Counts

endoom0
graphics2
lumps3485
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "01246451-d891-4c35-8d40-249aae7644e0",
    "sha1": "3e5841501bed4dbde8850d51e6c4c16e7876328b",
    "sha256": "6351fce1b66b73f3c78c02f20fc9bd55aec3f9b615bfb4f24bdccfef8ecc7576",
    "filenames": [
      "mop4chillax_d2.2_update_by_him_8.9.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-02-22 11:25:32",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-02-22 11:25:32",
    "file": {
      "type": "PK3",
      "size": 20789152,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3e5841501bed4dbde8850d51e6c4c16e7876328b/3e5841501bed4dbde8850d51e6c4c16e7876328b.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 3485,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\nheight 0;\n\nstatusbar fullscreen,forcescaled\n{\n   PlayerClass Marine\n\t{\n\taspectratio \"4:3\"\n\t{\n\tdrawimage \"MarineH\", 0, 0;\n\t}\n\taspectratio \"5:4\"\n\t{\n\tdrawimage \"Marine5\", 0, -16;\n\t}\n\taspectratio \"16:10\"\n\t{\n\tdrawimage \"MarineW\", -54, 0;\n\t}\n\taspectratio \"16:9\"\n\t{\n\tdrawimage \"MarineW\", -54, 0;\n\t}\n\tdrawimage \"MarinHB\", 0, 180;\n\tdrawimage \"MarinAB\", 255, 183;\n\tdrawimage armoricon, 5, 189;\n\tdrawimage ammoicon1, 295, 189;\n\n\tdrawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\tdrawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\tdrawnumber 3, MarineArFont, black, MarineCarryMedkit, 93, 189,0; //MedKit\n\tdrawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\tdrawbar \"EBARA\", \"EBARB\",Ammo MarineExp, horizontal, 8,86;\n\n\tgamemode cooperative, singleplayer\n\t {\n\t\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t }\n\t}\n\tdrawselectedinventory INDEXFON, 306, 148;\n\n   // Puppet Master Hud\n    InInventory mskull,0\n    {\n    drawimage \"Mskull\",260,7; // 285,7\n    drawnumber 3, MarineAmmoFont, red, mskull,285,10; //310,10\n\t}\n\n\t// Teamkill\n    InInventory Teamkill,0\n    {\n    drawimage \"TeamKill\",220,7; // 285,7\n    drawnumber 3, MarineAmmoFont, red, Teamkill,245,10;\n\t}\n\n\t// MarineManDown\n    InInventory MarineManDown,0\n    {\n    //drawimage \"TeamKill\",180,7;\n    drawnumber 3, MarineAmmoFont, black, MarineManDown,205,10;\n\t}\n\n\t//Overheat\n    InInventory MVulcanAltFireXYZ_counter,0\n\t\t{ drawnumber 4, MarineAmmoFont, black, MVulcanAltFireXYZ_counter,300,35;\n\t\tdrawstring SmallFont, black, \"VC\", 317, 35;}\n    InInventory MBFG10K_Splash_Used,0\n\t\t{ drawnumber 4, MarineAmmoFont, black, MBFG10K_Splash_Used,300,45;\n\t\tdrawstring SmallFont, black, \"BF\", 317, 45; }\n\t\t//drawstring SmallFont, green, \"Medkit\", 70, 100;}\n\t// Marine EXPERIENCE\n    //InInventory MarineExp,0\n    //{\n    //drawimage \"NullImage\",175,7; // 285,7\n    //drawnumber 3, MarineAmmoFont, black, MarineExp,205,10;\n\t//}\n\n}\n\nstatusbar Normal, forcescaled\n{\n   PlayerClass Marine\n\t{\n\taspectratio \"4:3\"\n\t{\n\t//drawimage \"MarineH\", 0, 0;\n\t}\n\taspectratio \"5:4\"\n\t{\n\t//drawimage \"Marine5\", 0, -16;\n\t}\n\taspectratio \"16:10\"\n\t{\n\t//drawimage \"MarineW\", -54, 0;\n\t}\n\taspectratio \"16:9\"\n\t{\n\t//drawimage \"MarineW\", -54, 0;\n\t}\n\tdrawimage \"MarinHB\", 0, 180;\n\tdrawimage \"MarinAB\", 255, 183;\n\tdrawimage armoricon, 5, 189;\n\tdrawimage ammoicon1, 295, 189;\n\n\tdrawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\tdrawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\tdrawnumber 3, MarineArFont, black, MarineCarryMedkit, 93, 189,0; //MedKit\n\tdrawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\tdrawbar \"EBARA\", \"EBARB\",Ammo MarineExp, horizontal, 8,86;\n\n\tgamemode cooperative, singleplayer\n\t {\n\t\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t }\n\t}\n\tdrawselectedinventory INDEXFON, 306, 148;\n\n\t // Puppet Master Hud\n    InInventory mskull,0\n    {\n    drawimage \"Mskull\",260,7; // 285,7\n    drawnumber 3, MarineAmmoFont, red, mskull,285,10; //310,10\n\t}\n\n\t// Teamkill\n    InInventory Teamkill,0\n    {\n    drawimage \"TeamKill\",220,7; // 285,7\n    drawnumber 3, MarineAmmoFont, red, Teamkill,245,10;\n\t}\n\n\t// MarineManDown\n    InInventory MarineManDown,0\n    {\n    //drawimage \"TeamKill\",180,7;\n    drawnumber 3, MarineAmmoFont, black, MarineManDown,205,10;\n\t}\n\n\t//Overheat\n    InInventory MVulcanAltFireXYZ_counter,0\n\t\t{ drawnumber 4, MarineAmmoFont, black, MVulcanAltFireXYZ_counter,300,35;\n\t\tdrawstring SmallFont, black, \"VC\", 317, 35;}\n    InInventory MBFG10K_Splash_Used,0\n\t\t{ drawnumber 4, MarineAmmoFont, black, MBFG10K_Splash_Used,300,45;\n\t\tdrawstring SmallFont, black, \"BF\", 317, 45; }\n\t// Marine EXPERIENCE\n    //InInventory MarineExp,0\n    //{\n    //drawimage \"NullImage\",175,7; // 285,7\n    //drawnumber 3, MarineAmmoFont, black, MarineExp,205,10;\n\t//}\n\n}\n\nstatusbar None\n{\n   PlayerClass Marine\n\t{\n\taspectratio \"4:3\"\n\t{\n\t//drawimage \"MarineH\", 0, 0;\n\t}\n\taspectratio \"5:4\"\n\t{\n\t//drawimage \"Marine5\", 0, -16;\n\t}\n\taspectratio \"16:10\"\n\t{\n\t//drawimage \"MarineW\", -54, 0;\n\t}\n\taspectratio \"16:9\"\n\t{\n\t//drawimage \"MarineW\", -54, 0;\n\t}\n\t//drawimage \"MarinHB\", 0, 180;\n\t//drawimage \"MarinAB\", 255, 183;\n\t//drawimage armoricon, 5, 190;\n\t//drawimage ammoicon1, 295, 189;\n\n\t//drawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\t//drawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\t//drawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\t//drawbar \"EBARA\", \"EBARB\",Ammo MarineExp, horizontal, 8,86;\n\n\t//gamemode cooperative, singleplayer\n\t// {\n\t//\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t//\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t//\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t//\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t//\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t//\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t// }\n\t}\n\t//drawselectedinventory INDEXFON, 306, 148;\n\n\t // Puppet Master Hud\n    InInventory mskull,0\n    {\n    drawimage \"Mskull\",260,7; // 285,7\n    drawnumber 3, MarineAmmoFont, red, mskull,285,10; //310,10\n\t}\n\n\t// Teamkill\n    InInventory Teamkill,0\n    {\n    drawimage \"TeamKill\",220,7; // 285,7\n    drawnumber 3, MarineAmmoFont, red, Teamkill,245,10;\n\t}\n\n\t// MarineManDown\n    InInventory MarineManDown,0\n    {\n    //drawimage \"TeamKill\",180,7;\n    drawnumber 3, MarineAmmoFont, black, MarineManDown,205,10;\n\t}\n\n\t//Overheat\n    InInventory MVulcanAltFireXYZ_counter,0\n\t\t{ drawnumber 4, MarineAmmoFont, black, MVulcanAltFireXYZ_counter,300,35;\n\t\tdrawstring SmallFont, black, \"VC\", 317, 35;}\n    InInventory MBFG10K_Splash_Used,0\n\t\t{ drawnumber 4, MarineAmmoFont, black, MBFG10K_Splash_Used,300,45;\n\t\tdrawstring SmallFont, black, \"BF\", 317, 45; }\n\t// Marine EXPERIENCE\n    //InInventory MarineExp,0\n    //{\n    //drawimage \"NullImage\",175,7; // 285,7\n    //drawnumber 3, MarineAmmoFont, black, MarineExp,205,10;\n\t//}\n\n}"
      },
      {
        "source": "pk3",
        "name": "skininfo.txt",
        "contents": "{\nname = \"ChainSawMarine\"\nsprite = PLA0\ncrouchsprite = PL8C\n}\n\n{\nname = \"FistMarine\"\nsprite = PLA1\ncrouchsprite = PL1C\n}\n\n{\nname = \"PistolMarine\"\nsprite = PLA2\ncrouchsprite = PL2C\n}\n\n{\nname = \"ShotGunMarine\"\nsprite = PLA3\ncrouchsprite = PL3C\n}\n\n{\nname = \"SSGMarine\"\nsprite = PLA9\ncrouchsprite = PL9C\n}\n\n{\nname = \"ChainGunMarine\"\nsprite = PLA4\ncrouchsprite = PL4C\n}\n\n{\nname = \"MinigunMarine\"\nsprite = PL42\ncrouchsprite = P42C\n}\n\n{\nname = \"RLMarine\"\nsprite = PLA5\ncrouchsprite = PL5C\n}\n\n{\nname = \"PlsmMarine\"\nsprite = PLA6\ncrouchsprite = PL6C\n}\n\n{\nname = \"BFGMarine\"\nsprite = PLA7\ncrouchsprite = PL7C\n}\n\n{\nname = \"SonicRailgunMarine\"\nsprite = SRPL\ncrouchsprite = SRPC\n}\n\n{\nname = \"RailgunMarine\"\nsprite = PRAI\ncrouchsprite = PRAC\n}\n\n{\nname = \"BFG10kMarine\"\nsprite = PB10\ncrouchsprite = P10C\n}\n\n{\nname = \"AssaultMarine\"\nsprite = PCBN\ncrouchsprite = PCBC\n}\n\n//{\n//name = \"AssaultMarine\"\n//sprite = PL32\n//crouchsprite = P32C\n//}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "// made by silva (com1337@gmail.com)\n// World sounds\n\nworld/watersplash\t\t    dssplash\nworld/watersplashsmall\t\tdssplsml\nworld/sludgegloop\t\t    dsploosh\nworld/sludgegloopsmall\t\tdsplosml\nworld/lavasizzle\t\t    dslvsiz\nworld/lavasizzlesmall\t\tdslavsml\n\n// game sounds\n\ngame/canexit                            Signal\nDBSPLASH                                DBSPLASH\n\n// other weapons\n\n$random mdeath { player/death1 player/death2 player/death3 player/death4 player/death5 }\n$random mxdeath { player/xdeath1 player/xdeath2 player/xdeath3 }\n$random mtaunt { player/taunt player/taunt2 player/taunt3 }\n$random mland { player/land1 player/land2 player/land3 player/land4 } //added\n\n//weapon taunts\n$random m_apocalypse_taunt { Apo1 Apo2 Apo3 Apo4 Apo5 Apo6 Apo7 Apo8 Apo9 Apo10 Apo11 Apo12 Apo13 Apo14 Apo15 Apo16 } //added\n$random m_kirovcoco_taunt { Kir1 Kir2 Kir3 Kir4 Kir5 Kir6 Kir7 Kir8 } //added\n$random m_desolator_taunt { Des1 Des2 Des3 Des4 Des5 } //added\n$random m_tesla_taunt { Tes1 Tes2 Tes3 Tes4 Tes5 Tes6} //added\n$random m_vulcan_taunt { Vul1 Vul2 Vul3 Vul4 Vul5 Vul6 Vul7 Vul8 Vul9 Vul10 } //added\n$random m_assault_msg_taunt { AMsg1 AMsg2 AMsg3 AMsg4 AMsg5 AMsg6 AMsg7 AMsg8 AMsg9 AMsg10 AMsg11 AMsg12 } //added\n$random m_fists_taunt { Fists1 Fists2 Fists3 Fists4 } //added\n$random m_rocket_taunt { Roc1 Roc2 Roc3 } //added\n\nm_adv_pistol_taunt AdvP1\nm_bfg_taunt Bfg1\nm_shotgun_taunt Shotgun1\nm_ass_shotgun_taunt AssShot1\nm_db_shotgun_taunt DbShot1\n\nm_kirovcoco_dropsound KirDropS\n\nRoc1 Roc1\nRoc2 Roc2\nRoc3 Roc3\n\nFists1 Fists1\nFists2 Fists2\nFists3 Fists3\nFists4 Fists4\n\nApo1 Apo1\nApo2 Apo2\nApo3 Apo3\nApo4 Apo4\nApo5 Apo5\nApo6 Apo6\nApo7 Apo7\nApo8 Apo8\nApo9 Apo9\nApo10 Apo10\nApo11 Apo11\nApo12 Apo12\nApo13 Apo13\nApo14 Apo14\nApo15 Apo15\nApo16 Apo16\n\nKir1 Kir1\nKir2 Kir2\nKir3 Kir3\nKir4 Kir4\nKir5 Kir5\nKir6 Kir6\nKir7 Kir7\nKir8 Kir8\n\nDes1 Des1\nDes2 Des2\nDes3 Des3\nDes4 Des4\nDes5 Des5\n\nTes1 Tes1\nTes2 Tes2\nTes3 Tes3\nTes4 Tes4\nTes5 Tes5\nTes6 Tes6\n\nVul1 Vul1\nVul2 Vul2\nVul3 Vul3\nVul4 Vul4\nVul5 Vul5\nVul6 Vul6\nVul7 Vul7\nVul8 Vul8\nVul9 Vul9\nVul10 Vull0\n\nAMsg1 AMsg1\nAMsg2 AMsg2\nAMsg3 AMsg3\nAMsg4 AMsg4\nAMsg5 AMsg5\nAMsg6 AMsg6\nAMsg7 AMsg7\nAMsg8 AMsg8\nAMsg9 AMsg9\nAMsg10 AMsg10\nAMsg11 AMsg11\nAMsg12 AMsg12\n\n//Quad shotgun\nWeapons/QuadShot QUADSHOT\nQuadshot/Up\tQUADUP\n$volume Quadshot/Up 0.8\nQuadshot/Fire\t\tQUADFIRE\nQuadshot/Open\t\tQUADOPEN\nQuadshot/Load\t\tQUADLOAD\nQuadshot/Close\t\tQUADCLOS\nQuadshot/Deploy\t\tQUADDEPL\nQuadshot/Alt\t\tQUADALT\nQuadshot/Mode\t\tQUADMODE\n\n//Sniper rifle\nSniperAssaultRifleShoot SniperAR\nSniperAssaultRifleShootCSAWP CSAWPSND\nSniperAssaultRifleReload SniperRL\n\n//Ghost kick\nGhostKick GKick\nGhostEvilLaught GhEvlLgh\n\n//Player death\nplayer/death1 MDeath1\nplayer/death2 MDeath2\nplayer/death3 MDeath3\nplayer/death4 MDeath4\nplayer/death5 MDeath5\n\nplayer/xdeath1 dspdiehi\nplayer/xdeath2 dspdiehi\nplayer/xdeath3 dspdieh2\n\n//Player walking steps sound\nplayer/land1 HLLANDS1 //added\nplayer/land2 HLLANDS2 //added\nplayer/land3 HLLANDS3 //added\nplayer/land4 HLLANDS4 //added\n\n//Heart sound when wounded\nHRTBEATS HRTBEATS\n\nplayer/taunt dstaunt\nplayer/taunt2 dstaunt2\nplayer/taunt3 dstaunt2\nkick kick\n\nMRNWT1   MRNWT1\n\n$random watchout {MRNWT1}\n\ngotya        MRNAT4\n//dam          MRNAT6\nfukU         MRNAT2\nwatchit      MRNAT3\n\narmor_pkup1  ARMORON\nmuch_better  DNMUCHBT //added\nneed_it_bad  DNNEEDBA\n\n$playeralias\tplayer male *death mdeath\n$playeralias\tplayer male *xdeath mxdeath\n$playeralias\tplayer male *taunt mtaunt\n$playeralias\tplayer male *land mland\n\nweapon/ADshotgun                        DSASHTGN\nweapon/ADshotgunre                      DSASTGNR\nweapon/mp40                             MP40\nweapon/claw                             CLAWW\nmarine/fists                            dspunch\nmarine/fistswall                        mfistw\nweapons/adpistol                        adpistol\ncybie/overheat                          cybover\nweapons/mgrenbounce                     DSGRNHIT\nweapons/mgren                           DSGRNSHT\nweapon/VulcanCannonUp                   DSVCUP\nweapon/VulcanCannonLoop                 DSVCLOOP\nweapon/VulcanCannonDown                 DSVCDOWN\nweapon/VulcanFire\t\t\t\t\t\tMINGSLT\nweapon/msmgfire                         DSSMGSND\nweapon/grenadeexplode\t\t\t\t\tGRENEXPL\n\n$pitchshift weapon/VulcanCannonUp 0\n$pitchshift weapon/VulcanCannonLoop 0\n$pitchshift weapon/VulcanCannonDown 0\n\nweapons/Ashotgun/fire                    DSASHTGF\nweapons/Ashotgun/cock/back               DSASHTBK\nweapons/Ashotgun/cock/forward            DSASHTFD\nweapons/RailAttack\t\t\tSRGATK1\nweapons/RailCharge\t\t\tnosound_dummy //SRGCHRG\nweapons/RailAttackCyber\t\tCybRailA\nweapons/RailChargeCyber\t\tCybRailC\nweapons/RailChargePuppet\tSRGCHRG\n\nweapons/PlasmaAltZFire PLASMAZ2\n\nweapons/PlasmaQ3 PLGQ3SND //Plasma Rifle sound from Quake3\n\n//Railgun AltFire Z\nweapons/RailAltZFire GCANFIR\n\n//BFG Shield charge\nMBFGSHLD MBFGSHLD\n\n// Chat sounds\n\n$random misc/chat { misc/chats1 misc/chats2 misc/chats3 misc/chats4 misc/chats5 misc/chats6 }\n$random misc/chat2 { misc/chats1 misc/chats2 misc/chats3 misc/chats4 misc/chats5 misc/chats6 }\n\nmisc/chats1     Mchat1\nmisc/chats2     Mchat2\nmisc/chats3     Mchat3\nmisc/chats4     Mchat4\nmisc/chats5     Mchat5\nmisc/chats6     Mchat6\n\n// New Monsters\n\n$alias BarrelMob\tmisc/chats1\n\n// DarkImp\n\n$RANDOM darkimp/see { darkImp/see1 darkImp/see2 }\ndarkimp/see1 dsdvlsi1\ndarkimp/see2 dsdvlsi2\n\ndarkimp/pain dsdvlpai\n$RANDOM darkimp/death { darkImp/death1 darkImp/death2 }\ndarkimp/death1 dsdvldt1\ndarkimp/death2 dsdvldt2\ndarkimp/active dsdvlact\n\nhecto/sight\t\thectesit\nhecto/active\t\thecteact\nhecto/pain\t\t\thectpain\nhecto/raiseguns\t\thecteatk\nhecto/death\t\thectdeth\nhecto/attack\t\thectrsht\n\nabba/sight\t\t\tabbasit\nabba/active\t\tabbaact\nabba/pain\t\t\tabbapain\nabba/death\t\t\tabbadeth\n\n// SSg Zombie\n\nSSGUNER/sight\tDSGPOSIT\nSSGUNER/SSG \tDSSGGATK\nSSGUNER/death\tDSGPODTH\nSSGUNER/idle\tDSGPOACT\n\n// Soul Harvester\n$random harvester/sight \t{ shsight1 shsight2 }\nshsight1 \t\t\tshsight1\nshsight2 \t\t\tshsight2\n$random harvester/death \t{ shdeath1 shdeath2 }\nshdeath1 \t\t\t\tshdeath1\nshdeath2 \t\t\t\tshdeath2\nharvester/scream \t\tshfbscrm\nharvester/ghost \t\tshghscrm\n\n// BloodDemon\n\nblooddemon/sight DSBLDSIT\nblooddemon/pain DSBLDPAI\nblooddemon/death DSBLDDTH\nblooddemon/active DSBLDACT\nblooddemon/melee DSBLDATK\nblooddemon/walk DSBLDWAL\n\n// Shadow\n\n$random Shadow/active { Shadow/act1 Shadow/act2 }\nShadow/act1\t\t\tSHDACT1\nShadow/act2\t\t\tSHDACT2\n$random Shadow/pain { Shadow/pain1 Shadow/pain2 }\nShadow/pain1\t\t\tSHDPAIN1\nShadow/pain2\t\t\tSHDPAIN2\nShadow/attack\t\t    SHDATTAK\nShadow/death\t\t    SHDDEATH\n\n// Arachno-Chaingunner\nCSPI/Sight\tDSCSPISE\nCSPI/Death\tDSCSPIDI\n\n//Master\n\n$random pm_taunt { pmaster/taunt1 pmaster/taunt2 pmaster/taunt3 }\n\npmaster/taunt1 Msnd1\npmaster/taunt2 Msnd4\npmaster/taunt3 Msnd5\n\n$playersound    PuppetMaster male *pain100 Msnd3\n$playersounddup PuppetMaster male *pain75 *pain100\n$playersounddup PuppetMaster male *pain50 *pain100\n$playersounddup PuppetMaster male *pain25 *pain100\n$playersound    PuppetMaster male *death Msnd3\n$playersound    PuppetMaster male *xdeath Msnd3\n$playersound    PuppetMaster male *usefail Msnd2\n$playersounddup PuppetMaster male *grunt *pain100\n$playersounddup PuppetMaster male *land *pain100\n$playersound    PuppetMaster male *jump Msnd2\n$playeralias    PuppetMaster male *taunt pm_taunt\n\n//Zombies\n\n$random bl_taunt { grunt/sight1 grunt/sight2 grunt/sight3 }\n\n$playersound    brainless male *pain100 dspopain\n$playersounddup brainless male *pain75 *pain100\n$playersounddup brainless male *pain50 *pain100\n$playersounddup brainless male *pain25 *pain100\n$playersound    brainless male *death bl_death\n$playersound    brainless male *xdeath DSSLOP\n$playersound    brainless male *usefail dsposact\n$playersounddup brainless male *grunt *pain100\n$playersounddup brainless male *land *pain100\n$playersound    brainless male *jump dspopain\n$playeralias    brainless male *taunt bl_taunt\n\n// SSgZombie Player\n\n$playersound    SSSgZombie male *pain100 dspopain\n$playersounddup SSSgZombie male *pain75 *pain100\n$playersounddup SSSgZombie male *pain50 *pain100\n$playersounddup SSSgZombie male *pain25 *pain100\n$playersound    SSSgZombie male *death DSGPODTH\n$playersound    SSSgZombie male *usefail DSGPOACT\n$playersounddup SSSgZombie male *grunt *pain100\n$playersounddup SSSgZombie male *land *pain100\n$playersound    SSSgZombie male *jump DSGPOACT\n$playersound    SSSgZombie male *taunt DSGPOSIT\n\n//Imp Player\n\n$random imp_taunt\t{ imp/sight1  imp/sight2 }\n\n$playersound    Mimpale male *pain100 dspopain\n$playersounddup Mimpale male *pain75 *pain100\n$playersounddup Mimpale male *pain50 *pain100\n$playersounddup Mimpale male *pain25 *pain100\n$playersound    Mimpale male *death DSNULL\n$playersound    Mimpale male *xdeath DSSLOP\n$playersound    Mimpale male *usefail dsbgact\n$playersounddup Mimpale male *grunt *pain100\n$playersounddup Mimpale male *land *pain100\n$playersound    Mimpale male *jump  dspopain\n$playeralias    Mimpale male *taunt imp_taunt\n\n//Dark Imp\n\n$random dimp_taunt\t{ darkimp/see1  darkimp/see2 }\n\n$playersound    MsDarkimp male *pain100 dsdvlpai\n$playersounddup MsDarkimp male *pain75 *pain100\n$playersounddup MsDarkimp male *pain50 *pain100\n$playersounddup MsDarkimp male *pain25 *pain100\n$playersound    MsDarkimp male *death  DSNULL\n$playersound    MsDarkimp male *xdeath DSSLOP\n$playersound    MsDarkimp male *usefail dsdvlact\n$playersounddup MsDarkimp male *grunt *pain100\n$playersounddup MsDarkimp male *land *pain100\n$playersound    MsDarkimp male *jump  dsdvlpai\n$playeralias    MsDarkimp male *taunt dimp_taunt\n\n//SShadow\n\n$random Shadow_taunt\t{ imp/sight1  imp/sight2 }\n\n$playeralias    SShadow male *pain100 Shadow/pain\n$playersounddup SShadow male *pain75 *pain100\n$playersounddup SShadow male *pain50 *pain100\n$playersounddup SShadow male *pain25 *pain100\n$playersound    SShadow male *death  DSNULL\n$playersound    SShadow male *xdeath DSSLOP\n$playeralias    SShadow male *usefail Shadow/active\n$playersounddup SShadow male *grunt *pain100\n$playersounddup SShadow male *land *pain100\n$playersound    SShadow male *jump  SHDPAIN1\n$playeralias    SShadow male *taunt Shadow/active\n\n// SoulHarvester\n\n$random SoulHar_taunt\t{ shsight1  shsight2 }\nshsight1 \t\t\tshsight1\nshsight2 \t\t\tshsight2\n\n$random SoulHar_death \t{ shdeath1 shdeath2 }\nshdeath1 \t\t\t\tshdeath1\nshdeath2 \t\t\t\tshdeath2\n\n$playeralias    SHplayer male *pain100 dspopain\n$playersounddup SHplayer male *pain75 *pain100\n$playersounddup SHplayer male *pain50 *pain100\n$playersounddup SHplayer male *pain25 *pain100\n$playeralias    SHplayer male *death  SoulHar_death\n$playersound    SHplayer male *xdeath shfbscrm\n$playersound    SHplayer male *usefail SHDPAIN1\n$playersounddup SHplayer male *grunt *pain100\n$playersounddup SHplayer male *land *pain100\n$playersounddup SHplayer male *jump *usefail\n$playeralias    SHplayer male *taunt SoulHar_taunt\n\n//SpigMarine\n\n$random mpig/active\t{ mpig/active1  mpig/active2 }\nmpig/active1    DSPGACT1\nmpig/active2    DSPGACT2\nmpig/death      DSPIGDTH\nmpig/attack     DSPIGATC\nmpig/pain       DSPGPAIN\n\n$playersound    SpigMarine male *pain100 DSPGPAIN\n$playersounddup SpigMarine male *pain75  *pain100\n$playersounddup SpigMarine male *pain50  *pain100\n$playersounddup SpigMarine male *pain25  *pain100\n$playersound    SpigMarine male *death   DSPIGDTH\n$playersound    SpigMarine male *xdeath  DSSLOP\n$playeralias    SpigMarine male *usefail mpig/active\n$playersounddup SpigMarine male *grunt   *pain100\n$playersound    SpigMarine male *land    DSPIGATC\n$playersound    SpigMarine male *jump    DSPIGATC\n$playersound    SpigMarine male *taunt   DSPGACT2\n\n//Archvile\n\n$playersound    Mvile male *pain100 DSVIPAIN\n$playersounddup Mvile male *pain75 *pain100\n$playersounddup Mvile male *pain50 *pain100\n$playersounddup Mvile male *pain25 *pain100\n$playersound    Mvile male *death DSVILDTH\n$playersound    Mvile male *usefail DSVILACT\n$playersounddup Mvile male *grunt *pain100\n$playersounddup Mvile male *land *pain100\n$playersound    Mvile male *jump DSVILSIT\n$playersound    Mvile male *taunt dsvilsit\n\n//Demon\n\n$playersound    Mdemon male *pain100 DSDMPAIN\n$playersounddup Mdemon male *pain75 *pain100\n$playersounddup Mdemon male *pain50 *pain100\n$playersounddup Mdemon male *pain25 *pain100\n$playersound    Mdemon male *death DSSGTDTH\n$playersound    Mdemon male *usefail DSDMACT\n$playersounddup Mdemon male *grunt *pain100\n$playersounddup Mdemon male *land *pain100\n$playersound    Mdemon male *taunt dssgtsit\n\n//BDemon\n\n$playersound    BDemon male *pain100 DSBLDPAI\n$playersounddup BDemon male *pain75 *pain100\n$playersounddup BDemon male *pain50 *pain100\n$playersounddup BDemon male *pain25 *pain100\n$playersound    BDemon male *death DSBLDDTH\n$playersound    BDemon male *usefail DSBLDACT\n$playersounddup BDemon male *grunt *pain100\n$playersound    BDemon male *land  DSBLDACT\n$playersound    BDemon male *taunt DSBLDSIT\n\n//LostSoul\n\n$playersound    MLostSoul male *pain100 DSDMPAIN\n$playersounddup MLostSoul male *pain75 *pain100\n$playersounddup MLostSoul male *pain50 *pain100\n$playersounddup MLostSoul male *pain25 *pain100\n$playersound    MLostSoul male *death DSFIRXPL\n$playersounddup MLostSoul male *xdeath *death\n$playersound    MLostSoul male *usefail DSDMACT\n$playersounddup MLostSoul male *grunt *usefail\n$Playersounddup MLostSoul male *land *usefail\n$playersound    MLostSoul male *taunt dssklatk\n\n//Mancubus Player\n\n$playersound    Mancubus male *pain100 DSMNPAIN\n$playersounddup Mancubus male *pain75 *pain100\n$playersounddup Mancubus male *pain50 *pain100\n$playersounddup Mancubus male *pain25 *pain100\n$playersound    Mancubus male *death DSMANDTH\n$playersound    Mancubus male *usefail dsposact\n$playersounddup Mancubus male *grunt *pain100\n$playersounddup Mancubus male *land *pain100\n$playersound    Mancubus male *jump DSMANSIT\n$playersound    Mancubus male *taunt dsmansit\n\n//Hectebus Player\n\n$playersound    Hectebus male *pain100 HECTPAIN\n$playersounddup Hectebus male *pain75 *pain100\n$playersounddup Hectebus male *pain50 *pain100\n$playersounddup Hectebus male *pain25 *pain100\n$playersound    Hectebus male *death HECTDETH\n$playersound    Hectebus male *usefail HECTEACT\n$playersounddup Hectebus male *grunt *pain100\n$playersounddup Hectebus male *land *pain100\n$playersound    Hectebus male *jump HECTESIT\n$playersounddup Hectebus male *taunt *jump\n\n//Revenant Player\n\n$playersound    Mskeleton male *pain100 DSPOPAIN\n$playersounddup Mskeleton male *pain75 *pain100\n$playersounddup Mskeleton male *pain50 *pain100\n$playersounddup Mskeleton male *pain25 *pain100\n$playersound    Mskeleton male *death DSSKEDTH\n$playersound    Mskeleton male *xdeath DSSKEDTH\n$playersound    Mskeleton male *usefail DSSKEACT\n$playersounddup Mskeleton male *grunt *pain100\n$playersounddup Mskeleton male *land *pain100\n$playersound    Mskeleton male *jump DSSKESIT\n$playersound    Mskeleton male *taunt dsskesit\n\nSKELLPUNCH DSSKESWG\nSKELLPCHHIT DSSKEPCH\nSKELLMISS DSSKEATK\n\n//Cacodemon Player\n\n$playersound    Cacodemon male *pain100 DSDMPAIN\n$playersounddup Cacodemon male *pain75 *pain100\n$playersounddup Cacodemon male *pain50 *pain100\n$playersounddup Cacodemon male *pain25 *pain100\n$playersound    Cacodemon male *death DSCACDTH\n$playersound    Cacodemon male *usefail DSDMACT\n$playersounddup Cacodemon male *grunt *pain100\n$playersounddup Cacodemon male *land *pain100\n$playersound    Cacodemon male *jump DSCACSIT\n$playersound    Cacodemon male *taunt dscacsit\n\n//Abbadon Player\n\n$playersound    Abbadon male *pain100 ABBAPAIN\n$playersounddup Abbadon male *pain75 *pain100\n$playersounddup Abbadon male *pain50 *pain100\n$playersounddup Abbadon male *pain25 *pain100\n$playersound    Abbadon male *death ABBADETH\n$playersound    Abbadon male *usefail ABBAACT\n$playersounddup Abbadon male *grunt *pain100\n$playersounddup Abbadon male *land *pain100\n$playersound    Abbadon male *jump ABBASIT\n$playersounddup Abbadon male *taunt *jump\n\n//Arachnotron Player\n\n$playersound    ArachnotronClass  male *pain100 dsdmpain\n$playersounddup ArachnotronClass  male *pain75 *pain100\n$playersounddup ArachnotronClass  male *pain50 *pain100\n$playersounddup ArachnotronClass  male *pain25 *pain100\n$playersound    ArachnotronClass  male *death dsbspdth\n$playersound    ArachnotronClass  male *usefail dsbspact\n$playersounddup ArachnotronClass  male *grunt *pain100\n$playersounddup ArachnotronClass  male *land *pain100\n$playersound    ArachnotronClass  male *jump dsbspact\n$playersound    ArachnotronClass  male *taunt dsbspsit\n\n//Arachnogunner Player\n\n$playersound    ArachGunnerClass  male *pain100 dsdmpain\n$playersounddup ArachGunnerClass  male *pain75 *pain100\n$playersounddup ArachGunnerClass  male *pain50 *pain100\n$playersounddup ArachGunnerClass  male *pain25 *pain100\n$playersound    ArachGunnerClass  male *death DSCSPIDI\n$playersound    ArachGunnerClass  male *usefail dsbspact\n$playersounddup ArachGunnerClass  male *grunt *pain100\n$playersounddup ArachGunnerClass  male *land *pain100\n$playersound    ArachGunnerClass  male *jump dsbspact\n$playersound    ArachGunnerClass  male *taunt DSCSPISE\n\n//HellKnight Player\n\n$playersound    HellKnightClass  male *pain100 dsdmpain\n$playersounddup HellKnightClass  male *pain75 *pain100\n$playersounddup HellKnightClass  male *pain50 *pain100\n$playersounddup HellKnightClass  male *pain25 *pain100\n$playersound    HellKnightClass  male *death dsbrsdth\n$playersound    HellKnightClass  male *usefail dsdmact\n$playersounddup HellKnightClass  male *grunt *pain100\n$playersounddup HellKnightClass  male *land *pain100\n$playersound    HellKnightClass  male *jump dsdmact\n$playersound    HellKnightClass  male *taunt dskntsit\n\n//BaronOfHell Player\n\n$playersound    BaronOfHellClass  male *pain100 dsdmpain\n$playersounddup BaronOfHellClass  male *pain75 *pain100\n$playersounddup BaronOfHellClass  male *pain50 *pain100\n$playersounddup BaronOfHellClass  male *pain25 *pain100\n$playersound    BaronOfHellClass  male *death dsbrsdth\n$playersound    BaronOfHellClass  male *usefail dsdmact\n$playersounddup BaronOfHellClass  male *grunt *pain100\n$playersounddup BaronOfHellClass  male *land *pain100\n$playersound    BaronOfHellClass  male *jump dsdmact\n$playersound    BaronOfHellClass  male *taunt dsbrssit\n\n//SSnazi Player\n\n$playersound    SSnazi  male *pain100 dspopain\n$playersounddup SSnazi  male *pain75 *pain100\n$playersounddup SSnazi  male *pain50 *pain100\n$playersounddup SSnazi  male *pain25 *pain100\n$playersound    SSnazi  male *death dsssdth\n$playersound    SSnazi  male *usefail dsposact\n$playersounddup SSnazi  male *grunt *pain100\n$playersounddup SSnazi  male *land *pain100\n$playersound    SSnazi  male *jump dsposact\n$playersound    SSnazi  male *taunt dssssit\n\n//Pain elemental\n\n$playersound\tPainElementalClass\tmale\t*death\t\tdspedth\n$playersound\tPainElementalClass\tmale\t*xdeath\t\tdspedth\n$playersound\tPainElementalClass\tmale\t*gibbed\t\tdsslop\n$playersound\tPainElementalClass\tmale\t*pain100\tdspepain\n$playersounddup\tPainElementalClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tPainElementalClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tPainElementalClass\tmale\t*pain25\t\t*pain100\n$playersound\tPainElementalClass\tmale\t*grunt\t\tdspepain\n$playersound\tPainElementalClass\tmale\t*land\t\tdspepain\n$playersound\tPainElementalClass\tmale\t*jump\t\tdsjump\n$playersound\tPainElementalClass\tmale\t*fist\t\tdsfirsht\n$playersound\tPainElementalClass\tmale\t*usefail\tdsdmact\n$playersound    PainElementalClass  male    *taunt      dspesit\n\n//Cyber Demon\n\n$playersound\tCyberDemonClass\tmale\t*death\t\tdscybdth\n$playersound\tCyberDemonClass\tmale\t*xdeath\t\tdscybdth\n$playersound\tCyberDemonClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tCyberDemonClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tCyberDemonClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tCyberDemonClass\tmale\t*pain25\t\t*pain100\n$playersound\tCyberDemonClass\tmale\t*grunt\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*land\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*jump\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*fist\t\tdsfirsht\n$playersound\tCyberDemonClass\tmale\t*usefail\tdsdmact\n$playersound    CyberDemonClass male    *taunt      dscybsit\n\n//MasterMind\n\n$playersound\tMasterMindClass\tmale    *death\t\tdsspidth\n$playersound\tMasterMindClass\tmale\t*xdeath\t\tdsspidth\n$playersound\tMasterMindClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tMasterMindClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tMasterMindClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tMasterMindClass\tmale\t*pain25\t\t*pain100\n$playersound\tMasterMindClass\tmale\t*grunt\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*land\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*jump\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*fist\t\tdsfirsht\n$playersound\tMasterMindClass\tmale\t*usefail\tdsdmact\n$playersound    MasterMindClass male    *taunt      dsspisit\n\n$playeralias\tBarrelBob male\t*death\t\tworld/barrelx\n$playersounddup\tBarrelBob male\t*xdeath\t\t*pain100\n$playeralias\tBarrelBob male\t*pain100\tBarrelMob\n$playersounddup\tBarrelBob male\t*pain75\t\t*pain100\n$playersounddup\tBarrelBob male\t*pain50\t\t*pain100\n$playersounddup\tBarrelBob male\t*pain25\t\t*pain100\n$playersounddup\tBarrelBob male\t*grunt\t\t*pain100\n$playersounddup\tBarrelBob male\t*land\t\t*pain100\n$playersounddup\tBarrelBob male\t*jump\t\t*pain100\n$playersounddup\tBarrelBob male\t*fist\t\t*pain100\n$playersounddup\tBarrelBob male\t*usefail\t*pain100\n$playersounddup\tBarrelBob male\t*taunt      \t*pain100\n\n// Annihilator\n\nmonster/annsit dsannsit\nmonster/anndth dsanndth\nmonster/anhoof dsanhoof\nweapons/hrlexp dshrlexp\nweapons/hrlfir dshrlfir\n\n$limit weapons/hrlexp 0\n$limit weapons/hrlfir 0\n\n$playersound\tCyberAnniClass\tmale\t*death\t\tdsanndth\n$playersound\tCyberAnniClass\tmale\t*xdeath\t\tdsanndth\n$playersound\tCyberAnniClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tCyberAnniClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tCyberAnniClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tCyberAnniClass\tmale\t*pain25\t\t*pain100\n$playersound\tCyberAnniClass\tmale\t*grunt\t\tdsdmact\n$playersound\tCyberAnniClass\tmale\t*land\t\tdsdmact\n$playersound\tCyberAnniClass\tmale\t*jump\t\tdsdmact\n$playersound\tCyberAnniClass\tmale\t*fist\t\tdsfirsht\n$playersound\tCyberAnniClass\tmale\t*usefail\tdsdmact\n$playersound    CyberAnniClass\tmale    *taunt      dsannsit\n\n//marine's Sounds\n\n$random FUCK { FUCK1 FUCK2 FUCK3 FUCK4 }\nFUCK1 FUCK1\nFUCK2 FUCK2\nFUCK3 FUCK3\nFUCK4 FUCK4\n\n$random MTAUN { MTAUN01 MTAUN02 MTAUN03 MTAUN04 MTAUN05 MTAUN06 }\nMTAUN01 MTAUN01\nMTAUN02 MTAUN02\nMTAUN03 MTAUN03\nMTAUN04 MTAUN04\nMTAUN05 MTAUN05\nMTAUN06 MTAUN06\n$limit MTAUN 1\n\n$random TAUNT0 { TAUNT01 TAUNT02 TAUNT03 TAUNT04 TAUNT05 TAUNT06 TAUNT07 TAUNT08 TAUNT09 TAUNT10 TAUNT11 TAUNT12 TAUNT13 TAUNT14 TAUNT15 TAUNT16 TAUNT17 TAUNT18 }\nTAUNT01 TAUNT01\nTAUNT02 TAUNT02\nTAUNT03 TAUNT03\nTAUNT04 TAUNT04\nTAUNT05 TAUNT05\nTAUNT06 TAUNT06\nTAUNT07 TAUNT07\nTAUNT08 TAUNT08\nTAUNT09 TAUNT09\nTAUNT10 TAUNT10\nTAUNT11 TAUNT11\nTAUNT12 TAUNT12\nTAUNT13 TAUNT13\nTAUNT14 TAUNT14\nTAUNT15 TAUNT15\nTAUNT16 TAUNT16\nTAUNT17 TAUNT17\nTAUNT18 TAUNT18\n$limit TAUNT0 1\n\n$random ONELIN { ONELIN01 ONELIN02 ONELIN03 ONELIN04 ONELIN05 ONELIN06 ONELIN07 ONELIN08 ONELIN09 ONELIN10 ONELIN11 ONELIN12}\nONELIN01 ONELIN01\nONELIN02 ONELIN02\nONELIN03 ONELIN03\nONELIN04 ONELIN04\nONELIN05 ONELIN05\nONELIN06 ONELIN06\nONELIN07 ONELIN07\nONELIN08 ONELIN08\nONELIN09 ONELIN09\nONELIN10 ONELIN10\nONELIN11 ONELIN11\nONELIN12 ONELIN12\n$limit ONELIN 1\n\n//DukeSounds - using DAM (DAM1 script)\n$random DAM { DN01 DN02 DN03 DN05 DN06 DN07 DN08 DN09 DN10 DN11 DN12 DN13 EN14 DN15 DN16 DN17 DN18 DN19 DN20\n\t\t\t DN21 DN22 DN23 DN24 DN25 DN26 DN27 DN28 DN29 DN30 DN31 DN32 DN33 DN34 DN35 DN36 DN37}\nDN01 DN01\nDN02 DN02\nDN03 DN03\nDN05 DN05\nDN06 DN06\nDN07 DN07\nDN08 DN08\nDN09 DN09\nDN10 DN10\nDN11 DN11\nDN12 DN12\nDN13 DN13\nDN14 DN14\nDN15 DN15\nDN16 DN16\nDN17 DN17\nDN18 DN18\nDN19 DN19\nDN20 DN20\nDN21 DN21\nDN22 DN22\nDN23 DN23\nDN24 DN24\nDN25 DN25\nDN26 DN26\nDN27 DN27\nDN28 DN28\nDN29 DN29\nDN30 DN30\nDN31 DN31\nDN32 DN32\nDN33 DN33\nDN34 DN34\nDN35 DN35\nDN36 DN36\nDN37 DN37\n$limit DAM 1\n\n//Yamato\nWeapons/YamatoGun\t\tYAMAGUN\nWeapons/YamatoLoop\t\tYAMALOOP\nWeapons/YamatoCharge\t\tYAMACHRG\nWeapons/YamatoFire\t\tYAMAFIRE\nWeapons/YamatoHizz\t\tYAMAHIZZ\nWeapons/YamatoBlast\t\tYAMABLST\nWeapons/YamatoUp\t\tYAMAUP\nWeapons/YamatoDown\t\tYAMADOWN\nWeapons/YamatoLoad\t\tYAMALOAD\nWeapons/YamatoPut\t\tYAMAPUT\n\n$rolloff Weapons/YamatoHizz 5100 12200\n$rolloff Weapons/YamatoBlast 5100 12200\n\n$random Weapons/YamatoExp { Weapons/YamatoExp1 Weapons/YamatoExp2 Weapons/YamatoExp3 Weapons/YamatoExp4 Weapons/YamatoExp5 Weapons/YamatoExp6 }\nWeapons/YamatoExp1\t\tYAMAEX01\nWeapons/YamatoExp2\t\tYAMAEX02\nWeapons/YamatoExp3\t\tYAMAEX03\nWeapons/YamatoExp4\t\tYAMAEX04\nWeapons/YamatoExp5\t\tYAMAEX05\nWeapons/YamatoExp6\t\tYAMAEX06\n\nWeapons/YamatoJumpOn\tYAMAJON\nWeapons/YamatoJumpOff\tYAMAJOFF\nWeapons/YamatoTeleport\tYAMATELE\n\n//Bullet ricochet sounds\n$random world/ricochet      {  ricochet/hit world/blank1 }\n$random ricochet/hit        {  world/ricochet1 world/ricochet2 world/ricochet3 world/ricochet4 world/ricochet5 world/ricochet6 world/ricochet7 }\nworld/ricochet1     ricoche1\nworld/ricochet2     ricoche2\nworld/ricochet3     ricoche3\nworld/ricochet4     ricoche4\nworld/ricochet5     ricoche5\nworld/ricochet6     ricoche6\nworld/ricochet7     ricoche7\nworld/blank1        blanksnd\nworld/blank2        blanksnd\n\n$limit world/ricochet1 1\n$limit world/ricochet2 1\n$limit world/ricochet3 1\n$limit world/ricochet4 1\n$limit world/ricochet5 1\n$limit world/ricochet6 1\n$limit world/blank1 1\n$limit world/blank2 1\n$limit ricochet/hit 1\n$limit world/ricochet 1\n\n$rolloff world/ricochet1 200 700\n$rolloff world/ricochet2 200 700\n$rolloff world/ricochet3 200 700\n$rolloff world/ricochet4 200 700\n$rolloff world/ricochet5 200 700\n$rolloff world/ricochet6 200 700\n$rolloff world/ricochet7 200 700\n$rolloff world/ricochet 200 700"
      },
      {
        "source": "pk3",
        "name": "decaldef.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\ngenerator ZombieRifle\t\t\tBulletChip\ngenerator ZombieShotGun\t\t\tBulletChip\ngenerator ChainGuyGun\t\t\tBulletChip\ngenerator MasterMindGun\t\t\tBulletChip\ngenerator SSmp40\t\t\t    BulletChip\n\ngenerator MPistol\t\t\tBulletChip\ngenerator ADMPistol\t\t\tBulletChip\ngenerator MChainsaw\t\t\tBulletChip\ngenerator MShotgun\t\t\tBulletChip\ngenerator AssaultShotgun\t   \t BulletChip\ngenerator MSuperShotgun\t\t\tBulletChip\ngenerator MChaingun\t\t\tBulletChip\ngenerator AssaultRifle\t\t\tBulletChip\ngenerator Vulcan\t\t\tBulletChip\ngenerator RailGun\t\t\tRailScorch\ngenerator BFG10K\t\t\tBFGLightning\n\ngenerator MPlasmaBall\t\t\tPlasmaScorch\ngenerator Rocket\t\t\tScorch\ngenerator PuppetCybRocket\t\t\tScorch\ngenerator MMarineRocket\t\t\tScorch\ngenerator MGrenade\t\t\tScorch\ngenerator MBFGBall\t\t\tBFGLightning\ngenerator FBFGBall\t\t\tBFGLightning\ngenerator MBFG10k\t\t\tBFGLightning\n\ngenerator MarinePistol\t\t\tBulletChip\ngenerator MarineShotgun\t\t\tBulletChip\ngenerator MarineSSG\t\t\tBulletChip\ngenerator MarineChaingun\t\tBulletChip\ngenerator MarineRailgun\t\t\tRailScorch\n\ngenerator MZombieMan\t\t\tBulletChip\ngenerator MShotgunGuy\t\t\tBulletChip\ngenerator MChaingunGuy\t\t\tBulletChip\ngenerator SuperShotgunGuy\t\tBulletChip\ngenerator MSSGZombie\t\t\tBulletChip\ngenerator ZombieSuperShotgun\t\tBulletChip\ngenerator MWolfensteinSS\t\tBulletChip\ngenerator MSpiderMastermind\t\tBulletChip\ngenerator MArachGunner\t\t\tBulletChip\ngenerator MAShotgunGuy\t\t\tBulletChip\ngenerator PCybRocket2\t\t\tScorch\n\ngenerator MArachnotronPlasma\tArachnotronScorch\ngenerator ArPlasm\t            ArachnotronScorch\ngenerator MBaronBall\t\t\tBaronScorch\ngenerator MKnightBallFast\t\tBaronScorch\ngenerator KnightBallAd\t\t\tBaronScorch\ngenerator KnightBallAdFast\t\tBaronScorch\ngenerator MBelphegorBall\t\tBaronScorch\ngenerator PBelphegorBall\t\tBaronScorch\ngenerator PBelphegorBallFast\tBaronScorch\ngenerator MCacodemonBall\t\tCacoScorch\ngenerator CacodemonBall2\t\tCacoScorch\ngenerator MCacolanternBall\t\tCacoScorch\ngenerator MAbaddonBall\t\t\tCacoScorch\ngenerator PCacolanternBall\t\tCacoScorch\ngenerator PAbaddonBall\t\t\tCacoScorch\ngenerator MDoomImpBall\t\t\tDoomImpScorch\ngenerator PDoomImpBall\t\t\tDoomImpScorch\ngenerator MDarkSeeker\t\t\tDoomImpScorch\ngenerator MPDarkSeeker\t\t\tDoomImpScorch\ngenerator MFatShot\t\t\t\tScorch\ngenerator FatShot2\t\t\t\tScorch\ngenerator HectShot\t\t\t\tScorch\ngenerator MHectShot\t\t\t\tScorch\ngenerator PHectShot\t\t\t\tScorch\ngenerator MRevenantTracer\t\tRevenantScorch\ngenerator HomingMissile\t\t    RevenantScorch\ngenerator RevMissile\t            RevenantScorch\ngenerator FPistol\t\t\tBulletChip\ngenerator FShotgun\t\t\tBulletChip\ngenerator FSuperShotgun\t\t\tBulletChip\ngenerator FChaingun\t\t\tBulletChip\ngenerator FMarinePistol\t\t\tBulletChip\ngenerator FMarineShotgun\t\tBulletChip\ngenerator FMarineSSG\t\t\tBulletChip\ngenerator FMarineChaingun\t\tBulletChip\ngenerator FPlasmaBall\t\t\tPlasmaScorch\ngenerator FMarinePlasma\t\t\tPlasmaScorch\ngenerator FMarineRailgun\t\tPlasmaScorch\n\ngenerator ZombieAShotGun \t\tBulletChip\ngenerator ArChaingun\t\t\tBulletChip\ngenerator ZPlasmaBall\t\t\tPlasmaScorch\ngenerator MRailGun\t\t\tScorch"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\n// Weapons\n\n#include \"Weapons/MasterGuns.txt\"\n#include \"Weapons/MarineGuns.txt\"\n\n// Player Classes\n\n#include \"Classes/MarineClass.txt\"\n#include \"Classes/MonsterMasterClass.txt\"\n\n// Items\n\n#include \"Items/Morph.txt\"\n#include \"Items/doomitems.txt\"\n// Effects\n\n#include \"Effects/Effects.txt\"\n\n// Monsters\n\n#include \"Monsters/Spawners.txt\"\n#include \"Monsters/ZombieMan.txt\"\n#include \"Monsters/DoomImp.txt\"\n#include \"Monsters/ShotGunGuy.txt\"\n#include \"Monsters/ChainGunGuy.txt\"\n#include \"Monsters/LostSoul.txt\"\n#include \"Monsters/Demon.txt\"\n#include \"Monsters/PainElemental.txt\"\n#include \"Monsters/CacoDemon.txt\"\n#include \"Monsters/KirovCaco.txt\"\n#include \"Monsters/Revenant.txt\"\n#include \"Monsters/RevenantCommando.txt\"\n#include \"Monsters/RevenantGrenadier.txt\"\n#include \"Monsters/Fatso.txt\"\n#include \"Monsters/HellKnight.txt\"\n#include \"Monsters/BaronOfHell.txt\"\n#include \"Monsters/Arachnotron.txt\"\n#include \"Monsters/Archvile.txt\"\n#include \"Monsters/ArchvileExorcist.txt\"\n#include \"Monsters/SpiderMasterMind.txt\"\n#include \"Monsters/CyberDemon.txt\"\n#include \"Monsters/CyberDemonSeeker.txt\"\n#include \"Monsters/CyberDemonRail.txt\"\n#include \"Monsters/CyberApocalypse.txt\"\n#include \"Monsters/BossEye.txt\"\n#include \"Monsters/WolfensteinSS.txt\"\n#include \"Monsters/FMarines.txt\"\n\n// Morph Classes\n\n#include \"MorphClasses/ZombieManClass.txt\"\n#include \"MorphClasses/DoomImpClass.txt\"\n#include \"MorphClasses/ShotGunGuyClass.txt\"\n#include \"MorphClasses/ChainGunGuyClass.txt\"\n#include \"MorphClasses/DemonClass.txt\"\n#include \"MorphClasses/SpectreClass.txt\"\n#include \"MorphClasses/RevenantClass.txt\"\n#include \"MorphClasses/HellKnightClass.txt\"\n#include \"MorphClasses/BaronOfHellClass.txt\"\n#include \"MorphClasses/CacoDemonClass.txt\"\n#include \"MorphClasses/FatsoClass.txt\"\n#include \"MorphClasses/ArachnotronClass.txt\"\n#include \"MorphClasses/CyberDemonClass.txt\"\n#include \"MorphClasses/MasterMindClass.txt\"\n#include \"MorphClasses/ArchvileClass.txt\"\n#include \"MorphClasses/WolfensteinSSClass.txt\"\n#include \"MorphClasses/PainElementalClass.txt\"\n#include \"MorphClasses/LostSoulClass.txt\"\n#include \"MorphClasses/FMarinesClass.txt\"\n#include \"MorphClasses/BarrelClass.txt\""
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "// made by silva (com1337@gmail.com)\nclearplayerclasses\n\naddplayerclass MarineClass\naddplayerclass MonsterMasterClass\n\naddkeysection \"Master Of Puppets\" mop.bindings\n\n   //Additional AltFire modes\n   addmenukey \"AltFire X\" AltFireX\n   alias AltFireX \"puke 3002\"\n\n   addmenukey \"AltFire Y\" AltFireY\n   alias AltFireY \"puke 3003\"\n\n   addmenukey \"AltFire Z\" AltFireZ\n   alias AltFireZ \"puke 3008\"\n\n   //Kicking with leg\n   addmenukey \"Kicking with leg\" KickWLeg\n   alias KickWLeg \"puke 3005\"\n\n   addmenukey \"Auto Roll on/off\" AutoRoll\n   alias AutoRoll \"puke 3018\"\n\n   addmenukey \"RollLeft\" RollLeft\n   alias RollLeft \"puke 3019\"\n\n   addmenukey \"RollRight\" RollRight\n   alias RollRight \"puke 3020\"\n\n   //Night vision permamently set till player killed\n   addmenukey \"Night Vision on/off\" NVision\n   alias NVision \"puke 3001\"\n\n   addmenukey \"Marine MedKit\" CMedKit\n   alias CMedKit \"puke 3023\"\n\n   addmenukey \"Marine Taunting\" taunt1\n   defaultbind y taunt1\n\n   addmenukey \"One Liners\" sayit\n   defaultbind u sayit\n\n   addmenukey \"Duke Taunts\" dam1 //dam1\n\n   addmenukey \"Offend\" ofend\n\n   addmenukey \"got you\" gotu\n\n   addmenukey \"Watch It!\" watch\n\n   addmenukey \"Warn Marines\" warn\n\n   alias Taunt1 \"puke 574 7\"\n   alias sayit  \"puke 574 6\"\n   alias dam1  \"puke 574 5\" //dn\n   alias ofend  \"puke 574 4\"\n   alias gotu   \"puke 574 3\"\n   alias watch  \"puke 574 2\"\n   alias warn   \"puke 574 1\"\n   alias mlist  \"puke 589\"\n\n   alias expcount    \"puke 561\"\n\n   alias pupstat        \"puke 560\"\n   alias puppetstat     \"puke 560\"\n   alias masterdisplay  \"puke 560\"\n   alias monsterstat    \"puke 560\"\n\n   alias getback   \"puke 502\"\n\n   alias resetrank \"puke 503\"\n\n   alias showall   \"puke 591\""
      },
      {
        "source": "pk3",
        "name": "CVARinfo.txt",
        "contents": "server    bool    SV_NoCyberdemon     = false;\nserver    bool    SV_NoCyberdemon2    = false;\nserver    bool    SV_NoMasterMind     = false;\nuser      string  CL_LastWeaponUsed   = 3;"
      },
      {
        "source": "pk3",
        "name": "TeamInfo.txt",
        "contents": "ClearTeams\n\nTeam \"Marines\"\n{\n\tPlayerColor \"FF FF 00\" // This needs to be full to look good.\n\tTextColor \"Gold\"\n\tRailColor \"FF FF 00\"\n\n\tFlagItem \"GoldFlag\"\n\tSkullItem \"GoldSkullST\"\n\n\tPlayerStartThingNumber 5081 //5084\n\tSmallFlagHUDIcon \"STFLA5\"\n\tSmallSkullHUDIcon \"STKEYS4\"\n\tLargeFlagHUDIcon \"YFLASMAL\"\n\tLargeSkullHUDIcon \"YSKUA0\"\n}\n\nTeam \"Puppeteers\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\n\tPlayerStartThingNumber 5084 //5081\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "object MInvulnSphere //MInvulnerabilitySphere\n{\n    frame PINV { light INVULN }\n}\nobject MSoulsphere //MSphere\n{\n    frame SOUL { light SOULSPHERE }\n}\nobject MMegaSphere\n{\n    frame MEGAA0 { light MEGASPHERE1 }\n\n    frame MEGAB0 { light MEGASPHERE2 }\n    frame MEGAC0 { light MEGASPHERE3 }\n    frame MEGAD0 { light MEGASPHERE4 }\n}\nobject MHealthBonus\n{\n    frame BON1 { light HEALTHPOTION }\n}\nobject MArmorBonus\n{\n    frame BON2 { light ARMORBONUS }\n}\nobject MGreenArmor\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}\nobject MBlueArmor\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}\n\n/////\n/////\n///// PROJECTILES\n/////\n/////\n\nobject MBulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject FBulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject FArachPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject MPlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\nobject FPlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\nobject MDoomImpBall\n{\n    frame BAL1A { light IMPBALL    }\n    frame BAL1B { light IMPBALL    }\n\n    frame BAL1C { light IMPBALL_X1 }\n    frame BAL1D { light IMPBALL_X2 }\n    frame BAL1E { light IMPBALL_X3 }\n}\n\nobject PDoomImpBall\n{\n    frame BAL1A { light IMPBALL    }\n    frame BAL1B { light IMPBALL    }\n\n    frame BAL1C { light IMPBALL_X1 }\n    frame BAL1D { light IMPBALL_X2 }\n    frame BAL1E { light IMPBALL_X3 }\n}\n\nobject MCacodemonBall\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n    frame BAL2E { light CACOBALL_X3 }\n}\n\nobject CacodemonBall2\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n    frame BAL2E { light CACOBALL_X3 }\n}\n\nobject MCacolanternBall\n{\n    frame BAL8A0 { light CACOLANTERNBALL }\n    frame BAL8B0 { light CACOLANTERNBALL }\n\n    frame BAL8C0 { light CACOLANTERNBALL_X1 }\n    frame BAL8D0 { light CACOLANTERNBALL_X2 }\n    frame BAL8E0 { light CACOLANTERNBALL_X3 }\n}\n\nobject MAbaddonBall\n{\n    frame BAL3A0 { light ABADBALL }\n    frame BAL3B0 { light ABADBALL }\n\n    frame BAL3C0 { light ABADBALL_X1 }\n    frame BAL3D0 { light ABADBALL_X2 }\n    frame BAL3E0 { light ABADBALL_X3 }\n}\n\nobject PCacolanternBall\n{\n    frame BAL8A0 { light CACOLANTERNBALL }\n    frame BAL8B0 { light CACOLANTERNBALL }\n\n    frame BAL8C0 { light CACOLANTERNBALL_X1 }\n    frame BAL8D0 { light CACOLANTERNBALL_X2 }\n    frame BAL8E0 { light CACOLANTERNBALL_X3 }\n}\n\nobject PAbaddonBall\n{\n    frame BAL3A0 { light ABADBALL }\n    frame BAL3B0 { light ABADBALL }\n\n    frame BAL3C0 { light ABADBALL_X1 }\n    frame BAL3D0 { light ABADBALL_X2 }\n    frame BAL3E0 { light ABADBALL_X3 }\n}\n\nobject MKnightBall\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nobject KnightBallAd\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nobject MBaronBall\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nobject MBelphegorBall\n{\n    frame BAL7A { light BELPHEGORBALL    }\n    frame BAL7B { light BELPHEGORBALL    }\n\n    frame BAL7C { light BELPHEGORBALL_X1 }\n    frame BAL7D { light BELPHEGORBALL_X2 }\n    frame BAL7E { light BELPHEGORBALL_X3 }\n}\n\nobject PBelphegorBall\n{\n    frame BAL7A { light BELPHEGORBALL    }\n    frame BAL7B { light BELPHEGORBALL    }\n\n    frame BAL7C { light BELPHEGORBALL_X1 }\n    frame BAL7D { light BELPHEGORBALL_X2 }\n    frame BAL7E { light BELPHEGORBALL_X3 }\n}\n\nobject MFatShot\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject FatShot2\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject  SoulProj\n{\n    frame SKULC { light IMPBALL }\n    frame SKULD { light IMPBALL }\n\n    frame SKULF { light ROCKET_X1 }\n    frame SKULG { light ROCKET_X2 }\n    frame SKULH { light ROCKET_X3 }\n    frame SKULI { light ROCKET_X2 }\n    frame SKULJ { light ROCKET_X1 }\n    frame SKULK { light ROCKET_X2 }\n}\n\nobject SoulHarvesterBall\n{\n    frame SHBAA { light IMPBALL   }\n    frame SHBAB { light IMPBALL   }\n\n    frame SHBAC { light IMPBALL   }\n    frame SHBAD { light ROCKET_X1 }\n    frame SHBAE { light IMPBALL   }\n    frame SHBAF { light ROCKET_X1 }\n    frame SHBAH { light ROCKET_X2 }\n    frame SHBAJ { light ROCKET_X3 }\n}\n\nobject PSoulHarvesterBall\n{\n    frame SHBAA { light IMPBALL   }\n    frame SHBAB { light IMPBALL   }\n\n    frame SHBAC { light IMPBALL   }\n    frame SHBAD { light ROCKET_X1 }\n    frame SHBAE { light IMPBALL   }\n    frame SHBAF { light ROCKET_X1 }\n    frame SHBAH { light ROCKET_X2 }\n    frame SHBAJ { light ROCKET_X3 }\n}\n\nflickerlight FECTSHOT\n{\n    color 0.0 0.8 0.0\n    size 50\n    secondarySize 55\n    chance 0.5\n}\n\nflickerlight FECTSHOT_X1\n{\n    color 0.0 0.8 0.0\n    size 50\n    secondarySize 55\n    chance 0.25\n}\n\nflickerlight FECTSHOT_X2\n{\n    color 0.0 0.6 0.0\n    size 60\n    secondarySize 65\n    chance 0.25\n}\n\nflickerlight FECTSHOT_X3\n{\n    color 0.0 0.4 0.0\n    size 70\n    secondarySize 75\n    chance 0.25\n}\n\nobject MHectShot\n{\n    frame HECFA { light FECTSHOT }\n    frame HECFB { light FECTSHOT }\n\n    frame HECFC { light FECTSHOT_X1 }\n    frame HECFD { light FECTSHOT_X2 }\n    frame HECFE { light FECTSHOT_X3 }\n}\n\nobject PHectShot\n{\n    frame HECFA { light FECTSHOT }\n    frame HECFB { light FECTSHOT }\n\n    frame HECFC { light FECTSHOT_X1 }\n    frame HECFD { light FECTSHOT_X2 }\n    frame HECFE { light FECTSHOT_X3 }\n}\n\nobject MArachnotronPlasma\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\nobject ArPlasm\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\nobject MRevenantTracer\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}\n\nobject HomingMissile\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}\n\nObject MDarkSeeker\n{\nFrame DKB1A { Light DarkBallSeeker1 }\nFrame DKB1B { Light DarkBallSeeker1 }\nFrame DKB1C { Light DarkBallSeeker2 }\nFrame DKB1D { Light DarkBallSeeker3 }\nFrame DKB1E { Light DarkBallSeeker4 }\n}\n\nObject MPDarkSeeker\n{\nFrame DKB1A { Light DarkBallSeeker1 }\nFrame DKB1B { Light DarkBallSeeker1 }\nFrame DKB1C { Light DarkBallSeeker2 }\nFrame DKB1D { Light DarkBallSeeker3 }\nFrame DKB1E { Light DarkBallSeeker4 }\n}\n\nObject PShadowBall\n{\nFrame SBALA { Light ShadowBall }\nFrame SBALB { Light ShadowBall }\nFrame SBALC { Light ShadowBall }\nFrame SBALD { Light ShadowBall1 }\nFrame SBALE { Light ShadowBall2 }\nFrame SBALF { Light ShadowBall3 }\nFrame SBALG { Light ShadowBall4 }\nFrame SBALH { Light ShadowBall5 }\n}\n\nobject MVileFireP\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MMarineRocket\n{\n    frame MISLA { light ROCKET    }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject MGrenade\n{\n    frame SGRN { light GRENADE    }\n\n    frame MISLB { light GRENADE_X1 }\n    frame MISLC { light GRENADE_X2 }\n    frame MISLD { light GRENADE_X3 }\n}\n\nobject PuppetCybRocket\n{\n    frame MISLA { light ROCKET    }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject MBFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\nobject MBFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\n\nobject FBFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\nobject FBFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\n\nobject MBFG10kShot\n{\n    frame BFE1A0 { light BFG10KSHOT }\n    frame BFE1B0 { light BFG10KSHOT }\n\n    frame BFE1C0 { light BFG10KSHOT_X1 }\n    frame BFE1D0 { light BFG10KSHOT_X2 }\n    frame BFE1E0 { light BFG10KSHOT_X3 }\n}\n\n/////\n/////\n///// MONSTERS\n/////\n/////\n\nobject MarineClass\n{\n    frame PLAYF { light ZOMBIEATK }\n    frame PLA2F { light ZOMBIEATK }\n    frame PLA3F { light ZOMBIEATK }\n    frame PLA4F { light ZOMBIEATK }\n    frame PLA5F { light ZOMBIEATK }\n    frame PMINF { light ZOMBIEATK }\n}\n\nObject MDarkImp\n{\nFrame DRKIE { Light NamiDarkImpFire }\nFrame DRKIF { Light NamiDarkImpFire }\nFrame DRKIG { Light NamiDarkImpFire }\n}\n\nobject MZombieMan\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject MShotgunGuy\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject ZombieManClass\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuyClass\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject MChaingunGuy\n{\n    frame CPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuyClass\n{\n    frame CPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy2Class\n{\n    frame DPOSE { light ZOMBIEATK }\n    frame DPOSF { light ZOMBIEATK }\n}\n\nobject MLostSoul\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\nobject LostSoulClass\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\nobject MArchvile\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\nobject ArchvileClass\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\nobject MExplosiveBarrel\n{\n    frame BAR1  { light BARREL    }\n\n    frame BEXPB { light ROCKET_X1 }\n    frame BEXPC { light ROCKET_X2 }\n    frame BEXPD { light ROCKET_X3 }\n}\n\nobject BarrelClass\n{\n    frame BAR1  { light BARREL    }\n\n    frame BEXPB { light ROCKET_X1 }\n    frame BEXPC { light ROCKET_X2 }\n    frame BEXPD { light ROCKET_X3 }\n}\n\nobject FMarinePistol\n{\n    frame PLA2F { light ZOMBIEATK }\n}\n\nobject FMarineShotgun\n{\n    frame PLA3F { light ZOMBIEATK }\n}\n\nobject FMarineSSG\n{\n    frame PLA5F { light ZOMBIEATK }\n}\n\nobject FMarineChaingun\n{\n    frame PLA4F { light ZOMBIEATK }\n}\n\nobject FMarinePistolClass\n{\n    frame PLA2F { light ZOMBIEATK }\n}\n\nobject FMarineShotgunClass\n{\n    frame PLA3F { light ZOMBIEATK }\n}\n\nobject FMarineSSGClass\n{\n    frame PLA5F { light ZOMBIEATK }\n}\n\nobject FMarineChaingunClass\n{\n    frame PLA4F { light ZOMBIEATK }\n}\n\n/////\n/////\n///// JMod +\n/////\n/////\n\nobject MAShotgunGuy\n{\n    frame ASGZF { light ZOMBIEATK }\n}\n\nobject AShotgunGuyClass\n{\n    frame ASGZF { light ZOMBIEATK }\n}\n\nObject MArachGunner\n{\nFrame CSPIH { Light ZOMBIEATK }\n}\n\nObject ArachGunnerClass\n{\nFrame CSPIH { Light ZOMBIEATK }\n}\n\nobject ZPlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\nPointlight AnnihilatorRocket1\n{\nColor 1.0 0.7 0.0\nSize 56\n}\n\nFlickerlight AnnihilatorRocket2\n{\nColor 1.0 0.7 0.0\nSize 64\nSecondarySize 72\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket3\n{\nColor 0.5 0.1 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket4\n{\nColor 0.3 0.0 0.0\nSize 96\nSecondarySize 104\nChance 0.3\n}\n\nObject PCybRocket2\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}\n\nObject PCybRocket3\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}\n\nObject PuppetCybRocket2\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}\n\nObject PuppetCybRocket3\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}\n\n//Yamato\npointlight MYAMATOBOMB\n{\n    color 1.0 0.0 0.0\n    size 256\n}\n\nobject MYamatoBomb\n{\n    frame YAS3 { light MYAMATOBOMB }\n}\n\npointlight MYAMATOBOMBTRAIL1\n{\n    color 1.0 0.0 0.0\n    size 192\n}\n\npointlight MYAMATOBOMBTRAIL2\n{\n    color 1.0 0.0 0.0\n    size 164\n}\n\nobject MYamatoBombTrail2\n{\n    frame YAE1 { light MYAMATOBOMBTRAIL1 }\n    frame YAS2 { light MYAMATOBOMBTRAIL2 }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/MarineClass.txt",
        "contents": "ACTOR MarineClass : DoomPlayer\n{\n  Speed 0.95\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.JumpZ 10 //added\n\n  Player.StartItem \"Mrank6\",1 //Starting rank on joining game //5\n  Player.StartItem \"StartArmor\", 1 //Armor given on spawn\n\n  //Basic ammunition\n  Player.StartItem \"MClipBox\", 20\n  Player.StartItem \"MShellBox\", 10\n  Player.StartItem \"MRocketBox\", 10\n  Player.StartItem \"MCellPack\", 20\n\n  //Weapons given on joining game\n  Player.StartItem \"AssaultShotgun\", 1\n  Player.StartItem \"MShotgun\", 1\n  Player.StartItem \"MFists\", 1\n  Player.StartItem \"ADMPistol\", 1\n  //Player.StartItem \"MRocketLauncher\", 1\n  //Player.StartItem \"MChainsaw\", 1\n  //Player.StartItem \"MFist\", 1\n  //Player.StartItem \"Mpistol\", 1\n  //Player.StartItem \"MSuperShotgun\", 1\n  //Player.StartItem \"MChaingun\", 1\n  //Player.StartItem \"AssaultRifle\", 1\n  //Player.StartItem \"Vulcan\", 1\n  //Player.StartItem \"MPlasmaRifle\", 1\n  //Player.StartItem \"MRailGun\", 1\n  //Player.StartItem \"MBFG10K\", 1\n\n  //Unlocks given on joining game\n  Player.StartItem \"RUnlock1\", 1 //Pistol alt fire\n  Player.StartItem \"RUnlock2\", 1 //Shotgun fist alt fire\n  //Player.StartItem \"RUnlock3\", 1 //Grenade launcher\n  //Player.StartItem \"RUnlock4\", 1 //Burst fire\n  //Player.StartItem \"RUnlock5\", 1 //Plasma spread\n  //Player.StartItem \"RUnlock6\", 1 //Vulcan speed move\n  //Player.StartItem \"RUnlock7\", 1 //Raigun alt fire\n\n  //Weapon mapping to weapon groups\n  Player.WeaponSlot 1, MFists, MFist, MChainsaw\n  Player.WeaponSlot 2, ADMPistol, Mpistol, MPistolForDeranked\n  Player.WeaponSlot 3, MShotgun, MSuperShotgun, MQuadShotgun, AssaultShotgun\n  Player.WeaponSlot 4, MChaingun, AssaultRifle, Vulcan\n  Player.WeaponSlot 5, MRocketLauncher\n  Player.WeaponSlot 6, MPlasmaRifle, MRailGun\n  Player.WeaponSlot 7, MBFG9000, MBFG10K\n\n  //In case to map other wad weapons here (Actor)\n  Player.WeaponSlot 8, CustWeapon1, CustWeapon2, CustWeapon3, CustWeapon4, CustWeapon5\n  Player.StartItem \"CustWeapon1\", 1\n  Player.StartItem \"CustWeapon2\", 1\n  Player.StartItem \"CustWeapon3\", 1\n  Player.StartItem \"CustWeapon4\", 1\n  Player.StartItem \"CustWeapon5\", 1\n\n  //Damage amounts\n  DamageFactor \"Suicide\", 0.00005 // suicide takes longer\n  DamageFactor \"MarineKickBasic\", 0.25 // need damage for kickback\n  DamageFactor \"MarineKickPowered\", 0.07 // need damage for kickback //0.1\n\n  DamageFactor \"Control\", 0\n  DamageFactor \"MarineDamage\", 0 //0.12\n  DamageFactor \"BFGSplash\", 0.03 //0.12\n  DamageFactor \"MarineRLDamage\", 0.03 //0.12\n  DamageFactor \"MarineRail\", 0 //0.03\n  DamageFactor \"MarineSuperweapon\", 0.07 //added for custom weapons\n  DamageFactor \"PorkDamage\", 0 //added\n\n  DamageFactor \"KPLASMA\", 1\n  DamageFactor \"ImpBallDamage\", 1\n  DamageFactor \"CacoDamage\", 1\n  DamageFactor \"SkelDamage\", 1\n  DamageFactor \"FatsoDamage\", 1\n  DamageFactor \"KnightDamage\", 1\n  DamageFactor \"ArachDamage\", 1\n  DamageFactor \"ZombiesDamage\", 1\n  DamageFactor \"viledamage\", 1\n  DamageFactor \"Slime\", 0.25 //1\n\tDamageFactor \"KirGrenDamage\", 0.33 //monster\n\tDamageFactor \"SkelDamageGren\", 0.33 //monster\n\tDamageFactor \"AbaddonGrenDamage\", 0.5 //puppet\n\tDamageFactor \"RevenantGrenDamage\", 0.5 //puppet\n\n  +NOSKIN\n  +NOTELEFRAG //added - marine can not be telefragged\n  +THRUSPECIES //added -  simultaneous teleporting\n  SPECIES \"MarinePlayerSpecies\" //added - simultaneous teleporting\n  //Team \"MarinePlayerTeam\" //added\n\n  //TeleFogSourceType \"TeleportFog\" //does not work in Zandronum\n  //TeleFogDestType \"TeleportFog\" //does not work in Zandronum\n\n  LimitedToTeam 0\n\n  States\n  {\n  Spawn:\n\tPLAY A 0 //need dummy frame on spawn\n\tPLAY A 0 A_jumpifinventory(\"havgun\",1,\"SpawnLoop\") //If executed once per spawn already\n    PLAY A 1 ACS_ExecuteAlways(487,0,0,0,0) //Give previous weapon\n    PLAY A 0 A_GiveInventory(\"havgun\",1)\n\t//jump over to looping state, but dont come back\n  SpawnLoop:\n\tPLAY A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\tPLAY A 0 ACS_Execute(3006,0,0,0,0)\n\tPLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n\tPLAY A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\tPLAY A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n    PLAY A 1\n    PLAY A 0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY A 0 A_giveinventory(\"imarine\",1)\n    PLAY A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n    PLAY A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tPLAY A 0 A_jumpifinventory(\"CourtMartialled\",1,1)\n\t\tLoop\n\t\tPLAY A 0 A_ChangeFlag(\"PICKUP\", FALSE)\n    Loop\n\n  See:\n\tPLAY A 0 Thing_ChangeTid(0,390)\n\tPLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n\tPLAY A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\tPLAY A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n    PLAY A   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY B   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY C   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY D   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n    PLAY A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n    Loop\n  Missile:\n    PLAY E 12\n\tPLAY A 0 Thing_ChangeTid(0,390)\n    Goto SpawnLoop\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n\tPLAY A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\tPLAY A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n    PLAY G 4 A_Pain\n    Goto SpawnLoop\n  Kick:\n\tPL32 \"[\" 2 ThrustThing(angle*256/360,10,0,0)//Thrust Forward\n\tPL32 \"[\" 1 ThrustThingZ(0,10,0,1)//Thrust Upward\n    PL32 \"[\" 3\n    PL32 \"]\" 3\n    PL32 \"z\" 3\n    PL32 \"]\" 3\n    PL32 A 0 A_TakeInventory(\"Kicking\",1)\n    GOTO SpawnLoop\n\n  RollRight:\n    NULL A 0 A_PlaySound(\"KICK\")\n\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\tNULL A 0 A_TakeInventory(\"RollRight\")\n\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\tNULL A 0 ThrustThing(angle*256/360+192,35,0,0)//Thrust Right\n\tPROL EDCBA 4\n\tPLAY A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\tPLAY A 0 A_TakeInventory(\"RollLeft\")\n\tPLAY A 0 A_TakeInventory(\"RollRight\")\n\tGOTO SpawnLoop\n  RollLeft:\n\tNULL A 0 A_PlaySound(\"KICK\")\n\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\tNULL A 0 A_TakeInventory(\"RollRight\")\n\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\tNULL A 0 ThrustThing(angle*256/360+64,35,0,0)//Thrust Left\n\tPROL ABCDE 4\n\tPLAY A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\tPLAY A 0 A_TakeInventory(\"RollLeft\")\n\tPLAY A 0 A_TakeInventory(\"RollRight\")\n\tGOTO SpawnLoop\n  Pain.KPLASMA:\n    PLAY G 4\n    PLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n\tPLAY A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\tPLAY A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n    PLAY G 4 A_Pain\n\tGOTO SpawnLoop\n  Death:\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n    PLAY H 0 A_GiveToTarget (\"Mskull\",1)\n\tPLAY H 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tPLAY H 0 A_GiveInventory(\"MarineManDown\",1)\n\tGOTO Death1\n  Death1:\n    PLAY H 0 Thing_changeTid(390,0)\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n\n Death.KPLASMA:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    PLAY H 0 A_TakeInventory(\"havgun\",1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n    GOTO Death1\n\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n\nwhat2say:\n\tTNT1 A   0\n\tTNT1 A   0 A_TakeInventory(\"tellthem\",1)\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",7,\"ADVTAUNT\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",6,\"SAYONE\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",5,\"DAM\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",4,\"FU\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",3,\"GOTYA\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",2,\"WATCHIT\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",1,\"WARN\")\n\tGOTO SEE\nDAM:\n\tTNT1 A   0\n\tTNT1 A   0 A_PlaySound(\"DAM\", 2)\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\nFU:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"FUKU\", 2)     //5\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\nGOTYA:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"GOTYA\", 2)     //8\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\nWATCHIT:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"watchit\", 2)     //11\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\nWARN:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"WATCHOUT\", 2)     //14\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\nSAYONE:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"ONELIN\", 2)     //14\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\nADVTAUNT:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"TAUNT0\", 2)     //14\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SpawnLoop\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY V 1 A_Takeinventory(\"imarine\",1)\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY O 1 A_Takeinventory(\"imarine\",1)\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n\tTNT1 A 0 A_GiveToTarget (\"Teamkill\",1) //added\n\tTNT1 A 0 A_GiveInventory(\"MarineManDown\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY X 1 A_Takeinventory(\"imarine\",1)\n    PLAY Y -1\n    Stop\nSayOneLiner:\n\tMARN A 1\n\tTNT1 A 0\n\n\tGoto see\nAdvancedTaunt:\n\tMARN A 1\n\n\tTNT1 A 0 A_TakeInventory(\"advtaunting\", 1)\n\tGoto see\n  }\n}\n\nactor SAYTHIS : inventory\n{\n  inventory.maxamount 7\n}\nactor TELLTHEM : inventory\n{\n  inventory.maxamount 1\n}\n//*****************************\nactor rankcount : inventory\n{\n  inventory.maxamount 15\n}\n\nactor Imarine : inventory\n{\n  inventory.maxamount 1\n}\n\nactor advtaunting : inventory\n{\n  inventory.maxamount 1\n}\nactor oneliner : inventory\n{\n  inventory.maxamount 1\n}\n\nactor ingame : inventory\n{\n  inventory.maxamount 1\n}\nactor deadpup : imarine\n{ }\n\nactor havgun   : ingame\n{ inventory.amount 0\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE }\n\nactor Mplayer0 : ingame\n{}\nactor Mplayer1 : ingame\n{}\nactor Mplayer2 : ingame\n{}\nactor Mplayer3 : ingame\n{}\nactor Mplayer4 : ingame\n{}\nactor Mplayer5 : ingame\n{}\nactor Mplayer6 : ingame\n{}\nactor Mplayer7 : ingame\n{}\nactor Mplayer8 : ingame\n{}\nactor Mplayer9 : ingame\n{}\nactor Mplayer10 : ingame\n{}\n\nactor MarineExp : AMMO\n{\n  inventory.amount 1\n  inventory.maxamount 20\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Mrank0 : inventory\n{\n  inventory.amount 1\n  inventory.maxamount 1\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\nactor Mrank1   : Mrank0 { }\nactor Mrank2   : Mrank0 { }\nactor Mrank3   : Mrank0 { }\nactor Mrank4   : Mrank0 { }\nactor Mrank5   : Mrank0 { }\nactor Mrank6   : Mrank0 { }\nactor Mrank7   : Mrank0 { }\nactor Mrank8   : Mrank0 { }\nactor Mrank9   : Mrank0 { }\nactor Mrank10  : Mrank0 { }\nactor Mrank11  : Mrank0 { }\nactor Mrank12  : Mrank0 { }\nactor Mrank13  : Mrank0 { }\nactor Mrank14  : Mrank0 { }\nactor Mrank15  : Mrank0 { }\nactor RUnlock1 : Mrank0 { }\nactor RUnlock2 : Mrank0 { }\nactor RUnlock3 : Mrank0 { }\nactor RUnlock4 : Mrank0 { }\nactor RUnlock5 : Mrank0 { }\nactor RUnlock6 : Mrank0 { }\nactor RUnlock7 : Mrank0 { }\nactor Expc     : Mrank0 { }\nactor Expd     : Mrank0 { }\nactor Expe     : Mrank0\n{   inventory.maxamount 2 }\nactor sinner   : Mrank0\n{\n  inventory.maxamount 2\n}\n\n// Pig for TeamKillers\nACTOR PigMarine : PlayerPawn\n{\n  Health 3000 //500\n  PainChance 255\n  Scale 1.5\n  Radius 18\n  Height 33\n // Translation \"73:76=25:28\",\"146:148=29:31\",\"238:239=33:34\",\"1:2=40:41\"\n  Speed 0.50\n  Player.JumpZ 5\n  Player.Viewheight 36\n  Player.SoundClass \"SPigMarine\"\n  Player.DisplayName \"Pig Teamkiller\"\n  Player.MorphWeapon \"PigSnout\"\n  Player.WeaponSlot 1,PigSnout\n  -PICKUP\n  +NOSKIN\n  +NOTARGET //added - not attacked by monsters\n  -COUNTKILL //added\n  //+NODAMAGE //added\n  -FRIENDLY //added - monsters will not attack\n  DamageFactor \"Slime\", 0\n  DamageFactor \"Control\", 0\n  DamageFactor \"Suicide\", 0 //added\n  DamageFactor \"MarineKickBasic\", 2\n  DamageFactor \"MarineKickPowered\", 2\n\n  DamageType \"PorkDamage\" //added - not to harm marines\n\n  States\n  {\n  Spawn:\n\tMPIG A 0 SetPlayerProperty(0,0,0)\n    MPIG A 1\n    MPIG A 0 A_jumpifinventory(\"havgun\",1,4)\n    MPIG A 1 A_giveinventory(\"havgun\",1)\n    MPIG A 1 ACS_Execute(710,0,0,0,0)\n    MPIG AAA 0\n    MPIG A 1\n    Loop\n  See:\n    MPIG ABCD 3\n    Loop\n  Pain:\n    MPIG A 4 A_PlaySoundEx (\"mpig/pain\",\"body\")\n    Goto Spawn\n  Melee:\n  Missile:\n    MPIG AB 4\n    Goto Spawn\n  Death:\n    MPIG E 4 A_PlaySoundEx (\"mpig/death\",\"body\")\n    MPIG F 1 A_NoBlocking\n\tMPIG F 1 A_GiveToTarget (\"MarineExp\",10)\n\tMPIG F 1 A_SpawnItem(\"MSoulsphere\",0,0)\n    MPIG G 4\n    MPIG H 3\n    MPIG IJK 4\n    MPIG L -1\n    Stop\n  }\n}\n\nACTOR PigSnout : Weapon\n{\n  Weapon.SelectionOrder 10000\n  +WEAPON.DONTBOB\n  +WEAPON.MELEEWEAPON\n  //+INVENTORY.UNDROPPABLE  //added\n  Weapon.Kickback 10\n  DamageType \"PorkDamage\"  //added\n  States\n  {\n  Ready:\n    MWPG A 4 A_WeaponReady\n\tMWPG A 1 A_Jump (127,1) //0\n\tloop\n\tMWPG B 8 A_PlaySoundEx (\"mpig/active\",\"weapon\")\n    goto Ready\n  Deselect:\n    MWPG A 1 A_Lower\n    Loop\n  Select:\n    MWPG A 1 A_Raise\n  Fire:\n    //MWPG A 0 SetPlayerProperty (0, 1, 0)\n    MWPG A 4 A_PlaySoundEx (\"mpig/active\",\"weapon\")\n\tMWPG A 2 A_CustomPunch (1,0,0,\"MFistPuff\",0)\n\tMWPG A 2 A_CustomPunch (1,0,0,\"MFistPuff\",0)\n    MWPG B 2\n\tMWPG A 2 A_CustomPunch (1,0,0,\"MFistPuff\",0)\n\tMWPG A 2 A_CustomPunch (1,0,0,\"MFistPuff\",0)\n    MWPG B 2\n\tMWPG A 2 A_CustomPunch (1,0,0,\"MFistPuff\",0)\n\tMWPG A 2 A_CustomPunch (1,0,0,\"MFistPuff\",0)\n    MWPG B 2\n\t//MWPG A 0 SetPlayerProperty (0, 0, 0)\n    Goto Ready\n  }\n}\n\n//Added\nactor PM_AltFireX : Inventory\n{\n  inventory.Amount 0\n  inventory.MaxAmount 1\n}\n\n//Added\nactor PM_AltFireY : Inventory\n{\n  inventory.Amount 0\n  inventory.MaxAmount 1\n}\n\n//Added\nactor PM_AltFireZ : Inventory\n{\n  inventory.Amount 0\n  inventory.MaxAmount 1\n}\n\n//Added\nactor PM_ZoomOffX : Inventory\n{\n  inventory.Amount 0\n  inventory.MaxAmount 1\n}\n\n//Added\nactor PM_ZoomOffY : Inventory\n{\n  inventory.Amount 0\n  inventory.MaxAmount 1\n}\n\n//Overheat Vulcan Primary counter\nactor MVulcanPrimary_counter : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 1750\n+Inventory.Undroppable }\n\n//Overheat Vulcan AlfFireX counter\nactor MVulcanAltFireXYZ_counter : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 1000\n+Inventory.Undroppable }\n\n//Overheat PlasmaRifle AlfFireY counter\nactor MPlasmaRifleAltFireY_counter : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 1000\n+Inventory.Undroppable }\n\n//Overheat RocketLauncher AlfFireY counter\nactor MRocketLauncherAltFireY_counter : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 1000\n+Inventory.Undroppable }\n\n//BFG gun overheat per level\nactor MBFG10K_Splash_Used : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 300\n+Inventory.Undroppable }\n\nactor MBFG10K_BFG_Used : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 36\n+Inventory.Undroppable }\n\nactor MBFG10K_GravityWaveBlast_Used : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 12\n+Inventory.Undroppable }\n\nactor MBFG10K_BlackHole_Used : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 6\n+Inventory.Undroppable }\n\nactor MBFG10K_GravityWaveShield_Used : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 3\n+Inventory.Undroppable }\n\n//Quad SSG single barrel counter\nactor QuadSingleShotUsed : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 4\n+Inventory.Undroppable }\n\n//Player rolls left\nActor RollLeftCounter : Inventory\n{ inventory.maxamount 2 }\nActor RollLeft : Inventory\n{ inventory.maxamount 1 }\n//Player rolls right\nActor RollRightCounter : Inventory\n{ inventory.maxamount 1 }\nActor RollRight : Inventory\n{ inventory.maxamount 1 }\n\n//For 90 sec delay on level start\nACTOR Yamato_SecLevelStart : inventory\n{ Inventory.MaxAmount 1\n+Inventory.Undroppable }\n\n//Away player reinforcement fix\nactor PlayerActiveMove  : inventory\n{  inventory.maxamount 1  }\n\n// Total teamkill counter per level\nactor PlayerRollAutoFlag : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 1\n+Inventory.Undroppable }"
      },
      {
        "source": "pk3",
        "name": "Classes/MonsterMasterClass.txt",
        "contents": "actor MonsterMasterClass : playerpawn\n\n{\n  Speed 1//0.7\n  Health 1\n  Radius 16 //0\n  Height 0 //0\n  Mass 100\n  PainChance 0\n  Player.ViewHeight 25\n  Player.DisplayName \"PuppetMaster\"\n  Player.SoundClass  \"PuppetMaster\"\n  Player.StartItem     mastergun\n  Player.WeaponSlot 1, mastergun\n  FloatSpeed 1\n\n  // immune to everything\n  DamageFactor \"MarineDamage\", 0\n  DamageFactor \"BFGSplash\", 0\n  DamageFactor \"MarineRLDamage\", 0\n  DamageFactor \"MarineRail\", 0\n  DamageFactor \"MarineSuperweapon\", 0\n  DamageFactor \"MarineKickBasic\", 0\n  DamageFactor \"MarineKickPowered\", 0\n  DamageFactor \"PorkDamage\", 0\n\n  DamageFactor \"CybYamato\", 0\n  DamageFactor \"KirGrenDamage\", 0\n  DamageFactor \"ImpBallDamage\", 0\n  DamageFactor \"Control\", 0\n  DamageFactor \"CacoDamage\", 0\n  DamageFactor \"SkelDamage\", 0\n  DamageFactor \"FatsoDamage\", 0\n  DamageFactor \"KnightDamage\", 0\n  DamageFactor \"ArachDamage\", 0\n  DamageFactor \"ZombiesDamage\", 0\n  DamageFactor \"viledamage\", 0\n  DamageFactor \"Slime\", 0\n  DamageFactor \"CybRLDamage\", 0\n\n  RenderStyle \"None\"\n  -NOBLOODDECALS\n  -DONTSPLASH\n  -NOINTERACTION\n  -SHOOTABLE\n  -SOLID\n  -PICKUP\n  -TELESTOMP\n  -FRIENDLY\n  +CANNOTPUSH\n  +NONSHOOTABLE\n  +NOTARGET\n\n  SPECIES \"PuppetPlayerSpecies\" //added - simultaneous teleporting\n  //Team \"PuppetPlayerTeam\" //added\n\n  limitedtoteam 1\n\n  States\n  {\n  Spawn:\n\tNULL A 1\n\tNULL A 4 A_SpawnItemEx (\"MGhost\",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tLOOP\n\n  See:\n\tNULL A 1\n\tNULL A 0 SetPlayerProperty (0, 1, 1)\n\tNULL A 0 SetPlayerProperty (0, 1, 3)\n\tNULL A 0 A_changeflag(\"float\",1)\n\tNULL A 0 A_changeflag(\"nogravity\",1)\n\tNULL A 0 A_changeflag(\"NOBLOCKMAP\",1) //new\n\tNULL A 0 A_changeflag(\"NOBLOCKMONST\",1) //new\n\tNULL A 0 A_changeflag(\"NOTRIGGER\",1) //moved from spawn\n\tNULL A 0 A_changeflag(\"NOCLIP\",1) //new, ZAN 2.1.2 gibbed marines on spawn with this flag\n\t//NULL A 0 A_SetSize(0,0)// //to be able walk through walls better\n\t\tNULL A 0 A_GIVEINVENTORY(\"mastergun\",1)\n\t\tNULL A 0 A_SELECTWEAPON(\"MASTERGUN\")\n\t\tNULL A 0 A_GIVEINVENTORY(\"active\",1)\n\tNULL A 0 Thing_ChangeTid(0,144)\n\t//NULL A 0 A_SetSize(0,-1,0) //does not work setting 0 radius\n  See2:\n\tNULL A 4 A_SpawnItemEx (\"MGhost\",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tLOOP\n\n  Missile:\n\tNULL A 1\n\tgoto see\n\n  Death:\n\tNULL A 1 A_hidething\n\tNULL A 1 A_TakeInventory(\"onteam\",1)\n\tNULL A -1\n\tstop\n  }\n}\n\nactor MGhost\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOTELEPORT\n  RenderStyle add\n  Alpha 0.20\n  scale 0.7\n  +RANDOMIZE\n  +NOTRIGGER //added - avoid issues in level design\n\n  States\n  {\n  Spawn:\n    SPIR A 3\n    SPIR B 3 Thing_ChangeTid(0,143)\n\n  Death:\n    SPIR AB 3\n    TNT1 A  0\n    TNT1 A  1 Thing_Remove(143)\n    STOP\n  }\n}\n\nACTOR MDeathGhost\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOTELEPORT\n  RenderStyle add\n  alpha 1\n  scale 0.8\n  +NOTRIGGER //added - avoid issues in level design\n\n  States\n  {\n  Spawn:\n    SPIR EFGHIJ 3\n    stop\n  }\n}\n\n// Player kill count\nactor Mskull : Inventory\n{\n  inventory.amount 1\n  inventory.maxamount 9999 //6\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\n// Total teamkill counter per level\nactor Teamkill : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 9999\n+Inventory.Undroppable }\n\n// Total teamkill counter per level\nactor CourtMartialled : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 1\n+Inventory.Undroppable }\n\n// Individual death counter per level\nactor MarineManDown : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 9999\n+Inventory.Undroppable }\n\nactor ACtive : Inventory\n{\n  inventory.amount 1\n  inventory.maxamount 6\n}\n\nactor onteam : Inventory\n{\n  inventory.maxamount 1\n}\n\nactor closeit : Inventory\n{\n  inventory.maxamount 700\n}\n\n//Added\nActor FHeat: Inventory\n{\n}\n\n//Puppet 3 nuke counter per level\nactor PuppetYamatoLimit : Inventory\n{ Inventory.Amount 0\nInventory.MaxAmount 5\n+Inventory.Undroppable }"
      },
      {
        "source": "pk3",
        "name": "Effects/Effects.txt",
        "contents": "actor FBulletPuff : BulletPuff\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  DamageType \"ZombiesDamage\"\n}\n\nACTOR MTeleportFog_gone replaces TeleportFog\n{\n  +CLIENTSIDEONLY //network traffic optimization\n States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  }\n}\n\n//Original actor is still being called somehow\nACTOR BloodSplashBase_gone replaces BloodSplashBase\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MBloodSplashBase : BloodSplashBase_gone replaces BloodSplashBase_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  BSPH EFGHIJK 4\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR WaterSplashBase_gone replaces WaterSplashBase\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MWaterSplashBase : WaterSplashBase_gone replaces WaterSplashBase_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  SPSH EFGHIJK 4\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR SludgeSplash_gone replaces SludgeSplash\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST //not in original\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MSludgeSplashBase : SludgeSplash_gone replaces SludgeSplash_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  SLDG EFGH 4\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR SlimeSplash_gone replaces SlimeSplash\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST //not in original\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MSlimeSplash : SlimeSplash_gone replaces SlimeSplash_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  SLIM EFGH 4\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR LavaSplash_gone replaces LavaSplash\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MLavaSplash : LavaSplash_gone replaces LavaSplash_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  LVAS ABCDEF 5 Bright\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR BloodSplash_gone replaces BloodSplash\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\n  //+MISSILE //in original\n  //+DROPOFF //in original\n  //+NOTELEPORT //in original\n  //+LOWGRAVITY //in original\n  //+CANNOTPUSH //in original\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MBloodSplash : BloodSplash_gone replaces BloodSplash_gone\n{\n   //scale 0.8\n   //States\n   //{\n   //   Spawn:\n   //      BSPH ABCD 6\n   //      Stop\n   //   Death:\n   //      BSPH D 6\n   //      Stop\n   //}\n}\n\n//Original actor is still being called somehow\nACTOR WaterSplash_gone replaces WaterSplash\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\n  //+MISSILE //in original\n  //+DROPOFF //in original\n  //+NOTELEPORT //in original\n  //+LOWGRAVITY //in original\n  //+CANNOTPUSH  //in original\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MWaterSplash : WaterSplash_gone replaces WaterSplash_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  SPSH ABCD 6\n  //  Stop\n  //Death:\n  //  SPSH D 6\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR SludgeChunk_gone replaces SludgeChunk\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\n  //+MISSILE //in original\n  //+DROPOFF //in original\n  //+NOTELEPORT //in original\n  //+LOWGRAVITY //in original\n  //+CANNOTPUSH //in original\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MSludgeChunk : SludgeChunk_gone replaces SludgeChunk_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  SLDG ABCD 6\n  //  Stop\n  //Death:\n  //  SLDG D 6\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR SlimeChunk_gone replaces SlimeChunk\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\n  //+MISSILE //in original\n  //+DROPOFF //in original\n  //+NOTELEPORT //in original\n  //+LOWGRAVITY //in original\n  //+CANNOTPUSH //in original\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MSlimeChunk : SlimeChunk_gone replaces SlimeChunk_gone\n{\n  //scale 0.8\n  //States\n  //{\n  //Spawn:\n  //  SLIM ABCD 6\n  //  Stop\n  //Death:\n  //  SLIM D 6\n  //  Stop\n  //}\n}\n\n//Original actor is still being called somehow\nACTOR LavaSmoke_gone replaces LavaSmoke\n{\n  +CLIENTSIDEONLY //network traffic optimization\n  +NOBLOCKMAP\n  +NOCLIP\n  +NOGRAVITY\n  +DONTSPLASH\n  +DONTBLAST\nStates\n  {\n  Spawn:\n\tTNT1 A 1\n    Stop\n  }\n}\nACTOR MLavaSmoke : LavaSmoke_gone replaces LavaSmoke_gone\n{\n  //scale 0.6\n  //States\n  //{\n  //Spawn:\n  //  LVAS GHIJK 5 Bright\n  //  Stop\n  //}\n}"
      },
      {
        "source": "pk3",
        "name": "Items/doomitems.txt",
        "contents": "ACTOR MMegasphere : Megasphere replaces Megasphere\n{\n  Inventory.RespawnTics 3150 //4200\n  -INVENTORY.ALWAYSPICKUP\n\n  States\n  {\n  Spawn:\n    MEGA ABCD 6 BRIGHT\n    Loop\n  Pickup:\n\tMEGA A 1 A_JumpIf((ACS_ExecuteWithResult(3024,0,0,0)>0),\"GiveSphere\")\n\tFail\n\tGoto Spawn\n  GiveSphere:\n    TNT1 A 0 A_GiveInventory(\"MBlueArmor\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n    Stop\n // FailState:\n //   TNT1 A 1\n //  Fail\n  }\n}\n\nACTOR MSoulsphere : Soulsphere replaces Soulsphere\n{\n  Inventory.RespawnTics 3150\n  -INVENTORY.ALWAYSPICKUP\n}\n\nACTOR MInvulnSphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n  Inventory.RespawnTics 2100\n  Powerup.Mode Reflective\n}\n\nActor MBlueArmor : BlueArmor replaces BlueArmor\n{\n  Inventory.RespawnTics 2100\n  Inventory.Icon \"AICONB\"\n  Inventory.PickupSound  armor_pkup1\n  -INVENTORY.ALWAYSPICKUP\n}\n\nACTOR MGoldArmor : BasicArmorPickup\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Got Golden Armor\"\n  Inventory.Icon \"AICONG\"\n  Armor.SavePercent 75\n  Armor.SaveAmount 350\n  -INVENTORY.ALWAYSPICKUP\n  Inventory.RespawnTics 3150\n  Inventory.PickupSound  armor_pkup1\n  States\n  {\n  Spawn:\n    ARM3 A 3\n    ARM3 B 3 Bright\n\tARM2 A 1\n    ARM3 A 3\n    ARM3 B 3 Bright\n\tARM2 B 1 Bright\n    Loop\n  }\n}\n\nActor MHealthBonus : HealthBonus replaces HealthBonus\n{\n  Inventory.Amount 2\n}\n\nActor MStimpack : Stimpack replaces Stimpack\n{\n  Inventory.Amount 15\n  //Inventory.PickupSound need_it_bad // added\n}\n\nActor MMedikit : Medikit replaces Medikit\n{\n  Inventory.Amount 30\n  //Inventory.PickupSound need_it_bad // added\n}\n\nActor MarineHealthRegen : MMedikit\n{\n  Inventory.Amount 1\n}\n\nActor MarineCarryMedkit : Inventory\n{\n  Inventory.Amount 0\n  Inventory.MaxAmount 100\n}\n\nActor MGreenArmor : GreenArmor replaces GreenArmor\n{\n  Inventory.Icon \"AICONR\"\n  Inventory.PickupSound  armor_pkup1\n  -INVENTORY.ALWAYSPICKUP\n}\n\n// Start armor\nActor StartArmor : MGreenArmor\n{\n  Armor.Saveamount 100\n}\n\nActor MArmorBonus : ArmorBonus replaces ArmorBonus\n{\n  Inventory.Icon \"AICONR\"\n  Armor.Saveamount 2\n}\n\nACTOR MBerserk : Berserk replaces Berserk\n{\n  Inventory.PickupSound much_better\n  States\n  {\n  Spawn:\n    PSTR A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    TNT1 A 0 HealThing(100, 0) //50\n    Stop\n  }\n}\n\n// Starting Invulnerability\nACTOR MSpawnProt : PowerupGiver\n{\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invulnerable\"\n  Powerup.Color GoldMap\n  Powerup.Duration 210\n  Powerup.Mode Reflective\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  }\n}\n\n// BFG shield AltFireY\nACTOR MShieldProt : PowerupGiver\n{\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invulnerable\"\n  Powerup.Color GreenMap\n  Powerup.Duration 210 //35*6 secs\n  Powerup.Mode Reflective\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  }\n}\n\n// BFG shield AltFireY\nACTOR MTeleportProt : PowerupGiver\n{\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invulnerable\"\n  Powerup.Duration 175 //35*5 secs\n  Powerup.Mode Reflective\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  }\n}\n\n// Full bright textures\nactor MFullBrightnessFlag : Inventory\n{\n  inventory.amount 0\n  inventory.maxamount 1\n  +Inventory.Undroppable\n}\n\nACTOR MFullBrightnessOn : PowerupGiver\n{\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Powerup.Type \"LightAmp\"\n  Powerup.Duration 9999999\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Items/Morph.txt",
        "contents": "actor Mmorpher : PowerMorph\n\n{\n PowerMorph.MorphStyle MRF_LOSEACTUALWEAPON\n Powerup.Duration 0\n}\n\n// Zombie man\n\nACTOR morphtozombieman  : Mmorpher\n{\n PowerMorph.PlayerClass \"ZombieManClass\"\n}\n\n// ChainsawZombie\n\nACTOR morphtosawzombieman  : Mmorpher\n{\n PowerMorph.PlayerClass \"ChainsawZombieClass\"\n}\n\n// DooM Imp\n\nACTOR morphtoimp  : Mmorpher\n{\n PowerMorph.PlayerClass \"DoomImpClass\"\n}\n\n// Dark Imp\n\nACTOR morphtodarkimp  : Mmorpher\n{\n PowerMorph.PlayerClass \"DarkImpClass\"\n}\n\n// Shadow\n\nACTOR morphtoShadow  : Mmorpher\n{\n PowerMorph.PlayerClass \"ShadowClass\"\n}\n\n// SoulHarvester\n\nACTOR morphtosoulhar  : Mmorpher\n{\n PowerMorph.PlayerClass \"SoulHarvesterClass\"\n}\n\n// ShotGunGuy\n\nACTOR morphtoshotgunguy  : Mmorpher\n{\n PowerMorph.PlayerClass \"ShotGunGuyClass\"\n}\n\nACTOR morphtoashotgunguy  : Mmorpher\n{\n PowerMorph.PlayerClass \"AShotGunGuyClass\"\n}\n\nACTOR morphtoSSgZombie  : Mmorpher\n{\n PowerMorph.PlayerClass \"SSgZombieClass\"\n}\n\n// ChainGunGuy\n\nACTOR morphtochaingunguy  : Mmorpher\n{\n PowerMorph.PlayerClass \"ChainGunGuyClass\"\n}\n\n// ChainGunGuy2\n\nACTOR morphtochaingunguy2  : Mmorpher\n{\n PowerMorph.PlayerClass \"ChainGunGuy2Class\"\n}\n\n// Demon\n\nACTOR morphtodemon : Mmorpher\n{\n PowerMorph.PlayerClass \"DemonClass\"\n}\n\n// BloodDemon\n\nACTOR morphtoBloodDemon : Mmorpher\n{\n PowerMorph.PlayerClass \"BloodDemonClass\"\n}\n\n// Specrte\n\nACTOR morphtoSpectre : Mmorpher\n{\n PowerMorph.PlayerClass \"SpectreClass\"\n}\n\n// Revenant\n\nACTOR morphtorevenant : Mmorpher\n{\n PowerMorph.PlayerClass \"RevenantClass\"\n}\n\n// HellKnight\n\nACTOR morphtoknight : Mmorpher\n{\n PowerMorph.PlayerClass \"HellKnightClass\"\n}\n\n// Baron Of Hell\n\nACTOR morphtobaron : Mmorpher\n{\n PowerMorph.PlayerClass \"BaronOfHellClass\"\n}\n\nACTOR morphtobelphegor : Mmorpher\n{\n PowerMorph.PlayerClass \"BelphegorClass\"\n}\n\n// CacoDemon\n\nACTOR morphtocaco : Mmorpher\n{\n PowerMorph.PlayerClass \"CacoDemonClass\"\n}\n\nACTOR morphtocacolantern : Mmorpher\n{\n PowerMorph.PlayerClass \"CacoLanternClass\"\n}\n\nACTOR morphtoabaddon : Mmorpher\n{\n PowerMorph.PlayerClass \"AbaddonClass\"\n}\n\n// Fatso\n\nACTOR morphtofatso : Mmorpher\n{\n PowerMorph.PlayerClass \"FatsoClass\"\n}\n\nACTOR morphtohectebus : Mmorpher\n{\n PowerMorph.PlayerClass \"HectebusClass\"\n}\n\n// ArachnoTron\n\nACTOR morphtoarachnotron : Mmorpher\n{\n PowerMorph.PlayerClass \"ArachnotronClass\"\n}\n\nACTOR morphtoarachgunner : Mmorpher\n{\n PowerMorph.PlayerClass \"ArachGunnerClass\"\n}\n\n// CyberDemon\n\nACTOR morphtocyberdemon : Mmorpher\n{\n PowerMorph.PlayerClass \"CyberDemonClass\"\n}\n\n// MasterMind\n\nACTOR morphtomastermind : Mmorpher\n{\n PowerMorph.PlayerClass \"MasterMindClass\"\n}\n\n// ArchVile\n\nACTOR morphtovile: Mmorpher\n{\n PowerMorph.PlayerClass \"ArchVileClass\"\n}\n\n// WolfensteinSS\n\nACTOR morphtonazi: Mmorpher\n{\n PowerMorph.PlayerClass \"WolfensteinSSClass\"\n}\n\n// Pain Elemental\n\nACTOR morphtopain: Mmorpher\n{\n PowerMorph.PlayerClass \"PainElementalClass\"\n}\n\n// Lost Soul\n\nACTOR morphtolost: Mmorpher\n{\n PowerMorph.PlayerClass \"LostSoulClass\"\n}\n\n// Explosive Barrel\n\nACTOR morphtobarrel: Mmorpher\n{\n PowerMorph.PlayerClass \"BarrelClass\"\n}\n\n// Plasma Zombie\n\nACTOR morphtoPlasZ: Mmorpher\n{\n PowerMorph.PlayerClass \"PlasmaZombieClass\"\n}\n\n// CyberAnni\n\nACTOR morphtoanni : Mmorpher\n{\n PowerMorph.PlayerClass \"CyberAnniClass\"\n}\n\n// Pig\n\nACTOR morphtopig: Mmorpher\n{\n PowerMorph.PlayerClass \"PigMarine\"\n}\n\nACTOR morphtogreen: Mmorpher\n{\n PowerMorph.PlayerClass \"Marineclass\"\n}\n\nACTOR NoFlash replaces TeleportFog\n{\n RenderStyle None\n States\n {\n Spawn:\n  TNT1 A 1\n  Stop\n }\n}\nACTOR morphtoFMFist: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineFistClass\"\n}\nACTOR morphtoFMBers: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineBerserkClass\"\n}\nACTOR morphtoFMCSaw: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineChainsawClass\"\n}\nACTOR morphtoFMPist: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarinePistolClass\"\n}\nACTOR morphtoFMSG: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineShotgunClass\"\n}\nACTOR morphtoFMSSG: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineSSGClass\"\n}\nACTOR morphtoFMChai: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineChaingunClass\"\n}\nACTOR morphtoFMRock: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineRocketClass\"\n}\nACTOR morphtoFMPlas: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarinePlasmaClass\"\n}\nACTOR morphtoFMRail: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineRailgunClass\"\n}\nACTOR morphtoFMBFG: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineBFGClass\"\n}\n\n//New monster actors added\nACTOR morphtoFallenColonel: Mmorpher\n{ PowerMorph.PlayerClass \"FallenColonel\" }\n\nACTOR morphtoMCyberdemonSeeker: Mmorpher\n{ PowerMorph.PlayerClass \"MCyberdemonSeeker\" }\nACTOR morphtoMCyberdemonRail: Mmorpher\n{ PowerMorph.PlayerClass \"MCyberdemonRail\" }\nACTOR morphtoMAnnixApocalypse: Mmorpher\n{ PowerMorph.PlayerClass \"MAnnixApocalypse\" }\n\nACTOR morphtoMKirovCaco: Mmorpher\n{ PowerMorph.PlayerClass \"MKirovCaco\" }\n\nACTOR morphtoMRevenantCommando: Mmorpher\n{ PowerMorph.PlayerClass \"MRevenantCommando\" }\nACTOR morphtoMRevenantGrenadier: Mmorpher\n{ PowerMorph.PlayerClass \"MRevenantGrenadier\" }\n\nACTOR morphtoMArchvileExorcist: Mmorpher\n{ PowerMorph.PlayerClass \"MArchvileExorcist\" }"
      },
      {
        "source": "pk3",
        "name": "Monsters/Arachnotron.txt",
        "contents": "actor MArachnotron : Arachnotron\n{\n  tag Arachnotron\n  health 500\n  radius 56\n  height 56\n  mass 600\n  speed 12\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"ArachDamage\", 0\n  states\n  {\n  Spawn:\n    BSPI A 10 A_Look\n    BSPI B 10\n    BSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    BSPI A 20\n    BSPI A 3 A_BabyMetal\n    BSPI ABBCC 3 A_Chase\n    BSPI D 3 A_BabyMetal\n    BSPI DEEFF 3 A_Chase\n    BSPI A 0 A_JumpIf (special != 226,1)\n    goto See+1\n    BOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n    goto see+1\n  Missile:\n    BSPI A 20 A_FaceTarget\n    BSPI H 4 bright A_BspiAttack\n    BSPI G 4\n    BSPI G 1 A_SpidRefire\n    goto Missile+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,12)\n    TNT1 A 10\n    stop\n  Death:\n    BSPI A 0 A_GiveToTarget (\"MarineExp\",5)\n    BSPI J 20 A_Scream\n    BSPI K 7 A_NoBlocking\n    BSPI LMNO 7\n    BSPI P 1000 A_BossDeath\n    stop\n  }\n}\n\nactor MArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n  DamageType \"ArachDamage\"\n}\n\nactor MArachGunner\n{\n  tag ArachGunner\n  obituary \"%o was filled full of lead by an Arachno-Gunner.\"\n  health 500 //400 3.0.1\n  radius 56\n  height 56\n  mass 600\n  speed 12\n  painchance 128\n  seesound \"CSPI/Sight\"\n  painsound \"baby/pain\"\n  deathsound \"CSPI/Death\"\n  activesound \"baby/active\"\n  attackSound \"weapons/pistol\"\n  decal \"bulletchip\"\n  MONSTER\n  +FLOORCLIP\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"ArachDamage\", 0\n  states\n  {\n  Spawn:\n    CSPI A 10 A_Look\n    CSPI B 10\n    CSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    CSPI A 20\n    CSPI A 3 A_BabyMetal\n    CSPI ABBCC 3 A_Chase\n    CSPI D 3 A_BabyMetal\n    CSPI DEEFF 3 A_Chase\n    CSPI A 0 A_JumpIf (special != 226,1)\n    goto See+1\n    CSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    goto see+1\n  Missile:\n    CSPI A 20 A_FaceTarget\n    CSPI H 2 bright A_CustomBulletAttack (15, 5, 2, 4, \"FArachPuff\")\n    CSPI G 2\n    CSPI H 2 bright A_CustomBulletAttack (15, 5, 2, 4, \"FArachPuff\")\n    CSPI G 2\n    CSPI G 1 bright A_SpidRefire\n    goto Missile+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,42)\n    TNT1 A 10\n    stop\n  Pain:\n    CSPI I 3\n    CSPI I 3 A_Pain\n    goto See+1\n  Death:\n    CSPI A 0 A_GiveToTarget (\"MarineExp\",5)\n    CSPI J 20 A_Scream\n    CSPI K 7 A_NoBlocking\n    CSPI LMNO 7\n    CSPI P 1000 A_BossDeath\n    stop\n  Raise:\n    CSPI PONMLKJ 5\n    goto See+1\n  }\n}\n\nactor FArachPuff : FBulletPuff\n{\n  DamageType \"ArachDamage\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/BaronOfHell.txt",
        "contents": "actor MBaronOfHell : BaronOfHell\n{\n  tag \"Baron Of Hell\"\n  health 1000\n  radius 24\n  height 64\n  mass 1000\n  speed 8\n  BloodColor \"darkgreen\"\n  PainChance \"Control\", 255\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"MarineRail\", 0.9\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"KnightDamage\", 0\n  states\n  {\n  Spawn:\n    BOSS A 10 A_Look\n\tBOSS B 10\n\tBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    BOSS AABBCCDD 3 A_Chase\n    BOSS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,11)\n\tTNT1 A 10\n\tstop\n\n  Raise:\n    BOSS O 8\n    BOSS N 8  //A_JumpIfInventory (\"myfriend\",1,\",myside\")\n    BOSS MLKJI  8\n    Goto See\n\n  pain.GetUp:\n    BOSS D 4\n    BOSS D 4  A_changeflag(\"friendly\",1)\n    BOSS D 1  A_Print(\"was there\")\n    Goto See\n\n  Death:\n    BOSS I 8 A_GiveToTarget (\"MarineExp\",7)\n    BOSS J 8 A_Scream\n    BOSS K 8\n    BOSS L 8 A_NoBlocking\n    BOSS MN 8\n    BOSS O 1000  A_BossDeath\n    stop\n\n  }\n}\n\n// Belphegor\n\nACTOR MBelphegor : Belphegor replaces Belphegor\n{\n    tag Belphegor\n    PainChance \"Control\", 255\n    DamageFactor \"Control\", 1\n    BloodColor \"darkgreen\"\n\n    +ALWAYSFAST //added\n\n    // Takes damage from\n    DamageFactor \"MarineDamage\", 1\n    DamageFactor \"ImpBallDamage\", 0.5\n    DamageFactor \"ZombiesDamage\", 0.5\n    DamageFactor \"CacoDamage\", 0.5\n    DamageFactor \"SkelDamage\", 0.5\n    DamageFactor \"FatsoDamage\", 0.5\n    DamageFactor \"ArachDamage\", 0.5\n    DamageFactor \"viledamage\", 0.5\n    // immune to\n    DamageFactor \"KnightDamage\", 0\n\n  \tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 10 A_Look\n\t\tBOS3 B 10\n     \tBOS3 A 0 Thing_SetSpecial (0,226,409,0,health)\n        loop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t\tBOSS A 0 A_JumpIf (special != 226,1)\n\t    loop\n\t    BOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t    goto see\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8 A_GiveToTarget (\"MarineExp\",7)\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O 1 A_JumpIf(random(1,3) == 3, 2)\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\t\t\tBOS3 O 500 A_BossDeath\n\t\t\tStop\n\tDeath.Control:\n        TNT1 A 0 ACS_Execute(410,0,27)\n\t    TNT1 A 10\n\t    stop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR MBelphegorBall : BelphegorBall\n{\n    DamageType \"KnightDamage\"\n\tDecal BaronScorch\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/BossEye.txt",
        "contents": "ACTOR MBossEye : BossEye replaces BossEye\n{\n  DamageFactor \"Control\", 0\n  States\n  {\n  Spawn:\n    SSWV A 5 A_Look\n\tSSWV A 5\n    Loop\n  }\n}\n\nACTOR MBossBrain : BossBrain replaces BossBrain\n{\n  DamageFactor \"Control\", 0\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0\n  DamageFactor \"ZombiesDamage\", 0\n  DamageFactor \"CacoDamage\", 0\n  DamageFactor \"SkelDamage\", 0\n  DamageFactor \"FatsoDamage\", 0\n  DamageFactor \"KnightDamage\", 0\n  DamageFactor \"ArachDamage\", 0\n  DamageFactor \"viledamage\", 0\n  States\n  {\n  Spawn:\n    BBRN A 1\n    loop\n  }\n}\n\nACTOR MExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n PainChance \"Control\", 255\n DamageFactor \"Control\", 1\n States\n {\n  Spawn:\n    BAR1 AB 6\n    BAR1 A 0 Thing_SetSpecial (0,226,409,0,health)\n  See:\n    BAR1 ABAB 6\n    BAR1 A 0 A_JumpIf (special != 226,1)\n    loop\n    BAR1 A 0 Thing_SetSpecial (0,226,409,0,health)\n    goto see\n  Death:\n    BEXP A 5 BRIGHT\n    BEXP B 5 BRIGHT A_Scream\n    BEXP C 5 BRIGHT\n    BEXP D 5 BRIGHT A_Explode\n    BEXP E 10 BRIGHT\n    BEXP E 1050 BRIGHT A_BarrelDestroy\n    BEXP E 5 A_Respawn\n    Wait\n  Death.Control:\n    TNT1 A 0\n    TNT1 A 0 A_NoBlocking\n    TNT1 A 5 ACS_Execute(427,0,1)\n    TNT1 A 1050 BRIGHT A_BarrelDestroy\n    TNT1 A 5 A_Respawn\n    Wait\n }\n}\nACTOR MExplosiveBarrel2 : MExplosiveBarrel\n{\n States\n {\n  Death:\n    BEXP A 5 BRIGHT\n    BEXP B 5 BRIGHT A_Scream\n    BEXP C 5 BRIGHT\n    BEXP D 5 BRIGHT A_Explode\n    BEXP E 10 BRIGHT\n    TNT1 A 0 Thing_Remove (0)\n    Stop\n  Death.Control:\n    TNT1 A 0\n    TNT1 A 0 A_NoBlocking\n    TNT1 A 20 ACS_Execute(427,0,1)\n    TNT1 A 0 Thing_Remove (0)\n    Stop\n }\n}\n\nACTOR MExplosiveBarrel3 : MExplosiveBarrel2\n{\n  radius 5\n  height 30\n  -SOLID\n  -SHOOTABLE\n  DamageType \"CybRLDamage\"\n States\n {\n  Spawn:\n    BAR1 AB 0\n    goto Death\n  See:\n    BAR1 AB 0\n    goto Death\n  Death:\n    BEXP A 5 BRIGHT A_SpawnItemEx (\"MDeathGhost\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    BEXP B 5 BRIGHT A_Scream\n    BEXP C 5 BRIGHT\n    BEXP D 5 BRIGHT A_Explode\n    BEXP E 10 BRIGHT\n    TNT1 A 0 Thing_Remove (0)\n    Stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/CacoDemon.txt",
        "contents": "actor MCacodemon : Cacodemon\n{\n  tag Cacodemon\n  health 400\n  radius 31\n  height 56\n  mass 400\n  speed 8\n  BloodColor \"blue\"\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  +NOINFIGHTING //added 3.3\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"CacoDamage\", 0\n  states\n  {\n  Spawn:\n    HEAD A 5 A_Look\n\tHEAD A 5\n\tHEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    HEAD A 3 A_Chase\n    HEAD A 0 A_JumpIf (special != 226,1)\n\tloop\n\tHEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,7)\n\tTNT1 A 10\n\tstop\n  Death:\n    HEAD G 8 A_GiveToTarget (\"MarineExp\",4)\n    HEAD H 8 A_Scream\n    HEAD IJ 8\n    HEAD K 24 A_NoBlocking\n    HEAD L 1000 //A_SetFloorClip\n    stop\n   Raise:\n\tHEAD L 8 //A_UnsetFloorClip\n\tHEAD KJIHG 8\n\tGoto See\n  }\n}\n\nactor MCacodemonBall : CacodemonBall replaces CacodemonBall\n{\n  DamageType \"CacoDamage\"\n}\n\n// Cacolanter\n\nACTOR MCacolantern : Cacolantern replaces Cacolantern\n{\n    tag Cacolantern\n    PainChance \"Control\", 255\n    DamageFactor \"Control\", 1\n    BloodColor \"blue\"\n\n\t+NOINFIGHTING //added 3.3\n\n    // Takes damage from\n    DamageFactor \"MarineDamage\", 1\n    DamageFactor \"ImpBallDamage\", 0.5\n    DamageFactor \"ZombiesDamage\", 0.5\n    DamageFactor \"SkelDamage\", 0.5\n    DamageFactor \"FatsoDamage\", 0.5\n    DamageFactor \"KnightDamage\", 0.5\n    DamageFactor \"ArachDamage\", 0.5\n    DamageFactor \"viledamage\", 0.5\n    // immune to\n    DamageFactor \"CacoDamage\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 5 A_Look\n\t\tHED2 A 5\n\t    HED2 A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t\tHEAD A 0 A_JumpIf (special != 226,1)\n\t    loop\n\t    HEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n\t    goto see\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t    goto see\n\tDeath.Control:\n        TNT1 A 0 ACS_Execute(410,0,25)\n\t    TNT1 A 10\n\t    stop\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MCacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t    HED2 G 1 A_GiveToTarget (\"MarineExp\",5)\n\t\tHED2 G 7 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJ 8\n\t\tHED2 K 24\n\t\tHED2 L 1000 //A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 //A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR MCacolanternBall : CacolanternBall\n{\n\tDamageType \"CacoDamage\"\n\tDecal CacoScorch\n}\n\n// Abaddon\n\nACTOR MAbaddon : Abaddon replaces Abaddon\n{\n    tag Abaddon\n    PainChance \"Control\", 255\n    DamageFactor \"Control\", 1\n    seesound \"abba/sight\"\n    painsound \"abba/pain\"\n    deathsound \"abba/death\"\n    activesound \"abba/active\"\n\n    +NOINFIGHTING //added 3.3\n\n    // Takes damage from\n    DamageFactor \"MarineDamage\", 1\n    DamageFactor \"ImpBallDamage\", 0.5\n    DamageFactor \"ZombiesDamage\", 0.5\n    DamageFactor \"SkelDamage\", 0.5\n    DamageFactor \"FatsoDamage\", 0.5\n    DamageFactor \"KnightDamage\", 0.5\n    DamageFactor \"ArachDamage\", 0.5\n    DamageFactor \"viledamage\", 0.5\n    // immune to\n    DamageFactor \"CacoDamage\", 0\n\n\t+ALWAYSFAST //added\n\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 5 A_Look\n\t\tHED3 A 5\n\t    HED3 A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t\tHED3 A 0 A_JumpIf (special != 226,1)\n\t    loop\n\t    HED3 A 0 Thing_SetSpecial (0,226,409,0,health)\n\t    goto see\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MAbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MAbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t    HED3 G 1 A_GiveToTarget (\"MarineExp\",5)\n\t\tHED3 G 7 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJ 8\n\t\tHED3 K 24\n\t\tHED3 L 1 A_JumpIf(random(1,3) == 3, 2)\n\t\tHED3 L -1 //A_SetFloorClip\n\t\tStop\n\t\t\tHED3 L 500\n\t\t\tStop\n\tDeath.Control:\n        TNT1 A 0 ACS_Execute(410,0,26)\n\t    TNT1 A 10\n\t    stop\n\tRaise:\n\t\tHED3 L 8 //A_UnsetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR MAbaddonBall : AbaddonBall\n{\n\tDamageType \"CacoDamage\"\n\tDecal CacoScorch\n\tSeeSound \"hecto/attack\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/ChainGunGuy.txt",
        "contents": "actor MChaingunGuy : ChainGunGuy\n{\n  tag ChaingunGuy\n  health 80\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 170\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  +NOINFIGHTING //added 3.3\n\n  // takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n\n  dropitem \"MChaingun\" 16\n\n  states\n  {\n  Spawn:\n    CPOS A 10 A_Look\n\tCPOS B 10\n\tCPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tloop\n  See:\n    CPOS AABBCCDD 3 A_Chase\n    CPOS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tCPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Missile:\n    CPOS E 10 A_FaceTarget\n    CPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    CPOS E 2\n    CPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    CPOS E 2\n    CPOS F 1 A_CPosRefire\n    goto Missile+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,4)\n\tTNT1 A 10\n\tstop\n  Death:\n    CPOS H 5 A_GiveToTarget (\"MarineExp\",3)\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N 1000\n    stop\n  XDeath:\n    CPOS O 5 A_GiveToTarget (\"MarineExp\",3)\n    CPOS P 5 A_XScream\n    CPOS Q 5 A_NoBlocking\n    CPOS RS 5\n    CPOS T 1000\n    stop\n  }\n}\n\nactor MChaingunGuy2\n{\n  tag \"double-chaingunner\"\n  obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n  health 150\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 150\n  seesound \"chainguy/sight\"\n  attacksound \"chainguy/attack\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n  dropitem \"MChaingun\" 16\n  //dropitem \"MChaingun\" 256\n  MONSTER\n  +FLOORCLIP\n  Decal Bulletchip\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  +NOINFIGHTING //added 3.3\n\n  // takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n\n  states\n  {\n  Spawn:\n    DPOS A 10 A_Look\n\tDPOS B 10\n\tDPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    DPOS AABBCCDD 3 A_Chase\n    DPOS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tDPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Missile:\n    DPOS E 10 A_FaceTarget\n    DPOS F 0 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS E 2\n    DPOS F 0 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS E 2\n    DPOS F 1 A_CPosRefire\n    goto Missile+1\n  Pain:\n    DPOS G 3\n    DPOS G 3 A_Pain\n    goto See\n  Death:\n    DPOS H 5 A_GiveToTarget (\"MarineExp\",5)\n    DPOS I 5 A_Scream\n    DPOS J 5 A_NoBlocking\n    DPOS KLM 5\n    DPOS N 1000\n    stop\n  XDeath:\n    DPOS O 5 A_GiveToTarget (\"MarineExp\",5)\n    DPOS P 5 A_XScream\n    DPOS Q 5 A_NoBlocking\n    DPOS RS 5\n    DPOS T 1000\n    stop\n  Raise:\n    DPOS NMLKJIH 5\n    goto See\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,22)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/CyberDemon.txt",
        "contents": "actor MCyberdemon : Cyberdemon\n{\n  tag \"Cyber Demon\"\n  health 4000\n  radius 40\n  height 110\n  mass 1000\n  speed 16\n\n  Obituary \"%o was gibbed by a Cyber Demon.\"\n\n  PainThreshold 200\n  +QUICKTORETALIATE\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  dropitem \"MSoulSphere\" 96 //added\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"MarineRail\", 0.9\n  DamageFactor \"CybRLDamage\", 0\n  DamageFactor \"CybYamato\", 0.03\n  DamageFactor \"ImpBallDamage\", 1\n  DamageFactor \"ZombiesDamage\", 1\n  DamageFactor \"CacoDamage\", 1\n  DamageFactor \"SkelDamage\", 1\n  DamageFactor \"FatsoDamage\", 1\n  DamageFactor \"KnightDamage\", 1\n  DamageFactor \"ArachDamage\", 1\n  DamageFactor \"viledamage\", 1\n\n  SPECIES \"MonsterCyberSpecies\"\n  +NOINFIGHTING //do not infight other monsters\n  +NOTARGET //not infighed by other monsters\n  +NORADIUSDMG\n  +FLOORCLIP\n\n  states\n  {\n  Spawn:\n    CYBR A 10 A_Look\n\tCYBR B 10\n\tCYBR A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    CYBR A 3 A_Hoof\n    CYBR ABBCC 3 A_Chase\n    CYBR D 3 A_Metal\n    CYBR D 3\n    CYBR A 0 A_JumpIf (special != 226,1)\n\tloop\n\tCYBR A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,13)\n    TNT1 A 10\n\tstop\n  Death:\n    CYBR H 10 Bright A_GiveToTarget (\"MarineExp\",30)\n    CYBR I 10 Bright A_Scream\n    CYBR JKL 10 Bright\n    CYBR M 10 Bright A_NoBlocking\n    CYBR NO 10 Bright\n    CYBR P 30\n    CYBR P -1 A_BossDeath\n\tstop\n  }\n}\n\nACTOR MAnnihilator\n{\n  tag \"Cyber Annihilator\"\n  Obituary \"%o was gibbed by a Cyber Annihilator.\"\n  Health 5000 //3250\n  Radius 40\n  Height 110\n  Mass 1000\n  Speed 12\n  PainChance 20 //30\n  MONSTER\n  +BOSS\n  +FLOORCLIP\n  +NORADIUSDMG\n  +DONTMORPH\n  +MISSILEMORE\n  SeeSound \"monster/annsit\"\n  PainSound \"cyber/pain\"\n  DeathSound \"monster/anndth\"\n  ActiveSound \"cyber/active\"\n\n  PainThreshold 200 //added\n  +ALWAYSFAST //added\n\n  dropitem \"MMegaSphere\" 96 //added\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"MarineRail\", 0.9\n  DamageFactor \"CybRLDamage\", 0\n  DamageFactor \"CybYamato\", 0.05 //0.1\n  DamageFactor \"MarineSuperweapon\", 0.12\n  DamageFactor \"ImpBallDamage\", 1\n  DamageFactor \"ZombiesDamage\", 1\n  DamageFactor \"CacoDamage\", 1\n  DamageFactor \"SkelDamage\", 1\n  DamageFactor \"FatsoDamage\", 1\n  DamageFactor \"KnightDamage\", 1\n  DamageFactor \"ArachDamage\", 1\n  DamageFactor \"viledamage\", 1\n\n  SPECIES \"MonsterCyberSpecies\"\n  +NOINFIGHTING //do not infight other monsters\n  +NOTARGET //not infighed by other monsters\n\nStates\n   {\n   Spawn:\n       ANNI A 10 A_Look\n       ANNI B 10\n       ANNI A 0 Thing_SetSpecial (0,226,409,0,health)\n       Loop\n   See:\n       ANNI A 2 A_Playsound (\"monster/anhoof\")\n       ANNI A 2 A_Chase\n       ANNI ABB 4 A_Chase\n       ANNI C 2 A_Playsound (\"monster/anhoof\")\n       ANNI C 2 A_Chase\n       ANNI CDD 4 A_Chase\n       ANNI A 0 A_JumpIf (special != 226,1)\n       loop\n       ANNI A 0 Thing_SetSpecial (0,226,409,0,health)\n       goto see\n   Missile:\n       ANNI E 1 A_Jump (160,7) //0\n       ANNI E 6 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket\",40,22,3)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket\",40,-22,-3)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket\",40,22,-2)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket\",40,-22,2)\n       Goto See\n       ANNI E 6 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket2\",40,22,1)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket2\",40,-22,-1)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket2\",40,22,0)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket2\",40,-22,0)\n       Goto See\n   Pain:\n       ANNI G 10 A_Pain\n       Goto See\n   Death.Control:\n       TNT1 A 0 ACS_Execute(410,0,45)\n       TNT1 A 10\n       stop\n   Death:\n       ANNI H 10 Bright A_GiveToTarget (\"MarineExp\",30)\n       ANNI I 10 Bright A_Scream\n       ANNI JKL 10 Bright\n       ANNI M 10 Bright A_NoBlocking\n       ANNI NO 10 Bright\n       ANNI P 30\n       ANNI P -1 A_BossDeath\n\t   stop\n   }\n}\n\nactor PCybRocket : Rocket replaces Rocket\n{\n DamageType \"CybRLDamage\"\n Speed 20\n}\n\nACTOR PCybRocket2\n{\n   Radius 8\n   Height 11\n   Speed 12 //18\n   Damage 15\n   PROJECTILE\n   DeathSound \"weapons/hrlexp\"\n   ExplosionDamage 96\n   ExplosionRadius 96\n   +SeekerMissile\n   +Rockettrail\n   +RANDOMIZE\n   +DEHEXPLOSION\n   Damagetype \"CybRLDamage\"\n   SeeSound \"weapons/hrlfir\"\n   Decal Scorch\n\n   BounceCount 1 //added 3.0.1\n   +CANBOUNCEWATER //added 3.0.1\n   +DOOMBOUNCE //added 3.0.1\n   +NOBOUNCESOUND //added 3.0.1\n   +NOWALLBOUNCESND //added 3.0.1\n\n   States\n   {\n   Spawn:\n      HMIS A 4 Bright A_SeekerMissile (5,10) //12,20\n      HMIS A 4 Bright\n      HMIS A 2 Bright A_SeekerMissile (5,10) //8,15\n      HMIS A 2 Bright\n      goto Spawn+2\n   Death:\n      MISL B 8 bright A_Explode(96,96)\n      MISL C 6 bright\n      MISL D 4 bright\n      stop\n   }\n}\n\nACTOR PCybRocket3\n{\n   Radius 8\n   Height 11\n   Speed 12 //18\n   Damage 15\n   PROJECTILE\n   DeathSound \"weapons/hrlexp\"\n   ExplosionDamage 96\n   ExplosionRadius 96\n   +SeekerMissile\n   +Rockettrail\n   +RANDOMIZE\n   +DEHEXPLOSION\n   Damagetype \"CybRLDamage\"\n   SeeSound \"weapons/hrlfir\"\n   Decal Scorch\n\n   BounceCount 1 //added 3.0.1\n   +CANBOUNCEWATER //added 3.0.1\n   +DOOMBOUNCE //added 3.0.1\n   +NOBOUNCESOUND //added 3.0.1\n   +NOWALLBOUNCESND //added 3.0.1\n\n   States\n   {\n   Spawn:\n      HMIS A 2 Bright A_SeekerMissile (5,10) //30,60\n      HMIS A 2 Bright\n      goto Spawn\n   Death:\n      MISL B 8 bright A_Explode(96,96)\n      MISL C 6 bright\n      MISL D 4 bright\n      stop\n   }\n}"
      }
    ]
  },
  "maps": []
}

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