Counts

endoom0
graphics0
lumps21
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "017bbb65-825d-4ce4-95c8-839a53b52d87",
    "sha1": "3592f19918e18a93c8298b4aecc6c263f9decb01",
    "sha256": "e43cb67f0fb9817ae62c52de6dbaba0742e7c21685a430522dac88e7198ed309",
    "filenames": [
      "basicweps0.45.pk3",
      "BasicWeps0.45.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/10/30 23:20:55",
      "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": "2021/10/30 23:20:55",
    "file": {
      "type": "PK3",
      "size": 143032,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3592f19918e18a93c8298b4aecc6c263f9decb01/3592f19918e18a93c8298b4aecc6c263f9decb01.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 21,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "ACTOR PistolPickUp : CustomInventory replaces Pistol\n{\n\tInventory.PickupMessage \"You procured the Beretta 92F!\"\n\tStates\n\t{\n\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\tPickup:\n\t\tPIST A 0 A_GiveInventory(\"92F\",1)\n\t\tPIST A 0 A_GiveInventory(\"Clip\",10)\n\t\tStop\n\t}\n}\n\nActor 92MAG : Ammo 1666\n{\n  Inventory.MaxAmount 15\n  Ammo.BackpackMaxAmount 15\n}\n\nACTOR 92F : Weapon\n{\n\tInventory.PickupMessage \"You procured the Beretta 92F!\"\n\tWeapon.AmmoType1 \"92MAG\"\n\tWeapon.AmmoType2 \"92MAG\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 0\n\tWeapon.SlotNumber 2\n\tAttackSound \"weapons/pistol\"\n\t+Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\tStates\n\t\t{\n\tReady:\n\t\tPISG A 0 A_JumpIfInventory(\"IsReloading\",1,\"PrePreReload\")\n\t\tPISG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tPISG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPISG A 1 A_Lower\n\t\tLoop\n\tReadyToGo:\n\t\tPISG A 23 Offset(0,80)\n\t\tPISG A 0 A_PlaySound(\"misc/PistlB\")\n\t\tPISG A 20 Offset(0,80)\n\t\tPISG A 1 Offset(0,75)\n\t\tPISG A 1 Offset(0,70)\n\t\tPISG A 1 Offset(0,65)\n\t\tPISG A 1 Offset(0,60)\n\t\tPISG A 1 Offset(0,55)\n\t\tPISG A 1 Offset(0,50)\n\t\tPISG A 1 Offset(0,45)\n\t\tPISG A 1 Offset(0,40)\n\t\tGoto Ready\n\tPrePreReload:\n\t\tPISG A 0 A_PlaySound(\"misc/PistlA\")\n\t\tPISG A 1 Offset(0,40)\n\t\tPISG A 1 Offset(0,45)\n\t\tPISG A 1 Offset(0,50)\n\t\tPISG A 1 Offset(0,55)\n\t\tPISG A 1 Offset(0,60)\n\t\tPISG A 1 Offset(0,65)\n\t\tPISG A 1 Offset(0,70)\n\t\tPISG A 1 Offset(0,75)\n\t\tPISG A 1 Offset(0,80)\n\t\tGoto PreReload\n\tPreReload:\n\t\tPISG A 0 Offset(0,80)\n\t\tPISG A 0 A_JumpIfInventory(\"92MAG\",15,\"ReadyToGo\")\n\t\tPISG A 0 A_JumpIfInventory(\"Clip\",1,\"Reload\")\n\t\tGoto ReadyToGo\n\tReload:\n\t\tPISG A 0 Offset(0,80)\n\t\tPISG A 0 A_TakeInventory(\"Clip\", 1)\n\t\tPISG A 0 A_GiveInventory(\"92MAG\", 1)\n\t\tGoto PreReload\n\tFire:\n\t\tPISG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tPISG A 3 Offset(-1,36)\n\t\tPISG B 0 Offset(-1,40) A_GunFlash\n\t\tPISG B 3 Offset(-1,40)A_FireBullets(3, 2, 1, 6, \"BulletPuff\", 1)\n\t\tPISG C 3 Offset(-1,36)\n\t\tPISG B 3 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tPISG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tPISG A 1 Offset(0,36)\n\t\tPISG B 0 Offset(0,36)A_GunFlash\n\t\tPISG B 2 Offset(-1,36)A_FireBullets(6, 4, -1, 6, \"BulletPuff\", 1)\n\t\tPISG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tPISG B 0 Offset(-1,40) A_GunFlash\n\t\tPISG B 2 Offset(-1,40) A_FireBullets(6, 4, -1, 6, \"BulletPuff\", 1)\n\t\tPISG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tPISG B 0 Offset(-2,46)A_GunFlash\n\t\tPISG B 2 Offset(-2,46)A_FireBullets(6, 4, -1, 6, \"BulletPuff\", 1)\n\t\tPISG C 2 Offset(-3,52)\n\t\tPISG D 2 Offset(-2,46)\n\t\tPISG E 2 Offset(-1,40)\n\t\tPISG D 2 Offset(-1,36)\n\t\tPISG C 2 Offset(0,36)\n\t\tPISG B 4\n\t\tGoto Ready\n\tFlash:\n\t\tPISF A 3 BRIGHT A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t\t}\n}\n\nACTOR ShotgunPickUp : CustomInventory replaces Shotgun\n{\n\tInventory.PickupMessage \"You procured the Hunting Shotgun!\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\tPickup:\n\t\tSHOT A 0 A_GiveInventory(\"HuntingShotgun\",1)\n\t\tSHOT A 0 A_GiveInventory(\"Shell\",4)\n\t\tStop\n\t}\n}\n\nActor HuntTube : Ammo 1667\n{\n  Inventory.MaxAmount 7\n  Ammo.BackpackMaxAmount 7\n}\n\nACTOR HuntingShotgun : Weapon\n{\n\tInventory.PickupMessage \"You procured the Hunting Shotgun!\"\n\tWeapon.AmmoType1 \"HuntTube\"\n\tWeapon.AmmoType2 \"HuntTube\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 0\n\tWeapon.SlotNumber 3\n\t+Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\tAttackSound \"weapons/shotgf\"\n\tStates\n\t{\n\tReady:\n\t\tSHTG A 0 A_JumpIfInventory(\"IsReloading\",1,\"PrePreReload\")\n\t\tSHTG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tSHTG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSHTG A 1 A_Lower\n\t\tLoop\n\tReadyToGo:\n\t\tSHTG A 8 Offset(0,80)\n\t\tSHTG A 0 A_PlaySound(\"misc/SHGNRK\")\n\t\tSHTG A 10 Offset(0,80)\n\t\tSHTG A 1 Offset(0,75)\n\t\tSHTG A 1 Offset(0,70)\n\t\tSHTG A 1 Offset(0,65)\n\t\tSHTG A 1 Offset(0,60)\n\t\tSHTG A 1 Offset(0,55)\n\t\tSHTG A 1 Offset(0,50)\n\t\tSHTG A 1 Offset(0,45)\n\t\tSHTG A 1 Offset(0,40)\n\t\tGoto Ready\n\tPrePreReload:\n\t    SHTG A 0 A_PlaySound(\"weapons/sshotl\")\n\t\tSHTG A 1 Offset(0,40)\n\t\tSHTG A 1 Offset(0,45)\n\t\tSHTG A 1 Offset(0,50)\n\t\tSHTG A 1 Offset(0,55)\n\t\tSHTG A 1 Offset(0,60)\n\t\tSHTG A 1 Offset(0,65)\n\t\tSHTG A 1 Offset(0,70)\n\t\tSHTG A 1 Offset(0,75)\n\t\tSHTG A 1 Offset(0,80)\n\t\tGoto PreReload\n\tPreReload:\n\t\tSHTG A 10 Offset(0,80)\n\t\tSHTG A 0 A_JumpIfInventory(\"HuntTube\",7,\"ReadyToGo\")\n\t\tSHTG A 0 A_JumpIfInventory(\"Shell\",1,\"Reload\")\n\t\tGoto ReadyToGo\n\tReload:\n\t\tSHTG A 0 Offset(0,80)\n\t\tSHTG A 0 A_PlaySound(\"misc/SHOTRL\")\n\t\tSHTG A 0 A_TakeInventory(\"Shell\", 1)\n\t\tSHTG A 0 A_GiveInventory(\"HuntTube\", 1)\n\t\tGoto PreReload\n\tFire:\n\t\tSHTG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tSHTG A 0 A_GunFlash\n\t\tSHTG A 2 A_FireBullets(3.5, 3, 13, 4, \"BulletPuff\", 1)\n\t\tSHTG A 1 Offset(7,40)\n        SHTG A 1 Offset(5,43)\n\t\tSHTG A 1 Offset(4,47)\n\t\tSHTG A 2 Offset(3,50)\n        SHTG A 1 Offset(4,48)\n\t\tSHTG A 1 Offset(4,46)\n\t\tSHTG A 2 Offset(5,44)\n\t\tSHTG B 3\n        SHTG C 4\n\t\tSHTG D 3\n\t\tSHTG C 3\n\t\tSHTG B 3\n\t\tGoto Ready\n\tAltFire:\n\t\tSHTG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tSHTG A 0 A_GunFlash\n\t\tSHTG A 0 A_FireBullets(1.5, 1.5, 2, 21, \"BulletPuff\", 1)\n\t\tSHTG A 3 A_PlaySound(\"misc/SHGALT\")\n\t\tSHTG A 1 Offset(11,44)\n        SHTG A 1 Offset(10,46)\n\t\tSHTG A 1 Offset(9,49)\n\t\tSHTG A 1 Offset(7,52)\n\t\tSHTG A 1 Offset(6,55)\n\t\tSHTG A 1 Offset(5,58)\n\t\tSHTG A 1 Offset(5,56)\n\t\tSHTG A 1 Offset(6,54)\n\t\tSHTG A 1 Offset(6,52)\n\t\tSHTG A 1 Offset(7,50)\n\t\tSHTG A 2 Offset(7,49)\n\t\tSHTG B 3\n        SHTG C 4\n\t\tSHTG D 3\n\t\tSHTG C 4\n\t\tSHTG B 3\n\t\tGoto Ready\n\tFlash:\n\t\tSHTF B 2 BRIGHT A_Light1\n\t\tSHTF A 2 BRIGHT A_Light2\n\t\tSHTF A 2 BRIGHT A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t\t}\n}\n\nactor Coachgun : Weapon replaces SuperShotGun\n{\n\n\tInventory.PickupMessage \"You procured the Coach Gun!\"\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoType2 \"Shell\"\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoGive 8\n\tWeapon.SlotNumber 3\n\tAttackSound \"weapons/sshotf\"\n    States\n\t\t{\n\tReady:\n\t\tSHT2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSHT2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSHT2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHT2 A 1\n\t\tSHT2 A 0 A_GunFlash\n\t\tSHT2 A 6 A_FireBullets(6, 5, 27, 4, \"BulletPuff\", 1)\n\t\tSHT2 B 6\n\t\tSHT2 C 7 A_CheckReload\n\t\tSHT2 D 7 A_OpenShotgun2\n\t\tSHT2 E 7\n\t\tSHT2 F 7 A_LoadShotgun2\n\t\tSHT2 G 6\n\t\tSHT2 H 6 A_CloseShotgun2\n\t\tSHT2 A 5 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSHT2 A 1\n\t\tSHTG A 0 A_GunFlash\n\t\tSHTG A 0 A_PlaySound(\"misc/SSSTGA\")\n\t\tSHTG A 0 A_PlaySound(\"vile/firestrt\", 0, 8)\n\t\tSHT2 A 1\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 1, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 0 A_FireCustomMissile(\"Flak\", random(-8,8), 0, 0, 0, 0, random(-8,8))\n\t\tSHT2 A 6\n\t\tSHT2 B 7\n\t\tSHT2 C 7 A_CheckReload\n\t\tSHT2 D 7 A_OpenShotgun2\n\t\tSHT2 E 7\n\t\tSHT2 F 7 A_LoadShotgun2\n\t\tSHT2 G 6\n\t\tSHT2 H 6 A_CloseShotgun2\n\t\tSHT2 A 5 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tSHT2 I 4 Bright A_Light1\n\t\tSHT2 J 3 Bright A_Light2\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t\t}\n}\n\nACTOR Flak\n{\n  Radius 3\n  Height 3\n  Speed 45\n  Damage 4\n  Projectile\n  -NOGRAVITY\n  +RANDOMIZE\n  +GRENADETRAIL\n  bouncecount 3\n  +DoomBounce\n  Gravity 0.66\n  DeathSound \"skeleton/melee\"\n  Obituary \"%o caught %k's flak shards.\"\n  States\n  {\n  Spawn:\n    PUFF A 1 Bright\n    Loop\n  Death:\n\tPUFF A 1 A_Explode(5, 40, 1)\n    PUFF A 8 Bright\n\tPUFF B 6 Bright\n    Stop\n  Grenade:\n    PUFF A 1000 A_Die\n    Wait\n  Detonate:\n    PUFF A 4 A_Scream\n    PUFF B 6 A_Detonate\n    Stop\n  }\n}\n\nACTOR ChaingunPickUp : CustomInventory replaces Chaingun\n{\n\tInventory.PickupMessage \"You procured the Gattling Gun! Rat-a-tat-tat!\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\tPickup:\n\t\tMGUN A 0 A_GiveInventory(\"GattlingGun\",1)\n\t\tMGUN A 0 A_GiveInventory(\"Clip\",20)\n\t\tStop\n\t}\n}\n\nActor GBOX : Ammo 1668\n{\n  Inventory.MaxAmount 50\n  Ammo.BackpackMaxAmount 50\n}\n\nactor GattlingGun : Weapon\n{\n\tInventory.PickupMessage \"You procured the Gattling Gun! Rat-a-tat-tat!\"\n\tWeapon.AmmoType1 \"GBOX\"\n\tWeapon.AmmoType2 \"GBOX\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 6\n\tWeapon.AmmoGive 0\n\t+Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\tWeapon.SlotNumber 4\n\tAttackSound \"misc/GATGFA\"\n\n\tStates\n\t\t{\n\tReady:\n\t\tCHGG A 0 A_JumpIfInventory(\"IsReloading\",1,\"PrePreReload\")\n\t\tCHGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCHGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCHGG A 1 A_Raise\n\t\tLoop\n\tReadyToGo:\n\t\tCHGG A 20 Offset(0,80)\n\t\tCHGG A 0 A_PlaySound(\"misc/GATGRB\")\n\t\tCHGG A 28 Offset(0,80)\n\t\tCHGG A 0 A_PlaySound(\"misc/GATGRC\")\n\t\tCHGG A 10 Offset(0,80)\n\t\tCHGG A 1 Offset(0,75)\n\t\tCHGG A 1 Offset(0,70)\n\t\tCHGG A 1 Offset(0,65)\n\t\tCHGG A 1 Offset(0,60)\n\t\tCHGG A 1 Offset(0,55)\n\t\tCHGG A 1 Offset(0,50)\n\t\tCHGG A 1 Offset(0,45)\n\t\tCHGG A 1 Offset(0,40)\n\t\tGoto Ready\n\tPrePreReload:\n\t\tCHGG A 0 A_PlaySound(\"misc/GATGRA\")\n\t\tCHGG A 1 Offset(0,40)\n\t\tCHGG A 1 Offset(0,45)\n\t\tCHGG A 1 Offset(0,50)\n\t\tCHGG A 1 Offset(0,55)\n\t\tCHGG A 1 Offset(0,60)\n\t\tCHGG A 1 Offset(0,65)\n\t\tCHGG A 1 Offset(0,70)\n\t\tCHGG A 1 Offset(0,75)\n\t\tCHGG A 1 Offset(0,80)\n\t\tGoto PreReload\n\tPreReload:\n\t\tCHGG A 0 Offset(0,80)\n\t\tCHGG A 0 A_JumpIfInventory(\"GBOX\",50,\"ReadyToGo\")\n\t\tCHGG A 0 A_JumpIfInventory(\"Clip\",1,\"Reload\")\n\t\tGoto ReadyToGo\n\tReload:\n\t\tCHGG A 0 Offset(0,80)\n\t\tCHGG A 0\n\t\tCHGG A 0 A_TakeInventory(\"Clip\", 1)\n\t\tCHGG A 0 A_GiveInventory(\"GBOX\", 1)\n\t\tGoto PreReload\n\tFire:\n\t\tCHGG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 2 A_FireBullets(4.8, 3, 1, 6, \"BulletPuff\", 1)\n\t\tCHGG B 2\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 2 A_FireBullets(4.8, 3, 1, 6, \"BulletPuff\", 1)\n\t\tCHGG B 2\n\t\tCHGG B 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tCHGG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 3 A_FireBullets(7, 5, 6, 6, \"BulletPuff\", 1)\n\t\tCHGG B 2\n\t\tCHGG A 2\n\t\tCHGG B 2\n\t\tCHGG A 3\n\t\tCHGG B 2\n\t\tCHGG A 2\n\t\tCHGG B 2\n\t\tCHGG A 3\n\t\tCHGG B 2\n\t\tCHGG A 2\n\t\tCHGG B 2\n\t\tGoto Ready\n\tFlash:\n\t\tCHGF A 3 Bright A_Light2\n\t\tCHGF B 2 Bright A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\t\t}\n}\n\nACTOR RocketLauncherPickUp : CustomInventory replaces RocketLauncher\n{\n\tInventory.PickupMessage \"You procured an RPG! Careful now!\"\n\tStates\n\t{\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\tPickup:\n\t\tLAUN A 0 A_GiveInventory(\"RPG\",1)\n\t\tLAUN A 0 A_GiveInventory(\"RocketAmmo\",2)\n\t\tStop\n\t}\n}\n\nActor RPGBOX : Ammo 1669\n{\n  Inventory.MaxAmount 5\n  Ammo.BackpackMaxAmount 5\n}\n\nactor RPG : Weapon\n{\n\tInventory.PickupMessage \"You procured an RPG! Careful now!\"\n\tWeapon.AmmoType1 \"RPGBOX\"\n\tWeapon.AmmoType2 \"RPGBOX\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 0\n    +Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\tWeapon.SlotNumber 5\n\tStates\n\t{\n\tReady:\n\t\tMISG A 0 A_JumpIfInventory(\"IsReloading\",1,\"PrePreReload\")\n\t\tMISG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMISG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMISG A 1 A_Raise\n\t\tLoop\n\tReadyToGo:\n\t\tMISG A 16 Offset(0,80)\n\t\tMISG A 0 A_PlaySound(\"misc/RPGRLB\")\n\t\tMISG A 30 Offset(0,80)\n\t\tMISG A 1 Offset(0,75)\n\t\tMISG A 1 Offset(0,70)\n\t\tMISG A 1 Offset(0,65)\n\t\tMISG A 1 Offset(0,60)\n\t\tMISG A 1 Offset(0,55)\n\t\tMISG A 1 Offset(0,50)\n\t\tMISG A 1 Offset(0,45)\n\t\tMISG A 1 Offset(0,40)\n\t\tGoto Ready\n\tPrePreReload:\n\t\tMISG A 1 Offset(0,40)\n\t\tMISG A 1 Offset(0,45)\n\t\tMISG A 1 Offset(0,50)\n\t\tMISG A 1 Offset(0,55)\n\t\tMISG A 1 Offset(0,60)\n\t\tMISG A 1 Offset(0,65)\n\t\tMISG A 1 Offset(0,70)\n\t\tMISG A 1 Offset(0,75)\n\t\tMISG A 1 Offset(0,80)\n\t\tGoto PreReload\n\tPreReload:\n\t\tMISG A 12 Offset(0,80)\n\t\tMISG A 0 A_JumpIfInventory(\"RPGBOX\",5,\"ReadyToGo\")\n\t\tMISG A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"Reload\")\n\t\tGoto ReadyToGo\n\tReload:\n\t\tMISG A 0 Offset(0,80)\n\t\tMISG A 0 A_PlaySound(\"misc/RPGRLA\")\n\t\tMISG A 0 A_TakeInventory(\"RocketAmmo\", 1)\n\t\tMISG A 0 A_GiveInventory(\"RPGBOX\", 1)\n\t\tGoto PreReload\n\tFire:\n\t\tMISG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tMISG B 8 A_GunFlash\n\t\tMISG B 12 A_FireCustomMissile(\"Missle\",0,1)\n\t\tMISG B 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tMISG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tMISG B 8 A_GunFlash\n\t\tMISG B 12 A_FireCustomMissile(\"Grenade\", 0, true, 0, 0, 0, 6.328125)\n\t\tMISG B 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tMISF A 3 Bright A_Light1\n\t\tMISF B 4 Bright\n\t\tMISF CD 4 Bright A_Light2\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\t\t}\n}\n\nactor Missle\n{\nRadius 10\nHeight 8\nSpeed 20\nDamage 20\nProjectile\nSeeSound \"weapons/rocklf\"\nDeathSound \"weapons/rocklx\"\nObituary \"%o rode %k's rocket-propelled-grenade\"\nStates\n{\n\tSpawn:\n\t\tMISL A 1 bright\n\t\tloop\n\tDeath:\n\t\tMISL B 8 bright A_Explode(128,128)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tstop\n\t\t}\n}\n\nACTOR PlasmaRiflePickUp : CustomInventory replaces PlasmaRifle\n{\n\tInventory.PickupMessage \"You procured an Alien Artifact...\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\tPickup:\n\t\tPLAS A 0 A_GiveInventory(\"AlienRifle\",1)\n\t\tPLAS A 0 A_GiveInventory(\"Cell\",40)\n\t\tStop\n\t}\n}\n\nActor smCELL : Ammo 1670\n{\n  Inventory.MaxAmount 45\n  Ammo.BackpackMaxAmount 45\n}\n\nactor AlienRifle : Weapon\n{\n\tWeapon.AmmoType1 \"smCELL\"\n\tWeapon.AmmoType2 \"smCELL\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 15\n\tWeapon.AmmoGive 0\n\t+Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\tWeapon.SlotNumber 6\n\tInventory.PickupMessage \"You procured an Alien Artifact...\"\n\tStates\n\t{\n\tReady:\n\t\tPLSG A 0 A_JumpIfInventory(\"IsReloading\",1,\"PrePreReload\")\n\t\tPLSG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPLSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPLSG A 1 A_Raise\n\t\tLoop\n\tReadyToGo:\n\t\tPLSG A 20 Offset(0,80)\n\t\tPLSG A 0 A_PlaySound(\"misc/PLSZRB\")\n\t\tPLSG A 32 Offset(0,80)\n\t\tPLSG A 1 Offset(0,75)\n\t\tPLSG A 1 Offset(0,70)\n\t\tPLSG A 1 Offset(0,65)\n\t\tPLSG A 1 Offset(0,60)\n\t\tPLSG A 1 Offset(0,55)\n\t\tPLSG A 1 Offset(0,50)\n\t\tPLSG A 1 Offset(0,45)\n\t\tPLSG A 1 Offset(0,40)\n\t\tGoto Ready\n\tPrePreReload:\n\t\tPLSG A 0 A_PlaySound(\"misc/PLSZRA\")\n\t\tPLSG A 1 Offset(0,40)\n\t\tPLSG A 1 Offset(0,45)\n\t\tPLSG A 1 Offset(0,50)\n\t\tPLSG A 1 Offset(0,55)\n\t\tPLSG A 1 Offset(0,60)\n\t\tPLSG A 1 Offset(0,65)\n\t\tPLSG A 1 Offset(0,70)\n\t\tPLSG A 1 Offset(0,75)\n\t\tPLSG A 1 Offset(0,80)\n\t\tGoto PreReload\n\tPreReload:\n\t\tPLSG A 0 Offset(0,80)\n\t\tPLSG A 0 A_JumpIfInventory(\"smCELL\",45,\"ReadyToGo\")\n\t\tPLSG A 0 A_JumpIfInventory(\"Cell\",1,\"Reload\")\n\t\tGoto ReadyToGo\n\tReload:\n\t\tPLSG A 0 Offset(0,80)\n\t\tPLSG A 0 A_TakeInventory(\"Cell\", 1)\n\t\tPLSG A 0 A_GiveInventory(\"smCELL\", 1)\n\t\tGoto PreReload\n\tFire:\n\t\tPLSG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tPLSG A 0 A_GunFlash\n\t\tPLSG A 3 A_FireCustomMissile(\"PlasmaS\",0,1)\n\t\tPLSG B 20 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tPLSG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tPLSG A 0 A_GunFlash\n\t\tPLSG A 3 A_FireRailgun\n\t\tPLSG A 0 A_GunFlash\n\t\tPLSG A 3\n\t\tPLSG B 20\n\t\tPLSG A 3\n\t\tGoto Ready\n\tFlash:\n\t\tPLSF A 4 Bright A_Light1\n\t\tGoto LightDone\n\t\tPLSF B 4 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nactor PlasmaS\n{\nRadius 13\nHeight 8\nSpeed 25\nDamage 5\nProjectile\n+RANDOMIZE\nRenderStyle Add\nAlpha 0.75\nSeeSound \"weapons/plasmaf\"\nDeathSound \"weapons/plasmax\"\nObituary \"%o was melted by %k's plasma.\"\nStates\n\t{\n\tSpawn:\n\t\tPLSS AB 6 bright\n\t\tloop\n\tDeath:\n\t\tPLSE ABCDE 4 bright\n\t\tstop\n\t}\n}\n\nACTOR BFG9000Pickup : CustomInventory replaces BFG9000\n{\n\tInventory.PickupMessage \"You procured the BFG9001!  Oh, ye---Wait a second...\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\tPickup:\n\t\tBFUG A 0 A_GiveInventory(\"BFG9001\",1)\n\t\tBFUG A 0 A_GiveInventory(\"Cell\",40)\n\t\tStop\n\t}\n}\n\nActor lgCELL : Ammo 1671\n{\n  Inventory.MaxAmount 120\n  Ammo.BackpackMaxAmount 120\n}\n\nactor BFG9001 : Weapon\n{\n\tWeapon.AmmoUse1 40\n\tWeapon.AmmoUse2 12\n\tWeapon.AmmoType1 \"lgCELL\"\n\tWeapon.AmmoType2 \"lgCELL\"\n\tWeapon.AmmoGive 0\n\t+Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\tWeapon.SlotNumber 7\n\tInventory.PickupMessage \"You got the BFG9001!  Oh, ye---Wait a second...\"\n\tStates\n\t{\n\tReady:\n\t\tBFGG A 0 A_JumpIfInventory(\"IsReloading\",1,\"PrePreReload\")\n\t\tBFGG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tBFGG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tBFGG A 1 A_Raise\n\t\tloop\n\tReadyToGo:\n\t\tBFGG A 12 Offset(0,80)\n\t\tBFGG A 0 A_PlaySound(\"misc/BGFRLB\")\n\t\tBFGG A 18 Offset(0,80)\n\t\tBFGG A 0 A_PlaySound(\"misc/BGFRLC\")\n\t\tBFGG A 48 Offset(0,80)\n\t\tBFGG A 0 A_PlaySound(\"misc/BGFRLD\")\n\t\tBFGG A 12 Offset(0,80)\n\t\tBFGG A 1 Offset(0,75)\n\t\tBFGG A 1 Offset(0,70)\n\t\tBFGG A 1 Offset(0,65)\n\t\tBFGG A 1 Offset(0,60)\n\t\tBFGG A 1 Offset(0,55)\n\t\tBFGG A 1 Offset(0,50)\n\t\tBFGG A 1 Offset(0,45)\n\t\tBFGG A 1 Offset(0,40)\n\t\tGoto Ready\n\tPrePreReload:\n\t\tBFGG A 1 Offset(0,40)\n\t\tBFGG A 1 Offset(0,45)\n\t\tBFGG A 0 A_PlaySound(\"misc/BGFRLA\")\n\t\tBFGG A 1 Offset(0,50)\n\t\tBFGG A 1 Offset(0,55)\n\t\tBFGG A 1 Offset(0,60)\n\t\tBFGG A 1 Offset(0,65)\n\t\tBFGG A 1 Offset(0,70)\n\t\tBFGG A 1 Offset(0,75)\n\t\tBFGG A 1 Offset(0,80)\n\t\tGoto PreReload\n\tPreReload:\n\t\tBFGG A 0 Offset(0,80)\n\t\tBFGG A 0 A_JumpIfInventory(\"lgCELL\",120,\"ReadyToGo\")\n\t\tBFGG A 0 A_JumpIfInventory(\"Cell\",1,\"Reload\")\n\t\tGoto ReadyToGo\n\tReload:\n\t\tBFGG A 0 Offset(0,80)\n\t\tBFGG A 0 A_TakeInventory(\"Cell\", 1)\n\t\tBFGG A 0 A_GiveInventory(\"lgCELL\", 1)\n\t\tGoto PreReload\n\tFire:\n\t\tBFGG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tBFGG A 20 A_BFGSound\n\t\tBFGG B 10 A_GunFlash\n\t\tBFGG B 10 A_FireBFG\n\t\tBFGG B 20 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tBFGG A 0 A_JumpIfNoAmmo(\"PrePreReload\")\n\t\tBFGG A 20 A_PlaySound (\"weapons/bfg10kf\")\n\t\tBFGG A 8\n\t\tBFGG B 2 A_GunFlash\n\t\tBFGG B 2 A_FireBullets(0,0,1,0,\"BFG10kShot\")\n\t\tBFGG B 2 A_ReFire\n\t\tBFGG B 35 A_PlaySound (\"weapons/bfg10kcool\")\n\t\tGoto Ready\n\tFlash:\n\t\tBFGF A 11 bright A_Light1\n\t\tBFGF B 6 bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tBFUG A -1\n\t\tstop\n\t}\n}\n\nACTOR DoomPlayer : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"92F\"\n  Player.StartItem \"Fist\"\n  Player.StartItem \"Clip\", 50\n  Player.StartItem \"Action_Reload\"\n  Player.StartItem \"Action_ReloadCancel\"\n  Player.WeaponSlot 1, Fist, Chainsaw\n  Player.WeaponSlot 2, Pistol\n  Player.WeaponSlot 3, Shotgun, SuperShotgun\n  Player.WeaponSlot 4, Chaingun\n  Player.WeaponSlot 5, RocketLauncher\n  Player.WeaponSlot 6, PlasmaRifle\n  Player.WeaponSlot 7, BFG9000\n\n  States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\n    PLAY ABCD 4\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n  }\n}\n\n ACTOR IsReloading : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR Action_Reload : CustomInventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n\n   States\n   {\n       Use:\n       TNT1 A 0 A_GiveInventory(\"IsReloading\",1)\n       Fail\n   }\n}\n\nACTOR Action_ReloadCancel : CustomInventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n\n   States\n   {\n       Use:\n       TNT1 A 0 A_TakeInventory(\"IsReloading\",1)\n       Fail\n   }\n}"
      }
    ]
  },
  "maps": []
}

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