Raw model (for completeness)
{
"meta": {
"id": "0144c5e9-6ca2-4a2b-aab5-1a592e8bc2b8",
"sha1": "416e090ec43151df0420c7f9251ba6300f4ce53d",
"sha256": "9e7904ce201b33e10a5da3b811f7877eef8c8a5fb98b0094b93388ac28b5ccbe",
"filenames": [
"verychilledax_v4.1.1beta1.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-05-28 20:09:30",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2018-05-28 20:09:30",
"file": {
"type": "PK3",
"size": 16912409,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/416e090ec43151df0420c7f9251ba6300f4ce53d/416e090ec43151df0420c7f9251ba6300f4ce53d.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 4911,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "sbarinfo.Fullscreen.txt",
"contents": "height 0;\nmonospacefonts true, \"0\";\nInterpolateHealth True, 25;\t//Heretic Speed 8\nInterpolateArmor True, 25; \t//Hexen Speed 6\n\nstatusbar Fullscreen, fullscreenoffsets // ZDoom HUD\n{\n //Health and Face/Mug\n drawimage \"MEDIA0\", 20, -2, centerbottom;\n drawnumber 5, bigfont, red, health, drawshadow, 82, -20;\n\n //Ammo and Capacity\n drawimage ammoicon1, -14, -4, centerbottom;\n drawnumber 2147483647, BIGFONT, black, ammo1, drawshadow, -25, -20;\n drawimage ammoicon2, -14, -22, centerbottom;\n drawnumber 2147483647, BIGFONT, cream, ammo2, drawshadow, -25, -38;\n\n DrawNumber 5, SmallFONT, Gold, djbPoint, alignment(left),Interpolate(1), 25, 156;\n\tDrawString SmallFONT, NoTranslation, \"XP:\", 25, 156;\n\tDrawNumber 6, SmallFONT, Gold, djbLevel, alignment(left), Interpolate(1), 17, 147;\n\tDrawString SmallFONT, NoTranslation, \"L:\", 17, 147;\n\n\tdrawbar \"EXPBAR\", \"EXPOUT\",djbPoint, horizontal, Interpolate(1), 5, 165;\n\t\t//Tallies\n drawstring SMALLFONT, red, \"M:\", 22, 1, 0; // \"Kills\" label\n drawnumber 4, SMALLFONT, red, kills, Interpolate(1), 54, 1, 0; // \"Kills\" counter\n drawstring SMALLFONT, red, \"/\", 62, 1, 0;\n drawnumber 4, SMALLFONT, red, monsters, Interpolate(1), 94, 1, 0; // \"Total Kills\" counter\n\n drawstring SMALLFONT, Blue, \"S:\", 22, 9, 0; // \"Secrets\" label\n drawnumber 4, SMALLFONT, Blue, secrets, 54, 9, 0; // \"Secrets\" counter\n drawstring SMALLFONT, Blue, \"/\", 62, 9, 0; //\"Secrets\" String\n drawnumber 4, SMALLFONT, Blue, totalsecrets, 94, 9, 0; // \"Total Secrets\" counter\n\n drawstring SMALLFONT, Green, \"I:\", 22, 18, 0; // \"Items\" label\n drawnumber 4, SMALLFONT, Green, items, Interpolate(1), 54, 18, 0; // \"Items\" counter\n drawstring SMALLFONT, Green, \"/\", 62, 18, 0; //\"Items\" String\n drawnumber 4, SMALLFONT, Green, totalitems, Interpolate(1), 94, 18, 0; // \"Total Items\" counter\n\n drawstring CONFONT, white, levellump, 1, 45, 0, alignment (left);\n drawstring CONFONT, white, levelname, 1, 54, 0, alignment (left);\n drawstring CONFONT, white, skillname, 1, 36, 0, alignment (left);\n\n ininventory RuneDoubleDamage\n\t{\n\tdrawimage \"STRRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneDoubleFiringSpeed\n\t{\n\tdrawimage \"RAGRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneDrain\n\t{\n\tdrawimage \"DRARA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneSpread\n\t{\n\tdrawimage \"SPRRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneHalfDamage\n\t{\n\tdrawimage \"RESRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneProsperity\n\t{\n\tdrawimage \"PRSRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneRegeneration\n\t{\n\tdrawimage \"REGRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneReflection\n\t{\n\tdrawimage \"REFRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneHighJump\n\t{\n\tdrawimage \"HIJRA0\", 22, -57, CenterBottom;\n }\n\tininventory RuneSpeed25\n\t{\n\tdrawimage \"HASRA0\", 22, -57, CenterBottom;\n\t}\n\n //Armor\n drawimage armoricon, 20, -24, centerbottom;\n drawnumber 2147483647, SMALLFONT, blue, armor, drawshadow, whennotzero, 82, -39;\n\n //Weapon Tag and Icon\n DrawString CONFONT, cyan, WeaponTag, -140, 20, 1, alignment(center);\n Drawimage WeaponIcon, -140, 50, centerbottom;\n\n //Inventory\n drawselectedinventory centerBOTTOM, drawshadow, alwaysshowcounter, CONFONT, 133, -5, 150, -35, untranslated;\n\n gamemode deathmatch\n {\n drawnumber 3, HUDFONT_DOOM, red, frags, drawshadow, -3, 1;\n }\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, horizontal, reverserows, auto, -29, 29, 0, 3, auto;\n }\n}\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n drawstring CONFONT, Yellow, inventorytag, -16 + Center, 0;\n DrawInventoryBar Doom, NoArrows, Translucent, 3, INDEXFONT, -96 + Center, 0;\n}"
},
{
"source": "pk3",
"name": "sbarinfo.None.txt",
"contents": "height 0;\nmonospacefonts true, \"0\";\nInterpolateHealth True, 25;\t//Heretic Speed 8\nInterpolateArmor True, 25; \t//Hexen Speed 6\n\nstatusbar None, fullscreenoffsets // ZDoom HUD\n{\n //Health and Face/Mug\n drawimage \"MEDIA0\", 20, -2, centerbottom;\n drawnumber 5, bigfont, red, health, drawshadow, 82, -20;\n\n //Ammo and Capacity\n drawimage ammoicon1, -14, -4, centerbottom;\n drawnumber 2147483647, BIGFONT, black, ammo1, drawshadow, -25, -20;\n drawimage ammoicon2, -14, -22, centerbottom;\n drawnumber 2147483647, BIGFONT, cream, ammo2, drawshadow, -25, -38;\n\n DrawNumber 5, SmallFONT, Gold, djbPoint, alignment(left),Interpolate(1), 25, 156;\n\tDrawString SmallFONT, NoTranslation, \"XP:\", 25, 156;\n\tDrawNumber 6, SmallFONT, Gold, djbLevel, alignment(left), Interpolate(1), 17, 147;\n\tDrawString SmallFONT, NoTranslation, \"L:\", 17, 147;\n\n\tdrawbar \"EXPBAR\", \"EXPOUT\",djbPoint, horizontal, Interpolate(1), 5, 165;\n\t\t//Tallies\n drawstring SMALLFONT, red, \"M:\", 22, 1, 0; // \"Kills\" label\n drawnumber 4, SMALLFONT, red, kills, Interpolate(1), 54, 1, 0; // \"Kills\" counter\n drawstring SMALLFONT, red, \"/\", 62, 1, 0;\n drawnumber 4, SMALLFONT, red, monsters, Interpolate(1), 94, 1, 0; // \"Total Kills\" counter\n\n drawstring SMALLFONT, Blue, \"S:\", 22, 9, 0; // \"Secrets\" label\n drawnumber 4, SMALLFONT, Blue, secrets, 54, 9, 0; // \"Secrets\" counter\n drawstring SMALLFONT, Blue, \"/\", 62, 9, 0; //\"Secrets\" String\n drawnumber 4, SMALLFONT, Blue, totalsecrets, 94, 9, 0; // \"Total Secrets\" counter\n\n drawstring SMALLFONT, Green, \"I:\", 22, 18, 0; // \"Items\" label\n drawnumber 4, SMALLFONT, Green, items, Interpolate(1), 54, 18, 0; // \"Items\" counter\n drawstring SMALLFONT, Green, \"/\", 62, 18, 0; //\"Items\" String\n drawnumber 4, SMALLFONT, Green, totalitems, Interpolate(1), 94, 18, 0; // \"Total Items\" counter\n\n drawstring CONFONT, white, levellump, 1, 45, 0, alignment (left);\n drawstring CONFONT, white, levelname, 1, 54, 0, alignment (left);\n drawstring CONFONT, white, skillname, 1, 36, 0, alignment (left);\n\n ininventory RuneDoubleDamage\n\t{\n\tdrawimage \"STRRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneDoubleFiringSpeed\n\t{\n\tdrawimage \"RAGRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneDrain\n\t{\n\tdrawimage \"DRARA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneSpread\n\t{\n\tdrawimage \"SPRRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneHalfDamage\n\t{\n\tdrawimage \"RESRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneProsperity\n\t{\n\tdrawimage \"PRSRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneRegeneration\n\t{\n\tdrawimage \"REGRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneReflection\n\t{\n\tdrawimage \"REFRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneHighJump\n\t{\n\tdrawimage \"HIJRA0\", 22, -57, CenterBottom;\n }\n\tininventory RuneSpeed25\n\t{\n\tdrawimage \"HASRA0\", 22, -57, CenterBottom;\n\t}\n\n //Armor\n drawimage armoricon, 20, -24, centerbottom;\n drawnumber 2147483647, SMALLFONT, blue, armor, drawshadow, whennotzero, 82, -39;\n\n //Weapon Tag and Icon\n DrawString CONFONT, cyan, WeaponTag, -140, 20, 1, alignment(center);\n Drawimage WeaponIcon, -140, 50, centerbottom;\n\n //Inventory\n drawselectedinventory centerBOTTOM, drawshadow, alwaysshowcounter, CONFONT, 133, -5, 150, -35, untranslated;\n\n gamemode deathmatch\n {\n drawnumber 3, HUDFONT_DOOM, red, frags, drawshadow, -3, 1;\n }\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, horizontal, reverserows, auto, -29, 29, 0, 3, auto;\n }\n}\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n drawstring CONFONT, Yellow, inventorytag, -16 + Center, 0;\n DrawInventoryBar Doom, NoArrows, Translucent, 3, INDEXFONT, -96 + Center, 0;\n}"
},
{
"source": "pk3",
"name": "sbarinfo.Normal.txt",
"contents": "height 0;\nmonospacefonts true, \"0\";\nInterpolateHealth True, 25;\t//Heretic Speed 8\nInterpolateArmor True, 25; \t//Hexen Speed 6\n\nstatusbar Normal, fullscreenoffsets // ZDoom HUD\n{\n //Health and Face/Mug\n drawimage \"MEDIA0\", 20, -2, centerbottom;\n drawnumber 5, bigfont, red, health, drawshadow, 82, -20;\n\n //Ammo and Capacity\n drawimage ammoicon1, -14, -4, centerbottom;\n drawnumber 2147483647, BIGFONT, black, ammo1, drawshadow, -25, -20;\n drawimage ammoicon2, -14, -22, centerbottom;\n drawnumber 2147483647, BIGFONT, cream, ammo2, drawshadow, -25, -38;\n\n DrawNumber 5, SmallFONT, Gold, djbPoint, alignment(left),Interpolate(1), 25, 156;\n\tDrawString SmallFONT, NoTranslation, \"XP:\", 25, 156;\n\tDrawNumber 6, SmallFONT, Gold, djbLevel, alignment(left), Interpolate(1), 17, 147;\n\tDrawString SmallFONT, NoTranslation, \"L:\", 17, 147;\n\n\tdrawbar \"EXPBAR\", \"EXPOUT\",djbPoint, horizontal, Interpolate(1), 5, 165;\n\t\t//Tallies\n drawstring SMALLFONT, red, \"M:\", 22, 1, 0; // \"Kills\" label\n drawnumber 4, SMALLFONT, red, kills, Interpolate(1), 54, 1, 0; // \"Kills\" counter\n drawstring SMALLFONT, red, \"/\", 62, 1, 0;\n drawnumber 4, SMALLFONT, red, monsters, Interpolate(1), 94, 1, 0; // \"Total Kills\" counter\n\n drawstring SMALLFONT, Blue, \"S:\", 22, 9, 0; // \"Secrets\" label\n drawnumber 4, SMALLFONT, Blue, secrets, 54, 9, 0; // \"Secrets\" counter\n drawstring SMALLFONT, Blue, \"/\", 62, 9, 0; //\"Secrets\" String\n drawnumber 4, SMALLFONT, Blue, totalsecrets, 94, 9, 0; // \"Total Secrets\" counter\n\n drawstring SMALLFONT, Green, \"I:\", 22, 18, 0; // \"Items\" label\n drawnumber 4, SMALLFONT, Green, items, Interpolate(1), 54, 18, 0; // \"Items\" counter\n drawstring SMALLFONT, Green, \"/\", 62, 18, 0; //\"Items\" String\n drawnumber 4, SMALLFONT, Green, totalitems, Interpolate(1), 94, 18, 0; // \"Total Items\" counter\n\n drawstring CONFONT, white, levellump, 1, 45, 0, alignment (left);\n drawstring CONFONT, white, levelname, 1, 54, 0, alignment (left);\n drawstring CONFONT, white, skillname, 1, 36, 0, alignment (left);\n\n ininventory RuneDoubleDamage\n\t{\n\tdrawimage \"STRRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneDoubleFiringSpeed\n\t{\n\tdrawimage \"RAGRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneDrain\n\t{\n\tdrawimage \"DRARA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneSpread\n\t{\n\tdrawimage \"SPRRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneHalfDamage\n\t{\n\tdrawimage \"RESRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneProsperity\n\t{\n\tdrawimage \"PRSRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneRegeneration\n\t{\n\tdrawimage \"REGRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneReflection\n\t{\n\tdrawimage \"REFRA0\", 22, -57, CenterBottom;\n\t}\n\tininventory RuneHighJump\n\t{\n\tdrawimage \"HIJRA0\", 22, -57, CenterBottom;\n }\n\tininventory RuneSpeed25\n\t{\n\tdrawimage \"HASRA0\", 22, -57, CenterBottom;\n\t}\n\n //Armor\n drawimage armoricon, 20, -24, centerbottom;\n drawnumber 2147483647, SMALLFONT, blue, armor, drawshadow, whennotzero, 82, -39;\n\n //Weapon Tag and Icon\n DrawString CONFONT, cyan, WeaponTag, -140, 20, 1, alignment(center);\n Drawimage WeaponIcon, -140, 50, centerbottom;\n\n //Inventory\n drawselectedinventory centerBOTTOM, drawshadow, alwaysshowcounter, CONFONT, 133, -5, 150, -35, untranslated;\n\n gamemode deathmatch\n {\n drawnumber 3, HUDFONT_DOOM, red, frags, drawshadow, -3, 1;\n }\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, horizontal, reverserows, auto, -29, 29, 0, 3, auto;\n }\n}\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n drawstring CONFONT, Yellow, inventorytag, -16 + Center, 0;\n DrawInventoryBar Doom, NoArrows, Translucent, 3, INDEXFONT, -96 + Center, 0;\n}"
},
{
"source": "pk3",
"name": "README.txt",
"contents": "VeryChilledAx\nmade by fyfecrowley\n\nCredits:\n-BaZ- - balancing monsters and making many op weapons\nDoomJoshuaBoy - coding, bug fixing, the whole idea of the level system addition\nIppswitch - testing for unbalanced weapons\nRealm667 - <3 weapons/monsters\n\nNext update ideas:\n- health/armor pots give different values depending on colour\n- new guns (not gaining level guns) given after 5/10 mins of playing/temporary guns\n\n+rise of the triad\n\nFixes in process:\n- soulsphere max hp 200\n\nV3.3.1\n- balanced guns\n- no need for sv_fastweapons\n\nV4.0.0\n- nade launcher nerfed\n- railgun primary fire glitch fix\n- bfg altfire flash in sync\n- plasma rifle/pistol have new firing sounds\n- chaingun has altfire\n- gatling laser now in the level system -.-\n- NEW GUNS!!!!!30!! (keyconf. number):\nBlack Hole Generator (8)\nSpread Grenade Launcher (5)\nElectro Gun (6)\nFreezer Gun (6)\nNail Shotgun (3)\nPlasma Beam (6)\nRaygun (2)\nInstagib Rifle (4)\nScepter of Souls (8)\nSkull Staff (7)\nStunner Rifle (6)\nToaster (6)\nCryo Bow (5)\nMagical Plasmatic Rifle (6)\nIllumination Rifle (4)\nNail Minigun (4)\nBFG Repeater (7)\nBoomerang BFG7000 (7)\nColt45 (2)\nDual Laser Rifle (4)\nPump Shotgun (3)\nBlaze Ignitor(6)\nHand Cannon (2\nHeat Seeker Launcher (5)\nHeavy Carbine (4)\nIon Spray (6)\nMP5 (4)\nPlasma Vaporizer (6)\nPulse Nailgun (4)\nSwarm Plasma Gun (6)\n\n- NEW MONSTERS!!!!!!!\nAnnihilator (Cyberdemon)\nArachnophyte (Spider Mastermind)\nArachnotron MK2 (Arachnotron)\nArchon of Hell (Hellknight)\nAuto Shotgun Guy (Shotgun Guy)\nBlood Demon (Pinky/Demon)\nBruiser Demon (Baron of Hell)\nCacolich (Cacodemon)\nCatharsi (Imp)\nChainsaw Zombie (Zombieman)\nCyber Baron (Baron of Hell)\nCyber Mastermind (Spider Mastermind)\nCybruiser (Hell Knight)\nDeath Knight (Revenant)\nDefiler (Pain Elemental)\nDemolisher (Spider Mastermind)\nDiabolist (Archvile)\nDouble Chaingun Guy (Chaingun Guy)\nEthereal Soul (Soul)\nFusion Spider (Arachnotron)\nHells Fury (Hell Knight)\nHellstorm Archon (Baron of Hell)\nInferno (Pain Elemental)\nMinigunner (Chaingun Guy)\nPyro Demon (Baron of Hell?)\nRifle Zombieman (Zombieman)\nRoach (Imp)\nThamuz (Cyberdemon)\n\nPLAN\n| Uberpistol level 0 | Plasmapistol-1 | Colt45-2 | UberShotgun-3 | Uberchaingun-4 | MP5-6 | Stunner Rifle-7 | Supershotgun-8 | Gatling Laser-9 | NailShotgun-10 | Pumpshotgun-11 | HeavyCarbine-12 | DuelLaserRifle-13 | NailMinigun-14 | UberRocketlauncher-15 | Minigun-16 | UberGrenadeLauncher-17 | PulseNailGun-18 | Plasmabeam-19 | PlasmaRifle-20 | IluminationRifle-21 | Cryobow-22 | Toaster-23 | HeatSeekerLauncher-24 | Ionspray-25 | BlazeIgniter-26 | Handcannon-27 | UberRailgun-28 | MagicalPlasmaticRifle-29 | SpreadGrenadeLauncher-30 | ShotgunMK2-31 |Raygun-32 | FreezerGun-34 | Electrogun-36 | PlasmaVaporiser-38 | UberBFG9000-40 | BFGRepeater-42 | BoomerangBFG7000-44 | SwarmPlasmaGun-46 | UberBFG10K-48 | ScepterOfSouls-50 | Skullstaff-52 | BlackHoleGenerator-54 | InstagibRifle-60 |\n\n4.0.1\n- fixes annihilator invul bug\n\n4.0.2\n- buffed nailmg, mp5, dual laser, ionspray, handcannon, freezer, electro, vaporizer, swarm, repeater, railgun, stunner\n- nerfed deathknight invul\n- switched pump with ssg\n- switched beam with prifle\n- skullstaff altfire less laggy now\n- new items!!!\nsentrygun, souless sphere, heavyarmor, deployable shield, supershield, flameturret, fieldkit, marine supply pack"
},
{
"source": "pk3",
"name": "Actors/Player.txt",
"contents": "//Invulnerability on respawn to stop instant death\nACTOR TemporaryProtectionGiver : PowerupGiver 12345\n{\n\tGame Doom\n\tSpawnID 133\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tInventory.MaxAmount 0\n\tPowerup.Duration -10\n\tPowerup.Type Invulnerable\n\tPowerup.Color GreenMap\n\tInventory.PickupMessage \"Temporary Protection. Get to safety!!\"\n\tStates\n\t{\n\tSpawn:\n\t\tPINV ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\n//Doom marine\n\nACTOR DoomPlayer : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 10000000\n\tPainChance 255\n\tPlayer.MaxHealth 3000\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 100\n Player.StartItem \"Uber-Pistol\"\n Player.StartItem \"Uber-Fist\"\n\tPlayer.StartItem \"Megasphere1\"\n\tPlayer.StartItem \"TemporaryProtectionGiver\"\n\tPlayer.StartItem \"djbLevel\" 1\n Player.StartItem \"djbPoint\" 1\n\tDamageFactor \"Player\", 0.0\n DamageFactor \"PlayerCombat\", 0.0\n\tdamageFactor \"PlayerRocket\", 0.0\n\tDamageFactor \"PlayerBFG\", 0.0\n\tDamageFactor \"PlayerTear\", 0.0\n\tPlayer.WeaponSlot 1, \"Uber-Fist\", \"Uber-Chainsaw\"\n\tPlayer.WeaponSlot 2, \"Uber-Pistol\", \"PlasmaPistol\", \"Colt45\", \"HandCannon\", \"Raygun\"\n\tPlayer.WeaponSlot 3, \"Uber-Shotgun\", \"DualLaserRifle\", \"Uber-Super Shotgun\", \"PumpShotgun\", \"NailShotgun\", \"ShotgunMKII\"\n\tPlayer.WeaponSlot 4, \"Uber-Chaingun\", \"MP5\", \"HeavyCarbine\", \"NailMinigun\", \"Uber-Minigun\", \"PulseNailgun\", \"IlluminationRifle\", \"GatlingLaser\"\n\tPlayer.WeaponSlot 5, \"Uber-Rocket Launcher\", \"Uber-Grenade Launcher\", \"HeatSeekerLauncher\", \"SpreadGrenadeLauncher\", \"Toaster\", \"CryoBow\"\n\tPlayer.WeaponSlot 6, \"Uber-Plasma Rifle\", \"StunnerRifle\", \"PlasmaBeam\", \"IonSpray\", \"Uber-Railgun\", \"ElectroGun\", \"FreezerGun\", \"MagicalPlasmaticRifle\"\n\tPlayer.WeaponSlot 7, \"Uber-BFG9000\", \"BlazeIgnitor\", \"PlasmaVaporizer\", \"BoomerangBFG7000\", \"BFGRepeater\", \"Uber-BFG10K\", \"SwarmActivator\"\n\tPlayer.WeaponSlot 8, \"BlackholeGenerator\", \"ScepterofSouls\", \"SkullStaff\", \"InstagibRifle\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor 1.20\n\tPlayer.Colorset 0, \"Green\",\t\t\t0x70, 0x7F, 0x72\n\tPlayer.Colorset 1, \"Gray\",\t\t\t0x60, 0x6F, 0x62\n\tPlayer.Colorset 2, \"Brown\",\t\t\t0x40, 0x4F, 0x42\n\tPlayer.Colorset 3, \"Red\",\t\t\t0x20, 0x2F, 0x22\n\t// Doom Legacy additions\n\tPlayer.Colorset 4, \"Light Gray\",\t0x58, 0x67, 0x5A\n\tPlayer.Colorset 5, \"Light Brown\",\t0x38, 0x47, 0x3A\n\tPlayer.Colorset 6, \"Light Red\",\t\t0xB0, 0xBF, 0xB2\n\tPlayer.Colorset 7, \"Light Blue\",\t0xC0, 0xCF, 0xC2\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A -1\n\t\tLoop\n\tSee:\n\t\tPLAY ABCD 4\n\t\tLoop\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tDeath1:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\tXDeath1:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tAltSkinDeath:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n\tAltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberchainsaw.txt",
"contents": "actor \"Uber-Chainsaw\": Weapon replaces Chainsaw\n{\n Game Doom\n SpawnID 32\n Weapon.Kickback 0\n Weapon.SelectionOrder 2200\n Weapon.UpSound \"weapons/sawup\"\n Weapon.ReadySound \"weapons/sawidle\"\n\tWeapon.SlotNumber 1\n Inventory.PickupMessage \"The teeth are just a blur...\"\n Obituary \"%o had %k's chainsaw run straight through %g.\"\n +WEAPON.MELEEWEAPON\n States\n {\n Ready:\n SAWG CD 4 A_WeaponReady\n loop\n\n Deselect:\n SAWG CCC 0 A_Lower\n SAWG C 1 A_Lower\n loop\n\n Select:\n SAWG CCC 0 A_Raise\n SAWG C 1 A_Raise\n loop\n\n Fire:\n TNT1 A 0 A_PlaySound(\"weapons/sawfull\",6)\n SAWG AB 4 A_FireBullets(359,1,60,0,\"OPChainsawPuff\",0,256)\n SAWG B 0 A_ReFire\n Goto Ready\n\n // AltFire:\n // SAWG AAA 0 A_Saw\n // SAWG A 1 A_Saw\n // SAWG BBB 0 A_Saw\n // SAWG B 1 A_Saw\n // SAWG B 0 A_ReFire\n // goto Ready\n\n Spawn:\n CSAW A -1\n stop\n }\n}\n\nACTOR OPChainsawPuff : BulletPuff\n{\n DamageType \"PlayerDamage\"\n +PUFFONACTORS\n +FORCERADIUSDMG\n +PUFFGETSOWNER\n +NODAMAGETHRUST\n States\n {\n Spawn:\n Melee:\n TNT1 A 0\n PUFF A 4 Bright A_Explode(32,16,FALSE,FALSe,16)\n PUFF BCD 4\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberfist.txt",
"contents": "actor FistPuff: BulletPuff\n{\n +PUFFONACTORS\n +NOEXTREMEDEATH\n SeeSound \"fastweapons/punch\"\n\n States\n {\n Melee:\n TNT1 A 0\n stop\n }\n}\n\nactor \"Uber-Fist\": DoomWeapon\n{\n Game Doom\n Weapon.SelectionOrder 3700\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +NOALERT\n Weapon.SlotNumber 1\n Obituary \"%o shouldn't have shaken %k's hand.\"\n\n States\n {\n Ready:\n PUNG A 1 A_WeaponReady\n loop\n\n Deselect:\n PUNG AAA 0 A_Lower\n PUNG A 1 A_Lower\n loop\n\n Select:\n PUNG AAA 0 A_Raise\n PUNG A 1 A_Raise\n loop\n\n Fire:\n PUNG C 0 A_Punch\n\t\tPUNG C 0 A_Punch\n PUNG C 1 A_Punch\n PUNG B 0 A_ReFire\n goto Ready\n\n AltFire:\n PUNG B 3\n PUNG C 3 A_CustomPunch(40, 0, 0, \"FistPuff\")\n PUNG D 3\n PUNG C 3\n PUNG B 3 A_ReFire\n goto Ready\n\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberpistol.txt",
"contents": "actor \"Uber-Pistol\": DoomWeapon\n{\n Game Doom\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 2\n +WEAPON.WIMPY_WEAPON\n\n Obituary \"%o failed to spawncamp %k.\"\n Inventory.Pickupmessage \"Gatling glock!\"\n\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n\n Deselect:\n PISG AAA 0 A_Lower\n PISG A 1 A_Lower\n Loop\n\n Select:\n PISG AAA 0 A_Raise\n PISG A 1 A_Raise\n Loop\n\n Fire:\n PISG B 0 A_FireBullets (5, 0.5, 1, 6.5, \"BulletPuff\")\n // PISG B 0 A_FireBullets (5, 1, 1, 3, \"BulletPuff\")\n PISG B 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n PISG B 1 bright A_GunFlash\n PISG B 0 A_ReFire\n PISG B 1 bright A_WeaponReady(1)\n PISG C 1 bright A_WeaponReady(1)\n PISG B 1 A_WeaponReady(1)\n Goto Ready\n\n //AltFire:\n // PISG A 1\n // PISG B 0 A_FireBullets (10, 10, 2, 6, \"BulletPuff\")\n // PISG B 0 A_FireBullets (10, 10, 2, 6, \"BulletPuff\")\n // PISG B 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n // PISG B 1 bright\n // PISG C 1 bright\n // PISG B 1 A_ReFire\n // Goto Ready\n\n Flash:\n PISF A 2 Bright A_Light1\n Goto LightDone\n\n AltFlash:\n PISF A 7 Bright A_Light1\n Goto LightDone\n\n Spawn:\n PIST A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberchaingun.txt",
"contents": "actor UberMiniRocket: FastProjectile\n{\n Projectile\n +FORCERADIUSDMG\n +THRUGHOST\n +DEHEXPLOSION\n Speed 200\n Damage 0\n Scale 0.5\n Radius 4\n Height 8\n SeeSound \"fastweapons/emptysound\"\n Obituary \"%o got pelted by %k's scatter-rockets.\"\n States\n {\n Spawn:\n MISL A 1 bright A_CustomMissile(\"Rocket1Trail\", 5, 0, random(170,190), 2, random(-10,10))\n loop\n\n Death:\n MISL B 0 A_PlaySound(\"weapons/rocklx\", CHAN_BODY, 0.1, 0, 2)\n TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\",1)\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n MISL B 0 Bright A_Explode(25, 60, 0)\n MISL B 6 Bright\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}\n\nactor \"Uber-Chaingun\": DoomWeapon\n{\n SpawnID 28\n Weapon.SelectionOrder 700\n Weapon.SlotNumber 4\n AttackSound \"weapons/chngun\"\n\n Obituary \"%o was pulped by %k's chaingun.\"\n Inventory.PickupMessage \"Now \\caTHIS\\c- is a chaingun.\"\n\n States\n {\n Ready:\n CHGG A 1 A_WeaponReady\n loop\n\n Deselect:\n CHGG AAA 0 A_Lower\n CHGG A 1 A_Lower\n loop\n\n Select:\n CHGG AAA 0 A_Raise\n CHGG A 1 A_Raise\n loop\n\n Fire:\n CHGG A 0 A_FireBullets (6, 2, 3, 4, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"DSG3FIRE\")\n CHGG A 1 bright A_GunFlash\n //CHGG B 0 A_FireBullets (6, 1, 3, 4, \"BulletPuff\"\n CHGG B 1 bright A_ReFire\n goto Ready\n\n AltFire:\n\t CHGG A 1 A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n CHGG A 0 A_FireCustomMissile(\"UberMiniRocket\", random(-300,300)/100.0, 0, 0,0, 0, random(-300,300)/100.0)\n\t\tCHGG A 0 A_FireCustomMissile(\"UberMiniRocket\", random(-300,300)/100.0, 0, 0,0, 0, random(-300,300)/100.0)\n CHGG B 1 bright A_GunFlash\n\t\tCHGG A 1 A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n\t\tCHGG A 0 A_FireCustomMissile(\"UberMiniRocket\", random(-300,300)/100.0, 0, 0,0, 0, random(-300,300)/100.0)\n CHGG A 0 A_FireCustomMissile(\"UberMiniRocket\", random(-300,300)/100.0, 0, 0,0, 0, random(-300,300)/100.0)\n CHGG B 1 bright\n CHGG A 0 A_ReFire\n goto Ready\n\n Flash:\n CHGF A 1 bright A_Light1\n CHGF B 1 bright A_Light2\n goto LightDone\n\n AltFlash:\n CHGF A 1 Bright A_Light1\n CHGF B 1 Bright A_Light1\n Goto LightDone\n\n Spawn:\n MGUN A -1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/ubershotgun.txt",
"contents": "actor \"Uber-Shotgun\": DoomWeapon\n{\n Game Doom\n SpawnID 27\n Weapon.SelectionOrder 1300\n Weapon.SlotNumber 3\n Inventory.PickupMessage \"It's basically a shot-minigun...\"\n Obituary \"%k tore a blade of buckshot through %o.\"\n\n States\n {\n Ready:\n SHTG A 1 A_WeaponReady\n Loop\n\n Deselect:\n SHTG AAA 0 A_Lower\n SHTG A 1 A_Lower\n Loop\n\n Select:\n SHTG AAA 0 A_Raise\n SHTG A 1 A_Raise\n Loop\n\n Fire:\n SHTG B 0 A_FireBullets (4, 0.5, 3, 4, \"BulletPuff\")\n SHTG A 0 A_PlaySound (\"weapons/shotgf\", CHAN_WEAPON)\n SHTG A 1 bright A_GunFlash\n SHTG A 0 A_ReFire\n SHTG A 1 A_WeaponReady(1)\n SHTG BC 1 A_WeaponReady(1)\n SHTG D 1 A_WeaponReady(1)\n SHTG CB 1 A_WeaponReady(1)\n Goto Ready\n\n //AltFire:\n // SHTG A 0 A_FireBullets (6, 6, 4, 5, \"BulletPuff\")\n // SHTG A 0 A_PlaySound (\"weapons/shotgf\", CHAN_WEAPON)\n // SHTG A 1 bright A_FireShotgun\n // SHTG BC 1\n // SHTG D 1\n // SHTG CB 1\n // SHTG A 1\n // SHTG A 1 A_ReFire\n // Goto Ready\n\n Flash:\n SHTF A 1 Bright A_Light1\n SHTF B 1 Bright A_Light2\n Goto LightDone\n\n AltFlash:\n SHTF A 1 Bright A_Light1\n SHTF B 1 Bright A_Light2\n Goto LightDone\n\n Spawn:\n SHOT A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/ubersupershotgun.txt",
"contents": "actor \"Uber-Super Shotgun\": DoomWeapon\n{\n Game Doom\n SpawnID 33\n Weapon.SelectionOrder 1400\n Weapon.SlotNumber 3\n Inventory.PickupMessage \"Proof that accuracy isn't needed for sniping.\"\n Obituary \"%o got pelted with walls of %k's buckshot.\"\n\n States\n {\n Ready:\n SHT2 A 1 A_WeaponReady\n Loop\n\n Deselect:\n SHT2 AAA 0 A_Lower\n SHT2 A 1 A_Lower\n Loop\n\n Select:\n SHT2 AAA 0 A_Raise\n SHT2 A 1 A_Raise\n Loop\n\n Fire:\n SHT2 A 0 A_FireBullets (7,8, 8, 4, \"BulletPuff\")\n SHT2 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n SHT2 A 1 bright A_GunFlash\n SHT2 A 0 A_ReFire\n SHT2 A 1 bright A_WeaponReady(1)\n SHT2 BC 1 A_WeaponReady(1)\n SHT2 D 0 A_OpenShotgun2\n SHT2 DE 1 A_WeaponReady(1)\n SHT2 F 0 A_LoadShotgun2\n SHT2 F 1 A_WeaponReady(1)\n SHT2 G 1 A_WeaponReady(1)\n SHT2 H 0 A_CloseShotgun2\n SHT2 H 1 A_WeaponReady(1)\n Goto Ready\n\n AltFire:\n SHT2 A 1\n SHT2 AAAA 0 A_FireCustomMissile(\"UberMiniRocket\", random(-600,600)/100.0, 0, 0,0, 0, random(-600,600)/100.0)\n SHT2 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n SHT2 A 1 bright\n SHT2 B 1 A_ReFire\n SHT2 C 1 A_WeaponReady(1)\n SHT2 D 1 A_OpenShotgun2\n SHT2 E 1 A_WeaponReady(1)\n SHT2 F 1 A_LoadShotgun2\n SHT2 G 1 A_WeaponReady(1)\n SHT2 H 1 A_CloseShotgun2\n SHT2 A 1 A_WeaponReady(1)\n Goto Ready\n\n Flash:\n SHT2 I 1 Bright A_Light1\n SHT2 J 1 Bright A_Light2\n Goto LightDone\n\n AltFlash:\n SHT2 I 4 Bright A_Light1\n SHT2 J 3 Bright A_Light2\n Goto LightDone\n\n Spawn:\n SGN2 A -1\n Stop\n }\n}\n\nactor UberMiniRocket: FastProjectile\n{\n Projectile\n +FORCERADIUSDMG\n +THRUGHOST\n +DEHEXPLOSION\n Speed 200\n Damage 0\n Scale 0.5\n Radius 4\n Height 8\n SeeSound \"fastweapons/emptysound\"\n Obituary \"%o got pelted by %k's scatter-rockets.\"\n States\n {\n Spawn:\n MISL A 1 bright A_CustomMissile(\"Rocket1Trail\", 5, 0, random(170,190), 2, random(-10,10))\n loop\n\n Death:\n MISL B 0 A_PlaySound(\"weapons/rocklx\", CHAN_BODY, 0.1, 0, 2)\n TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\",1)\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n MISL B 0 Bright A_Explode(25, 60, 0)\n MISL B 6 Bright\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberrocketlauncher.txt",
"contents": "actor RocketSafe: Rocket\n{\n Obituary \"%o got hit by %k's rocket wall.\"\n Speed 50\n\n States\n {\n Spawn:\n MISL A 1 bright A_CustomMissile(\"Rocket1Trail\", 5, 0, random(170,190), 2, random(-10,10))\n loop\n\n Death:\n MISL B 7 bright A_Explode(400, 110, 0)\n\t TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\",1)\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n MISL C 1 bright\n MISL D 1 bright\n stop\n }\n}\n\nactor RocketSafeQuiet: RocketSafe\n{\n SeeSound \"fastweapons/emptysound\"\n}\n\nactor \"Uber-Rocket Launcher\": DoomWeapon\n{\n Game Doom\n SpawnID 29\n Weapon.SelectionOrder 2500\n Weapon.SlotNumber 5\n Inventory.PickupMessage \"I thought it fired bendy explosive lasers...\"\n\n States\n {\n Ready:\n MISG A 1 A_WeaponReady\n Loop\n\n Deselect:\n MISG AAA 0 A_Lower\n MISG A 1 A_Lower\n Loop\n\n Select:\n MISG AAA 0 A_Raise\n MISG A 1 A_Raise\n Loop\n\n Fire:\n MISG B 6 A_GunFlash\n MISG B 3 A_FireCustomMissile(\"RocketSafe\", random(-200,200)/100, 0,0,0,0, random(-200,200)/100.0)\n //MISG B 5 bright A_FireCustomMissile(\"RocketSafeQuiet\", random(-200,200)/100, 0,0,0,0, random(-200,200)/100.0)\n MISG B 6 A_ReFire\n MISG B 3 bright A_WeaponReady\n Goto Ready\n\n //AltFire:\n // MISG B 2 bright A_GunFlash\n // MISG B 0 A_FireCustomMissile(\"RocketSafe\", random(-400,400)/100, 0,0,0,0, random(-400,400)/100.0)\n // MISG B 0 A_FireCustomMissile(\"RocketSafeQuiet\", random(-400,400)/100.0, 0, 0, 0, 0, random(-400,400)/100.0)\n // MISG B 2 bright\n // MISG B 0 A_ReFire\n // Goto Ready\n\n Flash:\n MISF A 3 Bright A_Light1\n MISF B 3 Bright\n MISF CD 3 Bright A_Light2\n Goto LightDone\n\n Spawn:\n LAUN A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/ubergrenadelauncher.txt",
"contents": "//ACTOR GrenadeSafeQuietFast: GrenadeSafeFast\n//{\n// SeeSound \"fastweapons/emptysound\"\n//}\n\nACTOR GrenadeSafeFast: Grenade\n{\n Radius 8\n Height 8\n Speed 250\n Damage 20\n\n Projectile\n\n -NOGRAVITY\n Gravity 0.5\n +RANDOMIZE\n +DEHEXPLOSION\n +GRENADETRAIL\n\n Bouncetype \"Doom\"\n SeeSound \"weapons/rocklf\"\n DeathSound \"weapons/rocklx\"\n\n DamageType Grenade\n\n Obituary \"%o tried waltzing on %k's floor of grenades.\"\n\n States\n {\n Spawn:\n SGRN A 1 bright A_CustomMissile(\"Rocket1Trail\", 5, 0, random(170,190), 2, random(-10,10))\n Loop\n\n Death:\n MISL B 0 Bright\n\t TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\",1)\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n MISL B 1 bright A_Explode(32, 128, 0)\n MISL C 1 bright\n MISL D 1 bright\n stop\n }\n}\n\n//ACTOR GrenadeSafeQuietSlow: GrenadeSafeSlow\n//{\n// SeeSound \"fastweapons/emptysound\"\n//}\n\nACTOR GrenadeSafeSlow: Grenade\n{\n Radius 8\n Height 8\n Speed 30\n Damage 20\n\n Projectile\n\n -NOGRAVITY\n Gravity 0.3\n +RANDOMIZE\n +DEHEXPLOSION\n +GRENADETRAIL\n\n Bouncetype \"Doom\"\n SeeSound \"weapons/rocklf\"\n DeathSound \"weapons/rocklx\"\n\n DamageType Grenade\n\n Obituary \"%o tried waltzing on %k's floor of grenades.\"\n\n States\n {\n Spawn:\n SGRN A 1 bright A_CustomMissile(\"Rocket1Trail\", 5, 0, random(170,190), 2, random(-10,10))\n Loop\n\n Death:\n MISL B 0 Bright\n\t TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\",1)\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n TNT1 A 0 A_custommissile(\"SmokingPiece\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n MISL B 20 bright A_Explode(40, 300, 0)\n MISL C 1 bright\n MISL D 1 bright\n stop\n }\n}\n\nactor \"Uber-Grenade Launcher\": DoomWeapon\n{\n Weapon.SlotNumber 5\n SpawnID 163\n Radius 20\n Height 16\n Weapon.Selectionorder 2500\n +WEAPON.NOAUTOAIM\n\n Inventory.PickupMessage \"The name 'Ion Storm' comes to mind, suddenly.\"\n\n States\n {\n Spawn:\n GLAU A -1\n Stop\n\n Ready:\n GRLG A 1 A_WeaponReady\n Loop\n\n Deselect:\n GRLG AAA 0 A_Lower\n GRLG A 1 A_Lower\n Loop\n\n Select:\n GRLG AAA 0 A_Raise\n GRLG A 1 A_Raise\n Loop\n\n\t\tFire:\n GRLG B 2 A_GunFlash\n GRLG B 2 A_FireCustomMissile(\"GrenadeSafeSlow\", random(-350,350)/100.0, 0, 0, 0, 0, random(-250,250)/100.0)\n // GRLG B 1 bright A_FireCustomMissile(\"GrenadeSafeQuietSlow\", random(-100,100)/100.0, 0, 0, 0, 0, random(-100,100)/100.0)\n GRLG B 2 A_ReFire\n GRLG B 6 bright A_WeaponReady\n Goto Ready\n\n //-------Possible ALTFIRE = Grenade Rain!!\n // AltFire:\n // GRLG B 1 A_GunFlash\n // GRLG B 1 A_FireCustomMissile(\"GrenadeSafeFast\", random(-1000,1000)/100.0, 0, 0, 0, 0, random(-1000,1000)/100.0)\n // GRLG B 1 bright A_FireCustomMissile(\"GrenadeSafeQuietFast\", random(-100,100)/100.0, 0, 0, 0, 0, random(-100,100)/100.0)\n // GRLG B 1 A_ReFire\n // GRLG B 3 bright A_WeaponReady\n // Goto Ready\n\n //AltFire:\n // GRLG B 0 bright A_GunFlash\n // GRLG B 0 A_FireCustomMissile(\"GrenadeSafe\", random(-200,200)/100.0, 0, 0, 0, 0, random(-200,200)/100.0)\n // GRLG B 1 bright A_FireCustomMissile(\"GrenadeSafeQuiet\", random(-200,200)/100.0, 0, 0, 0, 0, random(-200,200)/100.0)\n // GRLG B 0 A_ReFire\n // Goto Ready\n\n Flash:\n GRLF A 2 bright A_Light1\n GRLF B 2 bright\n GRLF C 2 bright A_Light2\n GRLF D 2 bright A_Light2\n Goto LightDonE\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberminigun.txt",
"contents": "actor \"Uber-Minigun\": DoomWeapon\n{\n SpawnID 214\n Radius 20\n Height 16\n Weapon.Selectionorder 700\n Weapon.SlotNumber 4\n Inventory.PickupMessage \"One tic - it's all it takes.\"\n Obituary \"%o was sliced in half by %k's bullet saw.\"\n\n AttackSound \"fastweapons/minigun\"\n States\n {\n Ready:\n MNGG A 1 A_WeaponReady\n Loop\n\n Deselect:\n MNGG AAA 0 A_Lower\n MNGG A 1 A_Lower\n Loop\n\n Select:\n MNGG AAA 0 A_Raise\n MNGG A 1 A_Raise\n Loop\n\n Fire:\n\t MNGG A 0 A_PlayweaponSound(\"minigunchargeup\")\n\t\tMNGG AB 5\n\t\tMNGG AB 4\n\t\tMNGG AB 3\n\t\tMNGG AB 2\n\t\tMNGG AB 2\n\t\tMNGG AB 2\n\t\t//MNGG ABABABAB 5\n\t\t//MNGG ABABABAB 2\n Goto Hold\n\n Hold:\n\t MNGG A 0 A_GunFlash\n MNGG A 1 bright A_FireBullets(10, 9, 9, 4, \"BulletPuff\")\n MNGG B 1 A_FireBullets(9, 10, 9, 4, \"BulletPuff\")\n MNGG A 1 A_ReFire\n\t\tMNGG B 2 A_WeaponReady\n MNGG A 3 A_WeaponReady\n MNGG B 4 A_WeaponReady\n MNGG A 5 A_WeaponReady\n MNGG B 6 A_WeaponReady\n\t Goto Ready\n\n //AltFire:\n //MNGG A 0 A_GunFlash\n //MNGG A 1 bright A_FireBullets(8, 8, 3, 6, \"BulletPuff\")\n //MNGG B 1 A_FireBullets(8, 8, 3, 6, \"BulletPuff\")\n //MNGG A 2 A_ReFire\n //MNGG B 2 A_WeaponReady\n //MNGG A 3 A_WeaponReady\n //MNGG B 4 A_WeaponReady\n //MNGG A 5 A_WeaponReady\n //MNGG B 6 A_WeaponReady\n //MNGG A 7 A_WeaponReady\n //Goto Ready\n\n Flash:\n MNGF B 1 BRIGHT A_Light1\n MNGF A 1 BRIGHT A_Light0\n Stop\n\n AltFlash:\n MNGF A 2 BRIGHT A_Light1\n MNGF B 2 BRIGHT A_Light0\n Stop\n\n Spawn:\n MNGN A -1\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberplasmarifle.txt",
"contents": "ACTOR DJB_PlasmaRedExtra\n{\n Scale 0.25\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTELEPORT\n \tStates\n\t{\n\tSpawn:\n\t X023 ABCDEF 2\n\t STOP\n\t}\n}\n\nACTOR PlasmaBall4\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tDamage 18\n\tProjectile\n\t+RANDOMIZE\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n\t\tRPLS AB 1 Bright A_SpawnItemEx(\"DJB_PlasmaRedExtra\",random(-2,2),random(-2,2),0,random(0,5),random(0,5),random(-5,5),random(1,360),0,88)\n\t\tLoop\n\tDeath:\n\t\tRPLS CDEFG 1 Bright A_SpawnItemEx(\"DJB_PlasmaRedExtra\",random(-2,2),random(-2,2),0,random(0,5),random(0,5),random(-5,5),random(1,360),0,88)\n\t\tStop\n\t}\n}\n\nACTOR PlasmaFloorTracer\n{\n\tRadius 15\n\tHeight 1\n\tSpeed 25\n\tDamage 100\n\tProjectile\n\t+RANDOMIZE\n\t+FLOORHUGGER\n\t+SEEKERMISSILE\n\tScale 5\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n\t\tRPLS AB 1 Bright A_SpawnItemEx(\"DJB_PlasmaRedExtra\",random(-2,2),random(-2,2),0,random(0,5),random(0,5),random(-5,5),random(1,360),0,88)\n\t\tLoop\n\tDeath:\n\t\tRPLS CDEFG 1 Bright A_SpawnItemEx(\"DJB_PlasmaRedExtra\",random(-2,2),random(-2,2),0,random(0,5),random(0,5),random(-5,5),random(1,360),0,88)\n\t\tStop\n\t}\n}\n\nactor \"Uber-Plasma Rifle\": DoomWeapon\n{\n Weapon.SelectionOrder 100\n Weapon.SlotNumber 6\n\t//attacksound \"plasmariflefire\"\n\n Inventory.PickupMessage \"Just imagine what the BFG is like.\"\n\n States\n {\n Ready:\n PLSG A 1 A_WeaponReady\n Loop\n\n Deselect:\n PLSG AAA 0 A_Lower\n PLSG A 1 A_Lower\n Loop\n\n Select:\n PLSG AAA 0 A_Raise\n PLSG A 1 A_Raise\n Loop\n\n Fire:\n PLSG A 0 A_GunFlasH\n\t\tPLSG A 0 A_PlaySound(\"plasmariflefire\")\n //PLSG A 1 A_FireCustomMissile(\"PlasmaBall4\", random(-50,50)/100.0, 0, 0, 0, 0, random(-50,50)/100.0)\n RLSF A 1 bright A_FireCustomMissile(\"PlasmaBall4\", random(-100,100)/100.0, 0, 0, 0, 0, random(-100,100)/100.0)\n RLSF B 1 A_ReFire\n Goto Ready\n\n AltFire:\n PLSG A 0 A_GunFlash\n PLSG B 0 A_FireCustomMissile(\"PlasmaFloorTracer\", random(-10,10), 0, 0, 0, 0)\n PLSG B 0 A_FireCustomMissile(\"PlasmaFloorTracer\", random(-10,10), 0, 0, 0, 0)\n\n RLSF A 5 bright\n RLSF B 10\n RLSF B 5 A_ReFire\n Goto Ready\n\n Flash:\n TNT1 A 2 Bright A_Light1\n Goto LightDone\n TNT1 B 2 Bright A_Light1\n Goto LightDone\n\n AltFlash:\n TNT1 A 3 Bright A_Light1\n Goto LightDone\n TNT1 B 3 Bright A_Light1\n Goto LightDone\n\n Spawn:\n PLAS A -1\n Stop\n }\n}\n\nactor UberPlasmaBall: FastProjectile\n{\n Radius 13\n Height 8\n Speed 100\n Damage 0\n Projectile\n +RANDOMIZE\n +FORCERADIUSDMG\n +NODAMAGETHRUST\n\n RenderStyle Add\n Alpha 0.75\n SeeSound \"weapons/plasmaf\"\n DeathSound \"weapons/plasmax\"\n\n Obituary \"%o got cut down by %k's walls of plasma.\"\n\n States\n {\n Spawn:\n RPLS AB 1 bright\n loop\n\n Death:\n RPLS C 0 A_Explode(96, 64, 0)\n RPLS CDEFG 1 bright\n stop\n }\n}\n\nactor UberPlasmaBallQuiet: UberPlasmaBall { SeeSound \"fastweapons/emptysound\" }"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberrailgun.txt",
"contents": "actor \"Uber-Railgun\": DoomWeapon\n{\n Weapon.Selectionorder 150\n Weapon.SlotNumber 6\n Inventory.Pickupmessage \"Its need to aim is its only weakness.\"\n Obituary \"%o was exploded by %k's (probably invisible) rail slug.\"\n\n States\n {\n Ready:\n RLGG A 1 A_WeaponReady\n Loop\n\n Deselect:\n RLGG AAA 0 A_Lower\n RLGG A 1 A_Lower\n Loop\n\n Select:\n RLGG AAA 0 A_Raise\n RLGG A 1 A_Raise\n Loop\n Fire:\n RLGG A 1 bright A_RailAttack(135)\n\t\t//RLGG A 1 bright A_RailAttack(60,0,0,FFFFFF,FFFF00,0,0,0,0,0,0,0,1.5)\n\t\tRLGG A 1\n\t\tRLGG A 1\n\t\tRLGG A 1 A_ReFire\n Goto Ready\n\n AltFire:\n RLGG ABC 4 bright\n\tRLGG D 1 bright A_PlaySound(\"railgunaltfire\")\n\tRLGG E 0 A_RailAttack(5000,5,0,000000,FF0000,0,0,0,0,0,0,0,1,4,0,5)\n\tRLGG E 0 A_RailAttack(5000,-5,0,000000,FF0000,0,0,0,0,0,0,0,1,4,0,5)\n\tRLGG E 0 A_RailAttack(5000,5,0,000000,FF0000,0,0,0,0,0,0,0,1,4,0,-5)\n\tRLGG E 10 A_RailAttack(5000,-5,0,000000,FF0000,0,0,0,0,0,0,0,1,4,0,-5)\n RLGG F 6 A_CheckForReload(1, \"Reloaded\")\n RLGG GHIJK 6\n RLGG L 6 A_ResetReloadCounter\n Reloaded:\n RLGG A 6\n RLGG M 0 A_ReFire\n Goto Ready\n\n // AltFire:\n // RLGG E 1 bright A_RailAttack(200)\n // Goto Ready\n\n Flash:\n TNT1 A 5 bright A_Light1\n TNT1 A 5 bright A_Light2\n TNT1 A 0 bright A_Light0\n Goto LightDone\n\n Spawn:\n RAIL A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberbfg9000.txt",
"contents": "actor UberBFGBall\n{\n Radius 13\n Height 8\n Speed 25\n Damage (2*(random(10,80)/100))\n Renderstyle Add\n Alpha 0.75\n DeathSound \"weapons/bfgx\"\n Projectile\n +RANDOMIZE\n Obituary \"%o was splintered by %k's BFG.\"\n States\n {\n Spawn:\n UBFS AB 1 bright A_BFGSpray(\"UberBFGExtra\", 80, 80)\n loop\n\n Death:\n UBFE AB 1 bright A_BFGSpray(\"UberBFGExtra\", 400, 80)\n UBFE C 1 bright A_BFGSpray(\"UberBFGExtra\", 400, 80)\n UBFE DEF 1 bright A_BFGSpray(\"UberBFGExtra\", 400, 80)\n stop\n }\n}\n\nactor UberBFGExtra\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +FORCERADIUSDMG\n +PUFFGETSOWNER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n UBFF A 0\n UBFF A 0 A_Explode(60, 80, 0)\n UBFF ABCD 1 bright\n stop\n }\n}\n\nactor \"Uber-BFG9000\": DoomWeapon\n{\n Game Doom\n Height 20\n SpawnID 31\n Weapon.SelectionOrder 2800\n\t Weapon.SlotNumber 6\n Inventory.PickupMessage \"It might as well turn on god mode.\"\n States\n {\n Ready:\n BFGG A 1 A_WeaponReady\n loop\n\n Deselect:\n BFGG AAA 0 A_Lower\n BFGG A 1 A_Lower\n loop\n\n Select:\n BFGG AAA 0 A_Raise\n BFGG A 1 A_Raise\n loop\n\n Fire:\n BFGG A 8 A_BFGSound\n //BFGG B 4 A_GunFlash\n BFGG B 4 A_FireBFG\n BFGG B 8 A_ReFire\n Goto Ready\n\n //Flash:\n // BFGF A 6 Bright A_Light1\n //BFGF B 3 Bright A_Light2\n // Goto LightDone\n\n AltFire:\n\t BFGG ABABABAB 5\n BFGG A 2 A_BFGSound\n\t\tBFGG B 4\n\t\tBFGG A 4\n\t\tBFGG B 4\n\t\tBFGG A 4\n BFGG B 40 bright A_GunFlash\n BFGG B 20 bright A_FireCustomMissile(\"UberBFGBall\")\n //BFGG B 35 bright\n BFGG A 50 bright A_ReFire\n goto Ready\n\n AltFlash:\n UBGF A 22 bright A_Light1\n UBGF B 22 bright A_Light2\n Goto LightDone\n\n Spawn:\n BFUG A -1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/uberbfg10k.txt",
"contents": "actor \"Uber-BFG10K\": DoomWeapon\n{\n SpawnID 165\n Radius 20\n Height 20\n Weapon.Selectionorder 2800\n Weapon.SlotNumber 7\n Inventory.Pickupmessage \"Like the shotgun... but explosive.\"\n\n States\n {\n Spawn:\n BFG2 A -1\n Stop\n\n Ready:\n BG2G A 0 A_PlaySound(\"fastweapons/bfg10kidle\")\n BG2G AAABBBCCCDDD 1 A_WeaponReady\n Loop\n\n Deselect:\n BG2G EEE 0 A_Lower\n BG2G E 1 A_Lower\n Loop\n\n Select:\n BG2G EEE 0 A_Raise\n BG2G E 1 A_Raise\n Loop\n\n Fire:\n BG2G E 20 A_PlaySound (\"weapons/bfg10kf\")\n BG2G F 4\n BG2G G 1\n BG2G H 1\n BG2G I 1\n BG2G J 1\n Goto Hold\n Hold:\n BG2G K 1 A_GunFlash\n BG2G L 1 A_FireBullets(3,2,1,0,\"BFG10kShot\")\n BG2G M 1\n BG2G N 0 A_ReFire\n BG2G O 17 A_PlaySound (\"weapons/bfg10kcool\")\n Goto Ready\n\n // Fire:\n // BG2G E 1 A_PlaySound(\"fastweapons/bfg10kup\")\n // BG2G F 1\n // BG2G G 1\n // BG2G H 1\n // BG2G I 1\n // BG2G J 1\n // BG2G K 1 A_GunFlash\n // BG2G K 0 A_FireBullets(7,7, 1, 0, \"BFG10kShotSafe\")\n // BG2G K 0 A_FireBullets(7,7, 1, 0, \"BFG10kShotSafeQuiet\")\n // Goto Hold+1\n\n//\t\t Hold:\n// BG2G K 1 A_GunFlash\n// BG2G L 0 A_FireBullets(7,7, 1, 0, \"BFG10kShotSafeQuietInvisible\")\n// BG2G L 0 A_FireBullets(7,7, 1, 0, \"BFG10kShotSafe\")\n // BG2G L 1 A_FireBullets(7,7, 1, 0, \"BFG10kShotSafeQuiet\")\n // BG2G M 1\n // BG2G N 0 A_ReFire\n // BG2G O 1 A_PlaySound(\"fastweapons/bfg10kdown\")\n // Goto Ready\n\n\t\tAltFire:\n BG2G K 0 A_StopSound(CHAN_BODY)\n BG2G K 0 A_PlaySound(\"fastweapons/bfg10kfire\")\n BG2G L 0 A_FireBullets(2,2,1,0,\"BFG10kShotSafe\")\n BG2G L 0 A_FireBullets(2,2,1,0,\"BFG10kShotSafeQuiet\")\n BG2G M 1 bright A_GunFlash\n BG2G M 0 A_ReFire\n BG2G O 0 A_PlaySound(\"fastweapons/bfg10kdown\")\n BG2G OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_WeaponReady\n Goto Ready\n\n Flash:\n TNT1 A 1 Bright A_Light1\n TNT1 A 1 Bright\n Goto LightDone\n Stop\n\n AltFlash:\n TNT1 A 1 Bright A_Light1\n TNT1 A 1 Bright\n Goto LightDone\n Stop\n }\n}\n\nACTOR BFG10kShot\n{\n SpawnID 217\n Radius 11\n Height 8\n Speed 20\n Damage 260\n DamageType BFG10k\n +NOBLOCKMAP\n +NOGRAVITY\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +NOTELEPORT\n +PUFFONACTORS\n +PUFFGETSOWNER\n +FORCERADIUSDMG\n Renderstyle Add\n Alpha 0.75\n SeeSound \"weapons/bfg10kx\"\n AttackSound \"weapons/bfg10kx\"\n Obituary \"$OB_BFG10K\" // \"%o was blasted by %k's BFG10K.\"\n States\n {\n Spawn:\n BFE1 A 0 Bright\n BFE1 A 3 Bright A_Detonate\n BFE1 BCDEF 3 Bright\n Stop\n }\n}\n\nactor BFG10kShotSafe: BulletPuff\n{\n Radius 11\n Height 8\n DamageType BFG10k\n\n +NOGRAVITY\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +PUFFONACTORS\n +PUFFGETSOWNER\n +FORCERADIUSDMG\n Renderstyle Add\n Alpha 0.75\n\n AttackSound \"weapons/bfg10kx\"\n Obituary \"%o was pulped by %k's BFG10k.\"\n\n States\n {\n Spawn:\n BFE1 A 0 Bright\n BFE1 A 1 Bright A_Explode(50, 50, 0)\n BFE1 BCDEF 1 Bright\n Stop\n }\n}\n\nACTOR BFG10kShotSafeQuiet: BFG10KShotSafe\n{\n SeeSound \"fastweapons/emptysound\"\n AttackSound \"fastweapons/emptysound\"\n}\n\nACTOR BFG10kShotSafeQuietInvisible: BFG10KShotSafeQuiet\n{\n decal \"none\"\n States\n {\n Spawn:\n TNT1 A 0 Bright\n TNT1 A 0 Bright A_Explode(100, 100, 0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/PlasmaPistol.txt",
"contents": "ACTOR DJB_PlasmaBlueExtra\n{\n Scale 0.25\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTELEPORT\n \tStates\n\t{\n\tSpawn:\n\t X021 ABCDEF 2\n\t STOP\n\t}\n}\n\nACTOR PlasmaBall3\n{\n\tscale 0.75\n\tRadius 13\n\tHeight 8\n\tSpeed 50\n\tDamage 3\n\tProjectile\n\t+RANDOMIZE\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS AB 1 Bright A_SpawnItemEx(\"DJB_PlasmaBlueExtra\",random(-2,2),random(-2,2),0,random(0,5),random(0,5),random(-5,5),random(1,360),0,88)\n\t\tLoop\n\tDeath:\n\t\tPLSE ABCDE 1 Bright A_SpawnItemEx(\"DJB_PlasmaBlueExtra\",random(-2,2),random(-2,2),0,random(0,5),random(0,5),random(-5,5),random(1,360),0,88)\n\t\tStop\n\t}\n}\n\nActor PlasmaPistol : Weapon\n\n{\n Inventory.PickupMessage \"You got a Plasma Pistol!\"\n obituary \"%o was melted by %k's Plasma Pistol\"\n //attacksound \"plasmapistolfire\"\n states\n {\n Spawn:\n PLSP A -1\n loop\n Ready:\n PLPI A 1 A_WeaponReady\n loop\n Deselect:\n PLPI AAA 0 A_Lower\n PLPI A 1 A_Lower\n loop\n Select:\n PLPI AAA 0 A_Raise\n PLPI A 1 A_Raise\n loop\n Fire:\n PLPI A 0\n PLPI B 0\n PLPI C 1 BRIGHT A_FireCustomMissile(\"PlasmaBall3\", random(2,-2),1,0,0,0,random(2,-2))\n PLPI A 0 A_PlaySound (\"plasmapistolfire\")\n BLAG B 0 A_ReFire\n goto Ready\n //AltFire:\n // PLPI A 0\n // PLPI B 0\n // PLPI C 1 A_FireCustomMissile(\"PlasmaBall3\", random(4,-4),1,0,0,0,random(4,-4))\n // PLPI A 0\n // BLAG B 0 A_ReFire\n // goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SGMarkII.txt",
"contents": "ACTOR ShotgunMKII : DoomWeapon 20001\n{\n Game Doom\n Inventory.PickupMessage \"You got the Shotgun Mark 2nd!\"\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 3\n Tag \"Shotgun Mark 2nd\"\n Obituary \"%o got dual barreled by %k's Double Shotgun.\"\n States\n {\n Spawn:\n DSGN G -1\n stop\n Ready:\n DSGN A 1 A_WeaponReady\n LOOP\n Deselect:\n DSGN AAA 0 A_Lower\n\tDSGN A 1 A_Lower\n LOOP\n Select:\n DSGN AAA 0 A_Raise\n\tDSGN A 1 A_Raise\n LOOP\n Fire:\n DSGN A 0 A_PlaySound(\"weapon/dsgnsc\")\n DSGN A 0 A_GunFlash\n DSGN A 1 A_FireBullets (14, 14, 8, 6, \"Bulletpuff\")\n \tDSGN B 1 A_Refire\n \tDSGN N 2 A_WeaponReady\n \tDSGN O 1 A_WeaponReady\n \tDSGN P 2 A_WeaponReady\n DSGN C 1 A_WeaponReady\n DSGN Q 2 A_WeaponReady\n DSGN R 1 A_WeaponReady\n DSGN S 2 A_WeaponReady\n DSGN D 6 A_WeaponReady\n DSGN S 1 A_WeaponReady\n DSGN R 2 A_WeaponReady\n DSGN Q 1 A_WeaponReady\n DSGN C 2 A_WeaponReady\n DSGN P 1 A_WeaponReady\n DSGN O 2 A_WeaponReady\n DSGN N 1 A_WeaponReady\n DSGN B 2 A_WeaponReady\n DSGN A 0 A_WeaponReady\n Goto Ready\n\tAltfire:\n DSGN A 0 A_PlaySound(\"weapon/dsgato\")\n DSGN A 0 A_GunFlash\n DSGN A 1 A_FireBullets (5, 5, 6, 4, \"Bulletpuff\")\n \tDSGN B 1 A_Refire\n \tDSGN N 1 A_WeaponReady\n \tDSGN O 1 A_WeaponReady\n \tDSGN P 1 A_WeaponReady\n DSGN C 5 A_WeaponReady\n DSGN Q 1 A_WeaponReady\n DSGN R 1 A_WeaponReady\n DSGN R 1 A_WeaponReady\n DSGN Q 1 A_WeaponReady\n DSGN C 1 A_WeaponReady\n DSGN P 1 A_WeaponReady\n DSGN O 1 A_WeaponReady\n DSGN N 1 A_WeaponReady\n DSGN B 1 A_WeaponReady\n DSGN A 0 A_WeaponReady\n Goto Ready\n Flash:\n\tDSGN E 1 bright A_Light1\n DSGN F 1 bright A_Light2\n Goto LightDone\n }\n}"
}
]
},
"maps": []
}