suab-se0.3c.pk3

PK3 50 MiB 0 map(s)

Counts

endoom0
graphics3
lumps6278
maps0
palettes14

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "sha1": "fc2092a6d72b5f78dba8c3aba6774c3190b7018b",
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      "added": "2015-09-07 13:12:24",
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      "categories": null
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    "added": "2015-09-07 13:12:24",
    "file": {
      "type": "PK3",
      "size": 52361505,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fc2092a6d72b5f78dba8c3aba6774c3190b7018b/fc2092a6d72b5f78dba8c3aba6774c3190b7018b.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 3,
        "lumps": 6278,
        "maps": 0,
        "palettes": 14
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      "engines_guess": [
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    "text_files": [
      {
        "source": "pk3",
        "name": "Textures.txt",
        "contents": "graphic BKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_B, 0, 0 { rotate 270 }\n}\n\ngraphic RKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_R, 0, 0 { rotate 270 }\n}\n\ngraphic YKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_Y, 0, 0 { rotate 270 }\n}\n\ngraphic BSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_B, 0, 0\n}\n\ngraphic RSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_R, 0, 0\n}\n\ngraphic YSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_Y, 0, 0\n}\n\ngraphic NOKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_NO, 0, 0 { rotate 270 }\n}\n\ngraphic NOSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_NO, 0, 0\n}\n\ngraphic STYSNUM0, 4, 6 { Patch NEWINDEX, 0, 0   }\ngraphic STYSNUM1, 4, 6 { Patch NEWINDEX, -4, 0  }\ngraphic STYSNUM2, 4, 6 { Patch NEWINDEX, -8, 0  }\ngraphic STYSNUM3, 4, 6 { Patch NEWINDEX, -12, 0 }\ngraphic STYSNUM4, 4, 6 { Patch NEWINDEX, -16, 0 }\ngraphic STYSNUM5, 4, 6 { Patch NEWINDEX, -20, 0 }\ngraphic STYSNUM6, 4, 6 { Patch NEWINDEX, -24, 0 }\ngraphic STYSNUM7, 4, 6 { Patch NEWINDEX, -28, 0 }\ngraphic STYSNUM8, 4, 6 { Patch NEWINDEX, -32, 0 }\ngraphic STYSNUM9, 4, 6 { Patch NEWINDEX, -36, 0 }\n\ngraphic STGSLASH, 6, 6 { Patch NEWINDEX, -40, 0 { Translation \"176:180=83:87\" } }\n\ngraphic STGNUM0, 4, 6 { Patch NEWINDEX, 0, 0   { Translation \"176:180=83:87\" } }\ngraphic STGNUM1, 4, 6 { Patch NEWINDEX, -4, 0  { Translation \"176:180=83:87\" } }\ngraphic STGNUM2, 4, 6 { Patch NEWINDEX, -8, 0  { Translation \"176:180=83:87\" } }\ngraphic STGNUM3, 4, 6 { Patch NEWINDEX, -12, 0 { Translation \"176:180=83:87\" } }\ngraphic STGNUM4, 4, 6 { Patch NEWINDEX, -16, 0 { Translation \"176:180=83:87\" } }\ngraphic STGNUM5, 4, 6 { Patch NEWINDEX, -20, 0 { Translation \"176:180=83:87\" } }\ngraphic STGNUM6, 4, 6 { Patch NEWINDEX, -24, 0 { Translation \"176:180=83:87\" } }\ngraphic STGNUM7, 4, 6 { Patch NEWINDEX, -28, 0 { Translation \"176:180=83:87\" } }\ngraphic STGNUM8, 4, 6 { Patch NEWINDEX, -32, 0 { Translation \"176:180=83:87\" } }\ngraphic STGNUM9, 4, 6 { Patch NEWINDEX, -36, 0 { Translation \"176:180=83:87\" } }\n\nSprite SPKOM0N0, 128, 128\n{\n\tOffset 64, 64\n\tPatch SPKOE0K0, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\nSprite SPKBM0N0, 128, 128\n{\n\tOffset 64, 64\n\tPatch SPKBF0L0, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\nSprite SPKYM0N0, 128, 128\n{\n\tOffset 64, 64\n\tPatch SPKYE0K0, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\nSprite BKEYA0, 108, 68\n{\n\tXScale 4.3\n\tYScale 4.3\n\tOffset 48, 50\n\tPatch CKEYA0, 0, 0\n}\nSprite BKEYB0, 108, 68\n{\n\tXScale 4.3\n\tYScale 4.3\n\tOffset 48, 50\n\tPatch CKEYA0, 0, 0\n}\nSprite RKEYA0, 108, 68\n{\n\tXScale 4.3\n\tYScale 4.3\n\tOffset 48, 50\n\tPatch CKEYB0, 0, 0\n}\nSprite RKEYB0, 108, 68\n{\n\tXScale 4.3\n\tYScale 4.3\n\tOffset 48, 50\n\tPatch CKEYB0, 0, 0\n}\nSprite YKEYA0, 108, 68\n{\n\tXScale 4.3\n\tYScale 4.3\n\tOffset 48, 50\n\tPatch CKEYC0, 0, 0\n}\nSprite YKEYB0, 108, 68\n{\n\tXScale 4.3\n\tYScale 4.3\n\tOffset 48, 50\n\tPatch CKEYC0, 0, 0\n}\n\nSprite RSKUA0, 96, 56\n{\n\tXScale 5.0\n\tYScale 5.0\n\tOffset 48, 52\n\tPatch SKEYA0, 0, 0\n}\n\nSprite RSKUB0, 96, 56\n{\n\tXScale 5.0\n\tYScale 5.0\n\tOffset 48, 52\n\tPatch SKEYA0, 0, 0\n}\n\nSprite BSKUA0, 96, 56\n{\n\tXScale 5.0\n\tYScale 5.0\n\tOffset 48, 52\n\tPatch SKEYB0, 0, 0\n}\n\nSprite BSKUB0, 96, 56\n{\n\tXScale 5.0\n\tYScale 5.0\n\tOffset 48, 52\n\tPatch SKEYB0, 0, 0\n}\n\nSprite YSKUA0, 96, 56\n{\n\tXScale 5.0\n\tYScale 5.0\n\tOffset 48, 52\n\tPatch SKEYC0, 0, 0\n}\n\nSprite YSKUB0, 96, 56\n{\n\tXScale 5.0\n\tYScale 5.0\n\tOffset 48, 52\n\tPatch SKEYC0, 0, 0\n}"
      },
      {
        "source": "pk3",
        "name": "Cvarinfo.txt",
        "contents": "//Heh, damn Zdoom and your lack of consolecommand\n\nserver int runninginzdoom    = 1;"
      },
      {
        "source": "pk3",
        "name": "Note.txt",
        "contents": "-------//////// STORY ////////--------\n\nRocco was exactly what everyone saw him to be on the outside: Tough\nhard as nails, and a man who doesnt take any shit. Though, thats what\nwas on the outside. As soon as it was silent, the poor man shook, cried,\nand feared every day for his life. Obsessed about outwardly appearances,\nhe bought a gun. He bought a trench coat. He grew his beard out. He did\neverything he could to look imposing, but by no means was he. He learned\nthat out the hard way, after getting juked in the side with a knife from\nsome pissant hobo who was too drunk to run away from Mr. Imposing, even\nafter flashing his .38 and a blade of his own to the homeless.\n\nNow the man wakes up in a pool of his own blood to see nothing but the\ndamned all around him and not a single sliver of humanity. Poor man, he\njust couldn't stop shaking, gripping that pistol with the worst jitters.\nHe was dead. Dead and still bleeding. Was he gonna let his fears let him\nstay stuck in satan's realm, or was he gonna do what he can to make it\nright? Even though its useless, seein as the damned dont get second\nChances. Still, hee had plenty of time to try.\n\nAnd try. And try. And try. And try some more. And again.\n\nAh well. Time to shut up and bleed it out.\n\n-------//////// GAMEPLAY TIPS ////////---------\n\n0: Do not rely on the ammo counter to the lower right on the hud.\n-----------------------------------------------------------------\nIt only counts for 4 of the weapon's ammunition, not all of them.\n(Not so true in the port, with the custom hud)\n\n1: Learn to juke and kite with your weapons.\n--------------------------------------------\nIf you have to fight with your knife or pipe, hit them and back off.\n\n2: Conserve ammo\n----------------\nAmmo is rare, conserve and only fight when you have to.\n\n3: Fight them one at a time\n---------------------------\nWhenever the option is given, always fight enemies one by one.\n\n4: Master the kick timing\n-------------------------\nThe kick is very weak, but pushes away enemies. Time it right to escape.\n\n5: Be careful with health and armor\n-----------------------------------\nIf youre full on health, dont pick up anymore health! Same for armor.\n(Not true in the port)\n\n6: Dont be afraid of crouching, jumping, or side stepping.\n----------------------------------------------------------\nThe slower speed means in order to be fast you gotta side step more. To\ncompensate, you can jump much higher now.\n\n-------//////// WEAPONRY //////////-------\n\nWeapons are divided into 2 catagories with abbreviations:\nA: Assault - These are your general weapons. You'll more than likely\nbe using these to generally destroy your foes.\n\nS: Situational - These weapons are used more tactically, be it traps,\nescaping, stunning, or anything like that. Only certain situations\ncall for the use of these weapons, so know the right time to use them.\n\nEach weapon has a kick alt fire. This kick is useless for damage, but\nit pushes enemies away. Only good for keeping them off your back.\n\n====//Slot 1//====\n[1] {S}: Knife\n--------\nThe basic boot knife you had when you died. Last resort.\n\n[1] {S} (upgrade): Shock Knife\n---------------\nNew blade + Charge cube = longer range knife that has a chance to stun.\nGreat for kiting.\n\n[1] {A}: Pipe\n-------------\nA slow but thick steel pipe. More powerful and has longer reach than the\nknife, but slower than the knife.\n\n====//Slot 2//====\n[2] {A}: .38 special\n--------------------\nThe pistol you were killed with, detective special. Ammo is fairly common,\nregular accuracy, and as basic as you can get for a revolver.\n\n[2] {A} (upgrade): Carbine Conversion Kit\n-----------------------------------------\nTurns your pistol into a SBR. Longer barrel means longer range, stock means\nbetter accuracy, match grade trigger for faster speeds, and a short range\nscope that lets ya zoom in on your enemies.\n\n[2] {S}: HK VP70M machine pistol\n--------------------------------\nFirst ever plastic pistol made, its weaker than the .38 special, but it has\nmore ammo available, plus it fires in 3 round rapid fire bursts.\n\n====//Slot 3//====\n[3] {A} Spas 12 shotgun\n-----------------------\nClassic pump action shotgun. Ammo common, power strong, you'll grow to love\nthe shotgun very much.\n\n[3] {S} Eagle 3 Crossbow\n------------------------\nA silent crossbow that has a tri-bolt wire, shooting in a 3 way spread. Its\nweaker than the shotgun and ammo is more rare, but the trade off is that its\nsilent.\n\n====//Slot 4//====\n[4] {S} Calico M-110 SMG\n------------------------\nA weak as balls smg that fires incredibly fast and has a huge 100 round\nmagazine. .22LR Doesnt make the best combat round though, so its best to\nstick as a crowd deterrant more than anything.\n\n[4] {A} Remington 700 Rifle\n---------------------------\nEveryday bolt action hunting rifle. High power, super accurate, and a scope\nwith high range and zoom, ammo is scarce though.\n\n====//Slot 5//====\n[5] {A} Penn Arms Grenade Launcher\n----------------------------------\nA modern break open grenade launcher that acts more like an explosive SSG.\nIf you've ever played the resident evil games, it works in the same vein as\ntheir grenade launchers: strong spread shots. Use for the big boys.\n\n[5] {S} Device DM Noiseless Mine Layer\n--------------------------------------\nAn experimental weapon that shoots a silent timed mine that sticks to surfaces.\nFantastic for laying traps for unsuspecting groups of demons.\n\n====//Slot 6//====\n[6] {A} M240 Flamethrower\n-------------------------\nBurn everything to a crisp with the ol' classic. Fantastic with enemies in a\ntight group, but terrible for 1 on 1 situations.\n\n[6] {S} DXR36 Cattleprod\n------------------------\nA very strange weapon used for controlling herding animals. What it lacks\nin power it makes up for the ability to stun groups of enemies with a wave\nof electricity. Zap them and then switch to somethin' bigger.\n\n====//Slot 7//====\n[7] {A} Desert Eagle Magnum\n---------------------------\nHere comes the big guy. .50AE rounds put a hole in even the biggest monsters.\nAmmo is scarce though, so make sure each shot lands.\n\n[7] {S} Stinger Missile Launcher\n--------------------------------\nThe biggest gun you can gnab, will decimate absolutely anything. Ammo is\noverwhelmingly rare though, so it should really only be saved for bosses.\n\n====//Slot 8//====\n[8] {A} Gau-19 Minigun\n----------------------\nThis fat hunk of metal spits ammo out like its nobody's business, tearing\nthrough groups like a knife through butter.\n\n[8] {S} Trazban Railgun\n-----------------------\nA piercing rifle based off the M4, dont let the common looks fool you. It\nshoots a tunneling plasma ball that can tear through enemies in a line.\n\n====//Slot 9//====\n[9] {A} Beretta 96D\n--------------------\nThe handgun of those lost marines and coppers from around the world. A\nstraight up upgrade from the .38, it shoots .40 S&W rounds. Powerful\nand accurate.\n\n[9] {S} Tippman Tranq Rifle\n---------------------------\nFeel like putting those little demons to sleep rather than killing them?\nI know, I dont feel like it either, but not only is it silent, its got\ninfinite ammo, and if you hear a ding with your shots, you better hope\nthey hit. That ding hurts. It hurts a lot.\n\n====//Slot 0//====\n[0] {A} ???????\n---------------\n\"Place your bets and put the stakes on high, and when the money flows\nyou'll see your enemies die.\"\n\n[0] {S} ???????\n---------------\n\"We hope you value your life, for we enjoy it as well. Use us wisely,\nfor we cost more than a bullet to keep you alive. Or dead.\"\n\n----------///////// BEASTIARY /////////------------\n\nAll enemies are replaced with pure demon hell. They will hit you.\nThey will hit you hard. Get used to quick-saving more and dying a lot\nfaster as well. Bleeding is far, far too common.\n\n==//ROACH//==\nA fast little bugger with claws that will slice you up as soon as they\nget the chance.\n\n==//TURMOIL//==\n4 armed green nasty that shoots an even nastier ball of green plasma, or\nwill cut you up with said arms.\n\n==//PITKIS//==\nDont let this guy reach out and get ya, or better yet, dont let this\nguy anywhere near you. Or even from afar, those homing energy balls hurt.\n\n==//HELLIATE//==\nBurst shooting orange SOB. It shoots accurate fireballs that after a short\ncharge, come flying in fast and hard, or fast and in a wave pattern.\n\n==//SATYR//==\nSlow hulk of a beasts. They slice, and if you piss them off, they ram.\nThey ram hard.\n\n==//MUSH//==\nA dark soul with a massive grin that will lick you when you're close.\nBest have a keen eye to see it hiding about.\n\n==//ACCUSER//==\nA depressing grey mass of flesh. Screams and spits a barrage of tiny\nplasma to surround and hurt you.\n\n==//SONNELION//==\nNow we're getting into the huge ones. Two stomping hell demon that\nshoots a green meteorite that will blow you up somethin harsh.\n\n==//GLUTTONOUS SOUL//==\nPair of teeth on a ball of flesh. If they aint spittin acid at you,\nthey're gonna blow you up. With themselves.\n\n==//WRITHE//==\nHell's floating sniper. The moment they lay their eyes on you, they're\ngonna snipe you down. Or charge you down. One of the two.\n\n==//FAMINE//==\nBig black skeleton that shoots 2 bouncing homing soul balls of pain.\nThey're unsettling as fuck too.\n\n==//LOLTH//==\nThe demon equivelent of an arachnotron, with a dash of hitscan energy\nAND an attack that jolts your own body.\n\n==//ABADDON//==\nThe literal definition of flame of 2 hooves. A walking juggernaut with\na variety of attacks that will all hurt very bad.\n\n==//MALBOUGE//==\nA stumpy slag of living demonic rock. Pure lava courses through their\nveins, and all that slag makes them a pain to take down.\n\n==//PESTILENCE//==\n2 Legged living infection who has an affinity for parasitial gas and\nbone attacks out the ass. Take caution, big time\n\n==//SIN OF THE FLESH//==\nA towering mass of flesh that will use its own blood to damage you,\nas well as dance around from your shots, and make you even dance.\n\n==//GRANFALLOON//==\nLiving teratoma with 2 big mouths, 2 big attacks (explosive giant\nspheres and spawning dark souls), and 2 much hassle to handle.\n\n==//KARKASS//==\nThe spawned souls from the granfalloon. Essentially its a faster\nand more evil version of the lost soul\n\n==//REMNANT//==\nYour basic zombie, forced to walk through the world of hell for\nall eternity. Dont become like em.\n\n--------/////////// CREDITS //////////----------\n\nIm a lazy butt so im just listing the names and companies\n\nPEOPLE\n------\nEriance\nWildWeasel (Double credit for his ATM blood and the scope sprites taken from WW and the reloadcode for the shotgun.)\nThe Dark Archon\nNosehair26\nRSL\nMidoriMan\nCorey Whittle\nSnarboo\nJoeyTD\nJimmy (For Hud graphics)\nMarty Kirra (Double credit for the use of his kicking sprites and voice work)\nScuba Steve\nMinigunner (Weapons use code from Polished skull)\nXaser\nEnjay\nKiosk\nTormentor667\nBobby Darin\nTerminusEst13 (Provided ambiance track for Menu music, overall help and inspiraion, as well as the sounds for the burrower)\nKinsie (Footstep noises)\nAerial/Faerlyn (Hud base)\nMike12 (Dirty harry skin I ripped for player sprites)\nSigvatr (for Pal_plus.wad)\nItsNatureToDie\nCaptain Toenail\nCaptain Awesome\nAnarchist\nSkulltag team\nscalliano\npatriot1776 (reload code)\nsolarsnowfall (For weapon flashs)\nlizardcommando (for the code/sprites for quick-throw grenades)\nBrutal Doom/SgtMarkIV (Player marine corpses)\nDavidG (Player marine corpses)\nEclipse (for recolored Sonnelion sprites)\nZero Prophet  (For the barrel sprites/code)\nUnknown (made the Candle/torch and other smooth aniamtions for doom's lighting props)\nMor'ladim\nzrrion the insect\nMrSetharoo (Intermission pic)\nidGamer\nSink (Coding help)\nWaTaKiD (Main bug tester)\nEd the Bat (Coding help)\nBlue Shadow\nEspi\nCyb\nBloax\nVader\nGhastly Dragon\n\nGames\n---------\nExhumed/Powerslave\nBlood\nFreedoom\nRedneck Rampage (And Deer huntin')\nDoom 64\nAlien Vs Predator\nHeretic\nHexen\nStrife\nTerminator Skynet\nTerminator Rampage\nDuke Nukem 64\nDuke Nukem 3D\nHacX\nQuake\nOperation: Bodycount\nFallout: New Vegas\nStarcraft\nResident Evil\nSilent Hill\nElder Scrolls IV: Oblivion\nDark Messiah of Might and Magic\n\nSpecial thanks\n----------------------\n\nDanbo\n\nIf anyone is missed, contact at chronoteeth@gmail.com, and will update the\nlist."
      },
      {
        "source": "pk3",
        "name": "Decaldef.txt",
        "contents": "/***** Blood Decals *****/\n\ndecal BloodSplat1A\n{\n\tpic BLOODCL1\n\tshade \"BloodDefault\"\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat2A\n{\n\tpic BLOODCL2\n\tshade \"BloodDefault\"\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat3A\n{\n\tpic BLOODCL3\n\tshade \"BloodDefault\"\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat4A\n{\n\tpic BLOODCL4\n\tshade \"BloodDefault\"\n\tx-scale 0.125\n\ty-scale 0.125\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat5A\n{\n\tpic BLOODCL5\n\tshade \"BloodDefault\"\n\tx-scale 0.125\n\ty-scale 0.125\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BloodSplat\n{\n\tBloodSplat1A 1\n\tBloodSplat2A 1\n\tBloodSplat3A 1\n\tBloodSplat4A 1\n\tBloodSplat5A 1\n}\n\ndecalgroup BloodSmear\n{\n\tBloodSplat1A 1\n\tBloodSplat2A 1\n\tBloodSplat3A 1\n\tBloodSplat4A 1\n\tBloodSplat5A 1\n}\n\ndecalgroup ProjectileBloodSplat\n{\n\tBloodSplat1A 1\n\tBloodSplat2A 1\n\tBloodSplat3A 1\n\tBloodSplat4A 1\n\tBloodSplat5A 1\n}\n\n/***** Blood Decals - Blue *****/\n\ndecal BloodSplat1B\n{\n\tpic BLOODCL1\n\tshade \"00 00 20\"\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat2B\n{\n\tpic BLOODCL2\n\tshade \"00 00 20\"\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat3B\n{\n\tpic BLOODCL3\n\tshade \"00 00 20\"\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat4B\n{\n\tpic BLOODCL4\n\tshade \"00 00 20\"\n\tx-scale 0.125\n\ty-scale 0.125\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat5B\n{\n\tpic BLOODCL5\n\tshade \"00 00 20\"\n\tx-scale 0.125\n\ty-scale 0.125\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BloodSplatB\n{\n\tBloodSplat1A 1\n\tBloodSplat2A 1\n\tBloodSplat3A 1\n\tBloodSplat4A 1\n\tBloodSplat5A 1\n}\n\ndecalgroup BloodSmearB\n{\n\tBloodSplat1B 1\n\tBloodSplat2B 1\n\tBloodSplat3B 1\n\tBloodSplat4B 1\n\tBloodSplat5B 1\n}\n\ndecalgroup ProjectileBloodSplatB\n{\n\tBloodSplat1A 1\n\tBloodSplat2A 1\n\tBloodSplat3A 1\n\tBloodSplat4A 1\n\tBloodSplat5A 1\n}"
      },
      {
        "source": "pk3",
        "name": "FontDefs.txt",
        "contents": "STATUSFONT\n{\n  0 STTNUM0\n  1 STTNUM1\n  2 STTNUM2\n  3 STTNUM3\n  4 STTNUM4\n  5 STTNUM5\n  6 STTNUM6\n  7 STTNUM7\n  8 STTNUM8\n  9 STTNUM9\n  % STTPRCNT\n  - STTMINUS\n  NOTRANSLATION 109\n}\n\nBigFont\n{\n  Template BIGFN%03d\n}"
      },
      {
        "source": "pk3",
        "name": "Sbarinfo.txt",
        "contents": "Base Doom;\nHeight 32;\nMonospacefonts true, \"0\";\n\n// FullScreen Hud\n\nStatusBar Fullscreen,  forcescaled, Fullscreenoffsets, 0.8\n{\n\n// Health & Armor\n\n\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, DarkGrey, Health, 59, -18, 0;\n\tDrawNumber 3,/*HUDFONT_DOOM*/BigFont, Gold, Health, WhenNotZero, 59, -18, 0, Red, 25, Green, 51;\n\tDrawString SMALLFONT, White, \"Health\", 63, -27;\n\n\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, DarkGrey, Armor, -58, -18, 0;\n\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, Gold, Armor, WhenNotZero, -58, -18, 0, Red, 25, Green, 51;\n\tDrawString SMALLFONT, White, \"Defense\", -59, -27;\n\n\t//DrawMugShot \"STF\",4, 20 , -35;\n\n// Ammo\n\n\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, DarkGrey, Ammo1, 117, -18, 0;\n\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, Untranslated, Ammo1, WhenNotZero, 117, -18, 0;\n\n\tUsesSecondaryAmmo\n\t{\n\t\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, DarkGrey, Ammo2, 117, -36, 0;\n\t\tDrawNumber 3, /*HUDFONT_DOOM*/BigFont, Untranslated, Ammo2, WhenNotZero, 117, -36, 0;\n\t}\n\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Railammo, -43, -100;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo MGammo, -43, -94;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Smissile, -43, -88;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Battery, -43, -82;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Gas, -43, -76;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo DEammo, -43, -70;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Mammo, -43, -64;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Gshells, -43, -58;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Rifleammo, -43, -52;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Shells, -43, -46;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Bolts, -43, -40;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo CalicoAmmo, -43, -34;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo BerettaAmmo, -43, -28;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo Vp70ammo, -43, -22;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo RevolverAmmo, -43, -16;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo GrenAmmo, -43, -9;\n\n\tdrawimage \"STAMMO\", -42, -100;\n\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Railammo, -24, -100;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity MGammo, -24, -94;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Smissile, -24, -88;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Battery, -24, -82;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Gas, -24, -76;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity DEammo, -24, -70;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Mammo, -24, -64;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Gshells, -24, -58;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Rifleammo, -24, -52;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Shells, -24, -46;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Bolts, -24, -40;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity CalicoAmmo, -24, -34;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity BerettaAmmo, -24, -28;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Vp70ammo, -24, -22;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity RevolverAmmo, -24, -16;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity GrenAmmo, -24, -9;\n\n// Keys\n\n\tGamemode Singleplayer, Cooperative\n\t{\n\t\tDrawSwitchableImage KeySlot 2, \"NOKEY\", \"BKEY\", 66, -13;\n\t\tDrawSwitchableImage KeySlot 3, \"NOKEY\", \"YKEY\", 75, -13;\n\t\tDrawSwitchableImage KeySlot 1, \"NOKEY\", \"RKEY\", 84, -13;\n\t\tDrawSwitchableImage KeySlot 5, \"NOSKULL\", \"BSKULL\", -132, -13;\n\t\tDrawSwitchableImage KeySlot 6, \"NOSKULL\", \"YSKULL\", -123, -13;\n\t\tDrawSwitchableImage KeySlot 4, \"NOSKULL\", \"RSKULL\", -114, -13;\n\t}\n\n// FRAGS + Primary Ammo Type - Deathmatch, Team Deathmatch, Teamgame\n\n\tGamemode Deathmatch, Teamgame\n\t{\n\t\tDrawNumber 2, HUDFONT_DOOM, Orange, Frags, 40, -18;\n\t\tDrawString SMALLFONT, Red, \"Frag\", 42, -27;\n\t}\n}\n\n// Normal Statusbar\n\nStatusBar Normal\n{\n\tDrawImage \"STBAR\", 0, 168;\n\n// Health & Armor\n\n\tDrawNumber 3, HUDFONT_DOOM, Black, Health, 90, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 90, 171, 0, Red, 25, Green, 51;\n\n\tDrawNumber 3, HUDFONT_DOOM, Black, Armor, 221, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Armor, WhenNotZero, 221, 171, 0, Red, 25, Green, 51;\n\n\tDrawString STATUSFONT, White, \"%\", 104, 171;\n\tDrawString STATUSFONT, White, \"%\", 235, 171;\n\n// Ammo\n\n\tDrawNumber 3, HUDFONT_DOOM, Black, Ammo1, 44, 171;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 44, 171;\n\n// Ammo Display\n\n\tDrawNumber 3, INDEXFON, Gold, Ammo Clip, 288, 173;\n\tDrawNumber 3, INDEXFON, Gold, Ammo Shell, 288, 179;\n\tDrawNumber 3, INDEXFON, Gold, Ammo RocketAmmo, 288, 185;\n\tDrawNumber 3, INDEXFON, Gold, Ammo Cell, 288, 191;\n\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity Clip, 314, 173;\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity Shell, 314, 179;\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity RocketAmmo, 314, 185;\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity Cell, 314, 191;\n\n// Keys\n\n\tDrawSwitchableImage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tDrawSwitchableImage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tDrawSwitchableImage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n\n// ARMS\n\n\tGamemode Cooperative, Singleplayer\n\t{\n\t\tDrawImage \"STARMS\", 104, 168;\n\t\tDrawSwitchableImage WeaponSlot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n\t\tDrawSwitchableImage WeaponSlot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n\t\tDrawSwitchableImage WeaponSlot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n\t\tDrawSwitchableImage WeaponSlot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n\t\tDrawSwitchableImage WeaponSlot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n\t\tDrawSwitchableImage WeaponSlot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\t}\n\n// FRAGS\n\n\tGamemode Deathmatch, Teamgame\n\t{\n\t\tDrawNumber 2, HUDFONT_DOOM, Orange, Frags, 138, 171;\n\t}\n\n// MugShot Backround\n\n\tGamemode Cooperative, Deathmatch, Teamgame\n\t{\n\t\tDrawImage Translatable \"STFBANY\", 143, 169;\n\t}\n\n// Mugshot\n\n\tDrawSelectedInventory AlternateOnEmpty, INDEXFON, 143, 168\n\t{\n\t\tDrawMugShot \"STF\", 5, XDeathFace, 143, 168;\n\t}\n}\n\n\tMugShot \"XDeath\"\n\t{\n\t\tXDTH0 5;\n\t\tXDTH1 5;\n\t\tXDTH2 5;\n\t\tXDTH3 5;\n\t\tXDTH4 5;\n\t\tXDTH5 -1;\n\t}\n\n// Inventory Bar\n\nStatusBar inventory // Standard bar overlay (ZDoom Addition)\n{\n   DrawInventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nStatusBar inventoryfullscreen // ZDoom HUD overlay.\n{\n   DrawInventorybar Doom, Translucent, 7, INDEXFONT, -106+Center, -31;\n}"
      },
      {
        "source": "pk3",
        "name": "Keyconf.txt",
        "contents": "clearplayerclasses\naddplayerclass Rocco\n\naddkeysection \"Standard binds\" SUABstuff\naddmenukey \"Reload\" +SUAB_reload\nalias +SUAB_reload \"use Action_Reload\"\nalias -SUAB_reload \"use Action_ReloadCancel\"\ndefaultbind r +SUAB_reload\naddmenukey \"Zoom\" +SUAB_Zoom\nalias +SUAB_zoom \"use Action_Zoom\"\nalias -SUAB_Zoom \"use Action_ZoomCancel\"\ndefaultbind Q +SUAB_Zoom\naddmenukey \"Grenades\" +SUAB_Bomb\nalias +SUAB_Bomb \"use Action_Bomb\"\nalias -SUAB_Bomb \"use Action_BombCancel\"\ndefaultbind F +SUAB_Zoom\naddmenukey \"SUAB: Taunt\" Suab_taunt\nAlias Suab_taunt \"Use Tauntbutton\""
      },
      {
        "source": "pk3",
        "name": "Sndinfo.txt",
        "contents": "$random body/crash { body/crash1 body/crash2 body/crash3 body/crash4 body/crash5 body/crash6 body/crash7 body/crash8 }\nbody/crash1\t\t\tdsbod1\nbody/crash2\t\t\tdsbod2\nbody/crash3\t\t\tdsbod3\nbody/crash4\t\t\tdsbod4\nbody/crash5\t\t\tdsbod5\nbody/crash6\t\t\tdsbod6\nbody/crash7\t\t\tdsbod7\nbody/crash8\t\t\tdsbod8\n\n//Undead Footstep\n$random foot/step\t\t{ foot/step1 foot/step2 foot/step3 foot/step4 }\nfoot/step1\t\t\tdsstep1\nfoot/step2\t\t\tdsstep2\nfoot/step3\t\t\tdsstep3\nfoot/step4\t\t\tdsstep4\n//=====================================\n//Humanish Footstep\n$random humanish/step\t\t{ humanish/step1 humanish/step2 humanish/step3 humanish/step4 }\nhumanish/step1\t\t\tdsflesh1\nhumanish/step2\t\t\tdsflesh2\nhumanish/step3\t\t\tdsflesh3\nhumanish/step4\t\t\tdsflesh4\n//=====================================\n//Beefy Footstep\n$random beefy/step\t\t{ beefy/step1 beefy/step2 beefy/step3 }\nbeefy/step1\t\t\tdsbeef1\nbeefy/step2\t\t\tdsbeef2\nbeefy/step3\t\t\tdsbeef3\n//=====================================\n//Hoof Footstep\n$random hoof/step\t\t{ hoof/step1 hoof/step2 }\nhoof/step1\t\t\tdshof1\nhoof/step2\t\t\tdshof2\n\n//Gorestuff\n$random doomnukem/fleshhit { dnhit1 dnhit2 dnhit3 dnhit4 }\ndnhit1 HWREFLE1\ndnhit2 HWREFLE2\ndnhit3 HWREFLE3\ndnhit4 HWREFLE4\n\n//Casings\n$random Casings/bounce1 { Local1 Local2 }\nLocal1 dslocal1\nLocal2 dslocal2\n\n$random Casings/bounce2 { Hical1 Hical2 }\nHical1 dshical1\nHical2 dshical2\n\n$random Casings/shell { Shell1 Shell2 Shell3 }\nShell1 dsshell1\nShell2 dsshell2\nShell3 dsshell3\n\n$random Casings/Xshell { XShell1 XShell2 XShell3 }\nXShell1 dsshell1\nXShell2 dsshell2\nXShell3 dsshell3\n\nClips/drop Dsclip\nCase/drop dsdrum\nTank/drop dscanstr\n\n//Richs.\n$random Boolet/Ricochet { Ric01 Ric02 Ric03 Ric04 Ric05 Ric06 Ric07 Ric08 Ric09 Ric010 Ric011 Ric012 Ric013 Ric014 Ric015\nRic016 Ric017 Ric018 Ric019 Ric020 Ric012 Ric022 Ric023 Ric024 Ric025 Ric026 Ric027 Ric028 Ric029 Ric030 }\nRic01 DSRIC01\nRic02 DSRIC02\nRic03 DSRIC03\nRic04 DSRIC04\nRic05 DSRIC05\nRic06 DSRIC06\nRic07 DSRIC07\nRic08 DSRIC08\nRic09 DSRIC09\nRic010 DSRIC10\nRic011  DSRIC11\nRic012  DSRIC12\nRic013  DSRIC13\nRic014  DSRIC14\nRic015  DSRIC15\nRic016  DSRIC16\nRic017  DSRIC17\nRic018  DSRIC18\nRic019  DSRIC19\nRic020  DSRIC20\nRic021   DSRIC21\nRic022  DSRIC22\nRic023  DSRIC23\nRic024  DSRIC24\nRic025  DSRIC25\nRic026  DSRIC26\nRic027  DSRIC27\nRic028  DSRIC28\nRic029  DSRIC29\nRic030  DSRIC30\n\n//Secret noise\n\n$Random Misc/secret { seekrit1 seekrit2 }\nseekrit1 DSBELL1\nseekrit2 DSBELL2\n\nbarrel/explode\t\t\tdsbarrel\n\nPILRGLSS PILRGLSS\nPILRGLSB PILRGLSB\n\n$RANDOM PillarGlassBreak {PILRGLSS PILRGLSB}\n\nFLORGLS1 FLORGLS1\nFLORGLS2 FLORGLS2\n\n$RANDOM GlassShardImpact {FLORGLS1 FLORGLS2}\n\nprops/lamp\t\t\t\t\tlamploop\nprops/fire\t\t\t\t\tfireloop\n$random props/acid\t\t\t{props/acid1 props/acid2 props/acid3 props/acid4 props/acid5 props/acid6}\nprops/acid1\t\t\t\t\tslime1\nprops/acid2\t\t\t\t\tslime2\nprops/acid3\t\t\t\t\tslime3\nprops/acid4\t\t\t\t\tslime4\nprops/acid5\t\t\t\t\tslime5\nprops/acid6\t\t\t\t\tslime6\n\nDSPLDETH\tDSPLDETH\nDSPDIEHI\tDSPDIEHI\n\n$random Bound/Death\t{ DSPLDETH DSPDIEHI }\n\nmisc/k_pkup DSKEYPIK\n\n//Player and weapon stuff\n//Player\n$playeralias Rocco male *death Rocco/death\n$playeralias Rocco male *xdeath Rocco/Xdeath\n$playeralias Rocco male *gibbed Rocco/Xdeath\n$playeralias Rocco male *pain100 Rocco/pain\n$playeralias Rocco male *pain75 Rocco/pain\n$playeralias Rocco male *pain50 Rocco/pain\n$playeralias Rocco male *pain25 Rocco/pain\n$playersound Rocco male *Jump Dspljump\n$playeralias Rocco male *grunt Rocco/oomph\n$playeralias Rocco male *land Rocco/oomph\n$playeralias Rocco male *usefail Rocco/oomph\n$playeralias Rocco male *Taunt Rocco/scared\n\n$Random Rocco/scared {Scared1 Scared2 Scared3 Scared4 Scared5}\nScared1  DSCRD01\nScared2 DSCRD02\nScared3 DSCRD03\nScared4 DSCRD04\nScared5 DSCRD05\n\n$random Rocco/death { sodeath1 sodeath2}\nsodeath1 dspldil1\nsodeath2 dspldil2\n$random Rocco/Xdeath { soxdeath1 soxdeath2 soxdeath3}\nsoxdeath1 dspldih1\nsoxdeath2 dspldih2\nsoxdeath3 dspldih3\n$random Rocco/pain { Sopain1 Sopain2 Sopain3 Sopain4 }\nSopain1 dsplaow1\nSopain2 dsplaow2\nSopain3 dsplaow3\nSopain4 dsplaow4\n$random Rocco/oomph {soomph1 soomph2}\nsoomph1 dspllnd1\nsoomph2 dspllnd2\n\nWeapons/Dryfire DRYFIRE\n\n//Item sounds\n\nItem/common DSHLWPIK\nItem/Health DSHMDPIK\nItem/Spiffy DSHHIPIK\nItem/Key DSKEYPIK\nItem/ammo DSBOXAMO\n\n$random Ammo/loose { LAA LAB LAC LAD LAE LAF LAG LAH LAI }\nLAA DSLAMPK1\nLAB DSLAMPK2\nLAC DSLAMPK3\nLAD DSLAMPK4\nLAE  DSLAMPK5\nLAF  DSLAMPK6\nLAG DSLAMPK7\nLAH DSLAMPK8\nLAI  DSLAMPK9\n\n$random Ammo/loose2 { LABA LABB LABC LABD LABE }\nLABA DSLAMPB1\nLABB DSLAMPB2\nLABC DSLAMPB3\nLABD DSLAMPB4\nLABE  DSLAMPB5\n\nmisc/teleport  dsflame\nmisc/spawn\t dsflame\n\n//Kick sounds\n\n$random Weapons/Kick/wall { Wkick1 Wkick2 Wkick3}\nWkick1 DSKIKWL1\nWkick2 DSKIKWL2\nWkick3 DSKIKWL3\n\n$limit Weapons/kick/wall 0\n\n$random Weapons/Kick/Hit { Hkick 1 Hkick2 Hkick3 Hkick4 Hkick5}\nHkick1 DSKIKHT1\nHkick2 DSKIKHT2\nHkick3 DSKIKHT3\nHkick4 DSKIKHT4\nHkick5 DSKIKHT5\n\nWeapons/Boot/kick DSKIKSWG\n\n//Grenade sounds\n$random weapons/grenboom  { weapons/grenboom1 weapons/grenboom2 weapons/grenboom3 weapons/grenboom4 }\nweapons/grenboom1\t\tgrenexp1\nweapons/grenboom2\t\tgrenexp2\nweapons/grenboom3\t\tgrenexp3\nweapons/grenboom4\t\tgrenexp4\n\n$random weapons/grenadelob  { weapons/grenadelob1 weapons/grenadelob2 weapons/grenadelob3 weapons/grenadelob4 }\nweapons/grenadelob1\t\tgrenlob1\nweapons/grenadelob2\t\tgrenlob2\nweapons/grenadelob3\t\tgrenlob3\nweapons/grenadelob4\t\tgrenlob4\n\nweapons/grenadethrow\tgrenthro\nweapons/pinpull\t\t\tpinpull\nweapons/grenadepickup\tgrenpick\n\n//Knife + Electric knife\n\n$random Weapons/Knife/HitWall { Kn1 Kn2 }\nKn1 DSKNFWL1\nKn2 DSKNFWL2\n\n$limit Weapons/Knife/hitwall 0\n\nWeapons/Knife/Hit DSKNFHIT\nWeapons/Knife/knuckle DSKNUCK\n\n$random Weapons/Knife/Swing { Swing1 Swing2 Swing3 Swing4 }\nSwing1 DSKNFSW1\nSwing2 DSKNFSW2\nSwing3 DSKNFSW3\nSwing4 DSKNFSW4\n\nWeapons/Knife/Up DSKNFUP\nWeapons/Knife/Down DSKNFDN\n\n$random Weapons/Knife/EHitwall { EWallhit1 EWallhit2 }\nEWallhit1 DSWNFWL1\nEWallhit2 DSWNFWL2\n\n$limit Weapons/Knife/EHitwall 0\n\nWeapons/Knife/EHit DSWNFHIT\n\n$random Weapons/Knife/ESwing{ ESwing1 ESwing2 ESwing3 }\nESwing1 DSWNFSV1\nESwing2 DSWNFSV2\nESwing3 DSWNFSV3\n\nWeapons/Knife/EUp DSWNFUP\nWeapons/Knife/EDown DSWNFDN\n\n//PIpe sounds\nWeapons/pipe/Up dspipeup\nWeapons/pipe/Down dspipedn\nWeapons/Pipe/Pkup dspipepk\n\n$random Weapons/Pipe/swing { Pipe1 Pipe2 Pipe3 Pipe4 Pipe5 }\nPipe1 dspipes1\nPipe2 dspipes2\nPipe3 dspipes3\nPipe4 dspipes4\nPipe5 dspipes5\n\n$random Weapons/pipe/wall { Ppipe1 PPipe2 PPipe3}\nPPipe1 dspipew1\nPPipe2 dspipew2\nPPipe3 dspipew3\n\n$random Weapons/pipe/hit { PPpipe1 PPpipe2 PPpipe3}\nPPpipe1 dspipeh1\nPPpipe2 dspipeh2\nPPpipe3 dspipeh3\n\n//Revolver sounds\n$random Weapons/Revolver/Fire{ Rfire1 Rfire2 RFire3 }\nRfire1 DSCDSFR1\nRfire2 DSCDSFR2\nRfire3 DSCDSFR3\n\n$random Weapons/Revolver/UpFire{ RUfire1 RUfire2 RUFire3 }\nRUfire1 DSCDSUF1\nRUfire2 DSCDSUF2\nRUfire3 DSCDSUF3\n\nWeapons/Revolver/up DSCDSUP\nWeapons/Revolver/Rout DSCDSOUT\nWeapons/Revolver/out DSCDSUU\nWeapons/Revolver/in DSCDSIN\nWeapons/Revolver/load DSCDSLOD\nWeapons/Revolver/Pkup DSCDSPIK\n\nBarrett/ZoomIn  AMRZoom\n\n//Vp70k\nWeapons/Vp70/Pickup DSVP70AP\nWeapons/Vp70/Up DSVP70UP\nWeapons/VP70/Empty DSVP70AP\nWeapons/VP70/in DSVP70IN\nWeapons/VP70/out DSVP70OT\nWeapons/VP70/cock DSVP70CK\n\n$Random Weapons/Vp70/fire { Vpfire1 Vpfire2 Vpfire3 Vpfire4 }\nVpfire1 DSVP70F1\nVpfire2 DSVP70F2\nVpfire3 DSVP70F3\nVpfire4 DSVP70F4\n\n//Beretta\n$Random Weapons/Beretta/fire { Berfire1 Berfire2 Berfire3 Berfire4 }\nBerfire1 DS9MMFR1\nBerfire2 DS9MMFR2\nBerfire3 DS9MMFR3\nBerfire4 DS9MMFR4\n\nWeapons/Beretta/Pickup DS9MMPIK\nWeapons/Beretta/Up DS9MMUP\nWeapons/Beretta/in DS9MMiN\nWeapons/Beretta/out DS9MMOT\nWeapons/Beretta/cock DS9MMCK\n\n//Calico\nWeapons/Calico/Pickup DSUZIPIK\nWeapons/Calico/Up  DSUZIUP\nWeapons/Calico/in  DSUZIIN\nWeapons/Calico/out  DSUZIOUT\nWeapons/Calico/cock DSUZICOK\n\n$Random Weapons/Calico/fire { Cafire1 Cafire2 Cafire3 }\nCafire1 DSUZIFR1\nCafire2 DSUZIFR2\nCafire3 DSUZIFR3\n\n//Shotgun sounds\nWeapons/Shotgun/Up  DSSPAZUP\nWeapons/Shotgun/pkUp  DSSPAZPK\n\n$volume Weapons/Shotgun/Up 2.0\n\n$Random Weapons/Shotgun/fire { SGfire1 SGfire2 }\nSGfire1  dsspazf1\nSGfire2 dsspazf2\n\n$Random Weapons/Shotgun/pump { SGpump1 SGpump2 }\nSGpump1 dsspazc1\nSGpump2 dsspazc2\n\n$Random Weapons/Shotgun/Load { SGlod1 SGlod2 SGlod3 }\nSGlod1 DSSPAZL1\nSGlod2 DSSPAZL2\nSGlod3 DSSPAZL3\n\n//Bow sounds\nWeapons/bow/up DSCBWUP\nWeapons/bow/load DSCBWLOD\nWeapons/bow/end DSCBWEND\nWeapons/bow/string DSCBWSRN\n\n$Random Weapons/bow/fire { BowF1 BowF2 }\nBowF1 DSCBWFR1\nBowF2 DSCBWFR2\n\n$Random Weapons/bow/Deth { BowD1 BowD2 BowD3 }\nBowD1 DSCBWHT1\nBowD2 DSCBWHT2\nBowD3 DSCBWHT3\n\n//Rifle sounds\nWeapons/Rifle/up DSK98KOP\nWeapons/rifle/open dsk98kop\nWeapons/rifle/Close dsk98kcl\nWeapons/rifle/cock dsk98kck\n\n$Random Weapons/Rifle/fire { Karfire1 Karfire2 Karfire3 }\nKarfire1  DSK98KF1\nKarfire2 DSK98KF2\nKarfire3 DSK98KF3\n\n$Random Weapons/Rifle/Load { Karlod1 Karlod2 }\nKarlod1  DSK98KL1\nKarlod2 DSK98KL2\n\n$limit Weapons/rifle/load 0\n\n//GL sounds\nWeapons/GL/Lod DSGL1LOD\nWeapons/GL/Pkup DSGL1PIK\nWeapons/Gl/Up DSGL1Up\nWeapons/GL/ammo DSGl1APK\nWeapons/GL/Explode DSGL1EXP\nWeapons/GL/Open DSGL1OPN\nWeapons/Gl/Close DSGL1CLS\n\n$Random Weapons/GL/fire { GLfire1 GLfire2 }\nGLfire1  DSGL1FR1\nGLfire2 DSGL1FR2\n\n$limit Weapons/GL/explode 2\n\n//Mine sounds\nWeapons/Mine/amo DSMINAMO\nWeapons/Mine/up DSMINUP\nWeapons/Mine/Pkup DSMINPIK\nWeapons/Mine/In DSMININ\nWeapons/mine/out DSMINOUT\nWeapons/mine/Explode DSMINEXP\nWeapons/mine/cock DSMINCOK\nWeapons/mine/beep DSMINTIK\n\n$limit Weapons/Mine/explode 0\n\n$Random Weapons/mine/Fire { Mfire1 Mfire2 }\nMfire1 DSMINFR1\nMfire2 DSMINFR2\n\n$Random Weapons/mine/stick { Mstck1 Mstck2 }\nMstck1 DSMINST1\nMstck2 DSMINST2\n\n$limit Weapons/Mine/stick 0\n\n//Deagle sounds\nWeapons/Deagle/up DSDGLUP\nWeapons/Deagle/Pickup DSDGLPIK\nWeapons/Deagle/in  DSDGLIN\nWeapons/Deagle/out  DSDGLOUT\nWeapons/Deagle/cock DSDGLCOK\n\n$Random Weapons/Deagle/fire { DEfire1 DEfire2 DEfire3 }\nDEfire1 DSDGLFR1\nDEfire2 DSDGLFR2\nDEfire3 DSDGLFR3\n\n//Flamer sounds\nWeapons/Flamer/Pkup DSFLMPIK\nWeapons/Flame/start  DSFLMSTR\nWeapons/flamer/loop DSFLMLOP\nWeapons/flamer/end DSFLMEND\nWeapons/flamer/Out DSFLROUT\nWeapons/flamer/twist DSFLRTWS\nWeapons/flamer/turn DSFLRTUR\nWeapons/flamer/In DSFLRIN\nWeapons/Flamer/end DSFLMEND\nWeapons/Flamer/idle DSFLILOP\n\n$limit Weapons/Flamer/loop 1\n\n$rolloff Weapons/Flame/start 64 700\n$rolloff Weapons/flamer/loop 64 700\n\n//Shocker sounds\nWeapons/shocker/PKUP DSSPSHPK\nWeapons/shocker/Up DSSPSHUP\nWeapons/shocker/idleUp DSSPSHST\nWeapons/shocker/IdleDown DSSPSHEN\nWeapons/shocker/Idle DSSPSHLP\nWeapons/shocker/In DSSPSHIN\nWeapons/shocker/Ld DSSPSHLD\nWeapons/shocker/ammo DSSPSHAM\n\n$Random Weapons/Shocker/Pdeath {SPdie1 SPdie2 SPdie3}\nSPdie1 DSSPSHI1\nSPdie2 DSSPSHI2\nSPdie3 DSSPSHI3\n\n$Random Weapons/Shocker/Fire {SFire1 SFire2 SFire3}\nSFire1 DSSPSHC1\nSFire2 DSSPSHC2\nSfire3 DSSPSHC3\n\n//RL sounds\nWeapons/RL/Amo DSSTINAM\nWeapons/RL/Up DSSTINUP\nWeapons/RL/DN DSSTINDN\nWeapons/RL/PK DSSTINPK\nWeapons/RL/FR DSSTINFR\nWeapons/RL/RL DSSTINRL\nWeapons/RL/LD DSSTINLD\nWeapons/RL/EXP DSSTINXP\n\n$limit Weapons/RL/EXP 0\n\n//Rail sounds\nWeapons/Rail/in DSRLGIN\nWeapons/Rail/out DSRLGOUT\nWeapons/Rail/up DSRLGUP\nWeapons/Rail/crg DSRLGCRG\nWeapons/Rail/exp DSRLGEXP\n\n$Random Weapons/Rail/fr {rgfr1 rgfr2}\nrgfr1 DSRLGFR1\nrgfr2 DSRLGFR2\n\n//Minigun sounds\nWeapons/minigun/up DSGATUP\nWeapons/minigun/Dwn DSGATDWN\nWeapons/minigun/Wup DSGATWUP\nWeapons/minigun/Wdn DSGATWDN\nWeapons/minigun/FR DSGATFIR\nWeapons/minigun/Opn DSGATOPN\nWeapons/minigun/Cls DSGATCLS\nWeapons/minigun/Mld DSGATMLD\nWeapons/minigun/Mlb DSGATMLB\n\n$random Weapons/minigun/blt {Blt1 Blt2}\nblt1 DSGATLB1\nblt2 DSGATLB2\n\n//Monster stuff\n\n//Roach\n$random Roach/see { Rchse1 Rchse2}\nRchse1 dsrchs1\nRchse2 dsrchs2\n$random Roach/active { Rchac1 Rchac2}\nRchac1 dsrcha1\nRchac2 dsrcha2\n$random Roach/pain { RchPn1 Rchpn2}\nRchpn1 dsrchpn1\nRchpn2 dsrchpn2\n\nRoach/death Dsrchdth\n\n//Remenant\n$random Zombie/see { zmhse1 zmhse2}\nzmhse1 dszomst1\nzmhse2 dszomst2\n$random Zombie/active{ zmhac1 zmhac2}\nzmhac1 dszomac1\nzmhac2 dszomac2\n$random Zombie/die { zmhPn1 zmhpn2}\nzmhpn1 dszomdt1\nzmhpn2 dszomdt2\n\nZombie/pain dszomhit\nZombie/attack dszomatk\n\n//Turmoil\nTurmoil/See DSTURSIT\nTurmoil/Active DSTURACT\nTurmoil/pain DSTURPAI\nTurmoil/Die DSTURDED\n\nprofane/poison DSTURSHT\nprofane/poisondie dspsnhit\n\n//Pitkis\n$RANDOM agaures/sight { agaures/sight1 agaures/sight2 }\nagaures/sight1 \t\tAGURSIT1\nagaures/sight2 \t\tAGURSIT2\n\n$RANDOM agaures/death { agaures/death1 agaures/death2 }\nagaures/death1 \t\tAGURDTH1\nagaures/death2 \t\tAGURDTH2\n\nagaures/pain\t\tAGURPAIN\nagaures/active\t\tAGURACTV\nagaures/scratch\t\tAGURHITS\nagaures/swing\t\tAGURSWNG\n\n//Helliate\nmonster/hlnsit                  dshlnsit\nmonster/hlnact                  dshlnact\nmonster/hlnpai                  dshlnpai\nmonster/hlndth                  dshlndth\nmonster/hlnatk                  dshlnatk\nmonster/hlnexp                  dshlnexp\n\n//Satyr\nObsidian/Sight\tOSTTSIGH\nSatyr/Active DSNSHACT\nSatyr/Die DSSATDIE\nSatyr/Ram DSSATRAM\nSatyr/dash DSSATDSH\nSatyr/impact DSATIMP\n\n$random Satyr/See { SatPn1 SatPn2}\nSatPn1 DSSATST1\nSatPn2 DSSATST2\n\n$random Satyr/pain { SatPn1 SatPn2}\nSatPn1 DSSATOW1\nSatPn2 DSSATOW2\n\n//Mush\n$random monster/nshsit\t\t{ monster/nshsi1  monster/nshsi2 }\nmonster/nshsi1                  dsnshsi1\nmonster/nshsi2                  dsnshsi2\nmonster/nshact                  dsnshact\nmonster/nshpai                  dsnshpai\nmonster/nshdth                  dsnshdth\nmonster/nshatk                  dsnshatk\nmonster/nshexp                  dsnshexp\n\n//Doorman\nHanger/Gib\tDSQ2GIB\nHanger/Sight\tGK_SGHT1\nHanger/Active\tGK_IDLE\nHanger/Pain\tGK_PAIN1\nHanger/Death\tGK_DETH1\n\n$random Hanger/Attack\t{ GK_ATCK1 GK_ATCK2 GK_ATCK3 }\nGK_ATCK1\tGK_ATCK1\nGK_ATCK2\tGK_ATCK2\nGK_ATCK3\tGK_ATCK3\n\n//Gluttonous soul\nflesh/sight\t\tflspnsit\nflesh/melee\t\tflspnatk\nflesh/pain\t\tflspnhit\nflesh/death\t\tflspndth\nflesh/active\t\tflspnact\n\n//Accuser\n//Sounds from Doom 64\nPoe/Sight POESIGHT\nPoe/Death POEDIE\npoe/Active POEACTIV\n$Random Poe/Pain { Poe/Pain1 Poe/Pain2 }\nPoe/Pain1 POEPAIN\nPoe/Pain2 POEPAIN2\nFakePoe/Death FKPOEDIE\nPoeball/bounce DSPoebnc\n\n//sounds from Hexen\nPoeBall/See POEBLSEE\nPoeBall/Die POEBLDIE\n\n//Famine\nFamine/melee\t\t\tDSNREHIT\nmonster/incsit                dsincsit\nmonster/incdth                dsincdth\nmonster/incexp                dsincexp\nmonster/incact                dsincact\nmonster/incatk                dsincatk\nmonster/inchit                dsinchit\n\nrlmonsters/horror1\t\t\t\tDSHORRO4\nrlmonsters/horror2\t\t\t\tDSHORRO5\nrlmonsters/horror3\t\t\t\tDSHORRO6\nrlmonsters/horror4\t\t\t\tDSHORRO7\nrlmonsters/horror5\t\t\t\tDSHORRO8\nrlmonsters/horror6\t\t\t\tDSHORRO9\n$random rlmonsters/horror { rlmonsters/horror1 rlmonsters/horror2 rlmonsters/horror3 rlmonsters/horror4 rlmonsters/horror5 rlmonsters/horror6 }\n\n//Hsphere\nmonster/hadsit                dshadsit\nmonster/haddth                dshaddth\nmonster/hadexp                dshadexp\nmonster/hadtel                dshadtel\nmonster/hadwlk                dshadwlk\n\n//Writhe\nWrithe/Active DSWATACT\nWrithe/sight DSWATSIT\nWrithe/pain DSWATPAI\nWrithe/Death DSWATDTH\nWrithe/attack DSWATATK\nWrithe/hit DSWATHIT\nWrithe/charge WATLNG\n\n//Sonnelion\nmonster/ar2sit dsar2sit\n\nmonster/ar2dth dsar2dth\n\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\n\n//Abaddon\n\n$random Abaddon/Active { AbaAct1 AbaAct2 }\nAbaAct1  DSABAAC1\nAbaAct2 DSABAAC2\n\nAbaddon/see DSABASIT\nAbaddon/Die DSABADTH\nAbaddon/pain DSABAPAI\nAbaddon/flame DSABAFLM\nAbaddon/Attack DSABAATK\nAbaddon/explode DSABAEXP\nAbaddon/Dash DSABADSS\nAbaddon/Dash2 DSABADSH\nAbaddon/impact  DSABAIMP\n\n//Malbouge\nMal/Sight DSHRNSEE\nMal/Die DSHRNDIE\nMal/pain DSHRNPAI\nMal/Active DSHRNACT\nMal/Roar DSHRNSTP\nMal/Stomp DSHRNSMP\nMal/Fire DSHRNFIR\nMal/explode DSHRNEXP\nMal/Flame DSABAFLM\n\n//Bloodfiend\nRSWMZombie/Sight BZRD_SI1\nRSWMZombie/Pain BZRD_HIT\nRSWMZombie/Death BZRD_DED\nRSWMZombie/ProjDeath BZRD_PRD\n\nDormRSWMZombie/Sight BZRD_SI2\n\n//Pestilence\nPest/gas DSPESEJT\nPest/active DSPESACT\nPest/pain DSPESPAI\nPest/die DSPESDIE\nPest/see DSPESSIT\nPest/Gdie DSPESSTM\n\n$Random Pest/attack { PAttk1 Pattk2 }\nPAttk1 DSPESSP1\nPattk2 DSPESSP2\n\nweapons/skulfi                dsskulfi\nweapons/skulex                dsskulex\nweapons/spike                 dsspike\nweapons/stab                  dsstab\nweapons/boltfi                dsboltfi\nweapons/boltf2                dsboltf2\nweapons/glahit                dsglahit\nweapons/thornx                dsthornx\n\n//EOTU\nEye/die Dsbredet\nEye/Heart Dsheart\nEye/attack  Dsbrefir\n\n$Random Eye/explode { Eexp1 Eexp2 Eexp3}\nEexp1 Dsbrexp1\nEexp2 Dsbrexp2\nEexp3 Dsbrexp3\n$Random Eye/see { Esee1 Esee2 Esee3 Esee4 Esee5 Esee6 Esee7 Esee8}\nEsee1 dsbreah1\nEsee2 dsbreah2\nEsee3 dsbreah3\nEsee4 dsbreah4\nEsee5 dsbreah5\nEsee6 dsbreah6\nEsee7 dsbreah7\nEsee8 dsbreah8\n\n//Sin of the Flesh\nSoFlesh/See Dssofsee\nSoFlesh/Active Dssofact\nSoFlesh/pain Dssofpai\nSoFlesh/die Dssofdth\nSoFlesh/push Dssofpsh\nSoFlesh/pull Dssofpul\nSoFlesh/attack Dssoffir\nSoFlesh/explode Dssofexp\nSoFlesh/dash Dssofdsh\nSoFlesh/Lhit Bdsphit\n\n$Random SoFlesh/swing {FSwing 1 Fswing2}\nFswing1 DssofSW1\nFswing2 DssofSW2\n\nvomit1 vomit1\nvomit2 vomit2\nvomit3 vomit3\n$RANDOM profane/vomit { vomit1 vomit2 vomit3 }\n\n//Lolth\nLol/see DSLOTSEE\nLol/Die DSLOTDIE\nLol/Walk DSLOTWLK\nLol/Pain DSLOTHIT\nLol/Active DSLOTHIDL\nLol/HitscanFire DSLOTBFR\nLol/Hitscanpuff DSLOTBFH\nLol/Missilefire DSLOTFIR\n\n$Random Lol/hit {Lolhit1 Lolhit2}\nLolhit1 DSLOTHT1\nLolhit2 DSLOTHT2\n\n//Grandguy\n\nGrand/See DSANGSEE\nGrand/Active DSANGSIT\nGrand/Die DSANGDIE\n\n$Random Grand/Pain {Ghit1 Ghit2}\nGhit1 DSANGPN1\nGhit2 DSANGPN2\n\n$Random Grand/fire {Gfire1 Gfire2}\nGfire1 DSANGFR1\nGfire2 DSANGFR2\n\n$volume Gfire1 2.0\n$volume Gfire2 2.0\n\n$random caco/melee { came1  came2 came3 }\ncame1\t\tcacomel1\ncame2\t\tcacomel2\ncame3\t\tcacomel3\n\npyro/flamepoof DSHITW\n\n//Karkass\n\n$Random Kark/See {Ksee1 Ksee2}\nKsee1 DSGANAC1\nKsee2 DSGANAC2\n\n$Random Kark/sit {Ksit1 Ksit2}\nKsee1 DSGANST1\nKsee2 DSGANST2\n\n$Random Kark/Die {Kdie1 Kdie2 Kdie3}\nKdie1 DSGANDT1\nKdie2 DSGANDT2\nKdie3 DSGANDT3\n\n$Random Kark/See {Ksee1 Ksee2}\nKsee1 DSGANAC1\nKsee2 DSGANAC2\n\n$Random Kark/sit {Ksit1 Ksit2}\nKsee1 DSGANST1\nKsee2 DSGANST2\n\n$Random Kark/hit {Khit1 Khit2 Khit3}\nKhit1 DSGANHT1\nKhit2 DSGANHT2\nKhit3 DSGANHT3\n\n$Random Kark/pain {Kpain1 Kpain2 Kpain3}\nKpain1 DSGANPN1\nKpain2 DSGANPN2\nKpain3 DSGANPN3\n\n//Golem\nstoneimp/hit\tSIMPMELE\nstoneimp/impact IMP-ACT\n\n//Darkscale\n$RANDOM ominous/sight { OMINSEE OMINSE2 }\n\n\"OMINSEE\"  OMINSEE\n\"OMINSE2\"  OMINSE2\n\n\"ominous/death\"         DSGHLDTH\n\n$RANDOM ominous/active { OMINACT OMINAC2 }\n\n\"OMINACT\"  OMINACT\n\"OMINAC2\"  OMINAC2\n\n//Daemonte\n$random Shadow/active { act1 act2 }\nact1\t\t\tSHDACT1\nact2\t\t\tSHDACT2\n$random Shadow/pain { pain1 pain2 }\npain1\t\t\tSHDPAIN1\npain2\t\t\tSHDPAIN2\nShadow/attack\t\tSHDATTAK\nShadow/death\t\tSHDDEATH\n\n//Soulguy\n$RANDOM harvester/sight { shsight1 shsight2 }\nshsight1 shsight1\nshsight2 shsight2\n\n$RANDOM harvester/death { shdeath1 shdeath2 }\nshdeath1 shdeath1\nshdeath2 shdeath2\n\nharvester/scream shfbscrm\n\nharvester/ghost shghscrm\n\n//Mandingo\nmonster/falsit dsfalsit\nmonster/falpai dsfalpai\nmonster/faldth dsfaldth\nmonster/falact dsfalact\nmonster/falwng dsfalwng\nweapons/firmfi dsfirmfi\nweapons/firex5 dsfirex5\n\n//Hiero\nweapons/firmfi\tdsfirmfi\nweapons/firex5\tdsfirex5\nmonster/hiesit\tdshiesit\nmonster/hieact\tdshieact\nmonster/hiepai\tdshiepai\nmonster/hiedth\tdshiedth\nmonster/curse1\tdscurse1\nmonster/curse2\tdscurse2\n\n//Vore\nVore/Sight\tVORESIGH\nVore/Active\tVOREACTI\nVore/Attack\tVOREATTK\nVore/Throw\tVORETHRW\nVore/Hit\tdsbarexp\nVore/Pain\tVOREPAIN\nVore/Death\tVOREDEAT\n\n//Wicked\nmonster/wiksit                  dswiksit\n$random monster/wikact\t\t{ monster/wikac1    monster/wikac2 }\nmonster/wikac1                  dswikac1\nmonster/wikac2                  dswikac2\nmonster/wikatk                  dswikatk\nmonster/wikpai                  dswikpai\nmonster/wikdth                  dswikdth\nweapons/firmfi                  dsfirmfi\nweapons/firex5                  dsfirex5\nmonster/tenpn1                  dstenpn1\nmonster/tenpn2                  dstenpn2\n\n//Old one\n$random deepone/pain { deepone/hurt1 deepone/hurt2 deepone/hurt3 deepone/hurt4 }\n\ndeepone/hurt1 \tDEEPPN1\ndeepone/hurt2 \tDEEPPN2\ndeepone/hurt3  \tDEEPPN3\ndeepone/hurt4 \tDEEPPN4\n\n$random deepone/active { deepone/groan1 deepone/groan2 }\n\ndeepone/groan1 \tDEEPGN1\ndeepone/groan2 \tDEEPGN2\n\n$random deepone/meleegrowl { deepone/attack1 deepone/attack2 }\n\ndeepone/melee\t\tDSCLAW\n\ndeepone/attack1 \tDEEPAK1\ndeepone/attack2 \tDEEPAK2\n\ndeepone/sight \t\tDEEPSEE\ndeepone/stealth\t\tDEEPSTTH\n\ndeepone/death \tDEEPDTH\n\ndeepone/fire \tDEEPFIRE\n\ndeepone/firehit \tDEEPFHIT\n\n//Oldtwo\n$random starspawn/pain { starspawn/hurt1 starspawn/hurt2 starspawn/hurt3 starspawn/hurt4 }\n\nstarspawn/hurt1 \tSTARPN1\nstarspawn/hurt2 \tSTARPN2\nstarspawn/hurt3  \tSTARPN3\nstarspawn/hurt4 \tSTARPN4\n\n$random starspawn/active { starspawn/groan1 starspawn/groan2 }\n\nstarspawn/groan1 \tSTARGN1\nstarspawn/groan2 \tSTARGN2\n\n$random starspawn/meleegrowl { starspawn/attack1 starspawn/attack2 }\n\nstarspawn/melee\t\tDSCLAW\n\nstarspawn/attack1 \tSTARAK1\nstarspawn/attack2 \tSTARAK2\n\nstarspawn/sight \t\tSTARSEE\nstarspawn/stealth\t\tSTARSTTH\n\nstarspawn/death \tSTARDTH\n\ndeepone/fire \tDEEPFIRE\n\ndeepone/firehit \tDEEPFHIT\nstarspawn/firehit \tSTARFHIT\nstarspawn/charge\tSTARCHRG\nstarspawn/superfire\tSTARFFR1\n\n//burrower\nDigger/see Burrsee\nDigger/bite Burrbite\nDigger/pain Burridle\nDigger/die Burrdie\n\nmonster/ghlswg dsghlswg"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "//Hellfire\nFlickerlight DiabloistFire1\n{\nColor 1.0 1.0 0.0\nSize 24\nSecondarySize 32\nChance 0.3\nOffset 0 8 0\n}\n\nFlickerlight DiabloistFire2\n{\nColor 1.0 1.0 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 24 0\n}\n\nFlickerlight DiabloistFire3\n{\nColor 1.0 1.0 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 32 0\n}\n\nFlickerlight DiabloistFire4\n{\nColor 0.8 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight DiabloistFire5\n{\nColor 0.8 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 48 0\n}\n\nFlickerlight DiabloistFire6\n{\nColor 0.6 0.6 0.0\nSize 48\nSecondarySize 56\nChance 0.3\nOffset 0 64 0\n}\n\nFlickerlight DiabloistFire7\n{\nColor 0.4 0.4 0.0\nSize 32\nSecondarySize 40\nChance 0.3\nOffset 0 72 0\n}\n\nFlickerlight DiabloistFire8\n{\nColor 0.2 0.2 0.0\nSize 16\nSecondarySize 24\nChance 0.3\nOffset 0 80 0\n}\n\nObject Hellfire\n{\nFrame HLFRA { Light DiabloistFire1 }\nFrame HLFRB { Light DiabloistFire2 }\nFrame HLFRC { Light DiabloistFire3 }\nFrame HLFRD { Light DiabloistFire4 }\nFrame HLFRE { Light DiabloistFire5 }\nFrame HLFRF { Light DiabloistFire6 }\nFrame HLFRG { Light DiabloistFire7 }\nFrame HLFRH { Light DiabloistFire8 }\n}\n\nFlickerlight DiabloistFire1\n{\nColor 1.0 1.0 0.0\nSize 8\nSecondarySize 12\nChance 0.3\nOffset 0 8 0\n}\n\nFlickerlight DiabloistFire2\n{\nColor 1.0 1.0 0.0\nSize 18\nSecondarySize 25\nChance 0.3\nOffset 0 24 0\n}\n\nFlickerlight DiabloistFire3\n{\nColor 1.0 1.0 0.0\nSize 28\nSecondarySize 35\nChance 0.3\nOffset 0 32 0\n}\n\nFlickerlight DiabloistFireX4\n{\nColor 0.8 0.8 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight DiabloistFireX5\n{\nColor 0.8 0.8 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight DiabloistFireX6\n{\nColor 0.8 0.8 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight DiabloistFireX7\n{\nColor 0.8 0.8 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight DiabloistFireX8\n{\nColor 0.8 0.8 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 40 0\n}\n\nObject HellfireB\n{\nFrame HLFRA { Light DiabloistFireX1 }\nFrame HLFRB { Light DiabloistFireX2 }\nFrame HLFRC { Light DiabloistFireX3 }\nFrame HLFRD { Light DiabloistFireX4 }\nFrame HLFRE { Light DiabloistFireX5 }\nFrame HLFRF { Light DiabloistFireX6 }\nFrame HLFRG { Light DiabloistFireX7 }\nFrame HLFRH { Light DiabloistFireX8 }\n}\n\n// Knife puff.\nflickerlight KPUFF1\n{\n    color 0.5 0.5 0.0\n    size 16\n    secondarySize 8\n}\n\nflickerlight KPUFF2\n{\n    color 0.5 0.5 0.0\n    size 12\n    secondarySize 6\n}\n\nflickerlight KPUFF3\n{\n    color 0.5 0.5 0.0\n    size 8\n    secondarySize 4\n}\n\nobject KnifePuff\n{\n    frame DPRKA { light KPUFF3 }\n    frame DPRKB { light KPUFF3 }\n    frame DPRKC { light KPUFF3 }\n    frame DPRKD { light KPUFF2 }\n    frame DPRKE { light KPUFF2 }\n    frame DPRKF { light KPUFF2 }\n    frame DPRKG { light KPUFF2 }\n    frame DPRKH { light KPUFF1 }\n    frame DPRKI { light KPUFF1 }\n    frame DPRKJ { light KPUFF1 }\n}\n\n//Stun puffs\nflickerlight EPUFF1\n{\n    color 0.0 0.0 1.5\n    size 16\n    secondarySize 8\n}\n\nflickerlight EPUFF2\n{\n    color 0.0 0.0 1.5\n    size 12\n    secondarySize 6\n}\n\nflickerlight EPUFF3\n{\n    color 0.0 0.0 1.5\n    size 8\n    secondarySize 4\n}\n\nobject Stunpuff\n{\n    frame EPRKA { light EPUFF3 }\n    frame EPRKB { light EPUFF3 }\n    frame EPRKC { light EPUFF3 }\n    frame EPRKD { light EPUFF2 }\n    frame EPRKE { light EPUFF2 }\n    frame EPRKF { light EPUFF2 }\n    frame EPRKG { light EPUFF2 }\n    frame EPRKH { light EPUFF1 }\n    frame EPRKI { light EPUFF1 }\n    frame EPRKJ { light EPUFF1 }\n}\n\n//Pipe Puff\n\nobject PipePuff\n{\n    frame PPRKA { light KPUFF3 }\n    frame PPRKB { light KPUFF3 }\n    frame PPRKC { light KPUFF3 }\n    frame PPRKD { light KPUFF2 }\n    frame PPRKE { light KPUFF2 }\n    frame PPRKF { light KPUFF2 }\n    frame PPRKG { light KPUFF2 }\n    frame PPRKH { light KPUFF1 }\n    frame PPRKI { light KPUFF1 }\n    frame PPRKJ { light KPUFF1 }\n}\n\n//Gunpuff\n\nflickerlight GPUFF1\n{\n    color 0.5 0.5 0.0\n    size 16\n    secondarySize 8\n}\n\nflickerlight GPUFF2\n{\n    color 0.5 0.5 0.0\n    size 12\n    secondarySize 6\n}\n\nflickerlight GPUFF3\n{\n    color 0.5 0.5 0.0\n    size 8\n    secondarySize 4\n}\n\nobject Bulletpuff\n{\n    frame BPUFA { light GPUFF3 }\n    frame BPUFB { light GPUFF2 }\n    frame BPUFC { light GPUFF2 }\n    frame BPUFD { light GPUFF1 }\n}\n\n// Bullet puff\nflickerlight BPUFF1\n{\n    color 0.5 0.5 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight BPUFF2\n{\n    color 0.5 0.5 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nobject BulletSpark\n{\n    frame BPUFA { light BPUFF1 }\n    frame BPUFB { light BPUFF1 }\n    frame BPUFC { light BPUFF2 }\n    frame BPUFD { light BPUFF2 }\n}\n\n//Grenade stuff\nflickerlight ROCKET_X1\n{\n    color 0.5 0.5 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n    color 0.5 0.5 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n    color 0.5 0.5 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n}\n\nobject Gee-nade\n{\n    frame GBOMA { light ROCKET_X1 }\n    frame GBOMB { light ROCKET_X2 }\n    frame GBOMC { light ROCKET_X2 }\n    frame GBOMD { light ROCKET_X3 }\n    frame GBOME { light ROCKET_X3 }\n    frame GBOMF { light ROCKET_X3 }\n    frame GBOMH { light ROCKET_X2 }\n    frame GBOMI { light ROCKET_X2 }\n    frame GBOMJ { light ROCKET_X2 }\n    frame GBOMk { light ROCKET_X1 }\n    frame GBOMIL{ light ROCKET_X1 }\n    frame GBOMM { light ROCKET_X1 }\n}\n\n//Frag rounds\nflickerlight Nade_X1\n{\n    color 0.5 0.0 0.0\n    size 54\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight Nade_X2\n{\n    color 0.5 0.0 0.0\n    size 70\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight Nade_X3\n{\n    color 0.5 0.0 0.0\n    size 86\n    secondarySize 104\n    chance 0.3\n}\n\nobject Frags\n{\n    frame GLENC { light Nade_X1 }\n    frame GLEND { light Nade_X1 }\n    frame GLENE { light Nade_X2 }\n    frame GLENF { light Nade_X2 }\n    frame GLENG { light Nade_X2 }\n    frame GLENH { light Nade_X3 }\n    frame GLENI { light Nade_X3 }\n    frame GLENJ { light Nade_X3 }\n}\n\n//Minestuff\nflickerlight Mine_X1\n{\n    color 0.5 0.5 0.0\n    size 34\n    secondarySize 40\n    chance 0.3\n}\n\nflickerlight Mine_X2\n{\n    color 0.5 0.5 0.0\n    size 40\n    secondarySize 66\n    chance 0.3\n}\n\nflickerlight Mine_X3\n{\n    color 0.5 0.5 0.0\n    size 66\n    secondarySize 74\n    chance 0.3\n}\n\nobject Shotmine\n{\n    frame NDRXC { light Mine_X2 }\n    frame NDRXD { light Mine_X3 }\n    frame NDRXE { light Mine_X3 }\n    frame NDRXF { light Mine_X3 }\n    frame NDRXH { light Mine_X2 }\n    frame NDRXI { light Mine_X2 }\n    frame NDRXJ { light Mine_X2 }\n    frame NDRXk { light Mine_X1 }\n}\n\n//Flamer stuff\nObject Flameshot\n{\nFrame FLMPA { Light BruiserBall13 }\nFrame FLMPB { Light BruiserBall13 }\nFrame FLMPC { Light BruiserBall12 }\nFrame FLMPD { Light BruiserBall12 }\nFrame FLMPE { Light BruiserBall12 }\nFrame FLMPF { Light BruiserBall11 }\nFrame FLMPG { Light BruiserBall11 }\n}\n\n//Rocket\n\nobject StingExplode\n{\n    frame GBOMA { light ROCKET_X1 }\n    frame GBOMB { light ROCKET_X2 }\n    frame GBOMC { light ROCKET_X2 }\n    frame GBOMD { light ROCKET_X3 }\n    frame GBOME { light ROCKET_X3 }\n    frame GBOMF { light ROCKET_X3 }\n    frame GBOMH { light ROCKET_X2 }\n    frame GBOMI { light ROCKET_X2 }\n    frame GBOMJ { light ROCKET_X2 }\n    frame GBOMk { light ROCKET_X1 }\n    frame GBOMIL{ light ROCKET_X1 }\n    frame GBOMM { light ROCKET_X1 }\n}\n\n//Enemy stuff\n\n//Pitkis ball\nPointlight AgauresBall\n{\nColor 1.0 0.0 0.0\nSize 25\n}\n\nPointlight AgauresBall2\n{\nColor 1.0 0.0 0.0\nSize 30\n}\n\nPointlight AgauresBall3\n{\nColor 0.7 0.0 0.0\nSize 25\n}\n\nPointlight AgauresBall4\n{\nColor 0.4 0.0 0.0\nSize 20\n}\n\nPointlight AgauresBall5\n{\nColor 0.2 0.0 0.0\nSize 15\n}\n\nObject AgauresBall\n{\nFrame BLVBA { Light AgauresBall }\nFrame BLVBB { Light AgauresBall }\nFrame BLVBC { Light AgauresBall2 }\nFrame BLVBD { Light AgauresBall3 }\nFrame BLVBE { Light AgauresBall4 }\nFrame BLVBF { Light AgauresBall5 }\n}\n\nObject SpeedyAgauresBall\n{\nFrame BLVBA { Light AgauresBall }\nFrame BLVBB { Light AgauresBall }\nFrame BLVBC { Light AgauresBall2 }\nFrame BLVBD { Light AgauresBall3 }\nFrame BLVBE { Light AgauresBall4 }\nFrame BLVBF { Light AgauresBall5 }\n}\n\n//Turmoil ball\n\nPointlight GreenBall1\n{\nColor 0.0 0.8 0.00\nSize 48\n}\n\nPointlight GreenBall2\n{\nColor 0.0 0.8 0.00\nSize 64\n}\n\nPointlight GreenBall3\n{\nColor 0.0 0.8 0.00\nSize 56\n}\n\nPointlight GreenBall4\n{\nColor 0.0 0.8 0.00\nSize 32\n}\n\nPointlight GreenBall5\n{\nColor 0.0 0.8 0.00\nSize 16\n}\n\nObject PoisonBall\n{\nFrame FVN1A { Light Greenball1 }\nFrame FVN1B { Light Greenball1 }\nFrame FVN1C { Light Greenball1 }\nFrame FVN1D { Light Greenball1 }\n\nFrame FVN1E { Light Greenball2 }\nFrame FVN1F { Light Greenball3 }\nFrame FVN1F { Light Greenball3 }\nFrame FVN1G { Light Greenball4 }\nFrame FVN1H { Light Greenball5 }\nFrame FVN1I { Light Greenball5 }\n}\n\n//Helliate ball\nFlickerlight2 HellionG\n{\n Color 0.5 0.5 0.0\n Offset 0 40 0\n Size 25\n SecondarySize 30\n Interval 0.005\n}\n\nFlickerlight2 HellionH\n{\n Color 1.0 1.0 0.0\n Offset 0 50 0\n Size 32\n SecondarySize 42\n Interval 0.005\n}\n\nFlickerlight2 HellionI\n{\n Color 1.0 1.0 0.0\n Offset 0 45 0\n Size 45\n SecondarySize 50\n Interval 0.005\n}\n\nFlickerlight2 HellionJ\n{\n Color 0.9 0.9 0.0\n Offset 0 35 -5\n Size 55\n SecondarySize 58\n Interval 0.005\n}\n\nFlickerlight2 HellionK\n{\n Color 0.7 0.7 0.0\n Offset 0 32 -15\n Size 60\n SecondarySize 62\n Interval 0.005\n}\n\nFlickerlight2 HellionL\n{\n Color 0.2 0.2 0.0\n Offset 0 32 -15\n Size 62\n SecondarySize 63\n Interval 0.005\n}\n\nObject Helliate\n{\n Frame HELNG { Light HellionG }\n Frame HELNH { Light HellionH }\n Frame HELNI { Light HellionI }\n Frame HELNJ { Light HellionJ }\n Frame HELNK { Light HellionK }\n Frame HELNL { Light HellionL }\n}\n\nFlickerlight2 HellionballA\n{\n Color 1.0 1.0 0.0\n Offset 0 4 -8\n Size 30\n SecondarySize 40\n Interval 0.005\n}\n\nFlickerlight2 HellionballB\n{\n Color 1.0 1.0 0.0\n Offset 0 4 -8\n Size 35\n SecondarySize 45\n Interval 0.005\n}\n\nFlickerlight2 HellionballC\n{\n Color 1.0 1.0 0.0\n Offset 0 4 0\n Size 35\n SecondarySize 45\n Interval 0.005\n}\n\nFlickerlight2 HellionballD\n{\n Color 0.9 0.9 0.0\n Offset 0 4 0\n Size 32\n SecondarySize 42\n Interval 0.005\n}\n\nFlickerlight2 HellionballE\n{\n Color 0.8 0.8 0.0\n Offset 0 4 0\n Size 29\n SecondarySize 39\n Interval 0.005\n}\n\nFlickerlight2 HellionballF\n{\n Color 0.6 0.6 0.0\n Offset 0 4 0\n Size 26\n SecondarySize 36\n Interval 0.005\n}\n\nFlickerlight2 HellionballG\n{\n Color 0.4 0.4 0.0\n Offset 0 4 0\n Size 20\n SecondarySize 30\n Interval 0.005\n}\n\nFlickerlight2 HellionballH\n{\n Color 0.2 0.2 0.0\n Offset 0 4 0\n Size 10\n SecondarySize 20\n Interval 0.005\n}\n\nFlickerlight2 HellionballI\n{\n Color 0.1 0.1 0.0\n Offset 0 4 0\n Size 5\n SecondarySize 10\n Interval 0.005\n}\n\nFlickerlight2 HellionballJ\n{\n Color 0.8 0.8 0.0\n Offset 0 4 0\n Size 45\n SecondarySize 55\n Interval 0.005\n}\n\nFlickerlight2 HellionballK\n{\n Color 0.6 0.6 0.0\n Offset 0 4 0\n Size 55\n SecondarySize 60\n Interval 0.005\n}\n\nFlickerlight2 HellionballL\n{\n Color 0.4 0.4 0.0\n Offset 0 4 0\n Size 60\n SecondarySize 65\n Interval 0.005\n}\n\nFlickerlight2 HellionballM\n{\n Color 0.2 0.2 0.0\n Offset 0 4 0\n Size 65\n SecondarySize 68\n Interval 0.005\n}\n\nFlickerlight2 HellionballN\n{\n Color 0.1 0.1 0.0\n Offset 0 4 0\n Size 68\n SecondarySize 72\n Interval 0.005\n}\n\nObject Hellionball\n{\n Frame HLBLA { Light HellionballA }\n Frame HLBLB { Light HellionballB }\n Frame HLBLJ { Light HellionballJ }\n Frame HLBLK { Light HellionballK }\n Frame HLBLL { Light HellionballL }\n Frame HLBLM { Light HellionballM }\n Frame HLBLN { Light HellionballN }\n}\n\n//Glutton soul\nPointlight Fleshspawnball1\n{\nColor 0.6 0.2 0.4\nSize 32\n}\n\nPointlight Fleshspawnball2\n{\nColor 0.6 0.2 0.4\nSize 24\n}\n\nPointlight Fleshspawnball3\n{\nColor 0.6 0.2 0.4\nSize 28\n}\n\nPointlight Fleshspawnball4\n{\nColor 0.6 0.2 0.4\nSize 40\n}\n\nPointlight Fleshspawnball5\n{\nColor 0.8 0.4 0.3\nSize 36\n}\n\nPointlight Fleshspawnball6\n{\nColor 0.8 0.3 0.2\nSize 32\n}\n\nPointlight Fleshspawnball7\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight Fleshspawnball8\n{\nColor 0.4 0.1 0.0\nSize 32\n}\n\nPointlight Fleshspawnball9\n{\nColor 0.6 0.2 0.4\nSize 32\n}\n\nPointlight Fleshspawnball10\n{\nColor 0.5 0.2 0.3\nSize 32\n}\n\nPointlight Fleshspawnball11\n{\nColor 0.4 0.1 0.2\nSize 32\n}\n\nPointlight Fleshspawnball12\n{\nColor 0.3 0.1 0.1\nSize 32\n}\n\nPointlight Fleshspawnball13\n{\nColor 0.2 0.0 0.0\nSize 32\n}\n\nObject Fleshball\n{\nFrame FLBLA { Light Fleshspawnball1 }\nFrame FLBLB { Light Fleshspawnball2 }\nFrame FLBLC { Light Fleshspawnball3 }\nFrame FLBLD { Light Fleshspawnball4 }\nFrame FLBLE { Light Fleshspawnball5 }\nFrame FLBLF { Light Fleshspawnball6 }\nFrame FLBLG { Light Fleshspawnball7 }\nFrame FLBLH { Light Fleshspawnball8 }\nFrame FLBLI { Light Fleshspawnball9 }\nFrame FLBLJ { Light Fleshspawnball10 }\nFrame FLBLK { Light Fleshspawnball11 }\nFrame FLBLL { Light Fleshspawnball12 }\nFrame FLBLM { Light Fleshspawnball13 }\n}\n\n//Accuser balls\n\npointlight POEBALL1\n{\n    color 0.4 0.0 0.8\n    size 30\n}\n\npointlight POEBALL2\n{\n    color 0.4 0.0 0.8\n    size 30\n}\n\npointlight POEBALL3\n{\n    color 0.4 0.0 0.8\n    size 30\n}\n\npointlight POEBALL4\n{\n    color 0.4 0.0 0.8\n    size 16\n}\n\npointlight POEBALL5\n{\n    color 0.4 0.0 0.8\n    size 12\n}\n\npointlight POEBALL6\n{\n    color 0.4 0.0 0.8\n    size 10\n}\npointlight POEBALL7\n{\n    color 0.4 0.0 0.8\n    size 8\n}\n\nobject PoeBall\n{\n    frame POBLC0 { light POEBALL2 }\n    frame POBLD0 { light POEBALL3 }\n    frame POBLE0 { light POEBALL4 }\n    frame POBLF0 { light POEBALL5 }\n    frame POBLG0 { light POEBALL6 }\n    frame POBLH0 { light POEBALL7 }\n}\n\n//Famineball\n\npointlight Famball1\n{\n    color 0.8 0.0 0.0\n    size 40\n}\n\npointlight Famball2\n{\n      color 0.8 0.0 0.0\n    size 32\n}\n\npointlight Famball3\n{\n    color 0.8 0.0 0.0\n    size 24\n}\n\npointlight Famball4\n{\n    color 0.8 0.0 0.0\n    size 16\n}\n\npointlight Famball5\n{\n    color 0.8 0.0 0.0\n    size 8\n}\n\npointlight Famball6\n{\n    color 0.8 0.0 0.0\n    size 8\n}\npointlight Famball7\n{\n    color 0.8 0.0 0.0\n    size 8\n}\n\nobject Famineball\n{\n    frame STARA0 { light Famball1 }\n    frame STARB0 { light Famball1 }\n    frame STARC0 { light Famball1 }\n    frame STARD0 { light Famball1 }\n\n    frame STARE0 { light Famball2 }\n    frame STARF0 { light Famball2 }\n    frame STARG0 { light Famball3 }\n    frame STARH0 { light Famball3 }\n    frame STARI0 { light Famball3 }\n    frame STARJ0 { light Famball4 }\n    frame STARK0 { light Famball4 }\n    frame STARL0 { light Famball5 }\n    frame STARM0 { light Famball5 }\n    frame STARN0 { light Famball6 }\n    frame STARO0 { light Famball7 }\n}\n\nPointLight DeathIncarnate\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 32\n}\n\nPointlight IncarnateExplode1\n{\nColor 0.8 0.0 0.0\nOffset 0 54 0\nSize 32\n}\n\nPointlight IncarnateExplode2\n{\nColor 0.85 0.0 0.0\nOffset 0 54 0\nSize 40\n}\n\nPointlight IncarnateExplode3\n{\nColor 0.9 0.0 0.0\nOffset 0 54 0\nSize 48\n}\n\nPointlight IncarnateExplode4\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 80\n}\n\nPointlight IncarnateExplode5\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 72\n}\n\nPointlight IncarnateExplode6\n{\nColor 0.7 0.0 0.0\nOffset 0 54 0\nSize 56\n}\n\nPointlight IncarnateExplode7\n{\nColor 0.5 0.0 0.0\nOffset 0 54 0\nSize 48\n}\n\nPointlight IncarnateExplode8\n{\nColor 0.3 0.0 0.0\nOffset 0 54 0\nSize 24\n}\n\nObject Famine\n{\nFrame INCAU { Light DeathIncarnate }\nFrame INCXA { Light IncarnateExplode1 }\nFrame INCXB { Light IncarnateExplode2 }\nFrame INCXC { Light IncarnateExplode3 }\nFrame INCXD { Light IncarnateExplode4 }\nFrame INCXE { Light IncarnateExplode5 }\nFrame INCXF { Light IncarnateExplode6 }\nFrame INCXG { Light IncarnateExplode7 }\nFrame INCXH { Light IncarnateExplode8 }\n}\n\n//Hadessphere\nPointLight HadesSphere_1\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 10\n}\n\nPointLight HadesSphere_2\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 20\n}\n\nPointLight HadesSphere_3\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 30\n}\n\nPointLight HadesSphere_4\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 40\n}\n\nFlickerLight2 HadesSphere\n{\nColor 1.0 0.0 0.0\nOffset 0 8 0\nSize 50\nSecondarySize 70\nInterval 2.0\n}\n\nObject UnbodiedFury\n{\nFrame HADEE { Light HadesSphere_1 }\nFrame HADEF { Light HadesSphere_2 }\nFrame HADEG { Light HadesSphere_3 }\nFrame HADEH { Light HadesSphere_4 }\nFrame HADEA { Light HadesSphere }\nFrame HADEB { Light HadesSphere }\nFrame HADEC { Light HadesSphere }\nFrame HADED { Light HadesSphere }\nFrame HADEG { Light HadesSphere }\n}\n\nPointLight HadesBoom_1\n{\nColor 1.0 0.0 0.0\nOffset 0 14 0\nSize 80\n}\n\nPointLight HadesBoom_2\n{\nColor 0.9 0.0 0.0\nOffset 0 14 0\nSize 92\n}\n\nPointLight HadesBoom_3\n{\nColor 0.78 0.0 0.0\nOffset 0 14 0\nSize 96\n}\n\nPointLight HadesBoom_4\n{\nColor 0.56 0.0 0.0\nOffset 0 14 0\nSize 100\n}\n\nPointLight HadesBoom_5\n{\nColor 0.32 0.0 0.0\nOffset 0 14 0\nSize 110\n}\n\nObject UnbodiedFury\n{\nFrame HADEM { Light HadesBoom_1 }\nFrame HADEN { Light HadesBoom_2 }\nFrame HADEO { Light HadesBoom_3 }\nFrame HADEP { Light HadesBoom_4 }\nFrame HADEQ { Light HadesBoom_5 }\n}\n\n//Sonnelion\n//Dynamic Lights\n\nPointlight ArchonComet1\n{\nColor 0.0 0.6 0.1\nSize 64\n}\n\nPointlight ArchonComet2\n{\nColor 0.0 0.8 0.2\nSize 128\n}\n\nPointlight ArchonComet3\n{\nColor 0.0 0.75 0.15\nSize 112\n}\n\nPointlight ArchonComet4\n{\nColor 0.0 0.5 0.05\nSize 104\n}\n\nPointlight ArchonComet5\n{\nColor 0.0 0.5 0.05\nSize 96\n}\n\nPointlight ArchonComet6\n{\nColor 0.0 0.5 0.05\nSize 64\n}\n\nObject ArchonComet\n{\nFrame ARCBA { Light ArchonComet1 }\nFrame ARCBB { Light ArchonComet1 }\nFrame ARCBC { Light ArchonComet1 }\nFrame ARCBJ { Light ArchonComet2 }\nFrame ARCBK { Light ArchonComet3 }\nFrame ARCBL { Light ArchonComet4 }\nFrame ARCBM { Light ArchonComet5 }\nFrame ARCBN { Light ArchonComet6 }\n}\n\nPointlight ArchonSoul1\n{\nColor 0.0 1.0 0.3\nSize 64\n}\n\nPointlight ArchonSoul2\n{\nColor 0.0 1.0 0.3\nSize 56\n}\n\nPointlight ArchonSoul3\n{\nColor 0.0 1.0 0.3\nSize 48\n}\n\nPointlight ArchonSoul4\n{\nColor 0.0 1.0 0.3\nSize 40\n}\n\nObject ArchonSoul\n{\nFrame BFX1A { Light ArchonSoul1 }\nFrame BFX1B { Light ArchonSoul2 }\nFrame BFX1C { Light ArchonSoul3 }\nFrame BFX1D { Light ArchonSoul4 }\n}\n\n//Abaddon\nFlickerLight2 BruiserDemon\n{\nColor 1.0 0.6 0.0\nSize 70\nSecondarySize 95\nOffset 0 32 0\nInterval 2.0\n}\n\nPointlight BruiserDeath1\n{\nColor 1.0 0.8 0.0\nSize 128\nOffset 0 32 0\n}\n\nPointlight BruiserDeath2\n{\nColor 1.0 0.6 0.0\nSize 96\nOffset 0 32 0\n}\n\nPointlight BruiserDeath3\n{\nColor 0.6 0.4 0.0\nSize 72\nOffset 0 32 0\n}\n\nPointlight BruiserDeath4\n{\nColor 0.5 0.4 0.0\nSize 64\nOffset 0 32 0\n}\n\nPointlight BruiserDeath5\n{\nColor 0.4 0.2 0.0\nSize 56\nOffset 0 32 0\n}\n\nObject Abaddon\n{\nFrame BRUSA { Light BruiserDemon }\nFrame BRUSB { Light BruiserDemon }\nFrame BRUSC { Light BruiserDemon }\nFrame BRUSD { Light BruiserDemon }\nFrame BRUSE { Light BruiserDemon }\nFrame BRUSF { Light BruiserDemon }\nFrame BRUSG { Light BruiserDemon }\nFrame BRUSH { Light BruiserDemon }\nFrame BRUSI { Light BruiserDemon }\nFrame BRUSJ { Light BruiserDemon }\nFrame BRUSK { Light BruiserDemon }\nFrame BRUSL { Light BruiserDemon }\nFrame BRUSM { Light BruiserDemon }\nFrame BRUDA { Light BruiserDeath5 }\nFrame BRUDB { Light BruiserDeath4 }\nFrame BRUDC { Light BruiserDeath3 }\nFrame BRUDD { Light BruiserDeath2 }\nFrame BRUDE { Light BruiserDeath1 }\nFrame BRUDF { Light BruiserDeath1 }\nFrame BRUDG { Light BruiserDeath1 }\nFrame BRUDH { Light BruiserDeath1 }\nFrame BRUDI { Light BruiserDeath2 }\nFrame BRUDJ { Light BruiserDeath3 }\nFrame BRUDK { Light BruiserDeath4 }\nFrame BRUDL { Light BruiserDeath5 }\nFrame BRUDM { Light BruiserDeath5 }\nFrame BRUDN { Light BruiserDeath5 }\n}\n\nPointlight BruiserBall11\n{\nColor 0.6 0.3 0.0\nSize 64\n}\n\nPointlight BruiserBall12\n{\nColor 0.7 0.4 0.0\nSize 72\n}\n\nPointlight BruiserBall13\n{\nColor 0.6 0.4 0.0\nSize 88\n}\n\nPointlight BruiserBall14\n{\nColor 0.6 0.3 0.0\nSize 56\n}\n\nPointlight BruiserBall15\n{\nColor 0.55 0.25 0.0\nSize 48\n}\n\nPointlight BruiserBall16\n{\nColor 0.5 0.2 0.0\nSize 40\n}\n\nPointlight BruiserBall17\n{\nColor 0.45 0.15 0.0\nSize 32\n}\n\nPointlight BruiserBall18\n{\nColor 0.3 0.1 0.0\nSize 24\n}\n\nObject AbaddonBall\n{\nFrame BRBAA { Light BruiserBall11 }\nFrame BRBAB { Light BruiserBall11 }\nFrame BRBAK { Light BruiserBall11 }\nFrame BRBAL { Light BruiserBall12 }\nFrame BRBAM { Light BruiserBall12 }\nFrame BRBAN { Light BruiserBall13 }\nFrame BRBAO { Light BruiserBall13 }\nFrame BRBAP { Light BruiserBall12 }\nFrame BRBAQ { Light BruiserBall12 }\nFrame BRBAR { Light BruiserBall11 }\nFrame BRBAS { Light BruiserBall14 }\nFrame BRBAT { Light BruiserBall15 }\nFrame BRBAU { Light BruiserBall16 }\nFrame BRBAV { Light BruiserBall17 }\nFrame BRBAW { Light BruiserBall18 }\n}\n\nPointlight BruiserBall21\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight BruiserBall22\n{\nColor 0.8 0.4 0.0\nSize 48\n}\n\nPointlight BruiserBall23\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointlight BruiserBall24\n{\nColor 0.4 0.0 0.0\nSize 16\n}\n\nObject AbaddonBall2\n{\nFrame BRB2A { Light BruiserBall21 }\nFrame BRB2B { Light BruiserBall21 }\nFrame BRB2C { Light BruiserBall22 }\nFrame BRB2D { Light BruiserBall22 }\nFrame BRB2E { Light BruiserBall21 }\nFrame BRB2F { Light BruiserBall21 }\nFrame BRB2G { Light BruiserBall23 }\nFrame BRB2H { Light BruiserBall24 }\n}\n\nObject FlameBreath\n{\nFrame BRBAM { Light BruiserBall11 }\nFrame BRBAN { Light BruiserBall12 }\nFrame BRBAO { Light BruiserBall12 }\nFrame BRBAP { Light BruiserBall13 }\nFrame BRBAQ { Light BruiserBall13 }\nFrame BRBAR { Light BruiserBall12 }\nFrame BRBAS { Light BruiserBall12 }\nFrame BRBAT { Light BruiserBall11 }\nFrame BRBAU { Light BruiserBall14 }\nFrame BRBAV { Light BruiserBall15 }\nFrame BRBAW { Light BruiserBall16 }\nFrame BRBAX { Light BruiserBall17 }\n}\n\n//Malbourge\n\nObject HBeastShot\n{\n\nFrame CFFXN {Light BruiserBall21}\n\nFrame CFFXA { Light BruiserBall21 }\nFrame CFFXB { Light BruiserBall21 }\nFrame CFFXC { Light BruiserBall22 }\nFrame CFFXD { Light BruiserBall22 }\nFrame CFFXE { Light BruiserBall21 }\nFrame CFFXF { Light BruiserBall21 }\nFrame CFFXG { Light BruiserBall23 }\nFrame CFFXH { Light BruiserBall24 }\nFrame CFFXI { Light BruiserBall24 }\nFrame CFFXJ { Light BruiserBall24 }\nFrame CFFXK { Light BruiserBall24 }\nFrame CFFXL { Light BruiserBall24 }\nFrame CFFXM { Light BruiserBall24 }\n\nFrame  CFCFQ { Light BruiserBall21 }\nFrame  CFCFR { Light BruiserBall21 }\nFrame  CFCFS { Light BruiserBall22 }\nFrame  CFCFT { Light BruiserBall22 }\nFrame  CFCFU { Light BruiserBall21 }\nFrame  CFCFV{ Light BruiserBall21 }\nFrame  CFCFW { Light BruiserBall23 }\nFrame  CFCFX { Light BruiserBall24 }\nFrame CFCFY { Light BruiserBall24 }\nFrame CFCFZ { Light BruiserBall24 }\n}\n\nObject HBeastFlame\n{\nFrame CFCFA { Light BruiserBall21 }\nFrame CFCFB { Light BruiserBall21 }\nFrame CFCFC { Light BruiserBall22 }\nFrame CFCFD { Light BruiserBall22 }\nFrame CFCFE { Light BruiserBall21 }\nFrame CFCFF { Light BruiserBall21 }\nFrame CFCFG { Light BruiserBall23 }\nFrame CFCFH { Light BruiserBall24 }\nFrame CFCFI { Light BruiserBall24 }\nFrame CFCFJ { Light BruiserBall24 }\nFrame CFCFK { Light BruiserBall24 }\nFrame CFCFM { Light BruiserBall24 }\nFrame CFCFN { Light BruiserBall24 }\nFrame CFCFO { Light BruiserBall24 }\nFrame CFCFP { Light BruiserBall24 }\n}\n\n//Evil eye\nPointlight FleshWizardBall1\n{\nColor 0.4 0.0 0.0\nSize 48\n}\n\nPointlight FleshWizardBall2\n{\nColor 0.7 0.0 0.0\nSize 64\n}\n\nPointlight FleshWizardBall3\n{\nColor 0.6 0.0 0.0\nSize 56\n}\n\nPointlight FleshWizardBall4\n{\nColor 0.4 0.0 0.0\nSize 32\n}\n\nObject EotuBall\n{\nFrame LMBWA { Light FleshWizardBall1 }\nFrame LMBWB { Light FleshWizardBall1 }\nFrame LMBWC { Light FleshWizardBall2 }\nFrame LMBWD { Light FleshWizardBall3 }\nFrame LMBWE { Light FleshWizardBall4 }\n}\n\n//Granfelloon and Karkass stuff\n\npointlight ShadowBall\n{\nColor 1.0 0.0 0.0\nSize 32\n}\n\nPointlight ShadowBall2\n{\nColor 1.0 0.0 0.0\nSize 44\n}\n\nPointlight ShadowBall3\n{\nColor 1.0 0.0 0.0\nSize 48\n}\n\nPointlight ShadowBall4\n{\nColor 0.6 0.0 0.0\nSize 36\n}\n\nPointlight ShadowBall5\n{\nColor 0.4 0.0 0.0\nSize 24\n}\n\nObject Eball\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\nFlickerlight2 FireShot1\n{\nColor 1.0 0.8 0.0\nSize 25\nSecondarySize 30\nInterval 2\nOffset 0 0 0\n}\n\nPointlight FireShot2\n{\nColor 0.8 0.6 0.0\nSize 25\n}\n\nPointlight FireShot3\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight FireShot4\n{\nColor 0.4 0.2 0.0\nSize 21\n}\n\nObject FireShot\n{\nFrame FSHTA { Light FireShot1 }\nFrame FSHTB { Light FireShot1 }\nFrame FSHTC { Light FireShot2 }\nFrame FSHTD { Light FireShot3 }\nFrame FSHTE { Light FireShot4 }\n}\n\nObject BBQskull\n{\nFrame IFX1A { Light BruiserBall11 }\nFrame IFX1B { Light BruiserBall11 }\nFrame IFX1I { Light BruiserBall12 }\nFrame IFX1J { Light BruiserBall12 }\nFrame IFX1K { Light BruiserBall13 }\nFrame IFX1L { Light BruiserBall13 }\n}\n\n//Item stuff\n//Powerups\npulselight INVULN\n{\n    color 0.5 0.0 0.5\n    size 30\n    secondarySize 32\n    interval 2.0\n    offset 0 16 0\n}\n\nobject G-stuff\n{\n    frame POWRA { light INVULN }\n}\n\npulselight Mega\n{\n    color 0.0 0.0 0.5\n    size 30\n    secondarySize 32\n    interval 2.0\n    offset 0 16 0\n}\n\nobject T-stuff\n{\n    frame POWRB { light Mega }\n}\n\n//Health bonuses\npulselight BonusA\n{\n    color 0.0 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject VialA\n{\n    frame HPUPA { light BonusA }\n}\n\nobject VialAB\n{\n    frame HPUPA { light BonusA }\n}\n\npulselight BonusB\n{\n    color 0.6 0.0 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject VialB\n{\n    frame HPUPB { light BonusB }\n}\n\nobject VialBB\n{\n    frame HPUPB { light BonusB }\n}\n\npulselight BonusC\n{\n    color 0.6 0.6 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject VialC\n{\n    frame HPUPC { light BonusA }\n}\n\nobject VialCB\n{\n    frame HPUPC { light BonusA }\n}\n\npulselight BonusD\n{\n    color 0.0 0.6 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject VialD\n{\n    frame HPUPD { light BonusD }\n}\n\nobject VialDB\n{\n    frame HPUPD { light BonusD }\n}\n\npulselight BonusE\n{\n    color 0.6 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject VialE\n{\n    frame HPUPE { light BonusE }\n}\n\nobject VialEB\n{\n    frame HPUPE { light BonusE }\n}\n\n//Bonus armor\n\nobject ShardSa\n{\n    frame ARMRA { light BonusD }\n}\n\nobject ShardsAB\n{\n    frame ARMRA { light BonusD }\n}\n\nobject ShardSB\n{\n    frame ARMRB { light BonusA }\n}\n\nobject ShardsBB\n{\n    frame ARMRB { light BonusA }\n}\n\nobject ShardSC\n{\n    frame ARMRD { light BonusA }\n}\n\nobject ShardsCB\n{\n    frame ARMRD { light BonusA }\n}\n\nobject ShardSD\n{\n    frame ARMRE { light BonusC }\n}\n\nobject ShardsDB\n{\n    frame ARMRE { light BonusC }\n}\n\nobject ShardSE\n{\n    frame ARMRC { light BonusB }\n}\n\nobject ShardsEB\n{\n    frame ARMRC { light BonusB }\n}\n\n//Keys\n\nobject BlueCard\n{\n    frame CKEYA { light HEALTHPOTION }\n}\n\nobject BlueSkull\n{\n    frame SKEYB { light HEALTHPOTION }\n}\n\nobject RedCard\n{\n    frame CKEYB { light REDKEY }\n}\n\nobject RedSkull\n{\n    frame SKEYA { light REDKEY }\n}\n\nobject YellowCard\n{\n    frame CKEYC { light YELLOWKEY  }\n}\n\nobject YellowSkull\n{\n    frame SKEYC { light YELLOWKEY  }\n}\n\n//Prop stuff\n//Lights\npointlight BRONZELAMP\n{\n    color 0.8 0.8 1.0\n    size 56\n    offset 0 44 0\n}\n\nobject BronzeColumn1\n{\n    frame BLMP { light BRONZELAMP }\n}\n\nobject BronzeColumn2\n{\n    frame BLMP { light BRONZELAMP }\n}\n\nobject BronzeColumn2\n{\n    frame BLMP { light BRONZELAMP }\n}\n\npointlight TLIGHT1\n{\n    color 1.0 1.0 0.8\n    size 56\n    offset 0 72 0\n}\n\npointlight TLIGHT2\n{\n    color 1.0 1.0 0.8\n    size 56\n    offset 0 44 0\n}\n\npointlight TLIGHT3\n{\n    color 1.0 1.0 0.8\n    size 56\n    offset 0 50 0\n}\n\nobject TLamp1\n{\n    frame LAMTA { light TLIGHT1 }\n}\n\nobject TLamp2\n{\n    frame LAMTB { light TLIGHT2 }\n}\n\nobject TLamp3\n{\n    frame LAMTC { light TLIGHT3 }\n}\n\nobject TechLampB\n{\n    frame TLMP { light BIGLAMP }\n}\n\nobject TechLamp2B\n{\n    frame TLP2 { light SMALLLAMP }\n}\n\nobject ColumnB\n{\n    frame COLU { light LAMP }\n}\n\n//Barrel\n\nobject XaserBarrel\n{\n\tframe BEXPC { light ROCKET_X1 }\n    frame BEXPD { light ROCKET_X2 }\n    frame BEXPE { light ROCKET_X3 }\n}\n\npointlight CANDLE\n{\n    color 1.0 1.0 0.0\n    size 16\n    offset 0 16 0\n}\n\nobject CandlestickB\n{\n    frame CAND { light CANDLE }\n}\n\n// Candelabra\npointlight CANDELABRA\n{\n    color 1.0 1.0 0.0\n    size 48\n    offset 0 52 0\n}\n\nobject CandelabraB\n{\n    frame CBRA { light CANDELABRA }\n}\n\n//Torches\n\nflickerlight BIGTORCH\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.8\n    offset 0 60 0\n}\n\nobject TallTorch\n{\n    frame TTRR { light BIGREDTORCH }\n}\n\nobject TallTorchB\n{\n    frame TTRG { light BIGGREENTORCH }\n}\n\nobject TallTorchC\n{\n    frame TTRB { light BIGBLUETORCH }\n}\n\nflickerlight SMALLTORCH\n{\n    color 1.0 1.0 0.0\n    size 48\n    secondarySize 54\n    chance 0.8\n    offset 0 35 0\n}\n\nobject Smalltorch\n{\n    frame STRR { light SMALLREDTORCH }\n}\n\nobject SmalltorchB\n{\n    frame STRG { light SMALLGREENTORCH }\n}\nobject SmalltorchC\n{\n    frame STRB { light SMALLBLUETORCH }\n}\n\n//onfire corpses\nflickerlight BurningCorpseLight\n{\n\tCOLOR 1 0.9 .3\n\tsize 40\n\tsecondarySize 48\n\tchance 0.5\n}\n\nObject BurningCorpse1\n{\n\tFrame BAVE { light BurningCorpseLight }\n}\n\nObject BurningCorpse2\n{\n\tFrame BAV2 { light BurningCorpseLight }\n}\n\n//BBarrel\nflickerlight FIREBARREL\n{\n    color 1.0 0.9 0.0\n    size 48\n    secondarySize 54\n    chance 0.8\n    offset 0 32 0\n}\n\nobject BurningBarrelB\n{\n    frame BURB { light FIREBARREL }\n}\n\n//Shadeguy\nPointlight ShadowBall\n{\nColor 1.0 0.0 0.0\nSize 32\n}\n\nPointlight ShadowBall2\n{\nColor 1.0 0.0 0.0\nSize 44\n}\n\nPointlight ShadowBall3\n{\nColor 1.0 0.0 0.0\nSize 48\n}\n\nPointlight ShadowBall4\n{\nColor 0.6 0.0 0.0\nSize 36\n}\n\nPointlight ShadowBall5\n{\nColor 0.4 0.0 0.0\nSize 24\n}\n\nObject MBall\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 ShadeMissile\n{\nFrame NBALA { Light ShadowBall }\nFrame NBALB { Light ShadowBall }\nFrame NBALG { Light ShadowBall1 }\nFrame NBALH { Light ShadowBall2 }\nFrame NBALI{ Light ShadowBall3 }\nFrame NBALJ { Light ShadowBall4 }\nFrame NBALK { Light ShadowBall5 }\n}\n\n//soulguy\nPointlight SoulHarvesterBall1\n{\nColor 1.0 0.8 0.3\nSize 40\n}\n\nPointlight SoulHarvesterBall2\n{\nColor 1.0 0.8 0.3\nSize 44\n}\n\nPointlight SoulHarvesterBall3\n{\nColor 1.0 0.8 0.3\nSize 48\n}\n\nPointlight SoulHarvesterBall4\n{\nColor 1.0 0.8 0.3\nSize 36\n}\n\nPointlight SoulHarvesterBall5\n{\nColor 1.0 0.8 0.3\nSize 32\n}\n\nPointlight SoulHarvesterBall6\n{\nColor 1.0 0.8 0.3\nSize 28\n}\n\nPointlight SoulHarvesterBall7\n{\nColor 1.0 0.8 0.3\nSize 24\n}\n\nPointlight SoulHarvesterBall8\n{\nColor 1.0 0.8 0.3\nSize 20\n}\n\nPointlight SoulHarvesterBall9\n{\nColor 1.0 0.8 0.3\nSize 16\n}\n\nObject SoulBall\n{\nFrame SHBAA { Light SoulHarvesterBall1 }\nFrame SHBAB { Light SoulHarvesterBall1 }\nFrame SHBAC { Light SoulHarvesterBall2 }\nFrame SHBAD { Light SoulHarvesterBall3 }\nFrame SHBAE { Light SoulHarvesterBall2 }\nFrame SHBAF { Light SoulHarvesterBall1 }\nFrame SHBAG { Light SoulHarvesterBall4 }\nFrame SHBAH { Light SoulHarvesterBall5 }\nFrame SHBAI { Light SoulHarvesterBall6 }\nFrame SHBAJ { Light SoulHarvesterBall7 }\nFrame SHBAK { Light SoulHarvesterBall8 }\nFrame SHBAL { Light SoulHarvesterBall9 }\n}\n\nPointlight SoulHarvesterGhost1\n{\nColor 1.0 1.0 0.0\nSize 8\nOffset 0 4 0\n}\n\nPointlight SoulHarvesterGhost2\n{\nColor 1.0 1.0 0.0\nSize 16\nOffset 0 8 0\n}\n\nPointlight SoulHarvesterGhost3\n{\nColor 1.0 1.0 0.0\nSize 24\nOffset 0 32 0\n}\n\nPointlight SoulHarvesterGhost4\n{\nColor 0.6 0.6 0.0\nSize 24\nOffset 0 48 0\n}\n\nPointlight SoulHarvesterGhost5\n{\nColor 0.4 0.4 0.0\nSize 16\nOffset 0 56 0\n}\n\nObject SoulHarvesterGhost\n{\nFrame SHGHA { Light SoulHarvesterGhost1 }\nFrame SHGHB { Light SoulHarvesterGhost2 }\nFrame SHGHC { Light SoulHarvesterGhost3 }\nFrame SHGHD { Light SoulHarvesterGhost4 }\nFrame SHGHE { Light SoulHarvesterGhost5 }\n}\n\n//Mandingo\nFlickerLight2 FallenLight\n{\nColor 1.0 0.5 0.2\nSize 56\nSecondarySize 50\nInterval 8\n}\n\nPointlight FallenLight2\n{\nColor 1.0 0.5 0.2\nSize 56\n}\n\nPointlight FallenLight3\n{\nColor 1.0 0.5 0.2\nSize 44\n}\n\nPointlight FallenLight4\n{\nColor 1.0 0.5 0.2\nSize 22\n}\n\nObject Mandingo\n{\nFrame FALNA { Light FallenLight }\nFrame FALNB { Light FallenLight }\nFrame FALNC { Light FallenLight }\nFrame FALND { Light FallenLight }\nFrame FALNE { Light FallenLight }\nFrame FALNF { Light FallenLight }\nFrame FALNG { Light FallenLight }\nFrame FALNH { Light FallenLight2 }\nFrame FALNI { Light FallenLight3 }\nFrame FALNJ { Light FallenLight4 }\n}\n\nObject FallenShot\n{\nFrame BRB2A { Light BruiserBall21 }\nFrame BRB2B { Light BruiserBall21 }\nFrame BRB2C { Light BruiserBall22 }\nFrame BRB2D { Light BruiserBall22 }\nFrame BRB2E { Light BruiserBall21 }\nFrame BRB2F { Light BruiserBall21 }\nFrame BRB2G { Light BruiserBall23 }\nFrame BRB2H { Light BruiserBall24 }\n}\n\n//Hiero\nPointlight Hierophant1\n{\nColor 1.0 1.0 0.3\nSize 56\nOffset 64 48 0\n}\n\nPointlight Hierophant2\n{\nColor 1.0 1.0 0.3\nSize 48\nOffset 64 48 0\n}\n\nObject Hierophant\n{\nFrame HIERN { Light Hierophant1 }\nFrame HIERO { Light Hierophant2 }\n}\n\nPointlight Hieroball11\n{\nColor 0.6 0.5 0.0\nSize 40\n}\n\nPointlight Hieroball12\n{\nColor 0.8 0.7 0.0\nSize 40\n}\n\nPointlight Hieroball13\n{\nColor 0.8 0.7 0.0\nSize 48\n}\n\nPointlight Hieroball14\n{\nColor 0.6 0.5 0.0\nSize 52\n}\n\nPointlight Hieroball15\n{\nColor 0.4 0.3 0.0\nSize 56\n}\n\nPointlight Hieroball16\n{\nColor 0.2 0.1 0.0\nSize 56\n}\n\nObject HieroBall\n{\nFrame HIB1A { Light Hieroball11 }\nFrame HIB1B { Light Hieroball11 }\nFrame HIB1C { Light Hieroball12 }\nFrame HIB1D { Light Hieroball13 }\nFrame HIB1E { Light Hieroball14 }\nFrame HIB1F { Light Hieroball15 }\nFrame HIB1G { Light Hieroball16 }\n}\n\nPointlight CurseBall1\n{\nColor 0.7 0.0 0.7\nSize 56\n}\n\nPointlight CurseBall2\n{\nColor 0.6 0.0 0.6\nSize 56\n}\n\nPointlight CurseBall3\n{\nColor 0.6 0.0 0.6\nSize 52\n}\n\nPointlight CurseBall4\n{\nColor 0.5 0.0 0.5\nSize 48\n}\n\nPointlight CurseBall5\n{\nColor 0.4 0.0 0.4\nSize 44\n}\n\nPointlight CurseBall6\n{\nColor 0.3 0.0 0.3\nSize 40\n}\n\nObject CurseBall\n{\nFrame CURSA { Light CurseBall1 }\nFrame CURSB { Light CurseBall1 }\nFrame CURSC { Light CurseBall1 }\nFrame CURSD { Light CurseBall1 }\nFrame CURSE { Light CurseBall2 }\nFrame CURSF { Light CurseBall3 }\nFrame CURSG { Light CurseBall4 }\nFrame CURSH { Light CurseBall5 }\nFrame CURSI { Light CurseBall6 }\n}\n\nPointlight Vore1\n{\nColor 0.7 0.2 0.7\nSize 25\nOffset -15 53 0\n}\n\nPointlight Vore2\n{\nColor 0.7 0.2 0.7\nSize 25\nOffset 8 55 0\n}\n\nPointlight Vore3\n{\nColor 0.7 0.2 0.7\nSize 15\nOffset 24 20 0\n}\n\nObject Aranearum\n{\nFrame VOREG { Light Vore1 }\nFrame VOREH { Light Vore1 }\nFrame VOREI { Light Vore2 }\nFrame VOREJ { Light Vore3 }\n}\n\nPulselight VoreFirepod1\n{\nColor 1.0 0.3 1.0\nSize 32\nSecondarySize 40\nInterval 1.2\n}\n\nPointlight VoreFirepod2\n{\nColor 1.0 0.4 1.0\nSize 38\n}\n\nPointlight VoreFirepod3\n{\nColor 1.0 0.6 0.4\nSize 42\n}\n\nPointlight VoreFirepod4\n{\nColor 0.8 0.5 0.3\nSize 42\n}\n\nPointlight VoreFirepod5\n{\nColor 0.6 0.4 0.2\nSize 32\n}\n\nPointlight VoreFirepod6\n{\nColor 0.4 0.25 0.2\nSize 32\n}\n\nPointlight VoreFirepod7\n{\nColor 0.2 0.2 0.0\nSize 32\n}\n\nObject VoreFirepod\n{\nFrame VOBAA { Light VoreFirepod1 }\nFrame VOBAB { Light VoreFirepod1 }\nFrame VOBAC { Light VoreFirepod1 }\nFrame VOBAD { Light VoreFirepod2 }\nFrame VOBAE { Light VoreFirepod3 }\nFrame VOBAF { Light VoreFirepod4 }\nFrame VOBAG { Light VoreFirepod5 }\nFrame VOBAH { Light VoreFirepod6 }\n}\n\n//Oldthings\nobject DeepOneBall\n{\n    frame OLDPA { light OLDP_X1 }\n    frame OLDPB { light OLDP_X2 }\n    frame OLDPC { light OLDP_X3 }\n    frame OLDPD { light OLDP_X4 }\n    frame OLDPE { light OLDP_X5 }\n    frame OLDPF { light OLDP_X6 }\n }\n\n flickerlight OLDP_X1\n{\n    color 0 2 0\n    size 40\n    secondarySize 35\n    chance 0.4\n}\n\n flickerlight OLDP_X2\n{\n    color 0 2 0\n    size 30\n    secondarySize 25\n    chance 0.4\n}\n\npointlight OLDP_X3\n{\n    color 0.0 2.0 0.0\n    size 48\n    offset 0 0 0\n}\n\npointlight OLDP_X4\n{\n    color 0.0 2.0 0.0\n    size 64\n    offset 0 0 0\n}\n\npointlight OLDP_X5\n{\n    color 0.0 2.0 0.0\n    size 128\n    offset 0 0 0\n}\n\npointlight OLDP_X6\n{\n    color 0.0 2.0 0.0\n    size 64\n    offset 0 0 0\n}\n\nobject StarSpawnBall\n{\n    frame OLDPA { light STARP_X1 }\n    frame OLDPB { light STARP_X2 }\n    frame OLDPC { light STARP_X3 }\n    frame OLDPD { light STARP_X4 }\n    frame OLDPE { light STARP_X5 }\n    frame OLDPF { light STARP_X6 }\n }\n\n flickerlight STARP_X1\n{\n    color 0 2 0\n    size 60\n    secondarySize 55\n    chance 0.4\n}\n\n flickerlight STARP_X2\n{\n    color 0 2 0\n    size 50\n    secondarySize 55\n    chance 0.4\n}\n\npointlight STARP_X3\n{\n    color 0.0 2.0 0.0\n    size 64\n    offset 0 0 0\n}\n\npointlight STARP_X4\n{\n    color 0.0 2.0 0.0\n    size 96\n    offset 0 0 0\n}\n\npointlight STARP_X5\n{\n    color 0.0 2.0 0.0\n    size 128\n    offset 0 0 0\n}\n\npointlight STARP_X6\n{\n    color 0.0 2.0 0.0\n    size 196\n    offset 0 0 0\n}\n\n//-------------------------------------------\n\nobject Deeptwo\n{\n    frame STSPK { light STARSP_X1 }\n    frame STSPX { light STARSP_X2 }\n }\n\n flickerlight STARSP_X1\n{\n    color 0 2 0\n    size 112\n    secondarySize 104\n    chance 0.4\n}\n flickerlight STARSP_X2\n{\n    color 0 2 0\n    size 128\n    secondarySize 120\n    chance 0.4\n}\n\n//Dynamic Lights\n\nFlickerlight2 WickedballA\n{\n Color 1.0 0.0 0.0\n Offset 0 4 0\n Size 20\n SecondarySize 25\n Interval 0.005\n}\n\nFlickerlight2 WickedballB\n{\n Color 1.0 0.0 0.0\n Offset 0 4 0\n Size 30\n SecondarySize 35\n Interval 0.005\n}\n\nFlickerlight2 WickedballJ\n{\n Color 0.9 0.0 0.0\n Offset 0 4 0\n Size 50\n SecondarySize 55\n Interval 0.005\n}\n\nFlickerlight2 WickedballK\n{\n Color 0.8 0.0 0.0\n Offset 0 4 0\n Size 55\n SecondarySize 60\n Interval 0.005\n}\n\nFlickerlight2 WickedballL\n{\n Color 0.4 0.0 0.0\n Offset 0 4 0\n Size 58\n SecondarySize 64\n Interval 0.005\n}\n\nFlickerlight2 WickedballM\n{\n Color 0.2 0.0 0.0\n Offset 0 4 0\n Size 60\n SecondarySize 66\n Interval 0.005\n}\n\nFlickerlight2 WickedballN\n{\n Color 0.1 0.0 0.0\n Offset 0 4 0\n Size 61\n SecondarySize 67\n Interval 0.005\n}\n\nObject Wickedshot\n{\n Frame WIBLA { Light WickedballA }\n Frame WIBLB { Light WickedballB }\n Frame WIBLC { Light WickedballA }\n Frame WIBLD { Light WickedballB }\n Frame WIBLJ { Light WickedballJ }\n Frame WIBLK { Light WickedballK }\n Frame WIBLL { Light WickedballL }\n Frame WIBLM { Light WickedballM }\n Frame WIBLN { Light WickedballN }\n}"
      },
      {
        "source": "pk3",
        "name": "Mapinfo.txt",
        "contents": "clearskills\n\nSkill TierOne\n{\nAmmofactor = 2\nSpawnfilter = Hard\nDamagefactor = 0.5\nDropammofactor = 1\n//MonsterHealth = 0.5\nEasyBossBrain\nName =  \"Lucid dream.\"\n//Mustconfirm = \"Lower monster damage and health, more ammo. Maybe this is just a dream...\"\nMustconfirm = \"Lower monster damage, more ammo. Maybe this just a dream...\"\nTextColor = red\n}\n\nSkill TierTwo\n{\nAmmofactor = 2\nSpawnfilter = Hard\nDamagefactor = 1\nDropammofactor = 1\n//MonsterHealth = 0.75\nEasyBossBrain\nName =  \"Nightmare.\"\n//Mustconfirm = \"More ammo, less enemy health. Seems more like a nightmare than a dream...\"\nMustconfirm = \"More ammo. Seems more like a nightmare than a dream...\"\nTextColor = darkred\n}\n\nSkill TierThree\n{\nAmmofactor = 1\nSpawnfilter = Hard\nDamagefactor = 1\nDropammofactor = 1\nEasyBossBrain\nName =  \"Wide awake.\"\nMustconfirm = \"Closer to Doom's standard UV, Normal ammo and enemy damage. This isn't a dream...\"\nTextColor = gray\n}\n\nSkill TierFour\n{\nAmmofactor = 1\nSpawnfilter = Hard\nDamagefactor = 1.5\n//MonsterHealth = 1.5\nDropammofactor = 1\nEasyBossBrain\nName =  \"Hell's fury.\"\n//Mustconfirm = \"Normal ammo, Higher enemy damage and health. Hell awaits, damned soul.\"\nMustconfirm = \"Normal ammo, Higher enemy damage. Hell awaits, damned soul.\"\nTextColor = DarkGrey\n}\n\nSkill TierFive\n{\nAmmofactor = 2\nSpawnfilter = Hard\nDamagefactor = 2\nDropammofactor = 1\nAggressiveness = 1\n//MonsterHealth = 2\nEasyBossBrain\nName =  \"Shut up and bleed.\"\n//Mustconfirm = \"Double ammo, double Enemy damage AND health, enemies are more aggressive. Now Shut up and Bleed.\"\nMustconfirm = \"Double ammo/Enemy damage. Enemies are aggressive. Now shut up and bleed.\"\nTextColor = Black\n}\n\n/*Skill Tiersix\n{\nAmmofactor = 1\nSpawnfilter = Hard\nDamagefactor = 3\nDropammofactor = 1\nAggressiveness = 1\n//MonsterHealth = 2\nEasyBossBrain\nReplaceActor = \"Zms\", \"UZms\"\nReplaceActor = \"imps\", \"Uimps\"\nReplaceActor = \"Sgs\", \"USgs\"\nReplaceActor = \"CGs\", \"UCGs\"\nReplaceActor = \"Remnent\", \"Uremnent\"\nName =  \"Prepare for die.\"\n//Mustconfirm = \"Normal ammo. Double enemy health, Triple enemy Damage. Enemies are more aggressive and have been 'ugraded'. Hahahaha.\"\nMustconfirm = \"Normal ammo. Triple enemy Damage. Enemies are more aggressive and have been 'ugraded'. Hahahaha.\"\nTextColor = White\n}/*\n\n/*Doom two stuff\nIntermission Doom2Cast\n{\n\tCast\n\t{\n\t\tCastClass = \"CCRoach\"\n\t\tCastName = \"Roach\"\n\t\tAttackSound = \"Melee\", 1, \"Imp/melee\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCPitkis\"\n\t\tCastName = \"Pitkis\"\n\t\tAttackSound = \"Missile\", 1, \"imp/attack\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCHelliate\"\n\t\tCastName = \"Helliate\"\n\t\tAttackSound = \"Missile\", 1, \"Monster/hlnatk\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCTurmoil\"\n\t\tCastName = \"Turmoil\"\n\t\tAttackSound = \"Missile\", 1, \"profane/poison\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCSatyr\"\n\t\tCastName = \"Satyr\"\n\t\tAttackSound = \"Melee\", 1, \"baron/melee\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCMush\"\n\t\tCastName = \"Mush\"\n\t\tAttackSound = \"Missile\", 1, \"monster/nshatk\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCGsoul\"\n\t\tCastName = \"Gluttonous Soul\"\n\t\tAttackSound = \"Missile\", 1, \"caco/attack\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCAccuser\"\n\t\tCastName = \"Accuser\"\n\t\tAttackSound = \"Missile\", 1, \"PoeBall/See\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCSonnelion\"\n\t\tCastName = \"Sonnelion\"\n\t\tAttackSound = \"Missile\", 1, \"weapons/firbfi\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCAbaddon\"\n\t\tCastName = \"Abaddon\"\n\t\tAttackSound = \"Missile\", 1, \"Abaddon/attack\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCLolth\"\n\t\tCastName = \"Lolth\"\n\t\tAttackSound = \"Missile\", 1, \"Lol/HitscanFire\"\n\t\tAttackSound = \"Missile\", 2, \"Lol/HitscanFire\"\n\t\tAttackSound = \"Missile\", 3, \"Lol/HitscanFire\"\n\t\tAttackSound = \"Missile\", 4, \"Lol/HitscanFire\"\n\t\tAttackSound = \"Missile\", 5, \"Lol/HitscanFire\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCWrithe\"\n\t\tCastName = \"Writhe\"\n\t\tAttackSound = \"Missile\", 1, \"Writhe/attack\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCFamine\"\n\t\tCastName = \"Famine\"\n\t\tAttackSound = \"Missile\",1, \"monster/incatk\"\n\t\tAttackSound = \"Melee\", 2, \"skeleton/swing\"\n\t\tAttackSound = \"Melee\", 3, \"monster/inchit\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCMalbouge\"\n\t\tCastName = \"Malbouge\"\n\t\tAttackSound = \"Missile\", 1, \"Mal/Fire\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCPestilence\"\n\t\tCastName = \"Pestlence\"\n\t\tAttackSound = \"Missile\", 1, \"weapons/skulex\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCGranfalloon\"\n\t\tCastName = \"Granfalloon\"\n\t\tAttackSound = \"Missile\", 1, \"Grand/fire\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCKarkassOA\"\n\t\tCastName = \"Karkass\"\n\t\tAttackSound = \"Melee\", 1, \"skull/melee\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"CCSOF\"\n\t\tCastName = \"SIn of the Flesh\"\n\t\tAttackSound = \"Missile\", 1, \"Flesh/attack\"\n\t}\n\tCast\n\t{\n\t\tCastClass = \"Rocco\"\n\t\tCastName = \"Rocco, the damned one\"\n\t\tAttackSound = \"Missile\", 0, \"Weapons/Revolver/Fire\"\n\t}\n\tLink = Doom2Cast\t// restart cast call\n}"
      },
      {
        "source": "pk3",
        "name": "gameinfo.txt",
        "contents": "STARTUPTITLE = \"Shut up and bleed...\"\nSTARTUPCOLORS = \"B20000\", \"000000\""
      },
      {
        "source": "pk3",
        "name": "Language.txt",
        "contents": "[enu default]\n\nPD_BLUEO = \"Blue key card required\";\nPD_REDO = \"Red key card required\";\nPD_YELLOWO = \"Yellow key card required\";\n\nPD_BLUEK = \"Blue key card required\";\nPD_REDK = \"Red key card required\";\nPD_YELLOWK = \"Yellow key card required\";\n\nPD_BLUESK = \"Blue gate key required\";\nPD_REDSK = \"Red gate key required\";\nPD_YELLOWSK = \"Yellow gate key required\";\n\nPD_BLUESO = \"Blue gate key required\";\nPD_REDSO = \"Red gate key required\";\nPD_YELLOWSO = \"Yellow gate key required\";\n\nPRESSKEY = \"Press anything to resume your Damnation.\";\nPRESSYN = \"Choose your destiny, as if it matters.\";\n\nGOTBLUECARD = \"[Blue Keycard]\";\nGOTYELWCARD = \"[Yellow Keycard]\";\nGOTREDCARD = \"[Red Keycard]\";\nGOTBLUESKUL = \"(Blue Gate Key)\";\nGOTYELWSKUL = \"(Yellow Gate Key)\";\nGOTREDSKUL = \"(Red Gate Key)\";\n\nDOSY = \"(Take your pick)\";\n\nSECRETMESSAGE = \"You have revealed a hidden area.\";\n\nQUITMSG = \"Your determination crumbled as easily as your life did.\\n Give up your foolish pursuit of Leaving this hell?\";\nTXT_YES = \"... If I must.\";\nTXT_NO = \"I refuse!\";\n\nSTARTUP1 = \"Turn back while you still can...\";\nSTARTUP2 = \"Your choice is a fool's errand.\";\nSTARTUP3 = \"Are you sure you want to continue?\";\nSTARTUP4 = \"\\\"The path ahead leads to bloodshed...\";\nSTARTUP5 = \"... A shedding of your blood, that is.\\\"\";\n\nQUITMSG1 = \"Running will only get you so far, Rocco.\";\nQUITMSG2 = \"Death is temporary, suffering is forever.\";\nQUITMSG3 = \"This... Can't... Be... HAPPENING!\";\nQUITMSG4 = \"Those who fail to learn from their mistakes are doomed to repeat them.\";\nQUITMSG5 = \"Have you paid your toll in blood yet, Rocco?\";\nQUITMSG6 = \"Come, return to our embrace, Damned one... your suffering is delicious.\";\nQUITMSG7 = \"For your sake you do not end up like Rocco, Player.\";\nQUITMSG8 = \"No, Rocco... this isn't a dream.\";\nQUITMSG9 = \"Can you feel that chill breeze caress your neck?... Death is close.\";\nQUITMSG10 = \"Give in to your predicament, Rocco... and maybe you wouldn't have to bleed so much.\";\nQUITMSG11 = \"The voices you hear? They are those who fell before you, damned one. And they beg for your return.\";\nQUITMSG12 = \"Damnation is inescapable, Rocco. Give up your foolish attempts at changing fate.\";\nQUITMSG13 = \"Oh will you just shut up and bleed.\";\nQUITMSG14 = \". . .\";\n\nMSGOFF = \"The voices vacate your skull (Messages: off)\";\nMSGON = \"You find your thoughts to be muddled (Messages: on)\";\n\nGGSAVED = \"Your memories have been stored away for another time. (Game saved).\";\n\nAMSTR_FOLLOWON = \"You suddenly feel... followed. (Map Tracking: on)\";\nAMSTR_FOLLOWOFF = \"You have shaken off that feeling (Map Tracking: off)\";\nAMSTR_GRIDON = \"Your attention to detail has grown. (Grid: on)\";\nAMSTR_GRIDOFF = \"You find your perception waning. (Grid: off)\";\nAMSTR_MARKEDSPOT = \"Your path has been marked.\";\nAMSTR_MARKSCLEARED = \"Your path returns to obscurity.\";\nSTSTR_MUS = \"You feel the world's ambiance suddenly shift.\";\nSTSTR_NOMUS = \"The world grows as still as a cemetery.\";\nSTSTR_DQDON = \"Baphomet's blessing has been bestowed (God mode: on)\";\nSTSTR_DQDOFF = \"Your dark gift has been revoked. (God mode: off)\";\nSTSTR_KFAADDED = \"Your battles have now become trivial, and your path unlocked.\";\nSTSTR_FAADDED = \"Your battles have now become trivial.\";\nSTSTR_NCON = \"Your soul is now unbound.\";\nSTSTR_NCOFF = \"Your soul returns to your corpse.\";\nSTSTR_BEHOLD = \"What is your desire... mortal?\";\nSTSTR_BEHOLDX = \"Your avarice has been sated.\";\nSTSTR_CHOPPERS = \"... It is probably best not to try and break reality.\";\nSTSTR_CLEV = \"Where do you wish to go... mortal?\";\nTXT_BUDDHAON = \"Baphomet's protection has been bestowed (Buddha mode: on)\";\nTXT_BUDDHAOFF = \"Your dark gift has been revoked. (Buddha mode: off)\";\n\nOB_SUICIDE = \"%o decided to return to the grave.\";\nOB_FALLING = \"%o realized their footing was not the best..\";\nOB_CRUSH = \"%o was reduced to paste.\";\nOB_EXIT = \"%o realized that they could not escape.\";\nOB_WATER = \"%o was dragged into the deep.\";\nOB_SLIME = \"%o was eaten alive by Acidic slime.\";\nOB_LAVA = \"%o forgot what Molten slag does to a body.\";\nOB_BARREL = \"%o got too close to a barrel.\";\nOB_SPLASH = \"%o didn't take splash damage into consideration.\";\nOB_R_SPLASH = \"%o had detonated explosives too close to %hself.\";\nOB_KILLEDSELF = \"%o had succumbed to hell's malicious intentions.\";\nOB_MPTELEFRAG = \"%o found %hself suddenly reduced to nothingness by %k.\";\nOB_MONTELEFRAG = \"%o suddenly found %hself reduced to nothingness.\";\n\nOB_DEFAULT = \"%o succumbed to Devilish influences.\";\nOB_FRIENDLY1 = \"%k adds another soul to Hell's legion.\";\nOB_FRIENDLY2 = \"%k makes the task of fighting Hell infinitely harder.\";\nOB_FRIENDLY3 = \"%k needs better trigger control.\";\nOB_FRIENDLY4 = \"%k doesn't realize that mortals are on their side.\";"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "ACTOR RifleZoom : Inventory\n{\n  Inventory.MaxAmount 1\n}\n\n#Include \"Actors/Barrel.txt\"\n#Include \"Actors/Telefog.txt\"\n\n#Include \"Actors/Weapons/Knife.txt\"\n#Include \"Actors/weapons/Electoknife.txt\"\n#Include \"Actors/weapons/Pipe.txt\"\n\n#Include \"Actors/weapons/Revolver.txt\"\n#Include \"Actors/weapons/URevolver.txt\"\n\n#Include \"Actors/weapons/Beretta.txt\"\n#Include \"Actors/weapons/Deagle.txt\"\n\n#Include \"Actors/weapons/Vp70.txt\"\n#Include \"Actors/weapons/Calico.txt\"\n\n#Include \"Actors/weapons/spas.txt\"\n#Include \"Actors/weapons/rifle.txt\"\n#Include \"Actors/weapons/crossbow.txt\"\n\n#Include \"Actors/weapons/grenadelauncher.txt\"\n#Include \"Actors/weapons/minegun.txt\"\n\n#Include \"Actors/weapons/flamer.txt\"\n#Include \"Actors/Weapons/Shocker.txt\"\n\n#Include \"Actors/weapons/Stinger.txt\"\n\n#Include \"Actors/weapons/Railgun.txt\"\n#Include \"Actors/weapons/Minigun.txt\"\n\n#Include\"Actors/Items/Health.txt\"\n#Include\"Actors/Items/Armor.txt\"\n#Include\"Actors/Items/Mega.txt\"\n#Include\"Actors/Items/Invuln.txt\"\n#Include\"Actors/Items/allmap.txt\"\n#Include\"Actors/Items/Radsuit.txt\"\n#Include\"Actors/Items/Berserk.txt\"\n#Include\"Actors/Items/Blursphere.txt\"\n#Include \"Actors/Items/Backpacks.txt\"\n#Include \"Actors/Items/lightamp.txt\"\n\n#Include\"Actors/Items/Replacers.txt\"\n#Include\"Actors/Items/Revolverammo.txt\"\n#Include\"Actors/Items/Vp70ammo.txt\"\n#Include\"Actors/Items/Berettaammo.txt\"\n#Include\"Actors/Items/Calicoammo.txt\"\n#Include\"Actors/Items/Bolts.txt\"\n#Include\"Actors/Items/Shells.txt\"\n#Include\"Actors/Items/Rifleammo.txt\"\n#Include\"Actors/Items/Grenadeammo.txt\"\n#Include\"Actors/Items/Mineammo.txt\"\n#Include\"Actors/Items/Deagleammo.txt\"\n#Include\"Actors/Items/Flameammo.txt\"\n#Include\"Actors/Items/Shockammo.txt\"\n#Include\"Actors/Items/Rocketammo.txt\"\n#Include\"Actors/Items/nonpickupammos.txt\"\n\n#Include\"Actors/Reloads.txt\"\n#Include\"Actors/gunpuffs.txt\"\n#Include\"Actors/Gore.txt\"\n#Include\"Actors/Casings.txt\"\n#Include\"Actors/Bootpuff.txt\"\n#Include\"Actors/Smoke.txt\"\n#Include\"Actors/footstuff.txt\"\n#Include\"Actors/Knifepuffs.txt\"\n#Include\"Actors/pipepuff.txt\"\n#Include\"Actors/Grenades.txt\"\n#Include \"Actors/GunFX.txt\"\n#Include \"Actors/Taunts.txt\"\n\n#Include \"Actors/Enemies/Roach.txt\"\n#Include \"Actors/Enemies/Remnant.txt\"\n#Include \"Actors/Enemies/Turmoil.txt\"\n#Include \"Actors/Enemies/Pitkis.txt\"\n#Include \"Actors/Enemies/Helliate.txt\"\n#Include \"Actors/Enemies/Satyr.txt\"\n#Include \"Actors/Enemies/Mush.txt\"\n#Include \"Actors/Enemies/Gluttonous.txt\"\n#Include \"Actors/Enemies/Sonnelion.txt\"\n#Include \"Actors/Enemies/Famine.txt\"\n#Include \"Actors/Enemies/Writhe.txt\"\n#Include \"Actors/Enemies/Accuser.txt\"\n#Include \"Actors/Enemies/Abaddon.txt\"\n#Include \"Actors/enemies/Malbouge.txt\"\n#Include \"Actors/enemies/Pestilence.txt\"\n#Include \"Actors/enemies/Evileye.txt\"\n#Include \"Actors/enemies/Lolth.txt\"\n#Include \"Actors/enemies/sinoftheflesh.txt\"\n#Include \"Actors/enemies/Granfalloon.txt\"\n#Include \"Actors/enemies/Karkass.txt\"\n\n#Include \"Actors/Enemies/doorman.txt\"\n#Include \"Actors/Enemies/Furybody.txt\"\n#Include \"Actors/Enemies/Bloodfiend.txt\"\n#Include \"Actors/Enemies/Golem.txt\"\n#Include \"Actors/Enemies/Spook.txt\"\n#include \"Actors/Enemies/Shadowsnake.txt\"\n#Include \"Actors/Enemies/Daemonte.txt\"\n#Include \"Actors/enemies/Suppressor.txt\"\n#Include \"Actors/enemies/bsatyr.txt\"\n#Include \"Actors/Enemies/Mandingo.txt\"\n#Include \"Actors/enemies/Heiro.txt\"\n#Include \"Actors/enemies/burrower.txt\"\n#Include \"Actors/enemies/Aranearum.txt\"\n#Include \"Actors/enemies/lividus.txt\"\n#Include \"Actors/enemies/Oldone.txt\"\n#Include \"Actors/enemies/Oldtwo.txt\"\n\n#Include \"Actors/items/WeapDrops.txt\"\n\n#Include \"Actors/props/Cspawners.txt\"\n#Include \"Actors/props/Fhang.txt\"\n#Include \"Actors/props/Mhang.txt\"\n#Include \"Actors/props/Phang.txt\"\n#Include \"Actors/props/Heads.txt\"\n#Include \"Actors/props/Ppikes.txt\"\n#Include \"Actors/props/Mpikes.txt\"\n#Include \"Actors/props/Monbodies.txt\"\n#Include \"Actors/props/Bodies.txt\"\n#Include \"Actors/props/XBodies.txt\"\n\n#Include \"Actors/props/Pspawners.txt\"\n#Include \"Actors/Props/Tallcolumns.txt\"\n#Include \"Actors/Props/Techlights.txt\"\n\n#include \"Actors/props/candles.txt\"\n#Include \"Actors/props/torches.txt\"\n#include \"Actors/props/evileyes.txt\"\n#include \"Actors/props/Otherhellstuff.txt\"\n\n#Include \"Actors/Props/Trees.txt\"\n#Include \"Actors/Props/Otherstuff.txt\"\n#Include \"Actors/props/Burningbarrels.txt\"\n\n#Include \"Actors/STDummies.txt\"\n\nactor Dashing : Inventory {inventory.maxamount 1}\nactor Dashed : Inventory {inventory.maxamount 1}\n\nactor sprintstamina : Inventory\n{\n\tinventory.maxamount 140\n}\nactor sprintcooldown : Inventory\n{\n\tinventory.maxamount 35\n}\n\nActor Rocco :  DoomPlayer\n{\n  Player.SoundClass \"Rocco\"\n  Player.Face \"STF\"\n  player.forwardmove 1.2, 0.6\n  player.sidemove 1.2, 0.6\n  Player.JumpZ 10.0\n  Player.DisplayName \"Rocco\"\n  Player.StartItem \"CDS\"\n  Player.StartItem \"RevolverAmmo\", 24\n  Player.Startitem \"GrenAmmo\", 2\n  Player.StartItem \"Bootknife\"\n  Player.Startitem \"Revmag\", 6\n  Player.Startitem \"VPmag\", 18\n  Player.Startitem \"Berettamag\", 15\n  Player.Startitem \"Calicomag\", 100\n  Player.Startitem \"DEmag\", 7\n  Player.Startitem \"Spasmag\", 6\n  Player.Startitem \"Riflemag\", 5\n  Player.Startitem \"Bowmag\", 30\n  Player.Startitem \"Gmag\", 1\n  Player.Startitem \"Pack\", 4\n  Player.Startitem \"Fuel\", 100\n  Player.startitem \"BattCharge\", 2\n  Player.startitem \"Stingerload\", 1\n  Player.startitem \"Railmag\", 3\n  Player.startitem \"Beltmag\", 150\n  Player.startitem \"Action_Reload\"\n  Player.startitem \"Action_ReloadCancel\"\n  Player.startitem \"Action_Zoom\"\n  Player.startitem \"Action_ZoomCancel\"\n  Player.startitem \"Action_Bomb\"\n  Player.startitem \"Action_bombCancel\"\n  Player.startitem \"tauntbutton\"\n  Player.WeaponSlot 1, Bootknife, Electroknife, Pipe\n  Player.WeaponSlot 2, CDS, UCDS, VP70, Beretta\n  Player.WeaponSlot 3, XBow, SPAS\n  Player.WeaponSlot 4, R700, Calico\n  Player.WeaponSlot 5, L1, Minegun\n  Player.WeaponSlot 6, Sparkshot, Flamer\n  Player.WeaponSlot 7, Stinger, Deagle\n  Player.WeaponSlot 8, Railrifle, Minigun\n  PainChance Stunned, 255\n  Species \"Player\"\n    +THRUSPECIES\n  States\n  {\n  Spawn:\n\tHARY A -1\n    Loop\n  See:\n    HARY ABCD 4\n    Loop\n  Missile:\n    HARY E 12\n    Goto Spawn\n  Melee:\n    HARY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    HARY G 4\n    HARY G 4 A_Pain\n    Goto Spawn\n  Pain.Stunned:\n\tHARY G 2 A_Pain\n\tHARY G 1 A_SetBlend(\"White\",1,175)\n\tgoto see\n  Pain.curse:\n\tHARY G 2 A_Pain\n\tHARY G 1 A_GiveInventory(\"HieroAmpDMG\",1)\n\tgoto see\n  Death:\n    HARY  H 6\n    HARY  I 6 A_PlayerScream\n    HARY  J 6 A_NoBlocking\n    HARY  KLM 6\n    HARY  N -1\n    Stop\n\t}\n}\n\nActor PowerAmpDMG : PowerProtection\n{\n  DamageFactor Normal, 2.0\n}\n\nactor HieroAmpDMG : PowerupGiver\n{\n  Inventory.PickupMessage \"Your defenses weaken.\"\n  Powerup.Color Red 0.33\n  Inventory.MaxAmount 0\n  Powerup.Type AmpDMG\n  Powerup.Duration -5\n  +AutoActivate\n  +Inventory.AlwaysPickup\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "sprint"
      },
      {
        "source": "pk3",
        "name": "in_epi1.txt",
        "contents": "Background interpic"
      },
      {
        "source": "pk3",
        "name": "Actors/Reloads.txt",
        "contents": "ACTOR Action_Reload : CustomInventory\n{\n    Inventory.Amount 1\n    Inventory.MaxAmount 1\n    -INVBAR\n    States\n    {\n    Use:\n        TNT1 A 0 A_GiveInventory(\"IsReloading\",1)\n        Fail\n    }\n}\n\nACTOR Action_ReloadCancel : CustomInventory\n{\n    Inventory.Amount 1\n    Inventory.MaxAmount 1\n    -INVBAR\n    States\n    {\n    Use:\n        TNT1 A 0 A_TakeInventory(\"IsReloading\",1)\n        Fail\n    }\n}\n\nACTOR IsReloading : Inventory\n{\n    Inventory.Amount 1\n    Inventory.MaxAmount 1\n    -INVBAR\n}\n\nACTOR Action_Zoom : CustomInventory\n{\n    Inventory.Amount 1\n    Inventory.MaxAmount 1\n    -INVBAR\n    States\n    {\n    Use:\n        TNT1 A 0 A_GiveInventory(\"IsZooming\",1)\n        Fail\n    }\n}\n\nACTOR Action_ZoomCancel : CustomInventory\n{\n    Inventory.Amount 1\n    Inventory.MaxAmount 1\n    -INVBAR\n    States\n    {\n    Use:\n        TNT1 A 0 A_TakeInventory(\"IsZooming\",1)\n        Fail\n    }\n}\n\nACTOR IsZooming : Inventory\n{\n    Inventory.Amount 1\n    Inventory.MaxAmount 1\n    -INVBAR\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gunpuffs.txt",
        "contents": "actor BlankPuff\n{\n    +DONTSPLASH\n    States\n    {\n    Spawn:\n        TNT1 A 1\n        stop\n    }\n}\n\n//Shamelessly ripped from WW's Diaz\nACTOR GunPuff replaces BulletPuff\n{\n\tRadius\t\t1\n\tHeight\t\t1\n\tRenderStyle ADD\n\tAlpha\t\t1\n\tScale\t\t.15\n\tDamageType Bullet\n\tDecal BulletChip\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOEXTREMEDEATH\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n         BPUF A 0\n\t\tBPUF A 1 A_PlaySound(\"Boolet/Ricochet\")\n\t\tBPUF A 1 Bright A_SpawnDebris(\"BulletSpark\")\n\t\tBPUF B 1 Bright A_SetTranslucent(.75,1)\n\t\tBPUF C 1 Bright A_SetTranslucent(.5,1)\n\t\tBPUF D 1 Bright A_SetTranslucent(.25,1)\n\t\tStop\n\t}\n}\n\nACTOR BulletSpark\n{\n\tHealth 4\n\tradius 3\n\theight 6\n\tspeed .1\n\tRenderStyle ADD\n\tAlpha\t\t1\n\tScale\t\t.032\n\tMass\t\t0\n\t+missile\n\t+doombounce\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\t\tBPUF A 1\n\t\tBPUF ABCDA 1  Bright A_SetTranslucent(.8,1)\n\t\tBPUF BCDABC 1  Bright A_SetTranslucent(.6,1)\n\t\tBPUF DABCDABC 1  Bright A_SetTranslucent(.4,1)\n\t\tBPUF DABCDABCDA 1 Bright A_SetTranslucent(.2,1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gore.txt",
        "contents": "ACTOR BloodSpawnerA replaces Blood\n{\n\tDecal \"ProjectileBloodSplat\"\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tWBLD AA 0 A_PlaySound(\"doomnukem/fleshhit\")\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"NewBloodb\", 0,0,0, random(-9,9),0,random(1,5), random(0,359), SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nACTOR BloodSpawnerB\n{\n\tDecal \"ProjectileBloodSplat\"\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\t//WBLD AA 0 A_PlaySound(\"doomnukem/fleshhit\")\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"NewBloodb\", 0,0,0, random(-9,9),0,random(1,5), random(0,359), SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nACTOR BloodSpawnerDA\n{\n\tDecal \"ProjectileBloodSplatB\"\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\t//WBLD AA 0 A_PlaySound(\"doomnukem/fleshhit\")\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"NewBloodD\", 0,0,0, random(-9,9),0,random(1,5), random(0,359), SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nACTOR BloodSpawnerDB\n{\n\tDecal \"ProjectileBloodSplatB\"\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\t//WBLD AA 0 A_PlaySound(\"doomnukem/fleshhit\")\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"NewBloodD\", 0,0,0, random(-9,9),0,random(1,5), random(0,359), SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nACTOR NewBloodb\n{\n\tAlpha 0.9\n\tRenderStyle Translucent\n\tScale 0.25\n\tMass 5\n\tRadius 1\n\tHeight 1\n\tSpeed 5\n\tHealth 10\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+MISSILE\n   +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tWBLD AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tWBLD AAAAAAAA 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR NewBloodD : NewBloodB { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }"
      }
    ]
  },
  "maps": []
}

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