n Height 2\n Scale 0.2\n Gravity 0.6\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +DONTBLAST\n States\n {\n Spawn:\n ESTN C 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\n//==========================================================\n//WIND\n\nACTOR WindGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Wind Gem\"\n Inventory.Icon IWIGA0\n Tag \"Wind Gem - Pulls in enemies with a barrage of tornadoes.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n WIGM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"WindGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR WindGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n WIGM A 1 Bright\n\t Loop\n Death:\n WIGM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"WindGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR WindGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n WIGM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"WindGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR WindGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.6\n PROJECTILE\n\tReactiontime 100\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"GemTornadoTinyLauncherA\",0,0,-5)\n \t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItemEx(\"GemTornado\",0,0,-21)\n\t TNT1 A 0 A_PlaySound(\"TRNWND\",5,1.6,1)\n TNT1 A 0 A_RadiusThrust(-450,280,2)\n\t WIGM A 4\n\t TNT1 A 0 A_CountDown\n Goto Spawn+2\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardGreen\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR GemTornado\n{\n Radius 3\n Height 5\n Speed 0\n\tRenderStyle Add\n\tAlpha 0.3\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n -SHOOTABLE\n\t+DONTBLAST\n States\n {\n Spawn:\n WTOR ABCD 1\n\t TNT1 A 0 A_Jump(55,\"SmallTornadoShot\")\n Stop\n SmallTornadoShot:\n TNT1 A 0 A_CustomMissile(\"GemTornadoSeeker\", 45, 0, random(0,360), CMF_AIMDIRECTION)\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemTornadoSeeker\n{\n Speed 10\n\tDamage (3)\n Radius 10\n Height 5\n\tRenderStyle Add\n\tAlpha 0.25\n\tScale 0.8\n\tDamagetype \"Minion\"\n PROJECTILE\n\t+BRIGHT\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tReactionTime 50\n States\n {\n Spawn:\n SWTR ABABAB 1\n SWTR AB 1 A_SeekerMissile(8,20,SMF_LOOK,256|SMF_PRECISE)\n\t TNT1 A 0 A_PlaySound(\"TRNWND\",5,0.6,1)\n TNT1 A 0 A_RadiusThrust(-120,60,2)\n\t TNT1 A 0 A_CountDown\n Goto Spawn+6\n Death:\n SWTR A 2 A_SetTranslucent(0.20)\n\t SWTR B 2 A_SetTranslucent(0.15)\n SWTR A 2 A_SetTranslucent(0.10)\n\t SWTR B 2 A_SetTranslucent(0.05)\n Stop\n }\n}\n\nACTOR GemTornadoTinyLauncherA\n{\n Radius 5\n Height 5\n PROJECTILE\n\t+DONTBLAST\n\tReactionTime 16\n States\n {\n Spawn:\n TNT1 A 30\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,0, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,45, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,90, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,135, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,180, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,225, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,270, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"GemTornadoTinyLauncherB\",-5,0,315, CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemTornadoTinyLauncherB\n{\n Speed 4\n\tDamage 0\n Radius 5\n Height 5\n PROJECTILE\n\t+THRUACTORS\n\t+DONTBLAST\n States\n {\n Spawn:\n TNT1 AAA 2\n\t TNT1 A 0 A_Jump(255,\"SLife\",\"MLife\",\"LLife\")\n Loop\n SLife:\n TNT1 A 0 A_SpawnItem(\"GemTornadoTinyShort\",0,0,0)\n Stop\n MLife:\n TNT1 A 0 A_SpawnItem(\"GemTornadoTinyMid\",0,0,0)\n\t Stop\n LLife:\n TNT1 A 0 A_SpawnItem(\"GemTornadoTiny\",0,0,0)\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemTornadoTiny\n{\n Speed 5\n\tDamage 0\n Radius 5\n Height 5\n\tRenderStyle Add\n\tAlpha 0.25\n\tScale 1\n PROJECTILE\n\t+BRIGHT\n\t+THRUACTORS\n\t+DONTBLAST\n\tReactionTime 24\n States\n {\n Spawn:\n TTRN ABCABCABCABCABCABCABCABCABC 1 ThrustThingZ(0,14,0,0)\n\t TNT1 A 0 ThrustThing(random(0,360),3,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"TinyTornadoDMG\",0,0,0)\n TTRN ABC 1 ThrustThingZ(0,1,0,0)\n\t TNT1 A 0 A_CountDown\n Goto Spawn+27\n Death:\n TTRN A 2 A_SetTranslucent(0.20)\n\t TTRN B 2 A_SetTranslucent(0.15)\n TTRN C 2 A_SetTranslucent(0.10)\n\t TTRN A 2 A_SetTranslucent(0.05)\n Stop\n }\n}\n\nACTOR GemTornadoTinyMid : GemTornadoTiny\n{\n States\n {\n Spawn:\n TTRN ABCABCABCABCABCABC 1 ThrustThingZ(0,14,0,0)\n\t TNT1 A 0 ThrustThing(random(0,360),3,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"TinyTornadoDMG\",0,0,0)\n TTRN ABC 1 ThrustThingZ(0,1,0,0)\n\t TNT1 A 0 A_CountDown\n Goto Spawn+18\n Death:\n TTRN A 2 A_SetTranslucent(0.20)\n\t TTRN B 2 A_SetTranslucent(0.15)\n TTRN C 2 A_SetTranslucent(0.10)\n\t TTRN A 2 A_SetTranslucent(0.05)\n Stop\n }\n}\n\nACTOR GemTornadoTinyShort : GemTornadoTiny\n{\n States\n {\n Spawn:\n TTRN ABCABCABC 1 ThrustThingZ(0,14,0,0)\n\t TNT1 A 0 ThrustThing(random(0,360),3,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"TinyTornadoDMG\",0,0,0)\n TTRN ABC 1 ThrustThingZ(0,1,0,0)\n\t TNT1 A 0 A_CountDown\n Goto Spawn+9\n Death:\n TTRN A 2 A_SetTranslucent(0.20)\n\t TTRN B 2 A_SetTranslucent(0.15)\n TTRN C 2 A_SetTranslucent(0.10)\n\t TTRN A 2 A_SetTranslucent(0.05)\n Stop\n }\n}\n\nACTOR TinyTornadoDMG\n{\n Speed 2\n Radius 15\n Height 8\n Damage (3)\n Damagetype \"Minion\"\n PROJECTILE\n +BLOODLESSIMPACT\n +DONTSPLASH\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\n//=========================================================\n//WATER\n\nACTOR WaterGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Water Gem\"\n Inventory.Icon IWAGA0\n Tag \"Water Gem - Summons droplets of water to damage enemies and heal allies.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n WAGM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"WaterGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR WaterGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n WAGM A 1 Bright\n\t Loop\n Death:\n WAGM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"WaterGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR WaterGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n WAGM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"WaterGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR WaterGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.6\n PROJECTILE\n\tReactiontime 40\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n \t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_CustomMissile(\"WaterDropSpawnerNear\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"WaterDropSpawnerFar\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"RainFXSpawnerA\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"RainFXSpawnerB\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CustomMissile(\"RainFXSpawnerC\", 0, 0, random(0,360), CMF_AIMDIRECTION)\n\t WAGM A 12\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardBlue\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR WaterDropSpawnerNear\n{\n Speed 2\n Radius 8\n Height 5\n PROJECTILE\n +BRIGHT\n +MOVEWITHSECTOR\n +THRUACTORS\n +CEILINGHUGGER\n +DONTBLAST\n ReactionTime 2\n States\n {\n Spawn:\n TNT1 A 5\n\t TNT1 A 0 A_Jump(20,2)\n\t TNT1 A 0 A_SpawnItemEx(\"GemWater\",0,0,0)\n\t TNT1 A 0 A_Countdown\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR WaterDropSpawnerFar\n{\n Speed 6\n Radius 8\n Height 5\n PROJECTILE\n +BRIGHT\n +MOVEWITHSECTOR\n +THRUACTORS\n +CEILINGHUGGER\n +DONTBLAST\n ReactionTime 2\n States\n {\n Spawn:\n TNT1 A 5\n\t TNT1 A 0 A_Jump(20,2)\n\t TNT1 A 0 A_SpawnItemEx(\"GemWater\",0,0,0)\n\t TNT1 A 0 A_Countdown\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR RainFXSpawnerA\n{\n Speed 4\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n Scale 0.3\n PROJECTILE\n +BRIGHT\n +THRUACTORS\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +CEILINGHUGGER\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 A 1\n\t TNT1 A 0 A_Jump(30,\"SpawnRain\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(50,\"SpawnRain\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(80,\"SpawnRain\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(120,\"SpawnRain\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(160,\"SpawnRain\")\n\t TNT1 A 1\n\t TNT1 A 0 A_Jump(190,\"SpawnRain\")\n\t Stop\n SpawnRain:\n TNT1 A 0 A_SpawnItem(\"RainFX\",0,0,0)\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR RainFXSpawnerB\n{\n Speed 4\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n Scale 0.3\n ReactionTime 4\n PROJECTILE\n +BRIGHT\n +CLIENTSIDEONLY\n +THRUACTORS\n +MOVEWITHSECTOR\n +CEILINGHUGGER\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 AAAAA 1\n\t TNT1 A 0 A_Jump(120,\"SpawnRain\")\n\t TNT1 A 0 A_Countdown\n\t Loop\n SpawnRain:\n TNT1 A 0 A_SpawnItem(\"RainFX\",0,0,0)\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR RainFXSpawnerC\n{\n Speed 8\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n Scale 0.3\n ReactionTime 4\n PROJECTILE\n +BRIGHT\n +CLIENTSIDEONLY\n +THRUACTORS\n +MOVEWITHSECTOR\n +CEILINGHUGGER\n +DONTBLAST\n States\n {\n Spawn:\n TNT1 AAAAAAA 1\n\t TNT1 A 0 A_Jump(120,\"SpawnRain\")\n\t TNT1 A 0 A_Countdown\n\t Loop\n SpawnRain:\n TNT1 A 0 A_SpawnItem(\"RainFX\",0,0,0)\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR RainFX\n{\n Speed 18\n Radius 3\n Height 3\n Scale 0.5\n RenderStyle Add\n Alpha 0.3\n Gravity 0.6\n PROJECTILE\n +BRIGHT\n +CLIENTSIDEONLY\n +THRUACTORS\n -NOGRAVITY\n +DONTBLAST\n States\n {\n Spawn:\n WDRP B 1\n\t Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"WATDRP\",5,1.5,0)\n Stop\n }\n}\n\nACTOR GemWater\n{\n Speed 14\n Damage (2*random(2,3))\n Radius 8\n Height 5\n Gravity 0.6\n RenderStyle Add\n Alpha 0.3\n Scale 0.6\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +DONTBLAST\n States\n {\n Spawn:\n WDRP A 1\n\t Loop\n Death:\n TNT1 A 3 A_SpawnItemEx(\"JusticarAOEHealTrigger3\")\n\t TNT1 A 0 A_PlaySound(\"WATDRP\",5,1.5,0)\n\t TNT1 A 0 A_Explode(1,12,0)\n Stop\n }\n}\n\nActor JusticarAOEHealTrigger3 : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Pickupmessage \"Otherworldly spirits surround you!\"\n\tInventory.PickupSound \"Justicar/healup\"\n\tScale 0.035\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_FadeOut(0.1)\n\t\tGoto Spawn\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsHuman\",1,\"Darkness\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"sjashands\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"creeperweapon\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Jitterskullweapon\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"frostteeth\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"choketeeth\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"eyesoreteeth\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ravagerweapon\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"jugulumteeth\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"harvesterteeth\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"samaravisions\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"mistyhands\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"clownyface\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"emtalicweapon\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"righthand\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"undeathface\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImposterHands\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"bloodscepter\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Uboahands\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Emberwand\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"gravestalkermalezombie\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"soulscepter\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"puppeteerhands\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"shallowteeth\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"gravestalkermalezombie\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BlazeSpawnWeapon\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmorbisWeapon\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Gastervision\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"z-Z.Morph.Z-z\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GhoulChainsawX\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"JusticarCurse\",1,\"GhoulAOEHeal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SamaraVisionsX\",1,\"GhoulAOEHeal\")\n\t\tfail\n\tGhoulAOEHeal:\n\t\tTNT1 A 0 A_GiveInventory(\"Health\",1)\n\t\tStop\n\tDarkness:\n\t\tTNT1 A 0 ACS_ExecuteAlways(134)\n\t\tTNT1 A 0 A_Playsound(\"Justicar/AOEHeal\")\n\t\tStop\n\t}\n}\n\nACTOR GemWaterWave //Aesthetic. Deals no damage.\n{\n Speed 8\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.2\n Scale 0.2\n PROJECTILE\n +BRIGHT\n +THRUACTORS\n +MOVEWITHSECTOR\n +DONTBLAST\n States\n {\n Spawn:\n WTFX AAA 1\n TNT1 A 0 A_SetTranslucent(0.1)\n Death:\n TNT1 A 0\n Stop\n }\n}\n\n//=======================================================\n//POISON\n\nACTOR PoisonGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Poison Gem\"\n Inventory.Icon IPGMA0\n Tag \"Poison Gem - Poisonous pools sprout forth from the gem to act as traps.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n POGM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"PoisonGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR PoisonGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n POGM A 1 Bright\n\t Loop\n Death:\n POGM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"PoisonGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR PoisonGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n POGM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"PoisonGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR PoisonGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.6\n PROJECTILE\n\tReactiontime 3\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_AlertMonsters\n POGM A 4\n\t TNT1 A 0 A_PlaySound(\"POSPUFF\")\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 AA 0 A_CustomMissile(\"GemPoisonCloud\", random(0,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 A 0 A_PlaySound(\"POSPUFF\")\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 AA 0 A_CustomMissile(\"GemPoisonCloud\", random(0,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 A 0 A_PlaySound(\"POSPUFF\")\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 AA 0 A_CustomMissile(\"GemPoisonCloud\", random(0,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 A 0 A_PlaySound(\"POSPUFF\")\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 AA 0 A_CustomMissile(\"GemPoisonCloud\", random(0,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 A 0 A_PlaySound(\"POSPUFF\")\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 AA 0 A_CustomMissile(\"GemPoisonCloud\", random(0,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_PlaySound(\"POIBURST\",5,1.5,0)\n\t TNT1 AAA 0 A_SpawnItemEx(\"GemPoisonCloudLaunched\",0,0,8,random(-2,2),random(-2,2),random(5,15),random(0,359),32)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t POGM A 4\n\t TNT1 AAA 0 A_CustomMissile(\"GemPoisonMist\", random(-2,4), 0, random(0,360), CMF_AIMDIRECTION)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardPurple\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR GemPoisonCloud\n{\n Speed 6\n Damage 3\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.3\n Scale 0.8\n DamageType \"ZombiePoison\"\n PoisonDamage 68\n ReactionTime 4\n PROJECTILE\n +BRIGHT\n +FLOATBOB\n +ADDITIVEPOISONDURATION\n +DONTBLAST\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrailSmall\",0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrailSmall\",0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrailSmall\",0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrailSmall\",0,0,0)\n\t TNT1 A 0 A_Jump(60,\"Death\")\n\t TNT1 A 0 A_CountDown\n\t Loop\n Death:\n TNT1 A 0 A_PlaySound(\"POSPUDL\",5,0.5,0)\n\t TNT1 A 0 A_CustomMissile(\"GemPoisonBubble\",0,0,random(0,360),CMF_AIMDIRECTION,random(-2,7)) //Randomly spawns from 1-3 upon death.\n\t TNT1 A 0 A_Jump(80,4)\n\t TNT1 A 0 A_CustomMissile(\"GemPoisonBubble\",0,0,random(0,360),CMF_AIMDIRECTION,random(-2,7))\n\t TNT1 A 0 A_Jump(80,2)\n\t TNT1 A 0 A_CustomMissile(\"GemPoisonBubble\",0,0,random(0,360),CMF_AIMDIRECTION,random(-2,7))\n POPD AB 1\n\t POPD C 2\n\t POPD DE 1\n Stop\n }\n}\n\nACTOR GemPoisonCloudLaunched\n{\n Speed 8\n Damage 2\n Radius 8\n Height 5\n Gravity 0.6\n RenderStyle Add\n Alpha 0.3\n Scale 0.8\n DamageType \"ZombiePoison\"\n PoisonDamage 68\n ReactionTime 15\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +BOUNCEONCEILINGS\n +ADDITIVEPOISONDURATION\n +DONTBLAST\n MissileType \"PoisonMTrail\"\n MissileHeight 8\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrail\",0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrail\",0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrail\",0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"PoisonMTrail\",0,0,0)\n\t TNT1 A 0 A_CountDown\n\t Loop\n Death:\n\t TNT1 A 0 A_SpawnItem(\"GemPoisonPuddle\",0,0,0)\n POPD AB 1\n\t POPD C 2\n\t POPD DE 1\n Stop\n }\n}\n\nACTOR PoisonMTrail\n{\n Speed 1\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.5\n Scale 0.8\n Gravity 0.6\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +THRUACTORS\n +DONTBLAST\n States\n {\n Spawn:\n POPD ABCDE 1\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR PoisonMTrailSmall\n{\n Speed 1\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.5\n Scale 0.5\n Gravity 0.6\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +THRUACTORS\n +DONTBLAST\n States\n {\n Spawn:\n POPD ABCDE 1\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemPoisonBubble\n{\n Speed 4\n Damage 1\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.4\n Scale 0.6\n Gravity 0.3\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +THRUACTORS\n +DROPOFF\n +DONTBLAST\n States\n {\n Spawn:\n PORB ABCD 1\n\t Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"GemPoisonPuddle\",0,0,0)\n Stop\n }\n}\n\nACTOR GemPoisonPuddle\n{\n Speed 0\n Damage 1\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.4\n Scale 1.2\n Gravity 0.6\n DamageType \"ZombiePoison\"\n PoisonDamage 30\n ReactionTime 1300\n PROJECTILE\n +BRIGHT\n +MOVEWITHSECTOR\n +DROPOFF\n -NOGRAVITY\n +ADDITIVEPOISONDURATION\n +DONTBLAST\n States\n {\n Spawn:\n PPUD A 1\n\t TNT1 A 0 A_CountDown\n\t Loop\n Death:\n PPUD A 1 A_SetTranslucent(0.35)\n PPUD A 1 A_SetTranslucent(0.3)\n\t PPUD A 1 A_SetTranslucent(0.25)\n\t PPUD A 1 A_SetTranslucent(0.2)\n\t PPUD A 1 A_SetTranslucent(0.15)\n\t PPUD A 1 A_SetTranslucent(0.1)\n Stop\n }\n}\n\nACTOR GemPoisonMist\n{\n Speed 3\n Damage 2\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.3\n Scale 0.6\n DamageType \"ZombiePoison\"\n PoisonDamage 68\n ReactionTime 2\n SeeSound \"POIMIST\"\n PROJECTILE\n +BRIGHT\n +FLOATBOB\n +ADDITIVEPOISONDURATION\n +DONTBLAST\n States\n {\n Spawn:\n PMST ABCDE 2\n\t TNT1 A 0 A_CountDown\n\t Loop\n Death:\n PMST A 1 A_SetTranslucent(0.35)\n PMST B 1 A_SetTranslucent(0.3)\n\t PMST C 1 A_SetTranslucent(0.25)\n\t PMST D 1 A_SetTranslucent(0.2)\n\t PMST E 1 A_SetTranslucent(0.15)\n Stop\n }\n}\n//=======================================================\n//ICE\n\nACTOR IceGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Ice Gem\"\n Inventory.Icon IIGMA0\n Tag \"Ice Gem - Freezes enemies with shards of ice.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n IGEM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"IceGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR IceGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n IGEM A 1 Bright\n\t Loop\n Death:\n IGEM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"IceGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR IceGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n IGEM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"IceGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR IceGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.5\n PROJECTILE\n\tReactiontime 25\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"IceStarFX\",0,0,4)\n\t TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"ICESHRD\")\n\t TNT1 AAA 0 A_CustomMissile(\"IceShardMissile\", 3, 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t IGEM A 2\n\t TNT1 A 0 A_PlaySound(\"ICESHRD\")\n\t TNT1 AAA 0 A_CustomMissile(\"IceShardMissile\", 3, 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t IGEM A 2\n\t TNT1 A 0 A_PlaySound(\"ICESHRD\")\n\t TNT1 AAA 0 A_CustomMissile(\"IceShardMissile\", 3, 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t IGEM A 2\n\t TNT1 A 0 A_PlaySound(\"ICESHRD\")\n\t TNT1 AAA 0 A_CustomMissile(\"IceShardMissile\", 3, 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t IGEM A 2\n\t TNT1 A 0 A_PlaySound(\"ICESHRD\")\n\t TNT1 AAA 0 A_CustomMissile(\"IceShardMissile\", 3, 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t IGEM A 2\n\t TNT1 A 0 A_CountDown\n Goto Spawn+2\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardLightBlue\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR IceStarFX\n{\n Radius 10\n Height 6\n Speed 0\n\tAlpha 0.6\n Scale 0.5\n RenderStyle Add\n PROJECTILE\n\tReactiontime 30\n +THRUACTORS\n\t+BRIGHT\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+DONTBLAST\n States\n {\n Spawn:\n ISTR A 1 A_SetTranslucent(0.55)\n ISTR A 1 A_SetTranslucent(0.5)\n\t ISTR A 1 A_SetTranslucent(0.45)\n\t ISTR A 1 A_SetTranslucent(0.4)\n\t ISTR A 1 A_SetTranslucent(0.35)\n\t ISTR A 1 A_SetTranslucent(0.3)\n\t ISTR A 1 A_SetTranslucent(0.35)\n\t ISTR A 1 A_SetTranslucent(0.4)\n\t ISTR A 1 A_SetTranslucent(0.45)\n\t ISTR A 1 A_SetTranslucent(0.5)\n\t ISTR A 1 A_SetTranslucent(0.55)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n ISTR A 1 A_SetTranslucent(0.5)\n\t ISTR A 1 A_SetTranslucent(0.45)\n\t ISTR A 1 A_SetTranslucent(0.4)\n\t ISTR A 1 A_SetTranslucent(0.35)\n\t ISTR A 1 A_SetTranslucent(0.3)\n\t ISTR A 1 A_SetTranslucent(0.25)\n\t ISTR A 1 A_SetTranslucent(0.2)\n\t ISTR A 1 A_SetTranslucent(0.15)\n\t ISTR A 1 A_SetTranslucent(0.10)\n Stop\n }\n}\n\nACTOR IceShardMissile\n{\n Speed 12\n Damage 2\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.6\n Scale 0.5\n DamageType \"EyesoreballX\"\n PROJECTILE\n +BRIGHT\n +DONTBLAST\n +FORCERADIUSDMG\n States\n {\n Spawn:\n ICRD A 1\n\t Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"ICEIMPCT\")\n\t TNT1 A 0 A_Jump(125,2) //Sometimes skips ice breaker spawn, else enemies will usually burst into shards of ice with no prior frozen anim.\n\t TNT1 A 0 A_SpawnItem(\"IceShardBreaker\",0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"AEyesoreLagger\")\n\t TNT1 AAA 0 A_SpawnItemEx(\"IceShardDebris\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nActor IceShardBreaker //To break frozen targets.\n{\n Speed 2\n Damage 1\n Radius 10\n Height 10\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTBLAST\n\t+STRIFEDAMAGE\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 1\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR IceShardDebris\n{\n Speed 8\n Radius 2\n Height 2\n Scale 0.2\n Gravity 0.6\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +DONTSPLASH\n +DONTBLAST\n States\n {\n Spawn:\n XCHN A 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\n//=======================================================\n//DARK\n\nACTOR DarkGem : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 3\n Inventory.PickupSound \"GEMGET\"\n Inventory.PickupMessage \"Dark Gem\"\n Inventory.Icon IDGMA0\n Tag \"Dark Gem - Terrorizes enemies with darkness.\"\n Scale 0.7\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n DGEM A 12\n\t TNT1 A 0 A_SpawnItem(\"GemShine\",0,0,0)\n Loop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"DarkGemSet\",2,8,3,0)\n Stop\n }\n}\n\nACTOR DarkGemSet\n{\n Radius 3\n Height 5\n Speed 22\n Scale 0.6\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n +DONTBLAST\n BounceType Doom\n BounceCount 4\n WallBounceFactor 1.5\n BounceFactor 0.25\n BounceSound \"GEMBNC\"\n States\n {\n Spawn:\n DGEM A 1 Bright\n\t Loop\n Death:\n DGEM A 1 Bright\n TNT1 A 0 A_SpawnItem(\"DarkGemPrepare\",0,0,0)\n Stop\n }\n}\n\nACTOR DarkGemPrepare\n{\n Radius 3\n Height 5\n Speed 0\n Reactiontime 12\n\tScale 0.6\n PROJECTILE\n\t+BRIGHT\n +THRUACTORS\n\t+NOTARGET\n\t+DONTBLAST\n States\n {\n Spawn:\n DGEM A 1\n\t TNT1 A 0 ThrustThingZ(0,10,0,0)\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"DarkGemActive\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR DarkGemActive\n{\n Radius 3\n Height 5\n Speed 0\n\tScale 0.5\n PROJECTILE\n\tReactiontime 28\n\tRenderStyle Add\n\tAlpha 1\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"DarkVortexProjRise\",0,5,0)\n\t TNT1 A 0 A_AlertMonsters\n\t DGEM A 10\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"GEMBRK\",5,2,0)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"GemShardBlack\",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)\n Stop\n }\n}\n\nACTOR DarkVortexProjRise\n{\n Radius 10\n Height 6\n Speed 4\n\tAlpha 0.8\n Scale 0.8\n RenderStyle Add\n PROJECTILE\n +THRUACTORS\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+BRIGHT\n\t+DONTBLAST\n\tReactiontime 4\n States\n {\n Spawn:\n DVRT ABC 2 ThrustThingZ(0,8,0,0)\n\t TNT1 AA 0 A_CustomMissile(\"DarkVortexProjSmall\", random(-5,10), 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t TNT1 A 0 A_Explode(6,75,0,1,75)\n\t TNT1 A 0 A_RadiusThrust(-500,60,2)\n\t TNT1 A 0 A_PlaySound(\"DRKVORTX\",5,2,1)\n\t TNT1 A 0 A_Explode(6,75,0,1,75)\n\t TNT1 A 0 A_RadiusThrust(-500,60,2)\n\t TNT1 AA 0 A_CustomMissile(\"DarkVortexProjSmall\", random(-5,10), 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_CustomMissile(\"DarkVortexProj\", 0, 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n Stop\n }\n}\n\nACTOR DarkVortexProj\n{\n Radius 10\n Height 6\n Speed 12\n\tAlpha 0.8\n Scale 0.8\n RenderStyle Add\n PROJECTILE\n\tReactiontime 2\n\tDamagetype \"Jitter\"\n +THRUACTORS\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+BRIGHT\n\t+DONTBLAST\n States\n {\n Spawn:\n DVRT AB 2\n\t TNT1 AA 0 A_CustomMissile(\"DarkVortexProjSmall\", random(-5,10), 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t DVRT C 2\n\t TNT1 A 0 A_Explode(3,75,0)\n\t TNT1 A 0 A_RadiusThrust(-500,60,2)\n\t TNT1 A 0 A_Jump(80,9) //Jump to cause the projectile to some times destroy faster.\n\t DVRT ABC 2\n\t TNT1 A 0 A_PlaySound(\"DRKVORTX\",5,2,1)\n\t TNT1 A 0 A_Explode(3,75,0)\n\t TNT1 A 0 A_RadiusThrust(-500,60,2)\n\t TNT1 AA 0 A_CustomMissile(\"DarkVortexProjSmall\", random(-5,10), 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"DarkVortexProjDrop\",0,0,0)\n Stop\n }\n}\n\nACTOR DarkVortexProjDrop\n{\n Radius 10\n Height 6\n Speed 4\n\tAlpha 0.8\n Scale 0.8\n RenderStyle Add\n\tDamagetype \"Jitter\"\n PROJECTILE\n +THRUACTORS\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+BRIGHT\n\t+DONTBLAST\n States\n {\n Spawn:\n DVRT ABC 2 ThrustThingZ(0,-8,0,0)\n\t TNT1 AA 0 A_CustomMissile(\"DarkVortexProjSmall\", random(-5,10), 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n\t TNT1 A 0 A_Explode(3,75,0)\n\t TNT1 A 0 A_RadiusThrust(-500,60,2)\n\t DVRT ABC 2 ThrustThingZ(0,-8,0,0)\n\t TNT1 A 0 A_PlaySound(\"DRKVORTX\",5,2,1)\n\t TNT1 A 0 A_Explode(3,75,0)\n\t TNT1 A 0 A_RadiusThrust(-500,60,2)\n\t TNT1 AA 0 A_CustomMissile(\"DarkVortexProjSmall\", random(-5,10), 0, random(0,360), CMF_AIMDIRECTION, random(-5,18))\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"DarkVortexNova\",0,0,0)\n Stop\n }\n}\n\nACTOR DarkVortexNova\n{\n Radius 10\n Height 6\n Speed 0\n\tAlpha 0.6\n Scale 0.8\n RenderStyle Add\n\tDamagetype \"Jitter\"\n PROJECTILE\n +THRUACTORS\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+BRIGHT\n\t+DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"VOIDHIT\",5,0.7,0)\n\t TNT1 A 0 A_Explode(3,150,0,1,90)\n\t TNT1 A 0 A_Explode(3,150,0,1,90)\n\t TNT1 A 0 A_Explode(3,150,0,1,90)\n\t TNT1 A 0 A_Explode(3,150,0,1,90)\n\t TNT1 A 0 A_SpawnItemEx(\"GemDarkOrb\",0,0,3,random(-2,2),random(-2,2),random(2,5),random(0,359),32)\n Stop\n Death:\n \t TNT1 A 0\n Stop\n }\n}\n\nACTOR DarkVortexProjSmall //Randomly fired out from DarkVortexProj.\n{\n Radius 10\n Height 6\n Speed 5\n\tAlpha 0.8\n Scale 0.5\n RenderStyle Add\n PROJECTILE\n\tDamagetype \"Jitter\"\n +THRUACTORS\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+BRIGHT\n\t+DONTBLAST\n States\n {\n Spawn:\n DVRS A 2\n\t DVRS B 2\n\t TNT1 A 0 A_Explode(4,40,0)\n\t DVRS C 2\n\t TNT1 A 0 A_Explode(4,40,0)\n\t DVRS D 2\n Stop\n Death:\n BVDP A 1 A_SetTranslucent(0.5)\n\t BVDP B 1 A_SetTranslucent(0.45)\n\t BVDP C 1 A_SetTranslucent(0.4)\n\t BVDP A 1 A_SetTranslucent(0.35)\n\t BVDP B 1 A_SetTranslucent(0.3)\n\t BVDP C 1 A_SetTranslucent(0.25)\n\t BVDP A 1 A_SetTranslucent(0.2)\n\t BVDP B 1 A_SetTranslucent(0.15)\n\t BVDP C 1 A_SetTranslucent(0.10)\n Stop\n }\n}\n\nACTOR GemDarkOrb\n{\n Radius 10\n Height 6\n Speed 5\n\tAlpha 0.8\n Scale 0.5\n RenderStyle Add\n\tDamagetype \"Jitter\"\n PROJECTILE\n +THRUACTORS\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+BRIGHT\n\t+DONTBLAST\n States\n {\n Spawn:\n\t TNT1 A 0 A_Explode(3,60,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD B 1\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD C 1\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD ABC 1 ThrustThingZ(0,20,0,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD ABC 1 ThrustThingZ(0,25,0,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD ABC 1 ThrustThingZ(0,30,0,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD ABC 1 ThrustThingZ(0,35,0,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD ABC 1 ThrustThingZ(0,40,0,0)\n\t TNT1 A 0 A_Explode(3,60,0)\n\t BVOD ABC 1\n\t BVOD ABC 1 A_Stop\n\t TNT1 A 0 A_PlaySound(\"DRKMVRTX\",5,1.6,0)\n Death:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 0, CMF_AIMDIRECTION) //This ring FX method used instead of user variables\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 10, CMF_AIMDIRECTION) //to prevent heavy lag.\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 20, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 30, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 40, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 50, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 60, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 70, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 80, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 90, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 100, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 110, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 120, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 130, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 140, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 150, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 160, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 170, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 180, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 190, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 200, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 210, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 220, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 230, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 240, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 250, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 260, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 270, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 280, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 290, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 300, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 310, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 320, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 330, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 340, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 350, CMF_AIMDIRECTION)\n TNT1 A 0 A_CustomMissile(\"DarkEnergyBolt\", 0, 0, 360, CMF_AIMDIRECTION)\n Stop\n }\n}\n\nACTOR DarkEnergyBolt\n{\n Speed 12\n PROJECTILE\n RenderStyle Add\n +BLOODLESSIMPACT\n +THRUACTORS\n +RANDOMIZE\n +DONTBLAST\n +BRIGHT\n Scale 0.3\n Alpha 0.6\n States\n {\n Spawn:\n DNRG AB 1\n\t TNT1 A 0 A_Explode(5,15,0,1,15)\n\t DNRG AB 1\n\t TNT1 A 0 A_Explode(5,15,0,1,15)\n\t DNRG AB 1\n\t TNT1 A 0 A_Explode(5,15,0,1,15)\n\t DNRG AB 1\n\t TNT1 A 0 A_Explode(5,15,0,1,15)\n\t DNRG AB 1 A_SetTranslucent(0.4)\n Death:\n DNRG A 2 A_SetTranslucent(0.2)\n Stop\n }\n}\n//=================================================================\n//GENERAL AESTHETIC EFFECTS\n\nACTOR GemShardRed\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GRSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardBrown\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GBRD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardGreen\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GGSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardBlue\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GBSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardYellow\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GYSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardPurple\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GPSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardLightBlue\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GISD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardBlack\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GDSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShardWhite\n{\n Radius 1\n Height 1\n Speed 15\n PROJECTILE\n -NOGRAVITY\n +THRUACTORS\n Gravity 0.6\n RenderStyle Add\n Alpha 0.8\n Scale 0.4\n States\n {\n Spawn:\n GWSD ABCD 1\n\t Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GemShine\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n +THRUACTORS\n +MOVEWITHSECTOR\n +NOCLIP\n +DONTBLAST\n RenderStyle Add\n Alpha 0.6\n Scale 0.5\n States\n {\n Spawn:\n GSHN A 1\n\t TNT1 A 0 A_SetTranslucent(0.3)\n\t GSHN A 1\n\t TNT1 A 0 A_SetTranslucent(0.25)\n\t GSHN A 1\n\t TNT1 A 0 A_SetTranslucent(0.15)\n\t GSHN A 1\n\t TNT1 A 0 A_SetTranslucent(0.1)\n\t GSHN A 1\n\t Stop\n Death:\n TNT1 A 0\n Stop\n }\n}"
}
]
},
"maps": []
}