wos_vwep.pk3

PK3 7.1 MiB 0 map(s)

Counts

endoom0
graphics0
lumps942
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "014af051-a03b-497e-8efb-762fdb2ab717",
    "sha1": "4ba2f47dea3115ee1c703d435c43763c528218bf",
    "sha256": "7c77d8de88574f908c97165be5f18f3b88725ee21166c6916b00d276d948cf3f",
    "filenames": [
      "wos_vwep.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-09-16 14:13:37",
      "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": "2018-09-16 14:13:37",
    "file": {
      "type": "PK3",
      "size": 7485745,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4ba2f47dea3115ee1c703d435c43763c528218bf/4ba2f47dea3115ee1c703d435c43763c528218bf.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 942,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "This project has been created by Nathan Max aka Lippeth, with help and permission from the following:\n\nSPRITES:\nTormentor667, Mike12, perkristian, JoeyTD, CaptainJ, SgtMarkIV\n\nCODE:\nwildweasel, Ed the Bat, Patriot1776\n\nResources have also been taken and modified from the following wads, mods and games:\n\nBeautiful Doom by zer0\nBrutal Doom by Sergeant_Mark_IV\nDemon Eclipse by Eriance\nAccessories to Murder by wildweasel and DoomNukem\nWeasel Presents: NAZIS v2 by wildweasel\nDOOMRL Arsenal by Yholl, SoloSpaghetti and Sgt. Shivers\nKilling Floor by Tripwire Interactive\nReturn To Castle Wolfenstein by Gray Matter Interactive\nDoom 3 by id Software\n\nIf you see or hear anything that you recognize from a project or by an author not listed above,\nplease contact me at metalvangelist@gmail.com or pm me at the zdoom forums and I will either\nadd to the credits or remove the resource."
      },
      {
        "source": "pk3",
        "name": "ACTORS/PLAYER.txt",
        "contents": "actor SaturnPlayer : DoomPlayer\n{\n   Player.StartItem \"Beretta\"\n   Player.StartItem \"Knuckles\"\n   Player.StartItem \"Clip\", 60\n   Player.StartItem \"9mm\", 10\n   Player.StartItem \"ACP\", 7\n   Player.StartItem \"MP40Ammo\" 32\n   Player.StartItem \"10mm\", 15\n   Player.StartItem \"LoadedShell\" 8\n   Player.StartItem \"LoadedShells\" 2\n   Player.StartItem \"Magazine\", 30\n   Player.StartItem \"NatoBelt\" 160\n   Player.StartItem \"RocketRounds\" 12\n   Player.StartItem \"Cellpak\" 60\n   Player.StartItem \"BFGCell\" 160\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/KNUCKLES.txt",
        "contents": "ACTOR Knuckles : Fist replaces Fist\n{\n\tWeapon.SelectionOrder 3700\n\tWeapon.PreferredSkin \"FistMarine\"\n\tWeapon.SlotNumber 1\n\tObituary \"%o was beaten to death by %k\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOALERT\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tTAG \"Knuckles\"\n\tStates\n\t{\n\tReady:\n\t\tPKFS A 1 Offset(-90,79)\n\t\tPKFS A 1 Offset(-75,69)\n\t\tPKFS A 1 Offset(-60,60)\n\t\tPKFS A 1 Offset(-45,52)\n\t\tPKFS A 1 Offset(-30,45)\n\t\tPKFS A 1 Offset(-15,39)\n\t\tPKFS A 1 Offset(-1,35)\n\t\tPKFS A 0 Offset(0,32)\n\tReadyII:\n\t\tPKFS A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 Offset(0,32)\n\t\tPKFS A 1 A_Raise\n\t\tLoop\n\n\t\tDeselect:\n\t\t\tPKFS A 1 Offset(-5,35)\n\t\t\tPKFS A 1 Offset(-15,39)\n\t\t\tPKFS A 1 Offset(-30,45)\n\t\t\tPKFS A 1 Offset(-40,52)\n\t\t\tPKFS A 1 Offset(-45,60)\n\t\t\tPKFS A 1 Offset(-49,75)\n\t\t\tPKFS A 1 Offset(-51,90)\n\t\t\tTNT1 A 3 Offset(0,32)\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\n\tFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fist/swing\")\n\t\tPKFS BC 1\n\t\tPKFS D 1 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_Custompunch((1+random(1,3)),0,1,\"FistPuff\",70)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tPKFS E 2 A_Punch\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto ReadyII\n\n\tAltFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/foot/swing\")\n\t\tKICK ABC 2\n\t\tKICK D 1\n\t\tKICK D 1 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_Custompunch((1+random(2,4)),0,1,\"FootPuff\",96)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK EF 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolKick\",0,0,0,0)\n\t\tKICK G 2 A_Punch\n\t\tKICK EDDCCBBA 1\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto ReadyII\n\t}\n}\n\nActor FistPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+PUFFONACTORS\n\t-ALLOWPARTICLES\n\t+NOEXTREMEDEATH\n\tAttackSound \"weapons/fist/punch\"\n\tSeeSound \"weapons/fist/punch\"\n}\n\nActor FootPuff : FistPuff\n{\n\tProjectileKickBack 1000\n\tAttackSound \"weapons/foot/kick\"\n\tSeeSound \"weapons/foot/kick\"\n}\n\nActor FistPuffStrong : FistPuff\n{\n\t-NOEXTREMEDEATH\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ShotSmoke\")\n\t\tstop\n\t}\n}\n\nActor FootPuffStrong : FistPuff\n{\n\tAttacksound \"weapons/foot/kick\"\n\tSeesound \"weapons/foot/kick\"\n\t-NOEXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ShotSmoke\")\n\t\tstop\n\t}\n}\n\n/*Actor Kicking : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/CHAINSAW.txt",
        "contents": "ACTOR Motorsaw : Weapon Replaces Chainsaw\n{\n\tWeapon.SelectionOrder 2200\n\tWeapon.PreferredSkin \"ChainsawMarine\"\n\tWeapon.SlotNumber 1\n\tInventory.PickupMessage \"A Chain saw! Find some meat!\"\n\tInventory.PickupSound \"weapons/chainsaw/up\"\n\tObituary \"%o was disemboweled by %k's Chain saw\"\n\tDecal \"ChainsawPuff\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NOALERT\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tTag \"Chain Saw\"\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tSAWN A 1 A_PlayWeaponSound (\"weapons/chainsaw/lower\")\n\t\tGoto ReallyDeselect\n\tReallyDeselect:\n\t\tSAWN A 1 Offset(5,35)\n\t\tSAWN A 1 Offset(15,39)\n\t\tSAWN A 1 Offset(30,45)\n\t\tSAWN A 1 Offset(40,52)\n\t\tSAWN A 1 Offset(45,60)\n\t\tSAWN A 1 Offset(49,75)\n\t\tSAWN A 1 Offset(51,90)\n\t\tTNT1 A 3 Offset(0,32)\n\t\tTNT1 A 0 A_Lower\n\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\tLoop\n\tReady:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/start\",7)\n\t\tSLCE C 1 Offset(-200,32)\n\t\tSLCE C 1 Offset(-140,32)\n\t\tSLCE C 1 Offset(-110,38) A_Playsound(\"weapons/chainsaw/stop\",7)\n\t\tSLCE C 1 Offset(-50,40)\n\t\tSLCE C 1 Offset(-32,44)\n\t\tTNT1 A 0 A_Saw(\"\",\"slice/flesh\",20,\"ChainsawPuffSpawner\",6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\",0,0,0,0)\n\t\tTNT1 A 0 A_Light0\n\t\tSLCE C 1 Offset(-20,46)\n\t\tSLCE C 1 Offset(-10,50)\n\t\tSLCE C 1 Offset(-5,52)\n\t\tSLCE C 1 Offset(5,54)\n\t\tSLCE D 1 Offset(10,58)\n\t\tSLCE D 1 Offset(20,60)\n\t\tSAWN A 2 offset(30,66)\n\t\tSAWN A 2 offset(20,40)\n\t\tSAWN A 2 offset(15,36)\n\t\tSAWN A 1 offset(0,32)\n\t\tSAWN A 1 Offset(-0,32)\n\tReadyII:\n\t    TNT1 A 0 A_PlayWeaponSound (\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tSAWN AZ 4 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chainsaw/start\")\n\t\tSAWN BCDEFG 1\n\t\tTNT1 A 0 A_AlertMonsters\n\tHold:\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\")\n\t\tTNT1 A 0 A_Jump(128,\"Hold1\")\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tSAWF A 1 offset(0,32) A_Saw(\"\",\"saw/flesh\",14,\"ChainsawPuffSpawner\", 6)\n\t\tSAWF B 1 offset(-1,33)\n\t\tSAWF A 1 offset(1,34)\n\t\tSAWF B 1 offset(2,32)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\",7)\n\t\tSAWN GFEDCB 1\n\t\tGoto ReadyII\n\tHold1:\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\")\n\t\tSAWF A 1 offset(1,33) A_Saw(\"\",\"saw/flesh\",6,\"ChainsawPuffSpawner\", 5)\n\t\tSAWF B 1 offset(0,34)\n\t\tSAWF A 1 offset(2,32)\n\t\tSAWF B 1 offset(-1,33)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\", 7)\n\t\tSAWN GFEDCB 1\n\t\tGoto ReadyII\n\tAltFire:\n\t\tSAWN A 2 offset(-20,32)\n\t\tSAWN A 2 offset(-40,32)\n\t\tSAWN A 2 offset(-60,32)\n\tAltHold:\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-12,0)\n\t\tSLCE A 4\n\t\tSLCE Z 4\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chainsaw/start\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-6,0)\n\t\tSLCE AABB 1\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\",7)\n\t\tTNT1 A 0 A_Saw(\"\",\"slice/flesh\",20,\"ChainsawPuffSpawner\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\",0,0,0,0)\n\t\tSLCE C 1\n\t\tSLCE D 2\n\t\tTNT1 A 4\n\t\tSAWN A 2 offset(30,60)\n\t\tSAWN A 2 offset(20,40)\n\t\tSAWN A 2 offset(15,36)\n\t\tSAWN A 1 offset(0,32)\n\t\tGoto ReadyII\n\tSpawn:\n\t\tCSAW Z -1\n\tStop\n\t}\n}\n\nACTOR SawSwing : FastProjectile\n{\n\tRadius 10\n\tHeight 6\n\tDamageType Cut\n\tProjectile\n\tDamage 10\n\tSpeed 40\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\t+NOEXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChainsawPuffSpawner\n{\n\t+DONTSPLASH\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ChainsawPuff\",0,-14)\n\t\tStop\n\t}\n}\n\nActor ChainsawPuff\n{\n\tScale 0.15\n\tAlpha 0.6\n\tSeeSound \"saw/flesh\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ShotSmoke\")\n\t\tTNT1 A 0 A_Jump(100,2)\n\t\tTNT1 A 0 A_SpawnItem(\"RicochetSaw\")\n\t\tPUFF ABCD 1 bright\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor RicochetSaw\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/hitwall\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"RicochetSparks\",0,0,random(0,360),2,random(10,60))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/PISTOL.txt",
        "contents": "ACTOR Beretta : Weapon replaces Pistol\n{\n\tWeapon.SelectionOrder 2000\n\tWeapon.PreferredSkin \"PistolMarine\"\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 12\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"9mm\"\n\tWeapon.AmmoUse2 1\n\tInventory.Pickupmessage \"I'm always on your side.\"\n\tInventory.Icon \"CLIPB0\"\n\tObituary \"%o was made a fool by %k's Pea Shooter\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.AMMO_CHECKBOTH\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\tTag \"Beretta\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_ClearRefire\n\t\tBRTT A 1 Offset(-5,35)\n\t\tBRTT A 1 Offset(-15,39)\n\t\tBRTT A 1 Offset(-30,45)\n\t\tBRTT A 1 Offset(-40,52)\n\t\tBRLD P 1 Offset(-45,60)\n\t\tBRLD P 1 Offset(-49,75)\n\t\tBRLD P 1 Offset(-51,90)\n\t\tTNT1 A 3 Offset(0,32)\n\t\tTNT1 A 0 A_Lower\n\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/ready\")\n\t\tBRLD P 1 Offset(-90,79)\n\t\tBRLD P 1 Offset(-75,69)\n\t\tBRLD P 1 Offset(-60,60)\n\t\tBRTT A 1 Offset(-45,52)\n\t\tBRTT A 1 Offset(-30,45)\n\t\tBRTT A 1 Offset(-15,39)\n\t\tBRTT A 1 Offset(-1,35)\n\t\tTNT1 A 0 Offset(0,32)\n\tReadyII:\n\t\tBRTT A 0 A_JumpIfInventory(\"9mm\",0,2)\n\t\tBRTT A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tBRTT A 1 A_WeaponReady\n\t\tLoop\n\t\tBRTT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",1,1)\n\t\tGoto Reloadcheck\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Toggle\",1,\"ToggleLockFire\")\n\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(54)==0, \"NoReloadFire\")\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 1 A_GunFlash\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tBRTT B 1 Bright A_FireBullets(-3, -3, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tBRTT C 1 Offset(0,33) A_AlertMonsters\n\t\tBRTT C 1 Offset(0,32) A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT EED 1\n\t\tBRTT B 2\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady\n\t\tGoto ReadyII\n\t/*NoReloadFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",1,1)\n\t\tGoto Reloadcheck\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Toggle\",1,\"ToggleLockFire\")\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 1 A_GunFlash\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tBRTT C 1 Offset(0,33) A_AlertMonsters\n\t\tBRTT C 1 Offset(0,32) A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT EED 1\n\t\tBRTT B 2\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady\n\t\tGoto ReadyII*/\n\tFlash:\n\t\tBRTF A 1 Bright A_Light2\n\t\tBRTF B 1 Bright A_Light1\n\t\tGoto LightDone\n\tAltFire:\n\t\tTNT1 A 0\n\t\t//Goto ToggleLock\n\t\tGoto Kick\n\tToggleLock:\n\t\tTNT1 A 0 A_JumpIfInventory (\"Toggle\",1,\"ToggleUnlock\")\n\t\tBRTT B 2\n\t\tBRLD P 2\n\t\tTGLK C 1\n\t\tTNT1 A 0 A_PlayWeaponSound(\"ammoup\")\n\t\tTGLK C 2\n\t\tTGLK B 3\n\t\tTGLK A 4\n\t\tBRLD OP 2 A_WeaponReady\n\t\tTNT1 A 0 A_Giveinventory(\"Toggle\",1)\n\t\tBRTT A 0 A_Refire\n\t\tGoto ReadyII\n\tToggleUnLock:\n\t\tBRTT B 2\n\t\tBRLD P 2\n\t\tTGLK A 1\n\t\tTNT1 A 0 A_PlayWeaponSound(\"ammoup\")\n\t\tTGLK A 2\n\t\tTGLK B 3\n\t\tTGLK C 4\n\t\tTGLK A 2\n\t\tBRLD OP 2 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Toggle\",1)\n\t\tBRTT A 0 A_Refire\n\t\tGoto ReadyII\n\tToggleLockFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 0 A_GunFlash\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT C 1 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReloadCheck\")\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 56, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT C 1 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReloadCheck\")\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT C 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tBRTT C 2 A_AlertMonsters\n\t\tBRTT EED 1\n\t\tBRTT B 2\n\t\tTNT1 A 0 A_ReFire\n\t\t//TNT1 A 0 A_WeaponReady\n\t\tGoto ReadyII\n  AltFlash:\n    BRTF A 1 Bright A_Light2\n\tTNT1 A 1\n\tBRTF A 1 Bright A_Light2\n\tTNT1 A 1\n    BRTF B 1 Bright A_Light1\n    Goto LightDone\n\t/*ToggleLockNoReloadFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 0 A_GunFlash\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT C 1 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT C 1 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/fire\", 7)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"9mm\",1,TIF_NOTAKEINFINITE)\n\t\tBRTT B 1 Bright A_FireBullets(2, 2, 0, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,8,0)\n\t\tBRTT C 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tBRTT C 2 A_AlertMonsters\n\t\tBRTT EED 1\n\t\tBRTT B 2\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady\n\t\tGoto ReadyII*/\n\tKick:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/foot/swing\")\n\t\tGKCK ABC 2\n\t\tBOOT D 1\n\t\tBOOT D 1 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolKick\",0,0,0,0)\n\t\tTNT1 A 0 A_CustomPunch ((1+random(2,8)),0,CPF_NORANDOMPUFFZ,\"FootPuff\",96)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK E 1\n\t\tKICK F 1\n\t\tKICK G 2\n\t\tKICK E 1\n\t\tBOOT D 2\n\t\tGKCK CCBBA 1\n\t\tBRTT B 1\n\t\tGoto ReadyII\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(54)==0, \"NoReloadChamberCheck\")\n\t\tGoto Reload\n\tReload:\n\t\tBRTT B 4 A_PlaySound(\"weapons/beretta/magdrop\",6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"9mm\",1,\"ReloadShow2\")\n\tReloadShow:\n\t\tBRLD S 2\n\t\tBRLD AB 2\n\t\tBRLD CDEE 1\n\t\tBRLD F 4\n\t\tBRLD G 2\n\t\tGoto ReloadChamberCheck\n\tReloadShow2:\n\t\tBRLD P 2\n\t\tCHLD AB 2\n\t\tCHLD CMGG 1\n\t\tCHLD F 4\n\t\tCHLD G 2\n\t\tGoto ReloadChamberCheck\n\tReloadChamberCheck:\n\t\tTNT1 A 0 A_JumpIfInventory (\"ExtendedMags\",1,\"ReloadChamberCheck2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"9mm\",1,\"ReloadLoop2\")\n\t\tGoto ReloadLoop\n\tReloadChamberCheck2:\n\t\tTNT1 A 0 A_JumpIfInventory (\"9mm\",1,\"ReloadLoop4\")\n\t\tGoto ReloadLoop3\n\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",10,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",11,\"ReloadEnd2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"ReloadLoop2\")\n\t\tGoto ReloadEnd2\n\tReloadLoop3:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",15,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"ReloadLoop3\")\n\t\tGoto ReloadEnd\n\tReloadLoop4:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",16,\"ReloadEnd2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"ReloadLoop4\")\n\t\tGoto ReloadEnd2\n\n\tReloadEnd:\n\t\tBRLD HHHIIJJKKKLL 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/snap\",5)\n\t\tBRLD M 3\n\t\tBRLD NNOOP 1\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tReloadEnd2:\n\t\tCHLD HHHIIJJKKKLL 1\n\t\tBRLD M 3\n\t\tBRLD NNOOP 1\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\n\tNoReloadChamberCheck:\n\t\tTNT1 A 0 A_JumpIfInventory (\"ExtendedMags\",1,\"NoReloadChamberCheck2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"9mm\",1,\"NoReloadLoop2\")\n\t\tGoto NoReloadLoop\n\tNoReloadChamberCheck2:\n\t\tTNT1 A 0 A_JumpIfInventory (\"9mm\",1,\"NoReloadLoop4\")\n\t\tGoto NoReloadLoop3\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",10,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"NoReloadLoop\")\n\t\tGoto NoReloadEnd\n\tNoReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",11,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"NoReloadLoop2\")\n\t\tGoto NoReloadEnd\n\tNoReloadLoop3:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",15,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"NoReloadLoop3\")\n\t\tGoto NoReloadEnd\n\tNoReloadLoop4:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"9mm\",16,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"NoReloadLoop4\")\n\t\tGoto NoReloadEnd\n\tNoReloadEnd:\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\n\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nActor Toggle : Inventory\n{\n\tInventory.Maxamount 1\n}\n\nACTOR 9mm : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 11\n\tAmmo.BackpackMaxAmount 16\n}\n\nACTOR ExtendedMags : Ammo\n{\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 1\n}\n\nACTOR PistolKick\n{\n\tRadius 8\n\tHeight 8\n\tDamageType Normal\n\tProjectile\n\t+FORCEXYBILLBOARD\n    +PUFFONACTORS\n    Damage 0\n    Speed 30\n\tSeesound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_GiveInventory(\"9mm\",1)\n\t\tTNT1 A 1 A_RadiusThrust(1000, 96, RTF_NOIMPACTDAMAGE)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1 A_RadiusThrust(1000, 96, RTF_NOIMPACTDAMAGE)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/1911.txt",
        "contents": "ACTOR 1911 : Weapon\n{\n\tWeapon.SelectionOrder 1911\n\tWeapon.PreferredSkin \"PistolMarine\"\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"Bullets\"\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"ACP\"\n\tWeapon.AmmoUse2 1\n\tInventory.Pickupmessage \"You got the 1911!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o was executed by %k's 1911\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\tTag \"1911\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tStates\n\t{\n\tDeselect:\n\t\t1911 A 1 Offset(-5,35)\n\t\t1911 A 1 Offset(-15,39)\n\t\t1911 A 1 Offset(-30,45)\n\t\t1911 A 1 Offset(-40,52)\n\t\tHGRL P 1 Offset(-45,60)\n\t\tHGRL P 1 Offset(-49,75)\n\t\tHGRL P 1 Offset(-51,90)\n\t\tTNT1 A 3 Offset(0,32)\n\t\tTNT1 A 0 A_Lower\n\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/beretta/ready\")\n\t\tHGRL P 1 Offset(-90,79)\n\t\tHGRL P 1 Offset(-75,69)\n\t\tHGRL P 1 Offset(-60,60)\n\t\t1911 A 1 Offset(-45,52)\n\t\t1911 A 1 Offset(-30,45)\n\t\t1911 A 1 Offset(-15,39)\n\t\t1911 A 1 Offset(-1,35)\n\t\tTNT1 A 0 Offset(0,32)\n\tReadyII:\n\t\t1911 A 0 A_JumpIfInventory(\"ACP\",0,2)\n\t\t1911 A 0 A_JumpIfInventory(\"Bullets\",1,2)\n\t\t1911 A 1 A_WeaponReady\n\t\tLoop\n\t\t1911 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ACP\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"ACP\",1,TIF_NOTAKEINFINITE)\n\t\t1911 B 1 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"weapons/1911/fire\",7)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.2)\n\t\t1911 B 1 A_FireBullets(2,2,0,16,\"AltPuff\",0)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.2)\n\t\t1911 C 1 Offset(0,34) A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"45CasingSpawner\",0,0,6,-2)\n\t\t1911 D 1 Offset(0,32) A_ZoomFactor(1.0)\n\t\t1911 ED 1\n\t\t1911 B 1 offset(0,34)\n\t\t1911 B 1 offset(0,33)\n\t\t1911 B 1 offset(0,32)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyII\n\tAltFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/foot/swing\")\n\t\tPKCK ABC 2\n\t\tBOOT D 1 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolKick\",0,0,0,0)\n\t\tTNT1 A 0 A_CustomPunch ((1+random(2,8)),0,CPF_NORANDOMPUFFZ,\"FootPuff\",96)\n\t\tKICK E 1\n\t\tKICK F 1 A_ZoomFactor(1.0)\n\t\tKICK G 2\n\t\tKICK E 1\n\t\tBOOT D 2\n\t\tPKCK CCBBA 1\n\t\t1911 B 2\n\t\tGoto ReadyII\n\tFlash:\n\t\tGNFL A 1 Bright A_Light2\n\t\tGNFL B 1 Bright A_Light1\n\t\tGoto LightDone\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(61)==0, \"NoReloadLoop\")\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory (\"ACP\",1,\"Reload2\")\n\t\t1911 B 4 A_PlaySound(\"weapons/1911/slide\")\n\t\t1911 C 2\n\t\tHGRL ABCDE 2\n\t\tHGRL F 8\n\t\tGoto ReloadLoop\n\tReload2:\n\t\t1911 B 3 A_PlaySound(\"weapons/1911/slide\")\n\t\tHGLL ABCDE 2\n\t\tHGLL F 4\n\t\tGoto ReloadLoop2\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"ACP\")\n\t\tTNT1 A 0 A_TakeInventory(\"Bullets\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ACP\",7,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bullets\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"ACP\")\n\t\tTNT1 A 0 A_TakeInventory(\"Bullets\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ACP\",8,\"ReloadEnd2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bullets\",1,\"ReloadLoop2\")\n\t\tGoto ReloadEnd2\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"ACP\")\n\t\tTNT1 A 0 A_TakeInventory(\"Bullets\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ACP\",7,\"ReadyII\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bullets\",1,\"NoReloadLoop\")\n\t\tGoto ReadyII\n\tNoReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"ACP\")\n\t\tTNT1 A 0 A_TakeInventory(\"Bullets\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ACP\",8,\"ReadyII\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bullets\",1,\"NoReloadLoop2\")\n\t\tGoto ReadyII\n\tReloadEnd:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/1911/reload\")\n\t\tHGRL G 2\n\t\tHGRL HI 2\n\t\tHGRL JK 3\n\t\tTNT1 A 0 A_PlaySound(\"weapons/1911/snap\")\n\t\tHGRL L 4\n\t\tHGRL M 3\n\t\tHGRL NNOOP 1\n\t\tGoto ReadyII\n\tReloadEnd2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/1911/reload\")\n\t\tHGLL G 2\n\t\tHGLL HI 2\n\t\tHGLL JK 3\n\t\tHGRL L 3\n\t\tHGRL M 3\n\t\tHGRL NNOOP 1\n\t\tGoto ReadyII\n\tSpawn:\n\t\tCOLP A -1\n\tStop\n\t}\n}\n\nACTOR ACP : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 8\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/MP40.txt",
        "contents": "ACTOR MP40 : Weapon\n{\n\tWeapon.SelectionOrder 1200\n\tWeapon.PreferredSkin \"PistolMarine\"\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 30\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MP40Ammo\"\n\tWeapon.AmmoUse2 1\n\tInventory.PickupMessage \"You got the MP40!\"\n\tInventory.PickupSound \"weapon/mp40\"\n\tObituary \"%o was cleansed by %k's MP40.\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\tTag \"MP40\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tStates\n\t{\n\tReady:\n\t\tMPGN E 1 Offset(-200,80) A_PlayWeaponSound(\"weapons/MP40/cock\")\n\t\tMPGN E 1 Offset(-160,75)\n\t\tMPGN E 1 Offset(-140,70)\n\t\tMPGN E 1 Offset(-120,60)\n\t\tMPGN E 1 Offset(-100,50)\n\t\tMPGN D 1 Offset(-80,40)\n\t\tMPGN D 1 Offset(-50,36)\n\t\tMPGN A 1 Offset(-5,34)\n\t\tMPGN A 1 Offset(0,32)\n\t\tTNT1 A 0 A_Refire\n\tReadyII:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tMPGN A 1 A_WeaponReady\n\t\tLoop\n\t\tMPGN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tMPGN A 1 Offset(15,40)\n\t\tMPGN A 1 Offset(30,55)\n\t\tMPGN A 1 Offset(45,75)\n\t\tMPGN A 1 Offset(60,100)\n\t\tMPGN A 1 Offset(75,130)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"MP40Ammo\",1,TIF_NOTAKEINFINITE)\n\t\tMPGN A 2 A_AlertMonsters\n\t\tMPGN A 0 A_GunFlash\n\t\tMPGN A 0 A_SetPitch(pitch+0.2)\n\t\tMPGN A 0 A_PlaySound(\"weapons/MP40/fire\")\n\t\tMPGN B 1 A_FireBullets(3,4,-1,6,\"AltPuff\",0)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,-5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\",0,0,3,-10)\n\t\tMPGN C 1 A_SetPitch(pitch-0.2)\n\t\tTNT1 A 0 A_ZoomFactor(0.997)\n\t\tMPGN X 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_ReFire\n\t\tMPGN FX 1 A_WeaponReady\n\t\tGoto ReadyII\n\tFlash:\n\t\tMP4F A 1 BRIGHT A_Light2\n\t\tMP4F B 1 BRIGHT A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tStop\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(63)==0, \"NoReloadLoop\")\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,\"Reload2\")\n\t\tMPGN DE 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/MP40/reload\")\n\t\tMP4R ABC 2\n\t\tMP4R E 1\n\t\tMP4R F 12\n\t\tMP4R GH 1\n\t\tMP4R CBA 3\n\t\tGoto ReloadLoop\n\tReload2:\n\t\tMPGN DE 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/MP40/reload\")\n\t\tMP4R ABC 2\n\t\tMP4R G 1\n\t\tMP4R F 8\n\t\tMP4R GHCBA 3\n\t\tGoto ReloadLoop2\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"MP40Ammo\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",32,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"MP40Ammo\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",32,\"End2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"ReloadLoop2\")\n\t\tGoto End2\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"MP40Ammo\")\n\t\tTNT1 A 0 A_TakeInventory(\"Clip\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",32,\"ReadyII\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"NoReloadLoop\")\n\t\tGoto ReadyII\n\tReloadEnd:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/MP40/cock\")\n\t\tMP4C A 2\n\t\tMP4C B 3\n\t\tMP4C CD 2\n\t\tMP4C A 2\n\t\tMP4C E 1\n\t\tMPGN E 2\n\t\tMPGN D 2\n\t\tMPGN G 1\n\t\tGoto ReadyII\n\tEnd2:\n\t\tMPGN E 2\n\t\tMPGN D 2\n\t\tMPGN G 1\n\t\tGoto ReadyII\n\tSpawn:\n\t\tMPIC A -1\n\t\tStop\n\t\t}\n}\n\nACTOR MP40Ammo : Ammo\n{\n   +IGNORESKILL\n   Inventory.MaxAmount 32\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/RIOTGUN.txt",
        "contents": "ACTOR Riotgun : Weapon replaces Shotgun\n{\n\tWeapon.SelectionOrder 1400\n\tWeapon.PreferredSkin \"ShotgunMarine\"\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"LoadedShell\"\n\tWeapon.AmmoUse2 1\n\tInventory.PickupMessage \"You got the Riot Gun!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o was silenced by %k's riot gun\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Riot Gun\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tStates\n\t{\n\tReady:\n\t\tRGSW F 1 Offset(-100,40)\n\t\tRGSW F 1 Offset(-80,38)\n\t\tRGSW E 1 Offset(-40,38)\n\t\tRGSW D 1 Offset(-20,40) A_PlaySound(\"weapons/riotgun/draw\")\n\t\tRGSW C 1 Offset(-12,38)\n\t\tRGSW B 1 Offset(-7,36)\n\t\tRGSW A 1 Offset(-1,34)\n\t\tRIOT A 1 Offset(0,36)\n\t\tRIOT A 1 Offset(0,33)\n\t\tTNT1 A 0 A_Refire\n\tReadyII:\n\t\tRIOT A 0 Offset(0,32) A_JumpIfInventory(\"LoadedShell\",0,2)   //Mag is full? Disable reloading\n\t\tRIOT A 0 A_JumpIfInventory(\"Shell\",1,2)         //Got shells to load? Allow it\n\t\tRIOT A 1 A_WeaponReady\n\t\tLoop\n\t\tRIOT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tReady2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\",1,2)\n\t\tTNT1 A 0 A_Giveinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,2)\n\t\tSHZM C 1 A_WeaponReady\n\t\tLoop\n\t\tSHZM C 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunReloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tRIOT A 1 Offset(-3,35)\n\t\tRIOT A 1 Offset(-7,39)\n\t\tRIOT A 1 Offset(-12,45)\n\t\tRIOT A 1 Offset(-20,52)\n\t\tRIOT A 1 Offset(-40,60)\n\t\tRIOT A 1 Offset(-70,69)\n\t\tRIOT A 1 Offset(-120,79)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Lower\n\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunReloading\",1,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZoomIn\",1,\"AimedFire\")\n\t\tRIOT A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/fire\", 7)\n\t\tTNT1 A 0 A_GunFlash\n\t\tRIOT D 1 A_FireBullets(5,5,7,5,\"AltPuff\",0)\n\t\tTNT1 A 0 A_TakeInventory(\"LoadedShell\",1,TIF_NOTAKEINFINITE)\n\t\tRIOT D 1 Offset (0,33)\n\t\tTNT1 A 0 A_SetPitch(pitch+0.2)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tRIOT D 1 //Offset (0,34)\n\t\tTNT1 A 0 A_SetPitch(pitch-0.2)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tRIOT BC 1 Offset (0,32)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tRIOT D 6\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(53)==1, \"ClassicPump\")\n\t\tGoto QuickPump\n\tQuickPump:\n\t\tRIOT D 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/pumpback\")\n\t\tRIOT D 1\n\t\tTNT1 A 0 A_ZoomFactor(1.005)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/pumpforth\")\n\t\tRIOT E 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tRIOT EF 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tRIOT F 2 Offset(0,34) A_FireCustomMissile(\"ShotgunCasingSpawner\",0,0,8,-20)\n\t\tRIOT F 2 Offset(0,36)\n\t\tRIOT F 2 Offset(0,33) A_WeaponReady\n\t\tRIOT A 5 Offset(0,32) A_WeaponReady\n\t\tRIOT A 0 A_ReFire\n\t\tGoto ReadyII\n\tClassicPump:\n\t\tRGSW ABC 1 Offset(0,34)\n\t\tRGSW D 1 Offset(-2,35)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/pumpback\")\n\t\tRGSW D 1 Offset(-4,36)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-2,0)\n\t\tRGSW E 2 Offset(-6,38)\n\t\tRGSW G 1 Offset(-8,39)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/pumpforth\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotgunCasingSpawner\",0,0,-2,-15)\n\t\tRGSW H 2 Offset(-10,40)\n\t\tRGSW IJ 1\n\t\tRGSW E 2 Offset(-12,39)\n\t\tRGSW D 2 Offset(-10,38)\n\t\tRGSW D 2 Offset(-6,36)\n\t\tRGSW C 1 Offset(-3,35)\n\t\tRGSW B 1 Offset(-1,34)\n\t\tRGSW A 1 Offset(0,38) A_PlayWeaponSound(\"weapons/riotgun/raise\")\n\t\tRIOT A 2 Offset(0,33)\n\t\tRIOT A 0 A_ReFire\n\t\tGoto ReadyII\n\tAimedFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunReloading\",1,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"LoadedShell\",1,TIF_NOTAKEINFINITE)\n\t\tSHZM C 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/fire\", 7)\n\t\tZMFI C 1 A_Light2\n\t\tZMFI A 1 bright A_FireBullets(2,2,8,5,\"AltPuff\",0)\n\t\tTNT1 A 0 A_ZoomFactor(1.485)\n\t\tZMFI A 1 A_Light1\n\t\tTNT1 A 0 A_SetPitch(pitch-0.2)\n\t\tTNT1 A 0 A_ZoomFactor(1.49)\n\t\tZMFI B 2 A_Light0\n\t\tTNT1 A 0 A_SetPitch(pitch+0.2)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tZMFI C 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/pumpback\")\n\t\tZMCK A 1\n\t\tZMCK B 2\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/pumpforth\")\n\t\tZMCK C 1 Offset(0,34) A_FireCustomMissile(\"ShotgunCasingSpawner\",0,0,8,-10)\n\t\tZMCK C 4 Offset(0,36)\n\t\tZMCK DE 2 Offset(0,34)\n\t\tSHZM C 2 Offset(0,32)\n\t\tSHZM C 0 A_ReFire\n\t\tGoto Ready2\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunReloading\",1,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\",1,\"ZoomOut\")\n\t\tTNT1 A 0 A_Giveinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tTNT1 A 0 A_Giveinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/raise\")\n\t\tSHZM ABC 1\n\t\tGoto Ready2\n\tZoomOut:\n\t\tTNT1 AAAAAA 0\n\t\tSHZM BA 2\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tGoto ReadyII\n\tFlash:\n\t\tBOOF A 1 Bright A_Light1\n\t\tBOOF B 1 Bright A_Light2\n\t\tGoto LightDone\n\tAltFlash:\n\t\tZMFL A 1 Bright A_Light1\n\t\tTNT1 A 1 Bright A_Light2\n\t\tGoto LightDone\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(55)==0, \"NoReload\")\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunReloading\",1)\n\t\tRGSW ABC 1\n\t\tRGSW DEF 1\n\t\tGoto ReloadWork1\n\tReloadWork1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",1,\"ReloadWork2\") // Check if there is still at least one shell loaded.\n\t\tTNT1 A 0 A_GiveInventory (\"ChamberLoading\",1)  // If not, set a marker saying we will pump to chamber first shell so we'll be able to load 8 more and have 9 shots total.\n\t\tTNT1 A 0 A_JumpIfInventory(\"ChamberLoading\",1,\"FirstLoad\")\n\tFirstLoad:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/load\",5)\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LoadedShell\",1)\n\t\tRGLS ABCD 1\n\t\tRGLS EFGH 1\n\t\tGoto ReloadPump\n\tReloadWork2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/load\",5)\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LoadedShell\",1)\n\t\tRGLS ABCD 1 A_WeaponReady\n\t\tRGLS EFGH 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"ChamberLoading\",1,\"ReloadPump\") // Are we loading first shell into completely gun if so?  Pump!\n\t\tRGLS II 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",9,\"ReloadEnd\") // Fully loaded?  Back into action!\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"ReloadWork2\") //  If not, keep inserting additional shells without pumping until the magtube's full.\n\t\tCSHT A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto ReloadEnd\n\tReloadPump:\n\t\tRGSW FE 1 A_PlayWeaponSound(\"weapons/riotgun/pumpback\")\n\t\tRGSW G 2\n\t\tRGSW H 2 offset(1,36)\n\t\tRGSW H 2 offset(2,38) A_PlayWeaponSound(\"weapons/riotgun/pumpforth\")\n\t\tRGSW I 1 offset(2,40)\n\t\tRGSW J 3 offset(5,36)\n\t\tRGSW D 2 offset(0,32)\n\t\tRGSW EF 2\n\t\tTNT1 A 0 A_TakeInventory(\"ChamberLoading\", 1) // First shell's chambered, so we clear our marker that says we're loading first shell.\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"ReloadWork2\") // Still got ammo?  If so, now to load 8 more in it.\n\t\tGoto ReloadEnd\n\tReloadEnd:\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tRGSW F 1 offset(0,38) A_PlayWeaponSound(\"weapons/riotgun/raise\")\n\t\tRGSW E 1 offset(-10,38)\n\t\tRGSW D 1 offset(-8,40)\n\t\tRGSW C 1 offset(-4,38)\n\t\tRGSW B 1 offset(-2,36)\n\t\tRGSW A 1 offset(-1,32) A_TakeInventory(\"ShotgunReloading\",1)\n\t\tRIOT A 1 offset(0,33) A_WeaponReady(1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyII\n\n\tNoReload:\n\t\t//TNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\t//TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunReloading\",1)\n\t\tGoto NoReloadWork1\n\tNoReloadWork1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",1,\"NoReloadWork2\") // Check if there is still at least one shell loaded.\n\t\tTNT1 A 0 A_GiveInventory (\"ChamberLoading\",1)  // If not, set a marker saying we will pump to chamber first shell so we'll be able to load 8 more and have 9 shots total.\n\t\tTNT1 A 0 A_JumpIfInventory(\"ChamberLoading\",1,\"NoFirstLoad\")\n\tNoFirstLoad:\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LoadedShell\",1)\n\t\tGoto NoReloadPump\n\tNoReloadWork2:\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LoadedShell\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ChamberLoading\",1,\"NoReloadPump\") // Are we loading first shell into completely gun if so?  Pump!\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShell\",9,\"NoReloadEnd\") // Fully loaded?  Back into action!\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"NoReloadWork2\") //  If not, keep inserting additional shells without pumping until the magtube's full.\n\t\tGoto NoReloadEnd\n\tNoReloadPump:\n\t\tTNT1 A 0 A_TakeInventory(\"ChamberLoading\", 1) // First shell's chambered, so we clear our marker that says we're loading first shell.\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"NoReloadWork2\") // Still got ammo?  If so, now to load 8 more in it.\n\t\tGoto NoReloadEnd\n\tNoReloadEnd:\n\t\t//TNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tRGSW A 0 A_TakeInventory(\"ShotgunReloading\",1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyII\n\n\tSpawn:\n\t\tSHAT A -1\n\t\tStop\n\t}\n}\n\nACTOR LoadedShell : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 9\n}\n\nACTOR ShotgunReloading : Inventory\n{\n\tInventory.Maxamount 1\n}\n\nACTOR ChamberLoading : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/COACHGUN.txt",
        "contents": "ACTOR Coachgun : Weapon replaces SuperShotgun\n{\n\tWeapon.SelectionOrder 700\n\tWeapon.PreferredSkin \"SSGMarine\"\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"LoadedShells\"\n\tWeapon.AmmoUse2 1\n\tInventory.PickupMessage \"You got the coach gun!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o's brain exploded by %k's coach gun\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\tTag \"Coach Gun\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.15\n\tWeapon.BobRangeY 0.40\n\tScale 1.2\n\tStates\n\t{\n\tReady:\n\t\tPKS2 O 2 Offset(40,60)\n\t\tPKS2 P 2 Offset(30,65)\n\t\tPKS2 Q 2 Offset(20,50)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/shellslinger/close\")\n\t\tPKS2 R 2 Offset(10,45)\n\t\tPKS2 S 2 Offset(8,42)\n\t\tPKS2 U 1 Offset(6,40)\n\t\tPKS2 U 1 Offset(4,39)\n\tReadyII:\n\t\tSHT2 A 0 A_JumpIfInventory(\"LoadedShells\",0,2)\n\t\tSHT2 A 0 A_JumpIfInventory(\"Shell\",1,2)\n\t\tSHT2 A 1 Offset(0,32)A_WeaponReady\n\t\tLoop\n\t\tSHT2 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tDeselect:\n\t\tSHT2 A 1 Offset(15,40)\n\t\tSHT2 A 1 Offset(30,55)\n\t\tSHT2 A 1 Offset(45,75)\n\t\tSHT2 A 1 Offset(60,100)\n\t\tSHT2 A 1 Offset(75,130)\n\t\tSHT2 A 0 A_Lower\n\t\tWait\n\tSelect:\n\t\tSHT2 A 0 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHT2 A 0 A_JumpIfInventory(\"LoadedShells\", 2, \"FireRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShells\",1,1)\n\tGoto Reload\n\t\tTNT1 A 0 A_TakeInventory(\"LoadedShells\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/singleL\", 5)\n\t\tTNT1 A 0 A_Light2\n\t\tLFTF A 1 Bright A_FireBullets (6, 5, 9, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 Offset(0,34)\n\t\tLFTF B 1 Bright A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,-2,0)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tSHT2 A 1 Offset(0,33)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHT3 A 1 Offset(0,32) A_Light0\n\t\tSHT2 A 3\n\t\tSHT2 A 0 A_JumpIf(ACS_ExecuteWithResult(62)==0, \"ReloadCheck\")\n\t\tGoto ReadyII\n\tFireRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShells\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_TakeInventory(\"LoadedShells\",1,TIF_NOTAKEINFINITE)\n\t\t//SHT2 A 3\n\t\tTNT1 A 0 A_PlaySound(\"weapons/singleR\", 6)\n\t\tTNT1 A 0 A_Light2\n\t\tRHTF A 1 Bright A_FireBullets (6, 5, 9, 6, \"AltPuff\", 0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_SetPitch (pitch+0.2)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 Offset(0,34)\n\t\tRHTF B 1 Bright A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch-0.2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,1,0)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tSHT2 A 1 Offset(0,33) A_Light0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHT3 A 1 Offset(0,32)\n\t\tSHT2 A 6\n\t\tGoto ReadyII\n\tAltFire:\n\t\tSHT2 A 0 A_JumpIfInventory(\"LoadedShells\", 2, \"FireDouble\")\n\t\tSHT2 A 0 A_JumpIfInventory(\"LoadedShells\", 1, \"Fire\")\n\tFireDouble:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShells\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_TakeInventory(\"LoadedShells\",2,TIF_NOTAKEINFINITE)\n\t\t//SHT2 A 3\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"weapons/kapow\", 5)\n\t\tSHT2 A 1 A_FireBullets (11, 8, 20, 6, \"ShotPuff\", 0)\n\t\tTNT1 A 0 Offset(0,36)\n\t\tSHT2 A 1 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,-2,0)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.4)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,1,0)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tSHT2 A 1 Offset(0,34) A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch-0.4)\n\t\tTNT1 A 0 A_ZoomFactor(0.994)\n\t\tSHT3 A 1 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHT2 A 3 Offset(0,32)\n\t\tSHT2 A 0 A_JumpIf(ACS_ExecuteWithResult(62)==0, \"ReloadCheck\")\n\t\tGoto ReadyII\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"Reload\")\n\t\tGoto ReadyII\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShells\", 1, \"ReloadSingle\")\n\t\tPKS2 B 1\n\t\tPKS2 B 1 Offset(-2,34)\n\t\tPKS2 C 1 Offset(-3,36)\n\t\tPKS2 V 1\n\t\tPKS2 D 3\n\t\tPKS2 E 5\n\t\tSHT2 D 4 A_PlaySound(\"weapons/shellslinger/open\",7)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShells\", 0, \"ReloadDouble\")\n\tReloadDouble:\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCasingSpawner\",0,0,-10,-6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCasingSpawner\",0,0,-8,-6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-8,0)\n\t\tPKS2 HI 2\n\t\tPKS2 JK 2\n\t\tGoto ReloadWork\n\tReloadSingle:\n\t\tPKS2 UUSSTTT 1\n\t\tSHT2 D 4 A_PlaySound(\"weapons/shellslinger/open\", 7)\n\t\tPKS2 G 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCasingSpawner\",0,0,-8,-6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-8,0)\n\t\tSH2R ABC 2\n\t\tGoto ReloadWork\n\tReloadWork:\n\t\tTNT1 A 0 A_GiveInventory(\"LoadedShells\")\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LoadedShells\",0,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"ReloadWork\")\n\t\tGoto ReloadEnd\n\tReloadEnd:\n\t\tPKS2 L 4 A_PlaySound(\"weapons/shellslinger/load\", CHAN_AUTO)\n\t\tPKS2 M 2\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 2 A_PlayWeaponSound(\"weapons/shellslinger/close\")\n\t\tPKS2 S 1 Offset(8,38)\n\t\tPKS2 S 1 Offset(6,37)\n\t\tPKS2 U 1 Offset(4,35)\n\t\tPKS2 U 1 A_ReFire\n\t\tGoto ReadyII\n\tAltFlash:\n\t\tDBLS A 1 Bright A_Light1\n\t\tDBLS B 1 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tDBBL A -1\n\tStop\n\t}\n}\n\nACTOR LoadedShells : Ammo\n{\n   +IGNORESKILL\n   Inventory.MaxAmount 2\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/MACHINERIFLE.txt",
        "contents": "ACTOR MachineRifle : Weapon\n{\n\tWeapon.SelectionOrder 500\n\tWeapon.PreferredSkin \"Base\"\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoType \"RifleAmmo\"\n\tWeapon.AmmoGive 15\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Magazine\"\n\tWeapon.AmmoUse2 1\n\tInventory.Pickupmessage \"You got the Maschine Rifle!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o's was gunned down by %k's Rifle.\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Maschine Rifle\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tScale 0.8\n\tStates\n\t{\n\tSteady:\n\t\tGoto Ready\n\tSteadyAim:\n\t\tGoto Ready2\n\tReady:\n\t\tASLR H 1 Offset(200,50) A_PlayWeaponSound(\"weapons/rifle/up\")\n\t\tASLR I 1 Offset(175,49)\n\t\tASLR J 1 Offset(140,47)\n\t\tASLR K 1 Offset(110,45)\n\t\tASLR L 1 Offset(65,43)\n\t\tASLR M 1 Offset(50,41)\n\t\tASLR N 1 Offset(40,39)\n\t\tASLR O 1 Offset(32,38)\n\t\tASLR P 1 Offset(28,37)\n\t\tASLR Q 1 Offset(20,36)\n\t\tASLR R 1 Offset(10,35)\n\t\tASLR S 2 Offset(5,34)\n\t\tASLR A 1 Offset(0,32)\n\t\tTNT1 A 0 A_Refire\n\tReadyII:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\",1,\"Ready2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,2)\n\t\tASLT A 1 A_WeaponReady\n\t\tLoop\n\t\tASLT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tReady2:\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"LaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,2)\n\t\tIRON A 1 A_WeaponReady\n\t\tLoop\n\t\tIRON A 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/deselect\")\n\t\tASLT A 1 Offset(15,40)\n\t\tASLT A 1 Offset(30,55)\n\t\tASLT A 1 Offset(45,75)\n\t\tASLT A 1 Offset(60,100)\n\t\tASLT A 1 Offset(75,130)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Lower\n\t\tWait\n\tSelect:\n\t\tASLT A 0 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZoomIn\",1,\"AimedFire\")\n\t\tTNT1 A 0 A_TakeInventory(\"Magazine\",1,TIF_NOTAKEINFINITE)\n\t\tASLT A 0 A_AlertMonsters\n\t\tASLT A 0 A_PlaySound(\"weapons/rifle/fire\", 7)\n\t\tASLT A 1 A_GunFlash\n\t\tASLT A 0 A_SetPitch(pitch+0.1)\n\t\tASLT A 1 A_FireBullets(3,4,-1,7,\"AltPuff\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCasingSpawner\",0,0,8,-17)\n\t\tASLT D 0 A_SetPitch(pitch-0.1)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tASLT D 1 Offset(0,33)\n\t\tTNT1 A 0 A_ZoomFactor(0.997)\n\t\tASLT B 1 Offset(0,32)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tASLT A 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyII\n\tAimedFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",1,1)\n\t\tGoto ReloadCheck\n\t\tIRON A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"Magazine\",1,TIF_NOTAKEINFINITE)\n\t\tIRFI A 0 A_PlaySound(\"weapons/rifle/fire\", 7)\n\t\tIRFI A 1 bright A_FireBullets(1,1,-1,7,\"AltPuff\",0)\n\t\tTNT1 A 0 A_ZoomFactor(1.496)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCasingSpawner\",0,0,8,0)\n\t\tIRFI B 1 A_FireBullets(0,0,1,0,\"LaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_ZoomFactor(1.498)\n\t\tIRFI C 1 Offset(0,33) A_FireBullets(0,0,1,0,\"LaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tTNT1 A 0 Offset(0,32)\n\t\tIRON AA 1 A_FireBullets(0,0,1,0,\"LaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready2\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\",1,\"ZoomOut\")\n\t\tTNT1 A 0 A_Giveinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tTNT1 A 0 A_Giveinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/raise\")\n\t\tIRSW A 1\n\t\tIRSW B 1 A_WeaponReady(1)\n\t\tGoto Ready2\n\tZoomOut:\n\t\tTNT1 AAAAAA 0\n\t\tIRSW BA 2\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tGoto ReadyII\n\tFlash:\n\t\tRFLF A 1 BRIGHT A_Light2\n\t\tRFLF B 1 BRIGHT A_Light0\n\t\tGoto LightDone\n\tAltFlash:\n\t\tTNT1 AA 0 A_FireBullets(0,0,1,0,\"LaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 1 BRIGHT\n\t\tGoto LightDone\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(60)==0, \"NoReloadChamberCheck\")\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tASLR ABCD 1\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rifle/out\")\n\t\tASLR MN 3\n\t\tASLR L 2\n\t\tASLR KG 2\n\t\tASLR GGGG 3\n\tReloadChamberCheck:\n\t\tTNT1 A 0 A_JumpIfInventory (\"ExtendedMags\",1,\"ReloadChamberCheck2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",1,\"ReloadLoop2\")\n\t\tGoto ReloadLoop\n\tReloadChamberCheck2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",1,\"ReloadLoop4\")\n\t\tGoto ReloadLoop3\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",30,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",31,\"ReloadEnd2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"ReloadLoop2\")\n\t\tGoto ReloadEnd2\n\tReloadLoop3:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",40,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"ReloadLoop3\")\n\t\tGoto ReloadEnd\n\tReloadLoop4:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",41,\"ReloadEnd2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"ReloadLoop4\")\n\t\tGoto ReloadEnd2\n\tReloadEnd:\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rifle/in\")\n\t\tASLR HIJKLMNOP 1\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rifle/bolt\")\n\t\tASLR QRS 2\n\t\tASLR U 3\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tReloadEnd2:\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rifle/slap\")\n\t\tASLR HIJKLMNOP 1\n\t\tASLR QRS 2\n\t\tASLR U 3\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\n\tNoReloadChamberCheck:\n\t\tTNT1 A 0 A_JumpIfInventory (\"ExtendedMags\",1,\"NoReloadChamberCheck2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",1,\"NoReloadLoop2\")\n\t\tGoto NoReloadLoop\n\tNoReloadChamberCheck2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",1,\"NoReloadLoop4\")\n\t\tGoto NoReloadLoop3\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",30,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"NoReloadLoop\")\n\t\tGoto NoReloadEnd\n\tNoReloadLoop2:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",31,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"NoReloadLoop2\")\n\t\tGoto NoReloadEnd\n\tNoReloadLoop3:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",40,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"NoReloadLoop3\")\n\t\tGoto NoReloadEnd\n\tNoReloadLoop4:\n\t\tTNT1 A 0 A_GiveInventory(\"Magazine\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Magazine\",41,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"NoReloadLoop4\")\n\t\tGoto NoReloadEnd\n\tNoReloadEnd:\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyII\n\tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\t}\n}\n\nACTOR Magazine : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 31\n\tAmmo.BackpackMaxAmount 41\n}\n\nACTOR Laserdot\n{\n\tDecal \"None\"\n    Mass 0\n    Scale 0.10\n    Radius 1\n    Height 2\n    +NOBLOCKMAP\n    +NOGRAVITY\n    +BLOODLESSIMPACT\n    +ALWAYSPUFF\n    +PUFFONACTORS\n    +DONTSPLASH\n\t+NOTRIGGER\n    +FORCEXYBILLBOARD\n    Renderstyle Add\n    Alpha 0.75\n    States\n    {\n\tSpawn:\n\t\tLSIT A 0\n\t\tLSIT A 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor ZoomIn : Inventory\n{\n\tInventory.Maxamount 1\n}\n\nActor Aiming : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/MINIGUN.txt",
        "contents": "ACTOR Minigun : Weapon replaces Chaingun\n{\n\tWeapon.SelectionOrder 400\n\tWeapon.PreferredSkin \"ChaingunMarine\"\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoType \"Nato\"\n\tWeapon.AmmoGive 80\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"NatoBelt\"\n\tWeapon.AmmoUse2 1\n\tInventory.PickupMessage \"You got the Vulcan Rotary Cannon!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o was torn to pieces by %k's minigun.\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\tTag \"Rotary Cannon\"\n\tDecal \"BulletChip\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tScale 1.1\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_PlaySound (\"weapon/minigun\")\n\t\tVLCN A 1 Offset(66,100)\n\t\tVLCN A 1 Offset(65,95)\n\t\tVLCN A 1 Offset(64,90)\n\t\tVLCN A 1 Offset(55,85)\n\t\tVLCN A 1 Offset(50,80)\n\t\tVLCN A 1 Offset(45,75)\n\t\tVLCN A 1 Offset(40,70)\n\t\tVLCN A 1 Offset(35,65)\n\t\tVLCN A 1 Offset(30,60)\n\t\tVLCN A 1 Offset(25,55)\n\t\tVLCN A 1 Offset(20,50)\n\t\tVLCN A 1 Offset(15,45)\n\t\tVLCN A 1 Offset(10,40)\n\t\tVLCN A 1 Offset(5,35)\n\t\tVLCN A 1 Offset(0,32)\n\tReadyII:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Nato\",1,2)\n\t\tVLCN A 1 A_WeaponReady\n\t\tLoop\n\t\tVLCN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_ClearReFire\n\t\tVLCN A 1 Offset(10,40)\n\t\tVLCN A 1 Offset(15,55)\n\t\tVLCN A 1 Offset(20,75)\n\t\tVLCN A 1 Offset(25,100)\n\t\tVLCN A 1 Offset(30,130)\n\t\tVLCN A 0 A_Lower\n\t\tWait\n\tSelect:\n\t\tVLCN A 0 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"FiringPlasma\",1)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/chaingun/start\")\n\t\tVLCN B 2\n\t\tVLCN CD 1\n\t\tVLCN ABCD 1\n\t\tTNT1 A 0 A_Refire\n\t\t//TNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\")\n\t\tVLCN ABCD 1\n\t\tVLCN ABC 2 A_WeaponReady\n\t\tVLCN DABCDAB 3 A_WeaponReady\n\t\tVLCN CD 4 A_WeaponReady\n\t\tGoto ReadyII\n\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiringTracer\",1,\"Hold2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/spin\",7)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS A 1 A_FireBullets(3, 2, -1, 5, \"BulletPuff\", 0)\n\t\tVLCS B 1 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tTNT1 A 0 A_SetPitch(pitch + 0.1)\n\t\tVLCS C 1 A_FireBullets(3, 2, -1, 2, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.2)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS D 1 A_SetPitch(pitch + 0.2)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS A 1 A_FireBullets(3, 2, -1, 2, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tVLCS B 1 A_FireBullets(2, 2, -1, 10, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS C 1 A_FireBullets(3, 2, -1, 2, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tVLCS D 1 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_GiveInventory(\"FiringTracer\",1)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\",6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tVLCS ABCD 1\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-4)\n\t\tVLCS ABCD 2\n\t\tVLCN ABC 2 A_WeaponReady\n\t\tTNT1 AA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,1)\n\t\tVLCN DABCDA 3 A_WeaponReady\n\t\tVLCS BCD 2 A_WeaponReady\n\t\tGoto ReadyII\n\t  Hold2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/spin\",7)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS A 1 A_FireBullets(3, 2, -1, 1, \"BulletPuff\", 0)\n\t\tVLCS B 1 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tTNT1 A 0 A_SetPitch(pitch + 0.1)\n\t\tVLCS C 1 A_FireBullets(3, 2, -1, 0, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.2)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS D 1 A_FireCustomMissile(\"ChaingunTracer\",FRandom(-1.0,1.0),0,0,-1,0,FRandom(-1.0,1.0))\n\t\tTNT1 A 0 A_SetPitch(pitch + 0.2)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS A 1 A_FireBullets(3, 2, -1, 1, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tVLCS B 1 A_FireBullets(2, 2, -1, 0, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tVLCS C 1 A_FireBullets(3, 2, -1, 8, \"BulletPuff\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tVLCS D 1 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_TakeInventory(\"FiringTracer\",1)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\",6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tVLCS ABCD 1\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-4)\n\t\tVLCS ABCD 2\n\t\tVLCN ABC 2 A_WeaponReady\n\t\tTNT1 AA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,1)\n\t\tVLCN DABCDA 3 A_WeaponReady\n\t\tVLCS BCD 2 A_WeaponReady\n\t\tGoto ReadyII\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_GiveInventory(\"FiringPlasma\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapon/minigun\",CHAN_AUTO)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/start\")\n\t\tVLCN B 2\n\t\tVLCN CD 1\n\t\tVLCN ABCDABCDABCDABCD 1\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"FiringPlasma\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\",6)\n\t\tVLCN ABCD 1\n\t\tVLCN ABCDABC 2 A_WeaponReady\n\t\tVLCN DABCDA 3 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/fastload\",5)\n\t\tVLCN DCBADCB 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tVLCN A 1 A_WeaponReady\n\t\tGoto ReadyII\n\tAltHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/spin\",7)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rotarypulse/fire\")\n\t\tTNT1 AAA 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 AA 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tVLCS A 1 A_FireCustomMissile(\"RotaryPlasma\",FRandom(-2.0,2.0),0,-1,0,0,FRandom(-2.0,2.0))\n\t\tVLCS B 1 A_ZoomFactor(0.996)\n\t\tTNT1 AA 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tTNT1 A 0 A_SetPitch(pitch + 0.1)\n\t\tVLCS C 1 A_FireCustomMissile(\"RotaryPlasma\",FRandom(-2.0,2.0),0,-2,0,0,FRandom(-1.0,1.0))\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.2)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rotarypulse/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 AA 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tVLCS D 1 A_FireCustomMissile(\"RotaryPlasma\",FRandom(-2.0,2.0),0,-0,0,0,FRandom(-2.0,2.0))\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tTNT1 A 0 A_SetPitch(pitch + 0.2)\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 AA 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tVLCS A 1 A_FireCustomMissile(\"RotaryPlasma\",FRandom(-2.0,2.0),0,-1,0,0,FRandom(-1.0,1.0))\n\t\tVLCS B 1 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rotarypulse/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"NatoBelt\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_Firecustommissile(\"ChaingunCasingSpawner\",0,0,-12,-18)\n\t\tVLCS C 1 A_FireCustomMissile(\"RotaryPlasma\",FRandom(-2.0,2.0),0,-1,0,0,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tVLCS D 1\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"FiringPlasma\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\",6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tVLCS ABCD 1\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-4)\n\t\tVLCS ABCD 2\n\t\tVLCN ABC 2\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,1)\n\t\tVLCN DABCD 3 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/fastload\",5)\n\t\tVLCN DCBADCB 3 A_WeaponReady\n\t\tGoto ReadyII\n\tFlash:\n\t\tCHAF A 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light0\n\t\tCHAF B 1 Bright A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 2 A_Light0\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 2 A_Light0\n\t\tGoto LightDone\n\tAltFlash:\n\t\tCHPF A 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light0\n\t\tCHPF B 1 Bright A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 2 A_Light0\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 2 A_Light0\n\t\tGoto LightDone\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(56)==0, \"NoReload\")\n\t\tGoto NoAmmo\n\tNoAmmo:\n\t\tTNT1 A 0 A_ClearReFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiringPlasma\",1,\"WindDownPlasma\")\n\t\tGoto WindDown\n\tWindDown:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\",6)\n\t\tCHAG BCDABCD 1\n\t\tCHAG CBAD 2\n\t\tCHAG CB 3\n\t\tGoto Reload2\n\tWindDownPlasma:\n\t\tTNT1 A 0 A_TakeInventory(\"FiringPlasma\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/stop\",6)\n\t\tCHAG DCB 1\n\t\tCHAG ADCBA 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/fastload\",5)\n\t\tCHAG BCDABCD 3\n\t\tGoto Reload2\n\tReload:\n\t\tRCLD ABCDEEE 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/feed\",5)\n\t\tRCLD F 2\n\t\tNGLD GHIJKL 2\n\t\tGoto ReloadLoop\n\tReload2:\n\t\tNGLD ABCDEEE 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chaingun/feed\",5)\n\t\tNGLD FGHIJKL 2\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"NatoBelt\")\n\t\tTNT1 A 0 A_TakeInventory(\"Nato\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",0,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Nato\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tReloadEnd:\n\t\tTNT1 A 0\n\t\tGoto ReadyII\n\n\tNoReload:\n\t\tTNT1 A 0 A_GiveInventory(\"NatoBelt\")\n\t\tTNT1 A 0 A_TakeInventory(\"Nato\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NatoBelt\",0,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Nato\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\n\tReloadEnd:\n\t\tTNT1 A 0\n\t\tGoto ReadyII\n\n\tSpawn:\n\t\tMNIG A -1\n\tStop\n\t}\n}\n\nACTOR NatoBelt : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 120\n}\n\nACTOR Tracer : FastProjectile\n{\n\tAlpha 0.75\n\tRenderStyle Add\n\tRadius 2\n\tHeight 2\n\tSpeed 75\n\tPROJECTILE\n\t+BLOODSPLATTER\n\tScale 0.2\n\tMissileType TracerTrail\n\tMissileHeight 8\n\tDecal BulletChip\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 1 BRIGHT\n\t\tPUFF A 1 BRIGHT\n\t\tLoop\n\n\tDeath:\n\tCrash:\n\t\tTNT1 A 0 A_PlaySound(\"ricochet\",CHAN_AUTO)\n\t\tTNT1 AAA 0 A_CustomMissile(\"RicochetSparks\",0,0,random(0,360),2,random(10,60))\n\t\tStop\n\t}\n}\n\nACTOR TracerTrail\n{\n\tAlpha 0.75\n\tRenderStyle Add\n\tSpeed 0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CANNOTPUSH\n\t+NODAMAGETHRUST\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 1 BRIGHT A_FadeOut(0.3)\n\t\tLoop\n\t}\n}\n\nACTOR BlueTracer : Tracer\n{\n\tAlpha 0.80\n\tRenderStyle Add\n\tScale 0.3\n\tDecal \"PlasmaScorchLower\"\n\tMissileType BlueTracerTrail\n\t+PUFFONACTORS\n\tStates\n\t{\n\tSpawn:\n\t\tPLZE E 1 BRIGHT\n\t\tPLZE E 1 BRIGHT\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0 A_Explode (40,100,(0))\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPLZE ABCDE 4 Bright\n    Stop\n\n\tXDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nACTOR BlueTracerTrail\n{\n\tAlpha 0.50\n\tRenderStyle Add\n\tSpeed 0\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tPLZE E 1 BRIGHT A_FadeOut(0.3)\n\t\tLoop\n\t}\n}\n\nACTOR ChaingunTracer : Tracer\n{\n\tDamage (random(1,2))\n\tSpeed 260\n}\n\nACTOR RotaryPlasma : BlueTracer\n{\n\tDamage (random(6,10))\n\tSpeed 160\n}\n\nActor FiringPlasma : Inventory\n{\n\tInventory.Maxamount 1\n}\n\nActor FiringTracer : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/SATURNV.txt",
        "contents": "ACTOR SaturnV : RocketLauncher Replaces RocketLauncher\n{\n\tWeapon.SelectionOrder 2500\n\tWeapon.PreferredSkin \"RocketMarine\"\n\tWeapon.SlotNumber 5\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.AmmoGive 6\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"RocketRounds\"\n\tWeapon.AmmoUse2 1\n    +WEAPON.NOALERT\n    +WEAPON.AMMO_CHECKBOTH\n\tInventory.PickupMessage \"You got the Saturn V!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o couldn't hide from %k's Saturn Rocket\"\n\tTag \"Saturn V\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tScale 1.1\n\tStates\n\t{\n\tReady:\n\t\tLNCH A 1 Offset(55,100) A_Playsound(\"weapons/launcher/up\")\n\t\tLNCH A 1 Offset(50,95)\n\t\tLNCH A 1 Offset(45,90)\n\t\tLNCH A 1 Offset(40,85)\n\t\tLNCH A 1 Offset(35,80)\n\t\tLNCH A 1 Offset(30,75)\n\t\tLNCH A 1 Offset(25,70)\n\t\tLNCH A 1 Offset(20,65)\n\t\tLNCH A 1 Offset(15,60)\n\t\tLNCH A 1 Offset(10,55)\n\t\tLNCH A 1 Offset(5,50)\n\t\tLNCH A 1 Offset(4,45)\n\t\tLNCH A 1 Offset(3,40)\n\t\tLNCH A 1 Offset(2,35)\n\t\tLNCH A 1 Offset(1,32)\n\tReadyII:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,2)\n\t\tLNCH A 1 A_WeaponReady\n\t\tLoop\n\t\tLNCH A 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\tSelect:\n\t\tLNCH A 0 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tLNCH A 1 Offset(10,40)\n\t\tLNCH A 1 Offset(15,55)\n\t\tLNCH A 1 Offset(20,75)\n\t\tLNCH A 1 Offset(25,100)\n\t\tLNCH A 1 Offset(30,130)\n\t\tLNCH A 0 A_Lower\n\t\tWait\n\t\tLNCH A 0 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(57)==0, \"SlowFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Switch\",1,\"Fire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,1)\n        Goto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/fire\",CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketRounds\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"FirstSix\",1)\n\t\tLNFI A 2 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch+0.3)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"SaturnTracer\",FRandom(-8.0,8.0),0,0,0,0,FRandom(-4.0,4.0))\n\t\tLNFI B 1 BRIGHT A_FireCustomMissile(\"SaturnRocket\", 0, 0, 0, 5)\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tLNCH B 1 A_Light1\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tLNCH B 1 A_Light0\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tLNCH A 2 offset(0,34)\n\t\tTNT1 A 0 offset(0,32)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tLNFI E 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNFI FGG 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstSix\",6,\"Swing\")\n\t\tLNFI G 1 A_Refire\n\t\tGoto ReadyII\n\tFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LastSix\",6,\"ReloadCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,1)\n        Goto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/fire\",CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketRounds\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"LastSix\",1)\n\t\tLNFI A 2 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch+0.3)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"SaturnTracer\",FRandom(-8.0,8.0),0,0,0,0,FRandom(-4.0,4.0))\n\t\tLNFI B 1 BRIGHT A_FireCustomMissile(\"SaturnRocket\", 0, 0, 0, 5)\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tLNCH B 1 A_Light1\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tLNCH B 1 A_Light0\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tLNCH A 2 offset(0,34)\n\t\tTNT1 A 0 offset(0,32)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tLNFI E 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNFI FGG 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNFI G 1 A_Refire\n\t\tGoto ReadyII\n\tSlowFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Switch\",1,\"SlowFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,1)\n        Goto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/fire\",CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketRounds\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"FirstSix\",1)\n\t\tLNFI A 2 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch+0.3)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"SaturnTracer\",FRandom(-8.0,8.0),0,0,0,0,FRandom(-4.0,4.0))\n\t\tLNFI B 1 BRIGHT A_FireCustomMissile(\"SaturnRocket\", 0, 0, 0, 5)\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tLNCH B 1 A_Light1\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tLNCH B 1 A_Light0\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tLNCH A 2 offset(0,34)\n\t\tTNT1 A 0 offset(0,32)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tLNFI E 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNFI FGGG 1\n\t\tLNCH A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstSix\",6,\"Swing\")\n\t\tLNCH A 1 A_Refire\n\t\tGoto ReadyII\n\tSlowFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LastSix\",6,\"ReloadCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,1)\n        Goto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/fire\",CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketRounds\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"LastSix\",1)\n\t\tLNFI A 2 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch+0.3)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"SaturnTracer\",FRandom(-8.0,8.0),0,0,0,0,FRandom(-4.0,4.0))\n\t\tLNFI B 1 BRIGHT A_FireCustomMissile(\"SaturnRocket\", 0, 0, 0, 5)\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tLNCH B 1 A_Light1\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tLNCH B 1 A_Light0\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tLNCH A 2 offset(0,34)\n\t\tTNT1 A 0 offset(0,32)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tLNFI E 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNFI FGGG 1\n\t\tLNCH A 5\n\t\tLNCH A 1 A_Refire\n\t\tGoto ReadyII\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Switch\",1,\"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound (\"weapons/grenade/fire\",CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketRounds\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"FirstSix\",1)\n\t\tLNCH A 2 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tLNCH B 1 BRIGHT A_FireCustomMissile(\"Grenade2\", 0, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tLNCH B 2 offset (0,34)\n\t\tTNT1 A 0 A_ZoomFactor(0.992)\n\t\tLNCH B 2 offset (0,36)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNCH A 2 offset (0,35)\n\t\tLNCH A 2 offset (0,34)\n\t\tLNCH A 2 offset (0,33)\n\t\tLNCH A 4 offset (0,32)\n\t\tLODE RST 2\n\t\tLNCH A 3\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstSix\",6,\"Swing\")\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tAltFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LastSix\",6,\"ReloadCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound (\"weapons/grenade/fire\",CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketRounds\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"LastSix\",1)\n\t\tLNCH A 2 A_AlertMonsters\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tLNCH B 1 BRIGHT A_FireCustomMissile(\"Grenade2\", 0, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tLNCH B 2 offset (0,34)\n\t\tTNT1 A 0 A_ZoomFactor(0.992)\n\t\tLNCH B 2 offset (0,36)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tLNCH A 2 offset (0,35)\n\t\tLNCH A 2 offset (0,34)\n\t\tLNCH A 2 offset (0,33)\n\t\tLNCH A 4 offset (0,32)\n\t\tLODE RST 2\n\t\tLNCH A 3\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tSwing:\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/up\")\n\t\tTNT1 A 0 A_TakeInventory(\"FirstSix\",6)\n\t\tTNT1 A 0 A_GiveInventory(\"Switch\",1)\n\t\tLODE QPO 2\n\t\tLNTN ABC 2\n\t\tLODE R 2\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(57)==0, \"NoReload\")\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Switch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LastSix\",6)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstSix\",6)\n\t\tLODE ABCDE 2\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/load\",CHAN_AUTO)\n\t\tLODE EFGHIJ 2\n\t\tGoto ReloadLoop\n\tNoReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Switch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LastSix\",6)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstSix\",6)\n\t\tGoto NoReloadLoop\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"RocketRounds\")\n\t\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",0,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"RocketRounds\")\n\t\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",0,\"NoReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"NoReloadLoop\")\n\t\tGoto ReadyII\n\tReloadEnd:\n\t\tLODE KLMNNNOPQ 2\n\t\tTNT1 A 0 A_PlaySound (\"weapons/launcher/ready\")\n\t\tLODE RST 2\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tNoReloadEnd:\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tSpawn:\n\t\tLAWN A -1\n\t\tStop\n\t}\n}\n\nACTOR RocketRounds : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 12\n}\n\nACTOR SaturnRocket : Rocket\n{\n\tRadius 10\n\tHeight 8\n\tSpeed 50\n\tDamage 20\n\tDecal \"BigScorch\"\n\tProjectile\n\tGravity 1.0\n\tSeeSound \"none\"\n\tDeathSound \"weapons/launcher/hit\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSLE A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMACX ABCD 2 Bright\n\t\tMACX EFG 3 Bright\n\t\tMACX HIJ 3\n\t\tStop\n\t}\n}\n\nActor Grenade2 : Grenade\n{\n\tDecal \"BigScorch\"\n\tBounceSound \"weapons/grenadebounce\"\n\tDeathSound \"weapons/launcher/hit\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHELX ABCD 2 Bright\n\t\tHELX EFG 2 Bright\n\t\tHELX HIJ 3\n\t\tStop\n\t}\n}\n\nACTOR SingleRocket : RocketAmmo replaces RocketAmmo\n{\n\tInventory.Icon \"ROKKA0\"\n\tInventory.PickupSound \"rocketup\"\n\tStates\n\t{\n\tSpawn:\n\t\tROKK A -1\n\t\tStop\n\t}\n}\n\nACTOR Rockets : RocketBox replaces RocketBox\n{\n\tInventory.PickupSound \"rocketup\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRKK A -1\n\t\tStop\n\t}\n}\n\nACTOR SaturnTracer : Tracer\n{\n\tDamage (random(0,1))\n\tSpeed 120\n}\n\nACTOR FirstSix : Inventory\n{\n\tInventory.Maxamount 6\n}\n\nACTOR LastSix : Inventory\n{\n\tInventory.Maxamount 6\n}\n\nACTOR Switch : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/NOVARIFLE.txt",
        "contents": "ACTOR NovaRifle : weapon replaces PlasmaRifle\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.PreferredSkin \"PlasmaMarine\"\n\tWeapon.SlotNumber 6\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.AmmoGive 60\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Cellpak\"\n\tWeapon.AmmoUse2 1\n\tInventory.PickupMessage \"You got the Nova Rifle!\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tObituary \"%o was liquified by %k's Nova Rifle\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_CHECKBOTH\n\tTag \"Nova Rifle\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\tStates\n\t{\n\tReady:\n\t\tPLZG E 1 Offset(-200,50) A_PlaySound(\"weapons/plasmagun/upsound\")\n\t\tPLZG E 1 Offset(-175,49)\n\t\tPLZG E 1 Offset(-140,47)\n\t\tPLZG E 1 Offset(-110,45)\n\t\tPLZG D 1 Offset(-65,43)\n\t\tPLZG D 1 Offset(-50,41)\n\t\tPLZG C 1 Offset(-40,39)\n\t\tPLZG C 1 Offset(-32,38)\n\t\tPLZG C 1 Offset(-28,37)\n\t\tPLZG B 1 Offset(-20,36)\n\t\tPLZG B 1 Offset(-10,35)\n\t\tPLZG A 1 Offset(-5,34)\n\t\tPLZG A 1 Offset(0,32)\n\tReadyII:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cellpak\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,2)\n\t\tPLZG A 1 A_WeaponReady\n\t\tLoop\n\t\tPLZG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tDeselect:\n\t\tPLZG A 1 Offset(15,40)\n\t\tPLZG A 1 Offset(30,55)\n\t\tPLZG A 1 Offset(45,75)\n\t\tPLZG A 1 Offset(60,100)\n\t\tPLZG A 1 Offset(75,130)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Lower\n\tWait\n\tSelect:\n\t\t\tTNT1 A 0 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cellpak\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_TakeInventory(\"Cellpak\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound (\"weapons/plasmagun/fire\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tPLZA A 1 A_FireCustomMissile(\"Plasma\", 0, 0, -1, 1)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_ZoomFactor(0.996)\n\t\tPLZF B 1 A_ZoomFactor(0.995)\n\t\tPLZF B 1 Offset(0,33) A_ZoomFactor(0.999)\n\t\tPLZF B 1 Offset(0,32) A_ZoomFactor(1.0)\n\t\tPLZF CB 1 A_ReFire\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-4,5)\n\t\tPLZG EEEE 3\n\t\tPLZG DCB 2\n\t\tGoto ReadyII\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cellpak\",1,1)\n\t\tGoto ReloadCheck\n\t\tPLZG J 2 A_PlaySound (\"weapons/plasmagun/charge\", CHAN_AUTO)\n\t\tPLCH A 2\n\t\tPLCH B 2\n\t\tPLCH C 2\n\t\tPLZG A 2\n\t\tTNT1 A 0 A_TakeInventory(\"Cellpak\",5,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound (\"weapons/plasmagun/fire\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"NovaBall\",0,0,0,0,(0))\n\t\tTNT1 A 0 //A_RailAttack(random(90,160), 0, 0, \"blue\", \"grey\", 1, 1)\n\t\tPLZA A 1 A_ZoomFactor(0.99)\n\t\tPLZA A 1 A_ZoomFactor(0.985)\n\t\tPLZA D 1 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tPLZF CB 1\n\t\tRALE AB 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,-4,5)\n\t\tRALE DDDD 3\n\t\tRALE CBA 2\n\t\tPLZG J 10\n\t\tTNT1 A 0 A_Playsound(\"weapons/plasmagun/beep\",6)\n\t\tPLZG AJ 3\n\t\tGoto ReadyII\n\tFlash:\n\t\tPLZA A 1 Bright A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tGoto LightDone\n\tAltFlash:\n\t\tPLZA D 1 Bright A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tGoto LightDone\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(58)==0, \"NoReloadLoop\")\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_PlaySound (\"weapons/plasmagun/dryfire\", CHAN_AUTO)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/plasmagun/reload\")\n\t\tPLZR ABJII 3\n\t\tPLZR HGEEEEEEEEEEF 2\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"Cellpak\")\n\t\tTNT1 A 0 A_TakeInventory(\"Cell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cellpak\",0,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"Cellpak\")\n\t\tTNT1 A 0 A_TakeInventory(\"Cell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cellpak\",0,\"ReadyII\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,\"NoReloadLoop\")\n\t\tGoto ReadyII\n\tReloadEnd:\n\t\tPLZR GHIJBAA 3\n\t\tGoto ReadyII\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nACTOR Cellpak : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 60\n}\n\nACTOR Plasma : PlasmaBall\n{\n\tScale 0.8\n\tSpeed 40\n\tDamage 8\n\tSeeSound \"none\"\n\tDeathSound \"weapons/plasmad/explode\"\n\tObituary \"%o was liquified by %k's Pulse Rifle\"\n\tDecal \"PlasmaScorchLower\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLZS AB 6 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPLZE ABCDE 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR PlasmaShot : Plasma\n{\n\tScale 0.4\n\tRadius 7\n\tHeight 8\n\tSpeed 35\n\tDamage 4\n}\n\nACTOR NovaBall : Plasma\n{\n\tScale 0.8\n\tSpeed 40\n\tDamage 10\n\tDecal \"Scorch\"\n\tDontHurtShooter\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_Explode(80,256,(0))\n\t\tTNT1 A 0 A_PlaySound (\"weapons/bfgx\")\n\t\tRR00 ABCDEF 3 Bright\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/TITAN.txt",
        "contents": "ACTOR TITAN : Weapon replaces BFG9000\n{\n\tWeapon.SlotNumber 7\n\tWeapon.PreferredSkin \"BFGMarine\"\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.AmmoGive 80\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"BFGCell\"\n\tWeapon.AmmoUse2 1\n\tObituary \"%o was turned inside out by %k's Titan\"\n\tInventory.PickupMessage \"You got the Titan! Oh, yes.\"\n\tInventory.PickupSound \"weapons/fist/swing\"\n\tTag \"Titan\"\n\tWeapon.BobStyle \"Smooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.30\n\tWeapon.BobRangeY 0.40\n\t+WEAPON.AMMO_CHECKBOTH\n\tStates\n\t{\n\tReady:\n\t\tDBFG A 1 Offset(70,100) A_Playsound(\"weapons/bfg/pickup\")\n\t\tDBFG A 1 Offset(65,95)\n\t\tDBFG A 1 Offset(60,90)\n\t\tDBFG A 1 Offset(55,85)\n\t\tDBFG A 1 Offset(50,80)\n\t\tDBFG A 1 Offset(45,75)\n\t\tDBFG A 1 Offset(40,70)\n\t\tDBFG A 1 Offset(35,65)\n\t\tDBFG A 1 Offset(30,60)\n\t\tDBFG A 1 Offset(25,55)\n\t\tDBFG A 1 Offset(20,50)\n\t\tDBFG A 1 Offset(15,45)\n\t\tDBFG A 1 Offset(10,40)\n\t\tDBFG A 1 Offset(5,35)\n\t\tDBFG A 1 Offset(0,32)\n\tReadyII:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGCell\",0,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,2)\n\t\tDBFG A 1 A_WeaponReady\n\t\tLoop\n\t\tDBFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tDeselect:\n\t\tDBFG A 1 Offset(10,40)\n\t\tDBFG A 1 Offset(15,55)\n\t\tDBFG A 1 Offset(20,75)\n\t\tDBFG A 1 Offset(25,100)\n\t\tDBFG A 1 Offset(30,130)\n\t\tDBFG A 0 A_Lower\n\t\tWait\n\tSelect:\n\t\tDBFG A 0 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGCell\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_GunFlash\n\t\tDBFC AB 3\n\t\tTNT1 A 0 A_TakeInventory(\"BFGCell\",10,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg/fire\",5)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tDBFF A 1 BRIGHT A_ZoomFactor(0.996)\n\t\tDBFF A 1 BRIGHT A_ZoomFactor(0.993)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_Light2\n\t\tDBFF B 1 BRIGHT A_FireCustomMissile(\"Nova\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tDBFF B 1 A_Light1\n\t\tDBFF B 1 A_Light0\n\t\tDBFF B 1 A_ZoomFactor(1.0)\n\t\tDBFG CBA 2\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_PlayWeaponsound(\"weapons/plasmagun/beep\")\n\t\tDBFG ABAB 2\n\t\tGoto ReadyII\n\tFlash:\n\t\tBFFL BC 3 Bright\n\t\tTNT1 A 0 Bright\n\t\tGoto LightDone\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGCell\",1,1)\n\t\tGoto ReloadCheck\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg/start\",5)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfg/classic\")\n\t\tDBFC ABCD 3 BRIGHT\n\t\tDBFC EFGHIJ 3 BRIGHT\n\t\tDBFF A 4 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"BFGCell\",40,TIF_NOTAKEINFINITE)\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_SetPitch (pitch-0.1)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tDBFF B 1 BRIGHT A_FireCustomMissile(\"HyperNova\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tDBFF B 1 A_LightInverse\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tDBFF B 1 A_Light0\n\t\tDBFF B 1 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tDBFG BABAB 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/plasmagun/beep\",7)\n\t\tDBFG ABABBB 2\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyII\n\tAltFlash:\n\t\tBFFL BCDE 3 Bright A_Light2\n\t\tBFFL FGHIJK 3 Bright A_Light1\n\t\tTNT1 A 0 Bright A_Light2\n\t\tGoto LightDone\n\tReload:\n\t\tTNT1 A 0 A_PlaySound (\"weapons/bfg/reload\", CHAN_AUTO)\n\t\tDBFG A 3 offset(0,34)\n\t\tDBFG B 3 offset(0,38)\n\t\tDBFG B 3 offset(0,40)\n\t\tDBFG B 5 offset(0,44)\n\t\tDBFG B 10 offset(0,48)\n\t\tDBFG B 10 offset(0,50)\n\t\tGoto ReloadLoop\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(58)==0, \"NoReloadLoop\")\n\t\tGoto Reload\n\tReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"BFGCell\")\n\t\tTNT1 A 0 A_TakeInventory(\"Cell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGCell\",0,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tNoReloadLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"BFGCell\")\n\t\tTNT1 A 0 A_TakeInventory(\"Cell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGCell\",0,\"ReadyII\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,\"NoReloadLoop\")\n\t\tGoto ReadyII\n\tReloadEnd:\n\t\tDBFG C 10 offset(0,46)\n\t\tDBFG C 3 offset(0,40)\n\t\tDBFG C 3 offset(0,36)\n\t\tDBFG B 2 offset(0,32)\n\t\tGoto ReadyII\n\tSpawn:\n\t\tDEBF A -1\n\t\tStop\n\t}\n}\n\nACTOR HyperNova : BFGBall\n{\n\tDecal \"BFGLightning\"\n\tRadius 14\n\tHeight 9\n\tSpeed 40\n\tAlpha 0.95\n\tScale 0.6\n\tDamage 100\n\t//Translation \"192:207=112:127\"\n\tDeathSound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 AB 3 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SetScale (1.0)\n\t\tTNT1 A 0 A_CustomMissile (\"Residue\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"weapons/plasmad/explode\",5)\n\t\tBFE1 AABBCCDDEEEFFF 2 Bright\n\t\tTNT1 A 0 A_BFGSpray (\"BFGExtra\", 60, 30)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/bfgx\")\n\t\tTNT1 A 0 A_PlaySound (\"weapons/plasmad/explode\",6)\n\t\tQR00 ABCDEF 3 Bright\n\t\tTNT1 A 1 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR Nova : BFGBall\n{\n\tDecal \"Scorch\"\n\tRadius 7\n\tHeight 9\n\tSpeed 50\n\tAlpha 0.95\n\tScale 0.2\n\tDamage 25\n\t//Translation \"[192]:[207]=[112]:[127]\"\n\tSeeSound\t\"none\"\n\tDeathSound \"weapons/plasmad/explode\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 AB 3 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SetScale (0.8)\n\t\tTNT1 A 0 A_BFGSpray (\"BFGExtra\", 40, 2)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tVFX3 ABCD 2 Bright\n\t\tVFX3 EFGH 3 Bright\n\t\tVFX3 IJ 3\n\t\tStop\n\t}\n}\n\nACTOR Residue : BFGExtra\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Add\n\tAlpha 0.25\n\tScale 0.4\n\tDamage 0\n\tDamageType \"BFGSplash\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_BFGSpray (\"BFGExtra\", 60, 10)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tR044 JKLMNOPQJKLMNOPQJKLMNOPQJKLMNOPQ 5 A_FadeOut(0.02)\n\t\tStop\n\t}\n}\n\nACTOR BFGCell : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 160\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/AMMUNITION.txt",
        "contents": "ACTOR AmmoSpawner : RandomSpawner replaces Clip\n{\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\tDropItem StrayMag\n\n\t/**/\n\tDropItem Bullets\n\tDropItem Bullets\n\tDropItem 1911\n\tDropItem RifleAmmo\n\tDropItem RifleAmmo\n\tDropItem MachineRifle\n\t/**/\n}\n\nACTOR StrayMag : CustomInventory\n{\n\tInventory.PickupMessage \"Salvaged some ammo.\"\n\tInventory.PickupSound \"ammoup\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP B -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"Clip\", 5)\n\t}\n}\n\nACTOR Ammobox : RandomSpawner replaces Clipbox\n{\n\tDropItem Boxofammo\n}\n\nACTOR BoxofAmmo : CustomInventory\n{\n\tInventory.PickupSound \"ammoboxup\"\n\tInventory.PickupMessage \"Picked up a box of ammo.\"\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"Clip\", 50)\n\t\tTNT1 A 0 A_GiveInventory (\"Bullets\", 10)\n\t\tTNT1 A 0 A_GiveInventory (\"RifleAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory (\"Nato\", 80)\n\t}\n}\n\nACTOR Bullets : Ammo//1911 ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 60\n\tInventory.PickupMessage \"Collected some ammo.\"\n\tInventory.PickupSound \"bulletup\"\n\tStates\n\t{\n\tSpawn:\n\t\t45CL A -1\n\t\tStop\n\t}\n}\n\nACTOR RifleAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 120\n\tInventory.PickupMessage \"Collected a rifle magazine.\"\n\tInventory.PickupSound \"weapons/rifle/slap\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR Nato : Ammo //Minigun Ammo\n{\n\tInventory.Amount 80\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 80\n\tAmmo.BackpackMaxAmount 600\n}\n\nACTOR Shells : Shell replaces Shell\n{\n\tInventory.PickupSound \"weapons/riotgun/up\"\n}\n\n\tACTOR BoxofShells : Shellbox replaces Shellbox\n{\n\tInventory.PickupSound \"weapons/riotgun/up\"\n}\n\nACTOR Cells : Cell replaces Cell\n{\n\tInventory.PickupSound \"cellup\"\n}\n\nACTOR CellsPack : CellPack replaces Cellpack\n{\n\tInventory.PickupSound \"cellup\"\n}\n\nActor ZombieFullAuto : Inventory {\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/CASINGS.txt",
        "contents": "Actor DebrisColonel\n{\n\t+MISSILE\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DROPOFF\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOTDMATCH\n\t+GHOST\n\tRadius 1\n\tHeight 1\n\tMass 1\n\tDamage 0\n}\n\nActor FlareGeneral\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tRenderStyle Add\n\tRadius 1\n\tHeight 1\n\tAlpha 0.4\n\tScale 0.4\n}\n\nActor ParticleFireGeneral\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\tSpeed 2\n\tRenderStyle Add\n\tScale 0.5\n\tAlpha 0.5\n}\n\nACTOR 9mmCasingSpawner : DebrisColonel\n{\n\tSpeed 20\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 3)\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"9mmCasing\",0,0,random(-80,-100),2,random(45,80))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR MP40CasingSpawner : DebrisColonel\n{\n\tSpeed 20\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 3)\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"9mmCasing\",0,0,random(80,100),2,random(45,80))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR 45CasingSpawner : DebrisColonel\n{\n\tSpeed 20\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 3)\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"45Casing\",0,0,random(-80,-100),2,random(45,80))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR 9mmCasing : DebrisColonel\n{\n\t+DOOMBOUNCE\n\t-NOBLOCKMAP\n\t-NOGRAVITY\n\tRadius 3\n\tHeight 3\n\tSpeed 6\n\tBounceFactor 0.5\n\tScale .18\n\tRenderStyle Translucent\n\tAlpha 1.0\n\tSeeSound \"weapons/casing\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tCAS1 ABCDEFGH 1\n\t\tGoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\",\"death3\",\"death4\",\"death5\",\"death6\")\n\tDeath1:\n\t\tCAS1 I 1000\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tCAS1 J 1000\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath3:\n\t\tCAS1 K 1000\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath4:\n\t\tCAS1 L 1000\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath5:\n\t\tCAS1 M 1000\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath6:\n\t\tCAS1 N 1000\n\t\tCAS1 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR 45Casing : 9mmCasing\n{\n\tSeeSound \"1911/casing\"\n\tScale .25\n}\n\nACTOR ShotgunCasingSpawner : 9mmCasingSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 3)\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"ShotgunCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR ShotgunCasing : 9mmCasing\n{\n\tScale .25\n\tSeeSound \"weapons/shotgunshells\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tCAS2 ABCDEFGH 1\n\t\tgoto spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\",\"death3\",\"death4\",\"death5\",\"death6\")\n\tDeath1:\n\t\tCAS2 I 1000\n\t\tCAS2 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tCAS2 J 1000\n\t\tCAS2 J 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath3:\n\t\tCAS2 K 1000\n\t\tCAS2 K 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath4:\n\t\tCAS2 L 1000\n\t\tCAS2 L 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath5:\n\t\tCAS2 M 1000\n\t\tCAS2 M 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath6:\n\t\tCAS2 N 1000\n\t\tCAS2 N 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SSGCasingSpawner : ShotgunCasingSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 2)\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 2)\n\t\tTNT1 A 0 A_CustomMissile(\"ShotgunCasing\",0,0,random(80,100),2,random(50,70))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR RifleCasingSpawner : DebrisColonel\n{\n\tSpeed 24\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 3)\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"RifleCasing\",0,0,random(-80,-100),2,random(45,80))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR RifleCasing : 9mmCasing\n{\n\tScale .18\n\tSeeSound \"chaingun/casing\"\n\tSpeed 6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tCAS3 ABCDEFGH 1\n\t\tGoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\",\"death3\",\"death4\",\"death5\",\"death6\")\n\tDeath1:\n\t\tCAS3 I 1000\n\t\tCAS3 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tCAS3 J 1000\n\t\tCAS3 J 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath3:\n\t\tCAS3 K 1000\n\t\tCAS3 K 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath4:\n\t\tCAS3 L 1000\n\t\tCAS3 L 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath5:\n\t\tCAS3 M 1000\n\t\tCAS3 M 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath6:\n\t\tCAS3 N 1000\n\t\tCAS3 N 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ChaingunCasingSpawner : 9mmCasingSpawner\n{\n\tSpeed 14\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(51)==0, 3)\n\t\tTNT1 A 1 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_CustomMissile(\"ChaingunCasing\",-2,0,random(80,100),2,random(40,80))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR ChaingunCasing : 9mmCasing\n{\n\tScale .20\n\tSeeSound \"chaingun/casing\"\n\tSpeed 3\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tCAS3 ABCDEFGH 1\n\t\tGoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"death2\",\"death3\",\"death4\",\"death5\",\"death6\")\n\tDeath1:\n\t\tCAS3 I 1000\n\t\tCAS3 I 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath2:\n\t\tCAS3 J 1000\n\t\tCAS3 J 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath3:\n\t\tCAS3 K 1000\n\t\tCAS3 K 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath4:\n\t\tCAS3 L 1000\n\t\tCAS3 L 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath5:\n\t\tCAS3 M 1000\n\t\tCAS3 M 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\tDeath6:\n\t\tCAS3 N 1000\n\t\tCAS3 N 1 A_CheckSight(1)\n\t\tWait\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/SMOKE.txt",
        "contents": "ACTOR GunSmokeSpawner\n{\n\tSpeed 20\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 AA 0 A_CustomMissile (\"GunSmoke\", 0, 0, random (0, 360), 2, random (0, 180))\n        Stop\n\t}\n}\n\nACTOR GunSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+MISSILE\n\tSpeed 1\n\tRenderStyle Add\n\tAlpha\t\t0.06\n\t+CLIENTSIDEONLY\n\tRadius\t\t0\n\tHeight\t\t0\n\tScale\t\t0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(50)==0, 23)\n\t\tSMKE AABBCCDDEEFFGGHHIIJJKK 1 A_FadeOut(0.001)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR SmokeSpawner\n{\n\tSpeed 20\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_SpawnItem(\"ShotSmoke\",0,0)\n\t\tStop\n\t}\n}\n\nACTOR ShotSmoke\n{\n\t+NOTDMATCH\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tVSpeed 1\n\tRenderStyle Add\n\tAlpha 0.3\n\tScale 0.1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(50)==0, 18)\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_SpawnItem(\"ShotSmokeTrail\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR ShotSmokeTrail : ShotSmoke\n{\n\tVSpeed 0\n\tAlpha 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK CDEFGHIJKLMNOPQ 1\n\t\tStop\n\t}\n}\n\nACTOR BlackSmoke : ShotSmoke\n{\n\tRenderStyle Translucent\n\tAlpha 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_SpawnItem(\"BlackSmokeTrail\")\n\t\tSMOK Q 1 A_FadeOut(0.02)\n\t\tWait\n\t}\n}\n\nACTOR BlackSmokeTrail : ShotSmokeTrail\n{\n\tRenderStyle Translucent\n\tAlpha 0.08\n}\n\nACTOR RocketSmoke\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\tRenderStyle Translucent\n\tScale 2.0\n\tAlpha 0.18\n\tVSpeed 8\n\tMass 8\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 ABCDEFGHIJKL 1\n\t\tPUF2 MNOPQRSTUVWXYZ 2 A_FadeOut(0.002)\n\t\tGoto Death\n\tDeath:\n\t\tPUF3 ABC 2 A_FadeOut(0.002)\n\tStop\n\t}\n}\n\nACTOR PlasmaSmoke\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\tRenderStyle Translucent\n\tAlpha 0.15\n\tVSpeed 8\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tSMKE ABCDEFG 2 A_FadeOut(0.001)\n\t\tGoto Death\n\tDeath:\n\t\tSMKE HIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.002)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/EFFECTS.txt",
        "contents": "Actor RicochetSpawner\n{\n\t+DONTSPLASH\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"RicochetSparks\")\n\t\tStop\n\t}\n}\n\nActor RicochetSparks\n{\n\t-DOOMBOUNCE\n\t-NOGRAVITY\n\t//+DONTSPLASH\n\tRenderStyle ADD\n\tAlpha 1.0\n\tSpeed 10\n\tRadius 3\n\tHeight 3\n\tScale .014\n\tGravity 1.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"ricochet\",CHAN_AUTO)\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tSPRK A 1 bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nACTOR ShotPuff : BulletPuff\n{\n\tDecal BulletChip\n\tVSpeed 2\n\tSeeSound \"ricochet\"\n\tStates\n  {\n  Spawn:\n\tTNT1 A 0\n    TNT1 A 0 A_CustomMissile(\"RicochetSparks\",0,0,random(0,360),2,random(1,6))\n    PUFF A 1 Bright\n    PUFF B 2\n  Melee:\n    PUFF CD 2\n    Stop\n  }\n}\n\nACTOR AltPuff : BulletPuff\n{\n\tDecal BulletChip\n\t+NOEXTREMEDEATH\n\tVSpeed 2\n\tSeeSound \"ricochet\"\n\tStates\n  {\n  Spawn:\n\tTNT1 A 0\n    TNT1 AAAA 0 A_CustomMissile(\"RicochetSparks\",0,0,random(0,360),2,random(1,6))\n    PUFF A 1 Bright\n    PUFF B 2\n  Melee:\n    PUFF CD 2\n    Stop\n  }\n}\n\nACTOR BulletImpact : BulletPuff Replaces BulletPuff\n{\n\t//Decal BulletChip\n\tVSpeed 2\n\tSeeSound \"ricochet\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"RicochetSparks\",0,12,random(0,360),2,random(1,6))\n\tPUFF A 1 Bright\n    PUFF B 2\n  Melee:\n    PUFF CD 3\n    Stop\n  }\n}\n\nACTOR Ricochet : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/ITEMS.txt",
        "contents": "ACTOR GreenArmour : GreenArmor replaces GreenArmor\n{\n\tInventory.PickupSound \"armorup\"\n}\n\nACTOR BlueArmour : BlueArmor replaces BlueArmor\n{\n\tInventory.PickupSound \"armorup\"\n}\n\nACTOR ArmourBonus : ArmorBonus replaces ArmorBonus\n{\n\tInventory.PickupSound \"smallarmorup\"\n}\n\nACTOR SmallHealthBonus : HealthBonus replaces HealthBonus\n{\n\tInventory.PickupSound \"smallhbonus\"\n}\n\nACTOR Medkit : Medikit replaces Medikit\n{\n\tInventory.PickupSound \"healthup\"\n}\n\nACTOR Stimkit : Stimpack replaces Stimpack\n{\n\tInventory.PickupSound \"smallhealthup\"\n}\n\nACTOR Berserker : Berserk replaces Berserk\n{\n\tInventory.PickupSound \"none\"\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_PlaySound(\"berserkup\",0)\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 0 A_SelectWeapon(\"Knuckles\")\n\t\tStop\n\t}\n}\n\nACTOR Bakpak : Backpack replaces Backpack\n{\n\tInventory.PickupSound \"backpackup\"\n}\n\nACTOR LoadedBackpack : CustomInventory\n{\n\tInventory.PickupMessage \"Picked up a backpack with an MP40!\"\n\tInventory.PickupSound \"backpackup\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPKG A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"Bakpak\", 1)\n\t\tTNT1 A 0 A_GiveInventory (\"MP40\", 1)\n\t\tTNT1 A 0 A_GiveInventory (\"ArmourBonus\", 1)\n\t}\n}\n\nACTOR BackpackSpawner : RandomSpawner replaces Backpack\n{\n\t//DropItem Bakpak\n\tDropItem LoadedBackpack\n}\n\nACTOR RaddSuit : RadSuit replaces RadSuit\n{\n\tInventory.PickupSound \"armorup\"\n}\n\nACTOR Goggles : Infrared replaces Infrared\n{\n\tInventory.PickupSound \"blurup\"\n}\n\nACTOR BlurredSphere : BlurSphere replaces BlurSphere\n{\n\tInventory.PickupSound \"blurup\"\n}\n\nACTOR Spiritsphere : Soulsphere replaces Soulsphere\n{\n\tInventory.PickupSound \"megaup\"\n}\n\nACTOR Metasphere : Megasphere replaces Megasphere\n{\n\tInventory.PickupSound \"megaup\"\n}\n\nACTOR GodSphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n\tPowerup.Color GoldMap\n\tInventory.PickupSound \"blurup\"\n}\n\nACTOR ToxicBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBAR1 AB 6\n\t\tLoop\n\tDeath:\n\t\tBEXP A 5\n\t\tBEXP B 3  A_Scream\n\t\tBEXP C 4 BRIGHT\n\t\tBEXP D 4 BRIGHT A_Explode\n\t\tBEXP E 4 BRIGHT\n\t\tBEXP F 4\n\t\tBEXP G 3\n\t\t//BEXP H 1 A_SpawnItem (\"BarrelRubble\")\n\t\tTNT1 A 1050 BRIGHT A_BarrelDestroy\n\t\tTNT1 A 5 A_Respawn\n\t\tWait\n\t}\n}\n\nACTOR BarrelRubble\n{\n\tRadius 10\n\tHeight 2\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tBEXP H -1\n\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACTORS/ZOMBIEGUY.txt",
        "contents": "Actor ZombieGuySpawner : RandomSpawner replaces Zombieman\n{\ndropitem ZombieGuy1\ndropitem ZombieGuy2\ndropitem ZombieGuy3\ndropitem ZombieGuy4\n}\n\nActor ZombieGuy1 : Zombieman\n{\n\tDropItem AmmoSpawner\n\tStates\n\t{\n\tMissile:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==1, \"FireRifle\")\n\t\t\tTNT1 A 0\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 8 A_PosAttack\n\t\t\tPOSS E 8\n\t\t\tGoto See\n\t\tFireRifle:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==0, \"Missile\")\n\t\t\tTNT1 A 0\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3 A_CPosRefire\n\t\t\tGoto See\n\t}\n}\n\nActor ZombieGuy2 : Zombieman\n{\n\tDropItem AmmoSpawner\n\tStates\n\t{\n\tMissile:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==1, \"FireRifle\")\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 8 A_PosAttack\n\t\t\tPOSS E 8\n\t\t\tGoto See\n\t\tFireRifle:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==0, \"Missile\")\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3 A_CPosRefire\n\t\tGoto See\n\t}\n}\n\nActor ZombieGuy3 : Zombieman\n{\n\tDropItem \"AmmoSpawner\"\n\tStates\n\t{\n\tMissile:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==1, \"FireRifle\")\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 8 A_PosAttack\n\t\t\tPOSS E 8\n\t\t\tGoto See\n\t\tFireRifle:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==0, \"Missile\")\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n            POSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n            POSS E 3 A_CPosRefire\n\t\tGoto See\n\t}\n}\n\nActor ZombieGuy4 : Zombieman\n{\n\tDropItem \"AmmoSpawner\"\n\tStates\n\t{\n\tMissile:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==1, \"FireRifle\")\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 8 A_PosAttack\n\t\t\tPOSS E 8\n\t\t\tGoto See\n\t\tFireRifle:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(52)==0, \"Missile\")\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, \"BulletPuff\")\n\t\t\tPOSS E 3\n\t\t\tPOSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, \"BulletPuff\")\n            POSS E 3 A_CPosRefire\n\t\t\tLoop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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