srb2-v21p.pk3

PK3 45 MiB 21 map(s)

Counts

endoom0
graphics2
lumps3615
maps40
palettes14

Totals (across maps)

Things10935
Linedefs27218
Sectors4283
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "01925e96-b1d6-453f-9c88-1b9f246d536f",
    "sha1": "8179d9de74c3e57308d2b65df707b735c64b3054",
    "sha256": "944ee9227257a650855f3afa51739f1d593f82d39829effa0ab934bee6b668d6",
    "filenames": [
      "srb2-v21p.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-02-20 20:29:51",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "MAP02": "MAP02.png",
        "MAP03": "MAP03.png",
        "MAP04": "MAP04.png",
        "MAP05": "MAP05.png",
        "MAP06": "MAP06.png",
        "MAP07": "MAP07.png",
        "MAP08": "MAP08.png",
        "MAP09": "MAP09.png",
        "MAP10": "MAP10.png",
        "MAP11": "MAP11.png",
        "MAP12": "MAP12.png",
        "MAP13": "MAP13.png",
        "MAP14": "MAP14.png",
        "MAP15": "MAP15.png",
        "MAP16": "MAP16.png",
        "MAP17": "MAP17.png",
        "MAP19": "MAP19.png",
        "MAP21": "MAP21.png",
        "MAP22": "MAP22.png",
        "MAPF0": "MAPF0.png",
        "MAPF1": "MAPF1.png",
        "MAPF2": "MAPF2.png",
        "MAPF5": "MAPF5.png",
        "MAPF9": "MAPF9.png",
        "MAPFA": "MAPFA.png",
        "MAPR8": "MAPR8.png",
        "MAPR9": "MAPR9.png",
        "MAPRB": "MAPRB.png",
        "MAPRC": "MAPRC.png",
        "MAPRD": "MAPRD.png",
        "MAPRE": "MAPRE.png",
        "MAPRF": "MAPRF.png",
        "MAPRG": "MAPRG.png",
        "map01": "map01.png",
        "map02": "map02.png",
        "map03": "map03.png",
        "map04": "map04.png",
        "map05": "map05.png",
        "map06": "map06.png",
        "map07": "map07.png",
        "map08": "map08.png",
        "map09": "map09.png",
        "map10": "map10.png",
        "map11": "map11.png",
        "map12": "map12.png",
        "map13": "map13.png",
        "map14": "map14.png",
        "map15": "map15.png",
        "map16": "map16.png",
        "map17": "map17.png",
        "map19": "map19.png",
        "map21": "map21.png",
        "map22": "map22.png",
        "mapf0": "mapf0.png",
        "mapf1": "mapf1.png",
        "mapf2": "mapf2.png",
        "mapf5": "mapf5.png",
        "mapf9": "mapf9.png",
        "mapfa": "mapfa.png",
        "mapr8": "mapr8.png",
        "mapr9": "mapr9.png",
        "maprb": "maprb.png",
        "maprc": "maprc.png",
        "maprd": "maprd.png",
        "mapre": "mapre.png",
        "maprf": "maprf.png",
        "maprg": "maprg.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2017-02-20 20:29:51",
    "file": {
      "type": "PK3",
      "size": 46818091,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/8179d9de74c3e57308d2b65df707b735c64b3054/8179d9de74c3e57308d2b65df707b735c64b3054.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP19",
        "MAP20",
        "MAPF0",
        "MAPF1",
        "MAPF2",
        "MAPF3",
        "MAPF4",
        "MAPF5",
        "MAPF6",
        "MAPF7",
        "MAPF8",
        "MAPF9",
        "MAPFA",
        "MAP14",
        "MAP17",
        "MAP15",
        "MAP10",
        "MAP13",
        "MAP22",
        "MAP09",
        "MAP01",
        "MAP02",
        "MAP03",
        "MAP04",
        "MAP05",
        "MAP06",
        "MAP07",
        "MAP08",
        "MAP16",
        "MAPRC",
        "MAPRD",
        "MAPRE",
        "MAPRF",
        "MAPRG",
        "MAPRB",
        "MAPR8",
        "MAPR9",
        "MAP21",
        "MAP12",
        "MAP11"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 3615,
        "maps": 40,
        "palettes": 14
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "zSRB2, SRB2 for Zandronum (90% of Gameplay recaptured)\n\nCREDITS:\n\n* RomioTheBadass from SRB2 Message Board for Reprogramming for ZDoom.\n* TheArmyGuy for allowing me to use his wonderful chasecam mod for this.\n* SonicTeamJR for the Great SRB2 game.\n\nAdditional credits:\n\n* CutmanMike for his useful Jump Canceler script.\n* Zandronum generic announcer\nRecorded by BouncyTEM"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "user noarchive int chase_active = 1;\nuser int chase_rotateplr = 1;\nserver int maxpoints = 1500;"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "setslot 1 InfinityRing Ringslinger\nsetslot 2 AutoRing\nsetslot 3 BounceRing\nsetslot 4 Scatter\nsetslot 5 GrenadeLauncher\nsetslot 6 BombRing\nsetslot 7 Railring\nsetslot 8\nsetslot 9\nsetslot 0\n\n   alias kickem \"puke 301\"\n   defaultbind F kickem\n\n   defaultbind TAB \"zoom\"\n\n   alias srb2chase \"puke 815\""
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\n\nQUITMSG1 = \"Giving up too early, are you a Noob ?\";\nQUITMSG2 = \"Ha !, Scared kitty ?, Did that gargoyle scare you ?\";\nQUITMSG3 = \"You must be very weak to leave like that\";\nQUITMSG4 = \"Every time you press Y , A Developer cries\";\nQUITMSG5 = \"Honey, Don't leave me like that\";\nQUITMSG6 = \"Oh my, Coward flavour, My favorite\";\nQUITMSG7 = \"Put that Ringslinger aside, you don't deserve it\";\nQUITMSG8 = \"Have you heard a Crawler crawling behind that corner ?\";\nQUITMSG9 = \"Dude, So much Projectiles for you ?\";\nQUITMSG10 = \"Is your father proud of having a lazybones like you ? *Sigh*\";\nQUITMSG11 = \"I Remember the time, The time we had, I Remember the place, That we used to ..\";\nQUITMSG12 = \"Hey, Where do you think you're going, We're not done yet\";\nQUITMSG13 = \"I Thought warriors like you are brave, I Must have been wrong all that time\";\nQUITMSG14 = \"Blessed is the man who remains steadfast under trial, for when he has stood the test he will receive the crown of life.\"; // James 1:12\nQUITMSG15 = \"He cannot be allowed to leave this place, He would ruin everything\";\n\n// Cheats\nSTSTR_DQDON = \"Pussy mode on\";\nSTSTR_DQDOFF = \"Pussy mode off.\";\nSTSTR_KFAADDED = \"Cheaters never win.\";\nSTSTR_FAADDED = \"Cheaters never win.\";\nSTSTR_NCON = \"Noclip on.\";\nSTSTR_NCOFF = \"Noclip off.\";\nSTSTR_BEHOLD = \"Cool mode ?\";\nSTSTR_BEHOLDX = \"Power-up toggled.\";\nSTSTR_CHOPPERS = \"Your memory serves you well.\";\n\nGGSAVED = \"Fear nothing soldier, game saved...\";\n\n// Obituaries.\nOB_SUICIDE = \" \";\nOB_FALLING = \" \";\nOB_CRUSH = \" \";\nOB_EXIT = \" \";\nOB_WATER = \" \";\nOB_SLIME = \" \";\nOB_LAVA = \" \";\nOB_BARREL = \" \";\nOB_SPLASH = \" \";\nOB_R_SPLASH = \" \";\nOB_ROCKET = \" \";\nOB_KILLEDSELF = \" \";\nOB_VOODOO = \" \";\n\nCONFIRM_EASY = \"You take less damage and monsters have less health.\\n\\nWe choose to believe you are new to shooters.\";\nCONFIRM_NORMAL = \"The default difficulty. No special changes or behavior.\\n\\nYou are familiar with shooters and want an adventure.\";\nCONFIRM_HARD = \"You take more damage and monsters have more health.\\n\\nYou are skilled at shooters and want a challenge.\";\nCONFIRM_VERYHARD = \"You are but a mere human, and monsters have plagued your history for aeons.\\n\\nYou are a madman and wish for a quick death.\";\n\nPD_BLUEO = \"You need a blue key to activate this.\";\nPD_REDO = \"You need a red key to activate this.\";\nPD_YELLOWO = \"You need a yellow key to activate this.\";\nPD_BLUEK = \"You need a blue key to open this.\";\nPD_REDK = \"You need a red key to open this.\";\nPD_YELLOWK = \"You need a yellow key to open this.\";\nPD_BLUECO = \"You need a blue key to activate this.\";\nPD_REDCO = \"You need a red key to activate this.\";\nPD_YELLOWCO = \"You need a yellow key to activate this.\";\nPD_BLUESO = \"You need a blue key to activate this.\";\nPD_REDSO = \"You need a red key to activate this.\";\nPD_YELLOWSO = \"You need a yellow key to activate this.\";"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "SRB2\nCam\nObjects\nSRB2Water\nShields\nAbilities"
      },
      {
        "source": "pk3",
        "name": "MENUDEF.txt",
        "contents": "//-------------------------------------------------------------------------------------------\n//\n// Note:\n// Much of the menu structure defined here is accessed internally by CCMDs\n// and menu generation code. If you want to design your own menus make sure\n// that they are named identically and that links to all important submenus\n// are present.\n//\n//-------------------------------------------------------------------------------------------\n\nDEFAULTLISTMENU\n{\n\tFont \"BigFont\", \"Untranslated\"\n\tIfGame(Doom, Chex)\n\t{\n\t\tSelector \"M_SKULL1\", -32, -5\n\t\tLinespacing 16\n\t\tFont \"BigFont\", \"Red\"\n\t}\n\tIfGame(Strife)\n\t{\n\t\tSelector \"M_CURS1\", -28, -5\n\t\tLinespacing 19\n\t}\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tSelector \"M_SLCTR1\", -28, -1\n\t\tLinespacing 20\n\t}\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The main menu. There's a lot of differences here between the games\n//\n//-------------------------------------------------------------------------------------------\n\nLISTMENU \"MainMenu\"\n{\n\tIfGame(Doom, Chex)\n\t{\n\t\tStaticPatch 94, 2, \"M_DOOM\"\n\t\tPosition 97, 72\n\t\tIfOption(ReadThis)\n\t\t{\n\t\t\tPosition 97, 64\n\t\t}\n\t}\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 84, 2, \"M_STRIFE\"\n\t\tPosition 97, 45\n\t}\n\tIfGame(Heretic)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 40, 10, \"M_SKL01\"\n\t\tStaticPatch 232, 10, \"M_SKL00\"\n\t\tPosition 110, 56\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 37, 80, \"FBULB0\"\n\t\tStaticPatch 278, 80, \"FBULA0\"\n\t\tPosition 110, 56\n\t}\n\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tPatchItem \"M_NGAME\", \"n\", \"PlayerclassMenu\"\n\t\tPatchItem \"M_MULTI\", \"m\", \"ZA_MultiplayerOptions\" // [Lego]\n\t\tifOption(SwapMenu)\n\t\t{\n\t\t\tPatchItem \"M_LOADG\", \"l\", \"LoadGameMenu\"\n\t\t\tPatchItem \"M_SAVEG\", \"s\", \"SaveGameMenu\"\n\t\t\tPatchItem \"M_OPTION\",\"o\", \"OptionsMenu\"\n\t\t}\n\t\telse\n\t\t{\n\t\t\tPatchItem \"M_OPTION\",\"o\", \"OptionsMenu\"\n\t\t\tPatchItem \"M_LOADG\", \"l\", \"LoadGameMenu\"\n\t\t\tPatchItem \"M_SAVEG\", \"s\", \"SaveGameMenu\"\n\t\t}\n\t\tifOption(ReadThis)\n\t\t{\n\t\t\tPatchItem \"M_RDTHIS\",\"r\", \"ReadThisMenu\"\n\t\t}\n\t\tPatchItem \"M_QUITG\", \"q\", \"QuitMenu\"\n\t}\n\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tTextItem \"$MNU_NEWGAME\", \"n\", \"PlayerclassMenu\"\n\t\tTextItem \"$MNU_OPTIONS\", \"o\", \"OptionsMenu\"\n\t\tTextItem \"$MNU_GAMEFILES\", \"g\", \"GameFilesMenu\"\n\t\tTextItem \"$MNU_INFO\", \"i\", \"ReadThisMenu\"\n\t\tTextItem \"$MNU_QUITGAME\", \"q\", \"QuitMenu\"\n\t}\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Controls Menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu \"CustomizeControls\"\n{\n\tTitle \"CUSTOMIZE CONTROLS\"\n\tScrollTop 2\n\tStaticTextSwitchable \t\"ENTER to change, BACKSPACE to clear\", \"Press new key for control, ESC to cancel\", \"ControlMessage\"\n\tStaticText \t\"\"\n\tStaticText \t\"Controls\", 1\n\tControl \t\"Toss Ring\",\t\t\t\"+attack\"\n\tControl \t\"Spindash\",\t\t\"+altattack\"\n\t//Control \t\"Weapon Reload\",\t\t\"+reload\"\n\t//Control \t\"Weapon Zoom\",\t\t\t\"+zoom\"\n\tControl \t\"Move forward\",\t\t\t\"+forward\"\n\tControl \t\"Move backward\",\t\t\"+back\"\n\tControl \t\"Strafe left\",\t\t\t\"+moveleft\"\n\tControl \t\"Strafe right\",\t\t\t\"+moveright\"\n\tControl \t\"Turn left\",\t\t\t\"+left\"\n\tControl \t\"Turn right\",\t\t\t\"+right\"\n\tControl \t\"Jump\",\t\t\t\t\t\"+jump\"\n\tControl \t\"Display Scoreboard\",\t\t\"+zoom\"\n\tControl \t\"Third Person Mode\",\t\t\t\t\"srb2chase\"\n\tControl \t\"Use Character ability\",\t\t\t\t\"kickem\"\n\t//Control \t\"Stop flying\",\t\t\t\"land\"\n\tControl \t\"Look up\",\t\t\t\t\"+lookup\"\n\tControl \t\"Look down\",\t\t\t\"+lookdown\"\n\tControl \t\"Center view\",\t\t\t\"centerview\"\n\tControl \t\"Run\",\t\t\t\t\t\"+speed\"\n\tControl \t\"Strafe\",\t\t\t\t\"+strafe\"\n\t//Control\t\t\"Show medals\",\t\t\t\"+showmedals\" // [TP]\n\tStaticText \t\"\"\n\tStaticText \t\"Chat Controls\", 1\n\tControl \t\"Chat\",\t\t\t\t\t\"messagemode\"\n\tControl \t\"Team Chat\",\t\t\t\"messagemode2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Weapons\", 1\n\tControl \t\"Next weapon\",\t\t\t\"weapnext\"\n\tControl \t\"Previous weapon\",\t\t\"weapprev\"\n\tControl\t\t\"Weapon Slot 1\",\t\t\"slot 1\"\n\tControl\t\t\"Weapon Slot 2\",\t\t\"slot 2\"\n\tControl\t\t\"Weapon Slot 3\",\t\t\"slot 3\"\n\tControl\t\t\"Weapon Slot 4\",\t\t\"slot 4\"\n\tControl\t\t\"Weapon Slot 5\",\t\t\"slot 5\"\n\tControl\t\t\"Weapon Slot 6\",\t\t\"slot 6\"\n\tControl\t\t\"Weapon Slot 7\",\t\t\"slot 7\"\n\tControl\t\t\"Weapon Slot 8\",\t\t\"slot 8\"\n\tControl\t\t\"Weapon Slot 9\",\t\t\"slot 9\"\n\tControl\t\t\"Weapon Slot 0\",\t\t\"slot 0\"\n\t//Control\t\t\"Query item\",\t\t\t\"invquery\"\n\t// [TP] Voting controls\n\tStaticText \t\"\"\n\tStaticText \t\"Voting\", 1\n\tControl\t\t\"Vote yes\",\t\t\t\t\"vote_yes\"\n\tControl\t\t\"Vote no\",\t\t\t\t\"vote_no\"\n\t// [TP] --\n\tStaticText \t\"\"\n\tStaticText \t\"Other\", 1\n\tControl \t\"Coop Spy Next\",\t\t\"spynext\"\n\tControl \t\"Coop Spy Previous\",\t\"spyprev\"\n\tControl \t\"Take Screenshot\",\t\t\"screenshot\"\n\tControl\t\t\"Spectate\",\t\t\t\t\"spectate\" // [TP]\n\tControl\t\t\"Taunt\",\t\t\t\t\"taunt\" // [TP]\n\tControl  \t\"Open console\",\t\t\t\"toggleconsole\"\n\n\t/*StaticText \t\"\"\n\tStaticText \t\"Strife Popup Screens\", 1\n\tControl \t\"Mission objectives\",\t\"showpop 1\"\n\tControl \t\"Keys list\",\t\t\t\"showpop 2\"\n\tControl \t\"Weapons/ammo/stats\",\t\"showpop 3\"*/\n}\n\nOptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\t//Submenu \"Multiplayer Options\",\t\t\"ZA_MultiplayerOptions\" // [TP]\n\t//StaticText \" \" // [TP]\n\tOption \"Don't Rotate Player\", \"chase_rotateplr\", \"YesOrNoFalse\"\n\tSlider \"Camera Distance\",\t\t\t\tchase_dist, \t\t\t\t0.0, 200.0, 2.0\n\tSlider \"Camera Height\",\t\t\t\tchase_height,\t\t\t\t\t-8, 10, 1.0\n\tStaticText \" \"\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionValue \"YesOrNoFalse\"\n{\n\t2, \"True\"\n\t1, \"False\"\n}\n\nListMenu \"PlayerMenu\"\n{\n\tStaticTextCentered 160, 6, \"$MNU_PLAYERSETUP\"\n\tFont \"SmallFont\"\n\tLinespacing 14\n\tPosition 48, 36\n\n\tIfGame (Doom, Strife, Chex)\n\t{\n\t\tPlayerNameBox \"Name\", 0, \"Playerbox\"\n\t\tSelector \"-\", -16, -1\n\t}\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tPlayerNameBox \"Name\", 5, \"Playerbox\"\n\t\tSelector \"-\", -16, 1\n\t}\n\tIfGame(Doom, Heretic, Strife, Chex)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 80, \"20 00 00\", \"80 00 40\", 1, \"PlayerDisplay\"\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 80, \"00 07 00\", \"40 53 40\", 1, \"PlayerDisplay\"\n\t}\n\n\t// [TP] Zandronum does not store team in userinfo\n\t// ValueText \"Team\", \"Team\"\n\t// [TP] For now Zandronum doesn't support colorsets either.\n\t// ValueText \"Color\", \"Color\"\n\tLinespacing 10\n\tSlider \"Red\", \"Red\", 0, 255, 16\n\tSlider \"Green\", \"Green\", 0, 255, 16\n\tLinespacing 14\n\tSlider \"Blue\", \"Blue\", 0, 255, 16\n\tValueText \"Class\", \"Class\"\n\tValueText \"Skin\", \"Skin\"\n\tValueText \"Gender\", \"Gender\", \"Gender\"\n\tValueText \"Autoaim\", \"Autoaim\", \"Autoaim\"\n\tSlider \"Handicap\", \"Handicap\", 0, 200, 5 // [TP]\n\t// [TP] This is moved to weapon setup\n\t// ValueText \"Switch on pickup\", \"Switch\", \"OffOn\"\n\tValueText \"Always Run\", \"AlwaysRun\", \"OnOff\"\n\tTextItem \"Weapon Setup\", \"w\", \"ZA_WeaponSetup\" // [TP]\n\tClass \"PlayerMenu\"\n}\n\nOptionMenu GameplayOptions\n{\n\tTitle \t\"GAMEPLAY OPTIONS\"\n\t//Indent 222\n\tSlider \"Max Points\",\t\t\t\tmaxpoints,\t\t\t\t\t0.0, 3000.0, 50.0\n\tOption \"Teamplay\",\t\t\t\t\"teamplay\",\t\"OnOff\"\n\tSlider\t\"Team damage scalar\",\t\"teamdamage\", 0, 1, 0.05\n\tStaticText \" \"\n\tOption \"Smart Autoaim\",\t\t\t\"sv_smartaim\", \"SmartAim\"\n\tStaticText \" \"\n\tOption \"Falling damage\",\t\t\"sv_fallingdamage\", \"FallingDM\"\n\tOption \"Drop weapon\",\t\t\t\"sv_weapondrop\", \"YesNo\"\n\tOption \"Double ammo\",\t\t\t\"sv_doubleammo\", \"YesNo\"\n\tOption \"Infinite ammo\",\t\t\t\"sv_infiniteammo\", \"YesNo\"\n\tOption \"Infinite inventory\",\t\"sv_infiniteinventory\", \"YesNo\"\n\tOption \"No monsters\",\t\t\t\"sv_nomonsters\", \"YesNo\"\n\tOption \"No monsters to exit\",\t\"sv_killallmonsters\", \"YesNo\"\n\tOption \"Monsters respawn\",\t\t\"sv_monsterrespawn\", \"YesNo\"\n\tOption \"No respawn\",\t\t\t\"sv_norespawn\", \"YesNo\"\n\tOption \"Items respawn\",\t\t\t\"sv_itemrespawn\", \"YesNo\"\n\tOption \"Big powerups respawn\",\t\"sv_respawnsuper\", \"YesNo\"\n\tOption \"Fast monsters\",\t\t\t\"sv_fastmonsters\", \"YesNo\"\n\tOption \"Degeneration\",\t\t\t\"sv_degeneration\", \"YesNo\"\n\tOption \"Allow Autoaim\",\t\t\t\"sv_noautoaim\", \"NoYes\"\n\tOption \"Allow Suicide\",\t\t\t\"sv_disallowsuicide\", \"NoYes\"\n\tOption \"Allow jump\",\t\t\t\"sv_jump\", \"JumpCrouch\"\n\tOption \"Allow crouch\",\t\t\t\"sv_crouch\", \"JumpCrouch\"\n\tOption \"Allow freelook\",\t\t\"sv_nofreelook\", \"NoYes\"\n\tOption \"Allow FOV\",\t\t\t\t\"sv_nofov\", \"NoYes\"\n\t// [TP] Zandronum has this CVar under a different name\n\t// Option \"Allow BFG aiming\",\t\t\"sv_nobfgaim\", \"NoYes\"\n\tOption \"Allow BFG aiming\",\t\t\"sv_bfgfreeaim\", \"YesNo\"\n\tOption \"Allow automap\",\t\t\t\"sv_noautomap\", \"NoYes\"\n\tOption \"Automap allies\",\t\t\"sv_noautomapallies\", \"NoYes\"\n\tOption \"Allow spying\",\t\t\t\"sv_disallowspying\", \"NoYes\"\n\tOption \"Chasecam cheat\",\t\t\"sv_chasecam\", \"YesNo\"\n\tOption \"Check ammo for weapon switch\",\t\"sv_dontcheckammo\", \"NoYes\"\n\tOption \"Icon's death kills its spawns\",\t\"sv_killbossmonst\", \"YesNo\"\n\tOption \"End sector counts for kill %\",\t\"sv_nocountendmonst\", \"NoYes\"\n\t// [TP] Zandronum dmflags\n\tOption \"Allow player identification\",\t\"sv_noidentifytarget\", \"NoYes\"\n\tOption \"Unblock players\",\t\t\"sv_unblockplayers\", \"YesNo\"\n\tOption \"Unblock allies\",\t\t\"sv_unblockallies\", \"YesNo\"\n\tOption \"Allow rocket jumping\",\t\"sv_norocketjumping\", \"NoYes\"\n\tOption \"Allow item dropping\",\t\"sv_nodrop\", \"NoYes\"\n\tOption \"Award damage dealt\",\t\"sv_awarddamageinsteadkills\", \"YesNo\"\n\tOption \"Force OpenGL defaults\",\t\"sv_forcegldefaults\", \"NoYes\"\n\tOption \"Force translucency\",\t\"sv_forcealpha\", \"YesNo\"\n\tOption \"Full blood brightness\",\t\"sv_maxbloodscalar\", \"YesNo\"\n\t// [TP] --\n\n\tStaticText \" \"\n\tStaticText \"Deathmatch Settings\",1\n\tOption \"Weapons stay\",\t\t\t\"sv_weaponstay\", \"YesNo\"\n\tOption \"Allow powerups\",\t\t\"sv_noitems\", \"NoYes\"\n\tOption \"Allow health\",\t\t\t\"sv_nohealth\", \"NoYes\"\n\tOption \"Allow armor\",\t\t\t\"sv_noarmor\", \"NoYes\"\n\tOption \"Spawn farthest\",\t\t\"sv_spawnfarthest\", \"YesNo\"\n\tOption \"Same map\",\t\t\t\t\"sv_samelevel\", \"YesNo\"\n\tOption \"Force respawn\",\t\t\t\"sv_forcerespawn\", \"YesNo\"\n\tOption \"Allow exit\",\t\t\t\"sv_noexit\", \"NoYes\"\n\tOption \"Barrels respawn\",\t\t\"sv_barrelrespawn\", \"YesNo\"\n\t// [TP] Zandronum has this CVar under a different name\n\t// Option \"Respawn protection\",\t\"sv_respawnprotect\", \"YesNo\"\n\tOption \"Respawn protection\",\t\"sv_norespawninvul\", \"NoYes\"\n\tOption \"Lose frag if fragged\",\t\"sv_losefrag\", \"YesNo\"\n\tOption \"Keep frags gained\",\t\t\"sv_keepfrags\", \"YesNo\"\n\tOption \"No team switching\",\t\t\"sv_noteamswitch\", \"YesNo\"\n\t// [TP] Zandronum deathmatch settings\n\tOption \"Keep teams across levels\", \"sv_keepteams\", \"YesNo\"\n\tOption \"Apply LMS spectator settings\",\t\"sv_applylmsspectatorsettings\", \"YesNo\"\n\tOption \"Medals\",\t\t\t\t\"sv_nomedals\", \"NoYes\"\n\t// [TP] --\n\n\tStaticText \" \"\n\tStaticText \"Cooperative Settings\",1\n\tOption \"Spawn multi. weapons\", \t\"sv_noweaponspawn\", \"NoYes\"\n\t// [TP] Zandronum uses different names for these CVars\n\t/*\n\tOption \"Lose entire inventory\",\t\"sv_cooploseinventory\", \"YesNo\"\n\tOption \"Keep keys\",\t\t\t\t\"sv_cooplosekeys\", \"NoYes\"\n\tOption \"Keep weapons\",\t\t\t\"sv_cooploseweapons\", \"NoYes\"\n\tOption \"Keep armor\",\t\t\t\"sv_cooplosearmor\", \"NoYes\"\n\tOption \"Keep powerups\",\t\t\t\"sv_cooplosepowerups\", \"NoYes\"\n\tOption \"Keep ammo\",\t\t\t\t\"sv_cooploseammo\", \"NoYes\"\n\tOption \"Lose half ammo\",\t\t\"sv_coophalveammo\", \"YesNo\"\n\t*/\n\tOption \"Lose entire inventory\",\t\"sv_coop_loseinventory\", \"YesNo\"\n\tOption \"Keep keys\",\t\t\t\t\"sv_coop_losekeys\", \"NoYes\"\n\tOption \"Keep weapons\",\t\t\t\"sv_coop_loseweapons\", \"NoYes\"\n\tOption \"Keep armor\",\t\t\t\"sv_coop_losearmor\", \"NoYes\"\n\tOption \"Keep powerups\",\t\t\t\"sv_coop_losepowerups\", \"NoYes\"\n\tOption \"Keep ammo\",\t\t\t\t\"sv_coop_loseammo\", \"NoYes\"\n\tOption \"Lose half ammo\",\t\t\"sv_coop_halveammo\", \"YesNo\"\n\tOption \"Spawn where died\",\t\t\"sv_samespawnspot\", \"YesNo\"\n\t// [TP] Zandronum co-operative settings\n\tOption \"Spawn singleplayer actors\", \"sv_coop_spactorspawn\", \"YesNo\"\n\tOption \"Share keys\",\t\t\t\"sv_sharekeys\", \"YesNo\"\n\tOption \"Allow coop info\",\t\t\"sv_nocoopinfo\", \"NoYes\"\n\t// [TP] --\n\tClass \"GameplayMenu\"\n}"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Mon Feb  6 18:08:23 2017\n\nWallTexture \"-\", 64, 64\n{\n\tPatch \"PIT\", 0, 0\n}\n\nWallTexture \"REDWALL\", 64, 128\n{\n\tPatch \"REDWALP\", 0, 0\n\tPatch \"REDWALP\", 0, 64\n}\n\nWallTexture \"ACZRAILW\", 64, 64\n{\n\tPatch \"ACZRWP\", 0, 0\n\tPatch \"ACZRWP\", 0, 24\n\tPatch \"ACZRWP\", 0, 48\n}\n\nWallTexture \"APWALL16\", 256, 256\n{\n\tPatch \"APWALL14\", 0, 0\n\tPatch \"APWALL15\", 128, 0\n\tPatch \"APWALL15\", 0, 128\n\tPatch \"APWALL14\", 128, 128\n}\n\nWallTexture \"BARLSIDE\", 64, 128\n{\n\tPatch \"BARRLP1\", 0, 0\n\tPatch \"BARRLP1\", 0, 66\n}\n\nWallTexture \"BARREL2\", 64, 128\n{\n\tPatch \"BARRLP2\", 0, 0\n\tPatch \"BARRLP2\", 0, 72\n}\n\nWallTexture \"CEZDOOR\", 256, 256\n{\n\tPatch \"CASTLE9\", 0, 0\n\tPatch \"CASTLE9\", 128, 0\n\tPatch \"CASTLE9\", 0, 128\n\tPatch \"CASTLE9\", 128, 128\n\tPatch \"CEZDOORP\", 0, 105\n}\n\nWallTexture \"EGGOLDT1\", 64, 128\n{\n\tPatch \"EGOLDT1P\", 0, 0\n\tPatch \"EGOLDT1P\", 0, 56\n\tPatch \"EGOLDT1P\", 0, 112\n}\n\nWallTexture \"EGGOLDT2\", 64, 128\n{\n\tPatch \"EGOLDT2P\", 0, 0\n\tPatch \"EGOLDT2P\", 0, 56\n\tPatch \"EGOLDT2P\", 0, 112\n}\n\nWallTexture \"EGGTRAP1\", 128, 128\n{\n\tPatch \"EGTRAP1P\", 0, 96\n\tPatch \"EGTRAP1P\", 0, 48\n\tPatch \"EGTRAP1P\", 0, 0\n}\n\nWallTexture \"EGGTRAP2\", 128, 128\n{\n\tPatch \"EGTRAP2P\", 0, 0\n\tPatch \"EGTRAP2P\", 0, 56\n\tPatch \"EGTRAP2P\", 0, 112\n}\n\nWallTexture \"ERZWAL16\", 256, 256\n{\n\tPatch \"ERZWAL08\", 0, 0\n\tPatch \"ERWAL16A\", 0, 0\n}\n\nWallTexture \"GFZBRICK\", 128, 128\n{\n\tPatch \"GFZBRIK1\", 0, 0\n\tPatch \"GFZBRIK1\", 64, 0\n\tPatch \"GFZBRIK1\", 0, 64\n\tPatch \"GFZBRIK1\", 64, 64\n}\n\nWallTexture \"GFZCRACK\", 128, 128\n{\n\tPatch \"GFZTIL08\", 0, 0\n\tPatch \"GFZTIL09\", 64, 0\n\tPatch \"GFZTIL10\", 0, 64\n\tPatch \"GFZTIL11\", 64, 64\n}\n\nWallTexture \"GFZDOOR\", 128, 128\n{\n\tPatch \"GFZBRIK1\", 64, 0\n\tPatch \"GFZBRIK1\", 0, 64\n\tPatch \"GFZBRIK1\", 64, 64\n\tPatch \"GFZBRIK2\", 0, 0\n\tPatch \"GFZDOORP\", 48, 48\n}\n\nWallTexture \"GFZROCK\", 128, 128\n{\n\tPatch \"GFZTIL01\", 0, 0\n\tPatch \"GFZTIL02\", 64, 0\n\tPatch \"GFZTIL02\", 0, 64\n\tPatch \"GFZTIL01\", 64, 64\n}\n\nWallTexture \"GFZROCK2\", 128, 128\n{\n\tPatch \"GFZTIL03\", 0, 0\n\tPatch \"GFZTIL04\", 64, 0\n\tPatch \"GFZTIL04\", 0, 64\n\tPatch \"GFZTIL05\", 64, 64\n}\n\nWallTexture \"GFZROCK3\", 128, 128\n{\n\tPatch \"GFZTIL03\", 0, 0\n\tPatch \"GFZTIL06\", 64, 0\n\tPatch \"GFZTIL06\", 0, 64\n\tPatch \"GFZTIL05\", 64, 64\n}\n\nWallTexture \"GFZVCRCK\", 128, 128\n{\n\tPatch \"GFZTIL08\", 0, 0\n\tPatch \"GFZTIL09\", 64, 0\n\tPatch \"GFZTIL10\", 0, 64\n\tPatch \"GFZTIL11\", 64, 64\n\tPatch \"VINE2\", 0, 0\n\tPatch \"VINE2\", 64, 0\n\tPatch \"VINE2\", 0, 64\n\tPatch \"VINE2\", 64, 64\n}\n\nWallTexture \"GFZVINES\", 128, 128\n{\n\tPatch \"GFZTIL01\", 0, 0\n\tPatch \"GFZTIL02\", 64, 0\n\tPatch \"GFZTIL02\", 0, 64\n\tPatch \"GFZTIL01\", 64, 64\n\tPatch \"VINE2\", 0, 0\n\tPatch \"VINE2\", 64, 0\n\tPatch \"VINE2\", 0, 64\n\tPatch \"VINE2\", 64, 64\n}\n\nWallTexture \"GFZWINDW\", 128, 128\n{\n\tPatch \"GFZBRIK1\", 0, 0\n\tPatch \"GFZBRIK1\", 0, 64\n\tPatch \"GFZBRIK1\", 64, 64\n\tPatch \"GFZBRIK2\", 64, 0\n\tPatch \"GFZWINDP\", 32, 16\n}\n\nWallTexture \"MRNR5\", 512, 256\n{\n\tPatch \"MRNR1T1\", 0, 0\n\tPatch \"MRNR2T1\", 0, 128\n\tPatch \"MRNR3T1\", 256, 0\n\tPatch \"MRNR4T1\", 256, 128\n}\n\nWallTexture \"MRNR6\", 512, 256\n{\n\tPatch \"MRNR1T2\", 0, 0\n\tPatch \"MRNR2T2\", 0, 128\n\tPatch \"MRNR3T2\", 256, 0\n\tPatch \"MRNR4T2\", 256, 128\n}\n\nWallTexture \"NCEZW3\", 256, 256\n{\n\tPatch \"NCEZW1\", 0, 0\n\tPatch \"NCEZW2\", 0, 128\n}\n\nWallTexture \"SPECWLL2\", 256, 256\n{\n\tPatch \"SPECWLL1\", -256, 0\n}\n\nWallTexture \"SPECWLL3\", 256, 256\n{\n\tPatch \"SPECWLL1\", -512, 0\n}\n\nWallTexture \"SPECWLL4\", 64, 256\n{\n\tPatch \"SPECWLL1\", -768, 0\n}\n\nWallTexture \"SPIKEUF1\", 16, 42\n{\n\tPatch \"SPIKEU1\", 0, 0\n\tPatch \"SPIKEU1\", 0, 0\n}\n\nWallTexture \"SPIKEUF\", 16, 42\n{\n\tPatch \"SPIKEU1\", 0, 0\n\tPatch \"SPIKEU1\", 0, 0\n}\n\nWallTexture \"SPIKEUF2\", 16, 42\n{\n\tPatch \"SPIKEU2\", 0, 0\n\tPatch \"SPIKEU2\", 0, 0\n}\n\nWallTexture \"SKY13\", 1024, 512\n{\n\tPatch \"ACZSKY\", 0, -64\n\tPatch \"ACZSKY\", 0, 448\n}\n\nWallTexture \"SKY21\", 256, 256\n{\n\tPatch \"ERSKY1\", 0, 0\n\tPatch \"ERSKY2\", 128, 0\n\tPatch \"ERSKY8\", 0, 128\n\tPatch \"ERSKY9\", 128, 128\n}\n\nWallTexture \"SKY22\", 1024, 512\n{\n\tPatch \"ERSKY1\", 0, 0\n\tPatch \"ERSKY2\", 128, 0\n\tPatch \"ERSKY3\", 256, 0\n\tPatch \"ERSKY4\", 384, 0\n\tPatch \"ERSKY5\", 512, 0\n\tPatch \"ERSKY6\", 640, 0\n\tPatch \"ERSKY7\", 768, 0\n\tPatch \"ERSKY8\", 896, 0\n\tPatch \"ERSKY9\", 0, 128\n\tPatch \"ERSKY10\", 128, 128\n\tPatch \"ERSKY11\", 256, 128\n\tPatch \"ERSKY12\", 384, 128\n\tPatch \"ERSKY13\", 512, 128\n\tPatch \"ERSKY14\", 640, 128\n\tPatch \"ERSKY15\", 768, 128\n\tPatch \"ERSKY16\", 896, 128\n\tPatch \"ERSKY17\", 0, 256\n\tPatch \"ERSKY18\", 128, 256\n\tPatch \"ERSKY19\", 256, 256\n\tPatch \"ERSKY20\", 384, 256\n\tPatch \"ERSKY21\", 512, 256\n\tPatch \"ERSKY22\", 640, 256\n\tPatch \"ERSKY23\", 768, 256\n\tPatch \"ERSKY24\", 896, 256\n\tPatch \"ERSKY25\", 0, 384\n\tPatch \"ERSKY26\", 128, 384\n\tPatch \"ERSKY27\", 256, 384\n\tPatch \"ERSKY28\", 384, 384\n\tPatch \"ERSKY29\", 512, 384\n\tPatch \"ERSKY30\", 640, 384\n\tPatch \"ERSKY31\", 768, 384\n\tPatch \"ERSKY32\", 896, 384\n}\n\nWallTexture \"SRB1WIP2\", 256, 255\n{\n\tPatch \"SRBWIP2\", 0, 0\n\tPatch \"SRBWIP2\", 198, 0\n}\n\nWallTexture \"THZWAL10\", 128, 128\n{\n\tPatch \"THZWAL01\", 0, 0\n\tPatch \"THZWAL01\", 64, 0\n\tPatch \"THZWAL01\", 0, 64\n\tPatch \"THZWAL01\", 64, 64\n\tPatch \"WARNING\", 38, 46\n}\n\nWallTexture \"WOODCRK2\", 128, 128\n{\n\tPatch \"WOODCRK\", 0, 0\n\tPatch \"WOODCRK\", 64, 0\n\tPatch \"WOODCRK\", 0, 64\n\tPatch \"WOODCRK\", 64, 64\n}\n\nWallTexture \"XMAS01\", 128, 128\n{\n\tPatch \"XMSTIL01\", 0, 0\n\tPatch \"XMSTIL02\", 64, 0\n\tPatch \"XMSTIL03\", 0, 64\n\tPatch \"XMSTIL04\", 64, 64\n}\n\nWallTexture \"XMAS02\", 128, 128\n{\n\tPatch \"XMSTIL04\", 0, 0\n\tPatch \"XMSTIL05\", 64, 0\n\tPatch \"XMSTIL05\", 0, 64\n\tPatch \"XMSTIL04\", 64, 64\n}\n\nWallTexture \"XMAS03\", 128, 128\n{\n\tPatch \"XMSTIL01\", 0, 0\n\tPatch \"XMSTIL02\", 64, 0\n\tPatch \"XMSTIL03\", 0, 64\n\tPatch \"XMSTIL04\", 64, 64\n\tPatch \"XMAS03P\", 0, 0\n\tPatch \"XMAS04P\", 64, 0\n\tPatch \"XMAS04P\", 0, 64\n\tPatch \"XMAS03P\", 64, 64\n}\n\nWallTexture \"XMAS04\", 128, 128\n{\n\tPatch \"XMSTIL04\", 0, 0\n\tPatch \"XMSTIL05\", 64, 0\n\tPatch \"XMSTIL05\", 0, 64\n\tPatch \"XMSTIL04\", 64, 64\n\tPatch \"XMAS03P\", 0, 0\n\tPatch \"XMAS04P\", 64, 0\n\tPatch \"XMAS04P\", 0, 64\n\tPatch \"XMAS03P\", 64, 64\n}\n\nTexture \"2FORTF1\", 128, 128\n{\n\tPatch \"2FORTF1\", 0, 0\n}\n\nTexture \"2FORTF2\", 128, 128\n{\n\tPatch \"2FORTF2\", 0, 0\n}\n\nTexture \"2FORTF3\", 128, 128\n{\n\tPatch \"2FORTF3\", 0, 0\n}\n\nTexture \"2FORTF4\", 128, 128\n{\n\tPatch 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128\n{\n\tPatch \"2FORTWL7\", 0, 0\n}\n\nTexture \"2FORTWL8\", 128, 128\n{\n\tPatch \"2FORTWL8\", 0, 0\n}\n\nTexture \"2FORTWL9\", 128, 128\n{\n\tPatch \"2FORTWL9\", 0, 0\n}\n\nTexture \"2FORTWLA\", 128, 128\n{\n\tPatch \"2FORTWLA\", 0, 0\n}\n\nTexture \"2FORTWLB\", 128, 128\n{\n\tPatch \"2FORTWLB\", 0, 0\n}\n\nTexture \"2FORTWLC\", 128, 128\n{\n\tPatch \"2FORTWLC\", 0, 0\n}\n\nTexture \"AC2_8_2_\", 256, 256\n{\n\tPatch \"AC2_8_2_\", 0, 0\n}\n\nTexture \"ACWRFL1A\", 65, 64\n{\n\tPatch \"ACWRFL1A\", 0, 0\n}\n\nTexture \"ACWRFL1B\", 64, 64\n{\n\tPatch \"ACWRFL1B\", 0, 0\n}\n\nTexture \"ACWRFL1C\", 64, 64\n{\n\tPatch \"ACWRFL1C\", 0, 0\n}\n\nTexture \"ACWRFL1D\", 64, 64\n{\n\tPatch \"ACWRFL1D\", 0, 0\n}\n\nTexture \"ACWRFL1Z\", 64, 64\n{\n\tPatch \"ACWRFL1Z\", 0, 0\n}\n\nTexture \"ACWRFL2A\", 64, 64\n{\n\tPatch \"ACWRFL2A\", 0, 0\n}\n\nTexture \"ACWRFL2B\", 64, 64\n{\n\tPatch \"ACWRFL2B\", 0, 0\n}\n\nTexture \"ACWRFL2C\", 64, 64\n{\n\tPatch \"ACWRFL2C\", 0, 0\n}\n\nTexture \"ACWRFL2D\", 64, 64\n{\n\tPatch \"ACWRFL2D\", 0, 0\n}\n\nTexture \"ACWRFL2Z\", 64, 64\n{\n\tPatch \"ACWRFL2Z\", 0, 0\n}\n\nTexture \"ACWRFL3A\", 64, 64\n{\n\tPatch \"ACWRFL3A\", 0, 0\n}\n\nTexture \"ACWRFL3B\", 64, 64\n{\n\tPatch \"ACWRFL3B\", 0, 0\n}\n\nTexture \"ACWRFL3C\", 64, 64\n{\n\tPatch \"ACWRFL3C\", 0, 0\n}\n\nTexture \"ACWRFL3D\", 64, 64\n{\n\tPatch \"ACWRFL3D\", 0, 0\n}\n\nTexture \"ACWRFL3Z\", 64, 64\n{\n\tPatch \"ACWRFL3Z\", 0, 0\n}\n\nTexture \"ACWRFL4A\", 64, 64\n{\n\tPatch \"ACWRFL4A\", 0, 0\n}\n\nTexture \"ACWRFL4B\", 64, 64\n{\n\tPatch \"ACWRFL4B\", 0, 0\n}\n\nTexture \"ACWRFL4C\", 64, 64\n{\n\tPatch \"ACWRFL4C\", 0, 0\n}\n\nTexture \"ACWRFL4D\", 64, 64\n{\n\tPatch \"ACWRFL4D\", 0, 0\n}\n\nTexture \"ACWRFL4Z\", 64, 64\n{\n\tPatch \"ACWRFL4Z\", 0, 0\n}\n\nTexture \"ACWRFL5A\", 64, 64\n{\n\tPatch \"ACWRFL5A\", 0, 0\n}\n\nTexture \"ACWRFL5B\", 64, 64\n{\n\tPatch \"ACWRFL5B\", 0, 0\n}\n\nTexture \"ACWRFL5C\", 64, 64\n{\n\tPatch \"ACWRFL5C\", 0, 0\n}\n\nTexture \"ACWRFL5D\", 64, 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0\n}\n\nTexture \"YEL2\", 64, 64\n{\n\tPatch \"YEL2\", 0, 0\n}\n\nTexture \"YEL3\", 64, 64\n{\n\tPatch \"YEL3\", 0, 0\n}\n\nTexture \"YELCAUTN\", 64, 64\n{\n\tPatch \"YELCAUTN\", 0, 0\n}\n\nTexture \"YELFLR\", 64, 64\n{\n\tPatch \"YELFLR\", 0, 0\n}\n\nTexture \"YELWALL\", 64, 64\n{\n\tPatch \"YELWALL\", 0, 0\n}\n\nTexture \"YSPECF\", 64, 64\n{\n\tPatch \"YSPECF\", 0, 0\n}\n\nTexture \"YSPECW1\", 64, 64\n{\n\tPatch \"YSPECW1\", 0, 0\n}\n\nTexture \"YSPECW2\", 64, 64\n{\n\tPatch \"YSPECW2\", 0, 0\n}\n\nTexture \"YSPECW3\", 64, 64\n{\n\tPatch \"YSPECW3\", 0, 0\n}\n\nTexture \"ZIMFLR01\", 256, 256\n{\n\tPatch \"ZIMFLR01\", 0, 0\n}\n\nTexture \"ZIMTILE1\", 64, 64\n{\n\tPatch \"ZIMTILE1\", 0, 0\n}\n\nTexture \"ZIMTILE2\", 64, 64\n{\n\tPatch \"ZIMTILE2\", 0, 0\n}\n\nTexture \"ZIMTILE3\", 64, 64\n{\n\tPatch \"ZIMTILE3\", 0, 0\n}\n\nTexture \"ZIMTILE4\", 64, 64\n{\n\tPatch \"ZIMTILE4\", 0, 0\n}\n\nTexture \"ZIMWALL1\", 64, 64\n{\n\tPatch \"ZIMWALL1\", 0, 0\n}\n\nTexture \"ZIMWALL2\", 64, 64\n{\n\tPatch \"ZIMWALL2\", 0, 0\n}\n\nTexture \"ZIMWALL3\", 64, 64\n{\n\tPatch \"ZIMWALL3\", 0, 0\n}\n\nTexture \"ZIMWALL4\", 64, 64\n{\n\tPatch \"ZIMWALL4\", 0, 0\n}\n\nTexture \"ZIMWALL8\", 256, 128\n{\n\tPatch \"ZIMWALL8\", 0, 0\n}\n\nTexture \"ZIMWALL9\", 256, 128\n{\n\tPatch \"ZIMWALL9\", 0, 0\n}\n\nTexture \"~PIT\", 64, 64\n{\n\tPatch \"~PIT\", 0, 0\n}\n\nTexture \"DSZ3B\", 128, 128\n{\n\tPatch \"DSZ3B\", 0, 0\n}\n\nTexture \"DSZ3BB\", 256, 256\n{\n\tPatch \"DSZ3BB\", 0, 0\n}\n\nTexture \"DSZ10B\", 128, 128\n{\n\tPatch \"DSZ10B\", 0, 0\n}\n\nTexture \"DSZ10BB\", 256, 256\n{\n\tPatch \"DSZ10BB\", 0, 0\n}\n\nTexture \"DSZ11B\", 256, 256\n{\n\tPatch \"DSZ11B\", 0, 0\n}\n\nTexture \"DSZ11BB\", 512, 512\n{\n\tPatch \"DSZ11BB\", 0, 0\n}\n\nTexture \"DMAWALL9\", 128, 128\n{\n\tPatch \"DMAWALL9\", 0, 0\n}\n\nTexture \"SKYB4_01\", 256, 192\n{\n\tPatch \"SKYB4_01\", 0, 0\n}\n\nTexture \"SKYB4_02\", 256, 258\n{\n\tPatch \"SKYB4_02\", 0, 0\n}\n\nTexture \"SKYB4_03\", 256, 512\n{\n\tPatch \"SKYB4_03\", 0, 0\n}\n\nTexture \"SKYB4_04\", 256, 512\n{\n\tPatch \"SKYB4_04\", 0, 0\n}\n\nTexture \"SKYB4_05\", 256, 512\n{\n\tPatch \"SKYB4_05\", 0, 0\n}\n\nTexture \"SKYB4_06\", 256, 512\n{\n\tPatch \"SKYB4_06\", 0, 0\n}\n\nTexture \"SKYB4_07\", 64, 64\n{\n\tPatch \"SKYB4_07\", 0, 0\n}\n\nTexture \"NSTR_M1\", 256, 128\n{\n\tPatch \"NSTR_M1\", 0, 0\n}\n\nTexture \"DSZ3BF\", 128, 128\n{\n\tPatch \"DSZ3BF\", 0, 0\n}\n\nTexture \"DSZ3BBF\", 256, 256\n{\n\tPatch \"DSZ3BBF\", 0, 0\n}\n\nTexture \"DSZ10BF\", 128, 128\n{\n\tPatch \"DSZ10BF\", 0, 0\n}\n\nTexture \"DSZ10BBF\", 256, 256\n{\n\tPatch \"DSZ10BBF\", 0, 0\n}\n\nTexture \"DSZ11BF\", 256, 256\n{\n\tPatch \"DSZ11BF\", 0, 0\n}\n\nTexture \"DSZ11BBF\", 512, 512\n{\n\tPatch \"DSZ11BBF\", 0, 0\n}\n\nTexture \"SKYB4F1\", 64, 64\n{\n\tPatch \"SKYB4F1\", 0, 0\n}\n\nTexture \"SKYB4F2\", 64, 64\n{\n\tPatch \"SKYB4F2\", 0, 0\n}\n\nTexture \"SKYB4F3\", 64, 64\n{\n\tPatch \"SKYB4F3\", 0, 0\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "ancrinfo.txt",
        "contents": "/*\n         Generic Announcer by BouncyTEM\n*/\n\n{\nname = \"Male Announcer - BouncyTEM\"\n\n//\tMedals\naccuracy = announcer/an/accuracy\nassist = announcer/an/assist\nyourskillisnotenough = announcer/an/yourskillisnotenough\nyoufailit = announcer/an/youfailit\ntotaldomination = announcer/an/totaldomination\nspam = announcer/default/spam\ncapture = announcer/an/capture\ndefense = announcer/an/defense\ndomination = announcer/an/domination\nexcellent = announcer/an/excellent\nfight = announcer/an/fight\nfirstfrag = announcer/an/firstfrag\nfisting = announcer/an/fisting\nllama = announcer/an/llama\nimpressive = announcer/an/impressive\nincredible = announcer/an/incredible\nmostimpressive = announcer/an/mostimpressive\nperfect = announcer/an/perfect\nprecision = announcer/an/precision\n\n//\tBlue Team Sounds\nblueflagdropped = announcer/an/blueflagdropped\nblueflagreturned = announcer/an/blueflagreturned\n\nblueflagtaken = announcer/an/blueflagtaken\n\nblueleads = announcer/an/blueleads\nbluescores = announcer/an/bluescores\nblueskulldropped = announcer/an/blueskulldropped\nblueskullreturned = announcer/an/blueskullreturned\n\nblueskulltaken = announcer/an/blueskulltaken\n\n//\tRed Team Sounds\n\nredflagdropped = announcer/an/redflagdropped\nredflagreturned = announcer/an/redflagreturned\n\nredflagtaken = announcer/an/redflagtaken\n\nredleads = announcer/an/redleads\nredredskull = announcer/an/redredskull\nredscores = announcer/an/redscores\nredskulldropped = announcer/an/redskulldropped\nredskullreturned = announcer/an/redskullreturned\n\nredskulltaken = announcer/an/redskulltaken\n\n//\tGold Team Sounds\ngoldflagtaken = announcer/an/goldflagtaken\ngoldflagdropped = announcer/an/goldflagdropped\ngoldflagreturned = announcer/an/goldflagreturned\n\ngoldscores = announcer/an/goldscores\n\ngoldskulltaken = announcer/an/goldskulltaken\ngoldskulldropped = announcer/an/goldskulldropped\ngoldskullreturned = announcer/an/goldskullreturned\n\n//\tGreen Team Sounds\n\ngreenflagtaken = announcer/an/greenflagtaken\ngreenflagdropped = announcer/an/greenflagdropped\ngreenflagreturned = announcer/an/greenflagreturned\n\ngreenscores = announcer/an/greenscores\n\ngreenskulltaken = announcer/an/greenskulltaken\ngreenskulldropped = announcer/an/greenskulldropped\ngreenskullreturned = announcer/an/greenskullreturned\n\n//\tWhite Flag\nwhiteflagreturned = announcer/an/whiteflagreturned\n\n//\tTime Warnings\n\noneminutewarning = announcer/an/oneminutewarning\nfiveminutewarning = announcer/an/fiveminutewarning\n\n//\tPlayer Notifications\n\nnextroundin = announcer/an/nextroundin\nthree = announcer/an/three\ntwo = announcer/an/two\none = announcer/an/one\nonefragleft = announcer/an/onefragleft\npreparetofight = announcer/an/preparetofight\nteamsaretied = announcer/an/teamsaretied\ntheenemyhastheflag = announcer/an/theenemyhastheflag\nthree = announcer/an/three\nthreefragsleft = announcer/an/threefragsleft\ntwofragsleft = announcer/an/twofragsleft\nvictory = announcer/an/victory\nyouaretiedforthelead = announcer/an/youaretiedforthelead\nyouhavetheflag = announcer/an/youhavetheflag\nyourteamhastheflag = announcer/an/yourteamhastheflag\nyouvelostthelead = announcer/an/youvelostthelead\nyouvetakenthelead = announcer/an/youvetakenthelead\nyouwin = announcer/an/youwin\n\n//\tRunes/Powerups\n\nguardsphere = announcer/an/guardsphere\nhaste = announcer/an/haste\nhighjump = announcer/an/highjump\npartialinvisibility = announcer/an/partialinvisibility\npossessionartifactdropped = announcer/an/possessionartifactdropped\npossessionartifactpickedup = announcer/an/possessionartifactpickedup\nprosperity = announcer/an/prosperity\nrage = announcer/an/rage\nreflection = announcer/an/reflection\nregeneration = announcer/an/regeneration\nresistance = announcer/an/resistance\nspread = announcer/an/spread\nstrength = announcer/an/strength\ntimefreeze = announcer/an/timefreeze\nturbosphere = announcer/an/turbosphere\ndoomsphere = announcer/an/doomsphere\ndrain = announcer/an/drain\n\ninvisibility = announcer/an/invisibility\ninvulnerability = announcer/an/invulnerability\nmegasphere = announcer/an/megasphere\nsoulsphere = announcer/an/soulsphere\n\n//\tGamemode Sounds\ntag = announcer/an/tag\ntermination = announcer/an/termination\nterminator = announcer/an/terminator\nwelcometoctf = announcer/an/welcometoctf\nwelcometooneflagctf = announcer/an/welcometooneflagctf\nwelcometost = announcer/an/welcometost\n\n//\tVote Sounds\nvotefailed = announcer/an/votefailed\nvotenow = announcer/an/votenow\nvotepassed = announcer/an/votepassed\n\n}\n\n{\n// Duplicate of above so other announcers don't take priority.\nname = \"Default\"\n\n//\tMedals\naccuracy = announcer/an/accuracy\nassist = announcer/an/assist\nyourskillisnotenough = announcer/an/yourskillisnotenough\nyoufailit = announcer/an/youfailit\ntotaldomination = announcer/an/totaldomination\nspam = announcer/default/spam\ncapture = announcer/an/capture\ndefense = announcer/an/defense\ndomination = announcer/an/domination\nexcellent = announcer/an/excellent\nfight = announcer/an/fight\nfirstfrag = announcer/an/firstfrag\nfisting = announcer/an/fisting\nllama = announcer/an/llama\nimpressive = announcer/an/impressive\nincredible = announcer/an/incredible\nmostimpressive = announcer/an/mostimpressive\nperfect = announcer/an/perfect\nprecision = announcer/an/precision\n\n//\tBlue Team Sounds\nblueflagdropped = announcer/an/blueflagdropped\nblueflagreturned = announcer/an/blueflagreturned\n\nblueflagtaken = announcer/an/blueflagtaken\n\nblueleads = announcer/an/blueleads\nbluescores = announcer/an/bluescores\nblueskulldropped = announcer/an/blueskulldropped\nblueskullreturned = announcer/an/blueskullreturned\n\nblueskulltaken = announcer/an/blueskulltaken\n\n//\tRed Team Sounds\n\nredflagdropped = announcer/an/redflagdropped\nredflagreturned = announcer/an/redflagreturned\n\nredflagtaken = announcer/an/redflagtaken\n\nredleads = announcer/an/redleads\nredredskull = announcer/an/redredskull\nredscores = announcer/an/redscores\nredskulldropped = announcer/an/redskulldropped\nredskullreturned = announcer/an/redskullreturned\n\nredskulltaken = announcer/an/redskulltaken\n\n//\tGold Team Sounds\ngoldflagtaken = announcer/an/goldflagtaken\ngoldflagdropped = announcer/an/goldflagdropped\ngoldflagreturned = announcer/an/goldflagreturned\n\ngoldscores = announcer/an/goldscores\n\ngoldskulltaken = announcer/an/goldskulltaken\ngoldskulldropped = announcer/an/goldskulldropped\ngoldskullreturned = announcer/an/goldskullreturned\n\n//\tGreen Team Sounds\n\ngreenflagtaken = announcer/an/greenflagtaken\ngreenflagdropped = announcer/an/greenflagdropped\ngreenflagreturned = announcer/an/greenflagreturned\n\ngreenscores = announcer/an/greenscores\n\ngreenskulltaken = announcer/an/greenskulltaken\ngreenskulldropped = announcer/an/greenskulldropped\ngreenskullreturned = announcer/an/greenskullreturned\n\n//\tWhite Flag\nwhiteflagreturned = announcer/an/whiteflagreturned\n\n//\tTime Warnings\n\noneminutewarning = announcer/an/oneminutewarning\nfiveminutewarning = announcer/an/fiveminutewarning\n\n//\tPlayer Notifications\n\nnextroundin = announcer/an/nextroundin\nthree = announcer/an/three\ntwo = announcer/an/two\none = announcer/an/one\nonefragleft = announcer/an/onefragleft\npreparetofight = announcer/an/preparetofight\nteamsaretied = announcer/an/teamsaretied\ntheenemyhastheflag = announcer/an/theenemyhastheflag\nthree = announcer/an/three\nthreefragsleft = announcer/an/threefragsleft\ntwofragsleft = announcer/an/twofragsleft\nvictory = announcer/an/victory\nyouaretiedforthelead = announcer/an/youaretiedforthelead\nyouhavetheflag = announcer/an/youhavetheflag\nyourteamhastheflag = announcer/an/yourteamhastheflag\nyouvelostthelead = announcer/an/youvelostthelead\nyouvetakenthelead = announcer/an/youvetakenthelead\nyouwin = announcer/an/youwin\n\n//\tRunes/Powerups\n\nguardsphere = announcer/an/guardsphere\nhaste = announcer/an/haste\nhighjump = announcer/an/highjump\npartialinvisibility = announcer/an/partialinvisibility\npossessionartifactdropped = announcer/an/possessionartifactdropped\npossessionartifactpickedup = announcer/an/possessionartifactpickedup\nprosperity = announcer/an/prosperity\nrage = announcer/an/rage\nreflection = announcer/an/reflection\nregeneration = announcer/an/regeneration\nresistance = announcer/an/resistance\nspread = announcer/an/spread\nstrength = announcer/an/strength\ntimefreeze = announcer/an/timefreeze\nturbosphere = announcer/an/turbosphere\ndoomsphere = announcer/an/doomsphere\ndrain = announcer/an/drain\n\ninvisibility = announcer/an/invisibility\ninvulnerability = announcer/an/invulnerability\nmegasphere = announcer/an/megasphere\nsoulsphere = announcer/an/soulsphere\n\n//\tGamemode Sounds\ntag = announcer/an/tag\ntermination = announcer/an/termination\nterminator = announcer/an/terminator\nwelcometoctf = announcer/an/welcometoctf\nwelcometooneflagctf = announcer/an/welcometooneflagctf\nwelcometost = announcer/an/welcometost\n\n//\tVote Sounds\nvotefailed = announcer/an/votefailed\nvotenow = announcer/an/votenow\nvotepassed = announcer/an/votepassed\n\n}"
      },
      {
        "source": "pk3",
        "name": "actors/airgrabber.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nactor BaseWep : Weapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t//+WEAPON.ALT_USES_BOTH\n\tinventory.pickupsound \"weapon/weaponup\"\n\tScale 2.0\n}\n\nACTOR WireFlag : Powerup\n{\nPowerup.Duration 35\n}\n\nactor ThunderClawAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor ThunderClaw\n{\nPROJECTILE\n//+RIPPER\n+FORCEXYBILLBOARD\n+PIERCEARMOR\ndamage 1\ndamagetype \"ThunderClaw\"\nObituary \"$OB_THUNDERCLAW\"\nheight 8\nradius 8\nSpeed 26\nscale 2.5\nstates\n{\nSpawn:\nTCLA B 1 A_CustomMissile(\"ThunderClawReturn\", 0, 0, 0, 0)\nTCLA B 1 A_CustomMissile(\"ThunderClawReturn2\", 0, 0, 0, 0)\nTCLA C 0 A_Stop\nstop\nDeath:\nTNT1 C 0\nstop\n}\n}\n\nActor ThunderClawReturn : ThunderClaw\n{\nDamage (0)\n//+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_FaceTarget\nTNT1 A 0 A_SpawnItemEx(\"ThunderClawDamager\")\nTNT1 A 0 A_JumpIfCloser(64, \"Death\")\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_SpawnItemEx(\"ThunderClawDamager\")\nTNT1 A 0 A_JumpIfCloser(64, \"Death\")\nTNT1 A 0 A_CustomMissile(\"ThunderClawReturn\", 0, 0, 0, 0)\nstop\n}\n}\n\nActor ThunderClawReturn2 : ThunderClawReturn\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_FaceTarget\nTNT1 A 0 A_SpawnItemEx(\"ThunderClawFX\")\nTNT1 A 0 A_JumpIfCloser(64, \"Death\")\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_SpawnItemEx(\"ThunderClawFX\")\nTNT1 A 0 A_JumpIfCloser(64, \"Death\")\nTNT1 A 0 A_CustomMissile(\"ThunderClawReturn2\", 0, 0, 0, 0)\nstop\n}\n}\n\nactor ThunderClawDamager\n{\nPROJECTILE\n+FORCEXYBILLBOARD\nDamage(5)\ndamagetype \"ThunderClaw\"\nObituary \"$OB_THUNDERCLAW\"\nScale 2.5\nStates\n{\nSpawn:\nTNT1 D 0\nTNT1 D 0 A_JumpIfCloser(32, \"Death\")\nTNT1 D 0 A_Jump(256, \"Frame1\", \"Frame2\", \"Frame3\")\nFrame1:\nTNT1 DE 1\nstop\nFrame2:\nTNT1 EF 1\nstop\nFrame3:\nTNT1 FD 1\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ThunderClawFX\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nDamage(0)\nScale 2.5\nStates\n{\nSpawn:\nTNT1 D 0\nTNT1 D 0 A_JumpIfCloser(32, \"Death\")\nTNT1 D 0 A_Jump(256, \"Frame1\", \"Frame2\", \"Frame3\")\nFrame1:\nTNT1 DE 1\nstop\nFrame2:\nTNT1 EF 1\nstop\nFrame3:\nTNT1 FD 1\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nACTOR TeleportZHeightSpot : TeleportDest\n{\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n  TNT1 A 2\n  stop\n  }\n}\n\nActor GrabberPeg 10504\n{\n//$Category Beholden-Props\n//$Title Grabber Peg\n+SHOOTABLE\n+NODAMAGE\n+NODAMAGETHRUST\n+NOGRAVITY\n+NOBLOOD\n+QUICKTORETALIATE\n+NORADIUSDMG\n+FORCEXYBILLBOARD\n+CANTSEEK\nHealth 9999\nMass 99999\nHeight 50\nRadius 50\nSpeed 0\npainchance 256\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0 ACS_NamedExecuteAlways(\"TeleportZHeightSpot\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"PegChainTop\",0,0,20)\nTNT1 A 0 A_JumpIf(ceilingz - z < 16, \"Spawn2\")\nTNT1 A 0 A_JumpIf(Args[0]>0, \"Spawn2\") //FUN WITH ARGS!\nTNT1 A 1\nSpawn2:\nTNT1 A 2\nstop\npain.ThunderClaw:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"WireFlag\", 1, \"TargetClear\")\nTNT1 A 0 A_GiveToTarget(\"WireFlag\", 1)\nTNT1 A 0 ACS_ExecuteAlways(248,0)\nGoto Spawn2\nTargetClear:\nTNT1 A 0\nTNT1 A 0 A_ClearTarget\nGoto Spawn2\n}\n}\n\nactor PegChain\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nDamage(0)\nHeight 8\nRadius 8\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\n}\n}\n\nactor PegChainFx\n{\n+NOINTERACTION\n+NOGRAVITY\n+FORCEYBILLBOARD\nScale 2.5\nStates\n{\nSpawn:\nTNT1 B 2\nstop\n}\n}\n\nactor PegChainTop\n{\n+NOINTERACTION\n+NOGRAVITY\n+FORCEYBILLBOARD\nScale 2.5\nStates\n{\nSpawn:\nTNT1 C 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Ambience.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nactor WaterAmbienceLarge 701\n{\n+RANDOMIZE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 55 A_PlaySoundEX(\"DSAMWTR2\", CHAN_AUTO)\nloop\n}\n}\n\nactor WaterAmbienceMedium 702\n{\n+RANDOMIZE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 55 A_PlaySoundEX(\"DSAMWTR3\", CHAN_AUTO)\nloop\n}\n}\n\nactor WaterAmbienceExtraLarge 707\n{\n+RANDOMIZE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 55 A_PlaySoundEX(\"DSAMWTR8\", CHAN_AUTO)\nloop\n}\n}\n\nactor VolcanoAmbience 709\n{\n+RANDOMIZE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 55 A_PlaySoundEX(\"DSAMBIN2\", CHAN_AUTO)\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/chasecam.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\n// Actors\n// This is our actual camera\nACTOR ChaseCam\n{\n\tMonster\n\t-CANPASS\n\t-COUNTKILL\n\t+NOTRIGGER\n\t+NODAMAGE\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// This is the actor that the camera interpolates to\nACTOR ChaseCamWaypoint : ChaseCam\n{\n\t+BLOODLESSIMPACT\n\t+ALWAYSPUFF\n\t+PUFFGETSOWNER\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"WaypointSpawn\", 0)\n\t\tGoto Spawn2\n\tSpawn2:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR WarpToWaypoint : CustomInventory\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_STOP)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Decoration.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nACTOR RainSound 31202\n{\n//$Category \"World\"\n  +NOBLOCKMAP\n  +NOSECTOR\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 2 A_PlaySoundEx(\"ambient/rain\",\"SoundSlot6\",1,2)\n    Loop\n  }\n}\n\nACTOR RainDrop\n{\n    RenderStyle Add\n    //Speed 0\n    //VSpeed -10\n    Alpha 0.5\n    XScale 0.1\n    YScale 1.0\n    ReactionTime 70\n    /*-SOLID\n    +NOBLOCKMAP\n    +DROPOFF\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +SPAWNCEILING*/\n    +FORCEYBILLBOARD\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n    //-NOGRAVITY\n    states\n    {\n    Spawn:\n        TNT1 A 0 ThrustThingZ(0,132,1,0)\n        TNT1 A 0 A_CountDown\n        RAIN A 1 //A_JumpIf(waterlevel == 2, \"Death\")\n        Loop\n    Death:\n        TNT1 A 1\n        Stop\n    }\n}\n\nactor RainFollower 9393\n{\n//$Category \"World\"\n    Radius 1\n    Height 1\n    +NOCLIP\n    +CLIENTSIDEONLY\n    +SPAWNCEILING\n    +NOGRAVITY\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"RainDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        TNT1 A 0 A_SpawnItemEx(\"RainDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        TNT1 A 0 A_SpawnItemEx(\"RainDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        TNT1 A 0 A_SpawnItemEx(\"RainDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        TNT1 A 1 A_SpawnItemEx(\"RainDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        Loop\n    }\n}\n\nactor DropFollower 1002\n{\n//$Category \"World\"\n    Radius 1\n    Height 1\n    +NOCLIP\n    +CLIENTSIDEONLY\n    +SPAWNCEILING\n    +NOGRAVITY\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_PlaySound(\"AMBIENT/DRIP\", CHAN_AUTO)\n        TNT1 A 0 A_SpawnItemEx(\"DripDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        TNT1 A 105\n        Loop\n    }\n}\n\nACTOR DripDrop\n{\n    //Speed 0\n    //VSpeed -10\n    ReactionTime 70\n    /*-SOLID\n    +NOBLOCKMAP\n    +DROPOFF\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +SPAWNCEILING*/\n    +FORCEYBILLBOARD\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n    //-NOGRAVITY\n    states\n    {\n    Spawn:\n        TNT1 A 0 ThrustThingZ(0,132,1,0)\n        TNT1 A 0 A_CountDown\n        DRIP CD 1 //A_JumpIf(waterlevel == 2, \"Death\")\n        Loop\n    Death:\n        TNT1 A 1\n        Stop\n    }\n}\n\nactor SnowFollower 1007\n{\n//$Category \"World\"\n    Radius 1\n    Height 1\n    +NOCLIP\n    +CLIENTSIDEONLY\n    +SPAWNCEILING\n    +NOGRAVITY\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItemEx(\"SnowDrop\",frandom(-1024,1024),frandom(-1024,1024),512,0,0,0,0,128,64)\n        TNT1 A 35\n        Loop\n    }\n}\n\nACTOR SnowDrop\n{\n    //Speed 0\n    //VSpeed -10\n    ReactionTime 70\n\t  Damage 0\n  Bouncetype \"Doom\"\n  BounceCount 1\n  Projectile\n    /*-SOLID\n    +NOBLOCKMAP\n    +DROPOFF\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +SPAWNCEILING*/\n    +FORCEYBILLBOARD\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n    //-NOGRAVITY\n    states\n    {\n    Spawn:\n        TNT1 A 0 ThrustThingZ(0,30,1,0)\n        SNO1 B 1 //A_JumpIf(waterlevel == 2, \"Death\")\n        Loop\n    Death:\n        TNT1 A 1\n        Stop\n    }\n}\n\nactor WSplash\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n-SOLID\nHeight 1\nRadius 1\nscale 0.9\nStates\n{\nSpawn:\nDOLP B 0\nDOLP B 0 A_PlaySoundEx(\"misc/splash\",\"Voice\")\nDOLP BCDE 5\nstop\n}\n}\n\nactor GFZFlower 800\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nFWR1 AB 8\nloop\n}\n}\n\nactor SunFlower 801\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nFWR2 AB 8\nloop\n}\n}\n\nactor Bush 805\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nBUS1 A 8\nloop\n}\n}\n\nactor BerryBush 804\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nBUS2 A 8\nloop\n}\n}\n\nactor BuddingFlower 802\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nFWR3 A 8\nloop\n}\n}\n\nactor THZFlower 900\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nTHZP ABCD 5\nloop\n}\n}\n\nactor CEZFlower 1103\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nFWR4 A 8\nloop\n}\n}\n\nactor Alarm 901\n{\n//$Category \"World\"\n+SPAWNCEILING\n+NOGRAVITY\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nALRM A 35 A_PlaySoundEX(\"DSALARM\", CHAN_AUTO)\nloop\n}\n}\n\nactor Gargoyle 1000\n{\n//$Category \"World\"\n+SOLID\n+DONTBLAST\n+NOGRAVITY\n+Bumpspecial\nHeight 16\nRadius 16\nstates\n{\nSpawn:\nTNT1 A 1\ngoto Graphic\nGraphic:\nGARG A -1\nstop\n}\n}\n\nactor Chain 1100\n{\n//$Category \"World\"\n+SOLID\n+DONTBLAST\n+NOGRAVITY\n+CLIENTSIDEONLY\n+SPAWNCEILING\nHeight 16\nRadius 16\nstates\n{\nSpawn:\nTNT1 A 1\ngoto Graphic\nGraphic:\nCHAN A -1\nstop\n}\n}\n\nactor BrownSTLGagmite 1901\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG B 8\nloop\n}\n}\n\nactor BrownSTLGagmiteTall 1900\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG A 8\nloop\n}\n}\n\nactor OrangeSTLGagmiteTall 1902\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG C 8\nloop\n}\n}\n\nactor OrangeSTLGagmite 1903\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG D 8\nloop\n}\n}\n\nactor RedSTLGagmite 1905\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG F 8\nloop\n}\n}\n\nactor RedSTLGagmiteBig 1904\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG E 8\nloop\n}\n}\n\nactor GraySTLGagmiteTall 1906\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG G 8\nloop\n}\n}\n\nactor GraySTLGagmite 1907\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG H 8\nloop\n}\n}\n\nactor BlueSTLGagmiteTall 1908\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG I 8\nloop\n}\n}\n\nactor BlueSTLGagmite 1909\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSTLG J 8\nloop\n}\n}\n\nactor BLUECRYSTAL 1006\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nBCRY A 8\nloop\n}\n}\n\nactor Seaweed 1001\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nSEWE ABCDEF 3\nloop\n}\n}\n\nactor CoralGreen 1003\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nCRL1 A 8\nloop\n}\n}\n\nactor CoralRed 1004\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nCRL2 A 8\nloop\n}\n}\n\nactor CoralOrange 1005\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nCRL3 A 8\nloop\n}\n}\n\nactor ChristmasPole 1850\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nXMS1 A 8\nloop\n}\n}\n\nactor CandyCane 1851\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\nradius 16\nStates\n{\nSpawn:\nXMS2 A 8\nloop\n}\n}\n\nactor EggStatue 1102\n{\n//$Category \"World\"\n+RANDOMIZE\n+CLIENTSIDEONLY\n+SOLID\nradius 32\nheight 240\nStates\n{\nSpawn:\nESTA A 8\nloop\n}\n}\n\nactor SnowMan 1852\n{\n//$Category \"World\"\n+RANDOMIZE\n+SOLID\n+PUSHABLE\nradius 16\nHeight 32\nPushfactor 0.4\nBouncetype Grenade\nStates\n{\nSpawn:\nXMS3 A 8\nloop\n}\n}\n\nactor SmallTumbleweed 1201\n{\n//$Category \"World\"\n+RANDOMIZE\n+SOLID\n+PUSHABLE\nradius 16\nHeight 32\nPushfactor 1.5\nBouncetype Grenade\nStates\n{\nSpawn:\nSTBL A 8\nloop\n}\n}\n\nactor BigTumbleweed 1200\n{\n//$Category \"World\"\n+RANDOMIZE\n+SOLID\n+PUSHABLE\nradius 16\nHeight 32\nPushfactor 1.5\nBouncetype Grenade\nStates\n{\nSpawn:\nBTBL A 8\nloop\n}\n}\n\nactor CannonBall 526\n{\n//$Category \"World\"\n+RANDOMIZE\n+SOLID\n+PUSHABLE\nradius 20\nHeight 40\nPushfactor 0.4\nBouncetype Grenade\nStates\n{\nSpawn:\nCBLL A 8\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Emeralds.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nactor MatchChaosTokenSpawner 323\n{\nradius 24\n+NOGRAVITY\nstates\n{\nSpawn:\nTNT1 A 7875\nloop //Prevent it from spawning, to fix it.\nspawn2:\nTNT1 A 1050\nTNT1 A 7875 A_SpawnItemEx(\"ChaosToken\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nloop\nUse:\nTNT1 A 1\nfail\n}\n}\n\nActor ChaosToken : CustomInventory\n{\ninventory.pickupmessage \"You found a Chaos Token!\"\ninventory.amount 1\ninventory.maxamount 7\nradius 24\n+NOGRAVITY\n+INVBAR\n+COUNTITEM\nstates\n{\nSpawn:\nEMMY ABCDEFG 1\nloop\nUse:\nEMMY A 1 ACS_Execute(305, 0, 0, 0, 0)\nfail\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Enemies.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nactor CrawlaDamager\n{\nProjectile\nRadius 50\nHeight 30\nDamage 1\ndamagetype \"Blast\"\nRenderstyle None\nstates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor CastleBotDamager\n{\nProjectile\nRadius 50\nHeight 30\nDamage 1\ndamagetype \"Blast\"\nRenderstyle None\nstates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor SharpDamager\n{\nProjectile\nRadius 36\nHeight 36\nDamage 1\ndamagetype \"Blast\"\n+SOLID\nstates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor GenericRobot\n{\nMONSTER\nbloodtype \"EnemyHurtFX1\"\nmass 99999999\npainchance 256\npainsound \"my_box1_sound\"\n}\n\nactor BlueCrawla : GenericRobot 100\n{\n//$Category \"Enemies\"\nHeight 40\nRadius 32\nHealth 1\nObituary \"\"\nMONSTER\nbloodtype \"EnemyHurtFX1\"\n+NOGRAVITY\n+LOOKALLAROUND\n//dropitem \"BigWeaponEnergySP\", 16\n//dropitem \"BigHealth\", 16\ndropitem \"WeaponEnergySP\", 32\ndropitem \"SmallHealth\", 32\nDamageFactor \"CrawlaDamager\",0\nmass 99999999\npainchance 256\npainsound \"misc/my_box1_sound\"\nspeed 3\nfastspeed 4\nStates\n{\nSpawn:\nTNT1 A 0\ngoto see\nSee:\nPOSS A 0 A_PlaySoundEX(\"weapon/gyroattack\",\"SoundSlot6\")\nPOSS A 1 A_SpawnItemEx(\"CrawlaDamager\")\nPOSS B 1 A_SpawnItemEx(\"CrawlaDamager\")\nPOSS C 1 A_SpawnItemEx(\"CrawlaDamager\")\nPOSS D 1 A_SpawnItemEx(\"CrawlaDamager\")\nTNT1 A 0 A_Chase\nloop\nMelee:\nPOSS A 1 A_SpawnItemEx(\"CrawlaDamager\")\nTNT1 A 0 A_FaceTarget\nGoto See\nDeath:\nTNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\nPOSS A 0 A_Pain\nPOSS A 0 A_Fall\nPOSS A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nMMFX BCDE 3\nstop\nDespawn:\nPOSS A 0\nstop\n}\n}\n\nactor FaceStabber Replaces ZBridge 126\n{\n//$Category \"Enemies\"\nobituary \"\"\nHeight 64\nMonster\nRadius 32\nHealth 1\npainchance 256\nspeed 0\nreactiontime 5\nMaxStepHeight 64\nMaxDropOffHeight 64\n+SHOOTABLE\n-NOGRAVITY\n+DONTBLAST\n+NOBLOOD\n+WINDTHRUST\n+NODAMAGETHRUST\n+NEVERRESPAWN\n-NOBLOCKMONST\n+LOOKALLAROUND\n+ACTIVATEMCROSS\n+NOINFIGHTING\n+MISSILEMORE\n+MISSILEEVENMORE\n+ALWAYSFAST\nStates\n{\nSpawn:\nCBFS A 10\nGoto see\nSee:\nCBFS B 15 A_Chase\nCBFS B 1 A_Recoil(-3)\nTNT1 A 0 A_JumpIfCloser(150, \"Missile\")\nloop\nMissile:\nCBFS B 1 A_JumpIfCloser(500, \"Missile2\")\nTNT1 A 0 A_SpawnItemEx(\"CastleBotDamager\")\nTNT1 A 0 A_FaceTarget\nCBFS B 1 A_Recoil(-3)\ngoto see\nMissile2:\nTNT1 A 0 A_SpawnItemEx(\"CastleBotDamager\")\nTNT1 A 0 A_FaceTarget\nCBFS H 15 A_Recoil(-30)\ngoto see\nDeath:\nTNT1 A 0 A_PlaySound(\"my_box1_sound\")\nTNT1 A 0 ACS_ExecuteAlways(332)\nTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\nTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\nCBFS H 0 A_Pain\nCBFS H 0 A_Fall\nstop\n}\n}\n\nActor IsSharp : Inventory\n{\ninventory.maxamount 1\n}\n\nactor Sharp 112\n{\n//$Category \"Enemies\"\nHeight 34\nRadius 32\nHealth 1\nObituary \"\"\nMONSTER\nbloodtype \"EnemyHurtFX1\"\nGRAVITY 0.8\n+LOOKALLAROUND\n//dropitem \"BigWeaponEnergySP\", 16\n//dropitem \"BigHealth\", 16\ndropitem \"WeaponEnergySP\", 32\ndropitem \"SmallHealth\", 32\nDamageFactor \"CrawlaDamager\",0\nmass 99999999\npainchance 256\npainsound \"misc/my_box1_sound\"\nspeed 3\nfastspeed 4\nStates\n{\nSpawn:\nTNT1 A 0 ACS_NamedExecuteAlways(\"SharpInventory\",0,0,0,0)\ngoto see\nSee:\nTNT1 A 0 A_Recoil(-0.1)\nSHRP A 0 A_PlaySoundEX(\"weapon/gyroattack\",\"SoundSlot6\")\nSHRP A 1 A_SpawnItem(\"SharpDamager\")\nSHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 0 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_JumpIfTargetInLOS(\"SeeBeforeAttack\")\ngoto see\nSeeBeforeAttack:\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nSHRP A 1 A_Chase\nSHRP A 1 A_Recoil(-0.1) SHRP A 0 A_SpawnItem(\"SharpDamager\")\nGoto SharpAngry\nSharpAngry:\nSHRP B 5 A_SpawnItem(\"SharpDamager\")\nSHRP C 5 A_SpawnItem(\"SharpDamager\")\nSHRP D 5 A_SpawnItem(\"SharpDamager\")\nSHRP E 5 A_SpawnItem(\"SharpDamager\")\ngoto SharpAngry2\nSharpAngry2:\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Chase\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\nTNT1 A 0 A_Chase\nSHRP E 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_Recoil(-2.0)\ngoto see\nMelee:\nSHRP A 1 A_SpawnItem(\"SharpDamager\")\nTNT1 A 0 A_FaceTarget\nGoto See\nDeath:\nTNT1 A 0 A_PlaySound(\"my_box1_sound\")\nTNT1 A 0 ACS_ExecuteAlways(332)\nTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\nTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\nSHRP A 0 A_Pain\nSHRP A 0 A_Fall\nSHRP A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nMMFX BCDE 3\nstop\nDespawn:\nPOSS A 0\nstop\n}\n}\n\nactor RoboHood : GenericRobot 117\n{\n//$Category \"Enemies\"\nHeight 40\nRadius 32\nHealth 1\nObituary \"\"\nMONSTER\nbloodtype \"EnemyHurtFX1\"\n-NOGRAVITY\n+LOOKALLAROUND\nDamageFactor \"CrawlaDamager\",0\nmass 99999999\npainchance 256\npainsound \"misc/my_box1_sound\"\nspeed 0\nfastspeed 0\nStates\n{\nSpawn:\nTNT1 A 0\ngoto see\nSee:\nARCH A 0 A_PlaySoundEX(\"weapon/gyroattack\",\"SoundSlot6\")\nARCH A 1 A_SpawnItemEx(\"CrawlaDamager\")\nARCH A 1 A_SpawnItemEx(\"CrawlaDamager\")\nARCH A 1 A_SpawnItemEx(\"CrawlaDamager\")\nARCH A 1 A_SpawnItemEx(\"CrawlaDamager\")\nTNT1 A 0 A_Chase\nloop\nMissile:\nARCH B 15 A_FaceTarget\nARCH B 20 A_CustomMissile(\"RoboArrow\")\nTNT1 A 0 A_JumpIfCloser(500, \"Jump\")\nGoto See\nJump:\nARCH C 1 ThrustThingZ(angle, 50, 0, 0)\nARCH C 1 ThrustThing(angle, 50)\ngoto Jump2\nJump2:\nARCH C 1 A_JumpIf(Momz==0, \"See\")\nloop\nDeath:\nTNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\nARCH A 0 A_Pain\nARCH A 0 A_Fall\nARCH A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nMMFX BCDE 3\nstop\nDespawn:\nARCH A 0\nstop\n}\n}\n\nactor RoboArrow\n{\nPROJECTILE\nRadius 3\nHeight 50\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\nDamage 1\nDamageType Fire\nSpeed 20\nStates\n{\nSpawn:\nAROW A 3\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Hazards.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nactor Puma : CustomInventory 1805\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.respawntics 1\n+INVENTORY.AUTOACTIVATE\n Radius 32\n    RenderStyle Add\n    //Speed 0\n    //VSpeed -10\n    ReactionTime 70\n  Bouncetype \"Doom\"\n  BounceCount 1\n  GRAVITY 0.8\n    +DONTBLAST\n    +THRUGHOST\n\t+AUTOACTIVATE\n    states\n    {\n    Spawn:\n        PUMA A 3\n\t\tPUMA B 3\n\t\tPUMA C 3 //A_JumpIf(waterlevel < 1, \"Death\")\n        goto spawn2\n\tSpawn2:\n\t    PUMA DEF 3\n\t\tTNT1 A 0 ThrustThingZ(0,100,0,0)\n\t\tGoto Spawn3\n\t\tSpawn3:\n\t\tPUMA DEF 1 A_JumpIf(momz==0, \"Spawn4\")\n\t\tloop\n\t\tSpawn4:\n\t\tPUMA F 50\n\t\tGoto Spawn\n    Death:\n        BUBP A 3 //A_JumpIf(waterlevel > 1, \"Spawn\")\n        stop\n\t\tuse:\n\t\tTNT1 A 0 Thing_Damage(0,1,0)\n    }\n}\n\nactor Spike 523\n{\n//$Category MM8BDM-Interactive Props\n+DONTBLAST\n+NOGRAVITY\n+SOLID\nHeight 30\nRadius 16\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\ngoto Graphic\nGraphic:\nUSPK A 2 A_SpawnItemEx(\"SharpDamager\",0,0,+40)\nloop\n}\n}\n\nactor SpinFlameJet 3576\n{\nRadius 24\nHeight 48\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nSpeed 24\nStates\n{\nSpawn:\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 1 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nSMCH A 1 ACS_NamedExecuteAlways(\"SpinFlame\",0,0,0,0)\nloop\n}\n}\n\nactor SpinFlameJetCounterClock 3575\n{\nRadius 24\nHeight 48\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nSpeed 24\nStates\n{\nSpawn:\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 1 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nSMCH A 1 ACS_NamedExecuteAlways(\"SpinFlame2\",0,0,0,0)\nloop\n}\n}\n\nactor SpinMace 1104\n{\nRadius 24\nHeight 48\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nSpeed 24\nStates\n{\nSpawn:\nTNT1 AAA 0 A_JumpIf(Args[0] == 0, \"Default\")\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 0, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 20, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 40, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 60, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 80, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 100, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 120, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 140, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 160, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 180, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChainBig\", 200, 0, 20)\nTNT1 AAA 1 A_SpawnItemEX(\"MaceSpikeBallBig\", 220, 0, 20)\nSMCH A 1 ACS_NamedExecuteAlways(\"SpinMace\",0,0,0,0)\nloop\nDefault:\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 0, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 20, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 40, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 60, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 80, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 100, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 120, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 140, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 160, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 180, 0, 20)\nTNT1 AAA 0 A_SpawnItemEX(\"MaceChain\", 200, 0, 20)\nTNT1 AAA 1 A_SpawnItemEX(\"MaceSpikeBall\", 220, 0, 20)\nSMCH A 1 ACS_NamedExecuteAlways(\"SpinMace\",0,0,0,0)\nloop\n}\n}\n\nactor MaceChain\n{\nRadius 24\nHeight 48\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nSpeed 24\nStates\n{\nSpawn:\nTNT1 A 0 A_Recoil(10)\nSMCH AAA 2\nstop\n}\n}\n\nactor MaceChainBig\n{\nRadius 24\nHeight 48\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nSpeed 24\nStates\n{\nSpawn:\nBMCH AAA 2 A_Recoil(10)\nstop\n}\n}\n\nactor MaceSpikeBall\n{\nPROJECTILE\nRadius 17\nHeight 34\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nDamage 1\nSpeed 24\nStates\n{\nSpawn:\nSMCE AAA 2\nstop\n}\n}\n\nactor MaceSpikeBallBig\n{\nPROJECTILE\nRadius 17\nHeight 34\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\n+NOGRAVITY\nDamage 1\nSpeed 24\nStates\n{\nSpawn:\nBMCE AAA 2\nstop\n}\n}\n\nactor AirBubble 500\n{\n//$Category \"Hazards\"\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\nHeight 16\nRadius 16\nAlpha 0.5\nstates\n{\nSpawn:\nTNT1 A 0\nBUBL A 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL AB 8\nBUBL B 8 A_SpawnItemEx(\"AirPickup\")\nloop\n}\n}\n\nactor AirPickup : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n Radius 32\n    RenderStyle Add\n    //Speed 0\n    //VSpeed -10\n    ReactionTime 70\n  Damage 0\n  Bouncetype \"Doom\"\n  BounceCount 1\n  inventory.pickupsound DSGASP\n    +DONTBLAST\n    +THRUGHOST\n    -NOGRAVITY\n    states\n    {\n    Spawn:\n        BUBP A 3\n\t\tBUBN A 3\n\t\tBUBM A 3 //A_JumpIf(waterlevel < 1, \"Death\")\n        goto spawn2\n\tSpawn2:\n\t    TNT1 A 0 ThrustThingZ(0,3,0,0)\n\t    BUBM A 1\n\t\tloop\n    Death:\n        BUBP A 3 //A_JumpIf(waterlevel > 1, \"Spawn\")\n        stop\n\t\tuse:\n\t\tTNT1 A 0 ACS_ExecuteAlways(810)\n        TNT1 A 0 A_TakeInventory(\"IsUnderWater\", 1)\n\t\tTNT1 A 70\n\t\tTNT1 A 0 ACS_ExecuteAlways(202,0,0,0,0)\n    }\n}\n\nactor FireTrap 1300\n{\n//$Category Hazards\n+NOGRAVITY\n-SOLID\nRadius 4\nHeight 4\nScale 2.5\nrenderstyle none\nobituary \"%o's timing was off and got burned by a Flame jet.\"\nStates\n{\nSpawn:\nFLME A 1\nTNT1 A 0 A_JumpIf(Args[0] == 0, \"Default\")\nGoto Custom\nDefault:\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nTNT1 A 175\nLoop\nCustom:\nFLME A 0\nFLME A 0 A_CustomMissile(\"FireWave\",0,0,0,2,0)\nGoto Waiting\nWaiting:\nFLME A 1\nFLME A 0\nGoto Spawn+1\n}\n}\n\nactor FireTrapHorizontal 1301\n{\n//$Category Hazards\n+NOGRAVITY\n-SOLID\nRadius 4\nHeight 4\nScale 2.5\nrenderstyle none\nobituary \"%o's timing was off and got burned by a Flame jet.\"\nStates\n{\nSpawn:\nFLME A 1\nTNT1 A 0 A_JumpIf(Args[0] == 0, \"Default\")\nGoto Custom\nDefault:\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nFLME A 5 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nTNT1 A 0 A_PlaySound(\"DSFIRE\", CHAN_AUTO)\nTNT1 A 175\nLoop\nCustom:\nFLME A 0\nFLME A 0 A_CustomMissile(\"FireWave\",0,0,0,2,90)\nGoto Waiting\nWaiting:\nFLME A 1\nFLME A 0\nGoto Spawn+1\n}\n}\n\nactor FireWave\n{\nPROJECTILE\nRadius 3\nHeight 50\n+DONTBLAST\n+ACTIVATEMCROSS\n+ACTIVATEPCROSS\n+DONTREFLECT\nDamage 1\nDamageType Fire\nSpeed 20\nStates\n{\nSpawn:\nFLME AAABBBCCC 3\nstop\n}\n}\n\nactor GasJet 541\n{\n//$Category \"Hazards\"\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\nHeight 16\nRadius 16\nAlpha 0.5\nstates\n{\nSpawn:\nTNT1 A 1 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\nTNT1 A 1 A_SpawnItemEx(\"GasThrustPickup\")\nTNT1 A 0 A_PlaySoundEx(\"ambient/steam\",\"Voice\")\nSTEM ABCDEFGH 2\nTNT1 A 20\nloop\nSpawn2:\nTNT1 A 1 A_SpawnItemEx(\"GasThrustPickup2\")\nTNT1 A 0 A_PlaySoundEx(\"ambient/steam\",\"Voice\")\nSTEM ABCDEFGH 2\nTNT1 A 20\nloop\n}\n}\n\nactor ThrustFan 540\n{\n//$Category \"Hazards\"\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\nHeight 16\nRadius 16\nAlpha 0.5\nstates\n{\nSpawn:\nTNT1 A 3\nTNT1 A 3\nTNT1 A 3\nFANS E 3 A_SpawnItemEx(\"ThrustPickup\")\nloop\n}\n}\n\nactor ThrustPickup : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n Radius 32\n    RenderStyle Add\n    //Speed 0\n    //VSpeed -10\n    ReactionTime 70\n  Damage 0\n  Bouncetype \"Doom\"\n  BounceCount 1\n    +DONTBLAST\n    +THRUGHOST\n    -NOGRAVITY\n    states\n    {\n    Spawn:\n        TNT1 A 3\n\t\tTNT1 A 3\n\t\tTNT1 A 3 //A_JumpIf(waterlevel < 1, \"Death\")\n        goto spawn2\n\tSpawn2:\n\t    TNT1 A 1 ThrustThingZ(0,70,0,0)\n\t    TNT1 A 0 A_JumpIf(ceilingz==0, \"Death\")\n\t\tloop\n    Death:\n        TNT1 A 3 //A_JumpIf(waterlevel > 1, \"Spawn\")\n        stop\n\t\tuse:\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"FanThrust\",0,0,0,0)\n    }\n}\n\nactor GasThrustPickup : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 15\nstop\nuse:\nTNT1 A 0 ACS_ExecuteAlways(371)\n}\n}\n\nactor GasThrustPickup2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 15\nstop\nuse:\nTNT1 A 0 ACS_ExecuteAlways(372)\n}\n}\n\nactor GasThrust\n{\nPROJECTILE\n+RIPPER\n-SOLID\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\n+DONTREFLECT\nobituary \"AGH\"\ndamagetype \"Spiney\"\nHeight 16\nRadius 16\nscale 2.5\nstates\n{\nSpawn:\nTNT1 A 0 A_GiveToTarget(\"GasThrustPickup\", 1)\nTNT1 A 35\nLoop\nDeath:\nTNT1 A 35\nTNT1 A 0 A_SpawnItemEx(\"GasThrust\")\nstop\n}\n}\n\nactor Torch 1101\n{\n//$Category \"Hazards\"\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\nHeight 16\nRadius 16\nAlpha 0.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"SpikeDamager\")\ngoto Graphic\nGraphic:\nFLAM ABCD 4\nloop\n}\n}\n\nactor SpikeDamager\n{\nPROJECTILE\n+RIPPER\n-SOLID\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\n+DONTREFLECT\nobituary \"AGH\"\nDamage (255)\ndamagetype \"Spiney\"\nHeight 16\nRadius 16\nscale 2.5\nstates\n{\nSpawn:\nTNT1 A 0 A_ClearTarget\nTNT1 A 35\nLoop\nDeath:\nTNT1 A 35\nTNT1 A 0 A_SpawnItemEx(\"SpikeDamager\")\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Interact.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nACTOR SRB2TeleDest : TeleportDest 751\n{\n  +NOGRAVITY\n}\n\nactor ZoomTubeWaypoint : CustomInventory 753\n{\n//$Category \"Springs\"\n+DONTBLAST\n+NOGRAVITY\n+THRUGHOST\ninventory.amount 1\ninventory.maxamount 999\nRadius 70\nHeight 100\nInventory.RespawnTics 30\nInventory.PickupSound \"DSSPRING\"\nstates\n{\nSpawn:\nTNT1 A 1 A_CheckFlag(\"STANDSTILL\", \"SPAWN3\")\nTNT1 A 1 A_CheckFlag(\"AMBUSH\", \"SPAWN2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial\")\nTNT1 A 1 A_CheckFlag(\"STANDSTILL\", \"SPAWN3\")\nTNT1 A 1 A_CheckFlag(\"AMBUSH\", \"SPAWN2\")\nloop\nSpawn2:\nTNT1 A 1 A_CheckFlag(\"STANDSTILL\", \"SPAWN3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial2\")\nTNT1 A 1 A_CheckFlag(\"STANDSTILL\", \"SPAWN3\")\nloop\nSpawn3:\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"SetZoomSpecial3\")\nloop\nPickup:\nTNT1 A 1 A_TakeInventory(\"ZoomTubeWaypoint\", 1, 0, 0)\nTNT1 A 1 A_GiveInventory(\"IsSpring\", 1)\nTNT1 A 1 ACS_NamedExecuteAlways(\"ZoomSFX\", 0, 0, 0, 0)\ngoto spawn2\n}\n}\n\nactor CheckSFX\n{\n+RANDOMIZE\nradius 16\nStates\n{\nSpawn:\nSTPT CDEFGHIJKLMNOPQ 1 Bright\ngoto state3\nstate3:\nSTPT AB 1 Bright\nloop\n}\n}\n\nActor Check : CustomInventory 502\n{\n  inventory.amount 1\n  Inventory.PickupSound \"DSSTRPST\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    STPT A 1\n    Loop\n  Spawn2:\n    TNT1 A 0 A_SpawnItemEX(\"CheckSFX\",0,0,0,0,0,0,0,0,0,1500)\n  Pickup:\n    TNT1 A 0 A_TakeInventory(\"Check\", 1)\n\tstop\n  }\n}\n\nactor Checkpoint1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor Checkpoint2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor Checkpoint3 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor LapFinished : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 99\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 15\nstop\nuse:\nTNT1 A 1 A_GiveInventory(\"LapsDone\", 1)\nTNT1 A 1 ACS_NamedExecuteAlways(\"LapFinished\")\n}\n}\n\nactor LapsDone : Inventory\n{\ninventory.amount 1\ninventory.maxamount 3\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Knux.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nActor IsKnux : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nACTOR Knuckles : DoomPlayer\n{\n  Health 100\n  Radius 16\n  Height 56\n  mass 9999\n  PainChance 255\n  Player.DisplayName \"Knuckles\"\n  Player.ColorRange 112, 127\n  Player.ColorSet 0, \"Red\",           0x20, 0x2F,  0x22\n  Player.ColorSet 1, \"Gray\",          0x60, 0x6F,  0x62 // Called \"Indigo\" originally so as to have a unique initial\n  Player.ColorSet 2, \"Brown\",         0x40, 0x4F,  0x42\n  Player.ColorSet 3, \"Green\",         0x70, 0x7F,  0x72\n  // Doom Legacy additions\n  Player.ColorSet 4, \"Light Gray\",    0x58, 0x67,  0x5A\n  Player.ColorSet 5, \"Light Brown\",   0x38, 0x47,  0x3A\n  Player.ColorSet 6, \"Light Red\",     0xB0, 0xBF,  0xB2\n  Player.ColorSet 7, \"Light Blue\",    0xC0, 0xCF,  0xC2\n  player.startitem \"IsKnux\", 1\n  Player.Jumpz 13.5\n  Gravity 0.9\n  Player.ForwardMove 0.8\n  Player.SideMove 0.8\n  player.damagescreencolor \"yellow\"\n  Player.ViewHeight 30.0\n  FloatSpeed 90\n  DamageFactor \"Blast\",1\n  DamageFactor Fire,1\n  DamageFactor \"Stomping\",0\n  DamageFactor \"RedStomping\",0\n  DamageFactor \"BlueStomping\",0\n  DamageFactor \"ElecShield\",0\n  DamageFactor \"ThunderClaw\",0\n  BounceType None\n  +NOGRAVITY\n  +NOBLOOD\n  States\n  {\n  Spawn:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"FallDownBaby\")\n  TNT1 A 0 A_TakeInventory(\"IsFalling\",1)\n  TNT1 A 0 A_TakeInventory(\"SpinSlip\",10)\n  TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", FALSE)\n\t\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 ACS_ExecuteAlways(312)\n  TNT1 A 0 A_TakeInventory(\"HasThoked\", 1)\n  TNT1 A 0 A_JumpIfInventory(\"IsHurt\", 1,\"Pain2\")\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\nTNT1 A 0 A_GiveInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    TNT1 A 0 A_FadeIn(0.2)\n    TNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\n TNT1 A 0 A_TakeInventory(\"IsSpring\", 1)\n KNUX A 1 ACS_ExecuteAlways(340)\n KNUX A 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n\n    Loop\n  Jumping:\n  TNT1 A 0 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n   TNT1 A 0 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n  KNUX L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    KNUX M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    loop\n\tBlueJumping:\n\t KNUX L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    KNUX M 1 A_SpawnItem(\"BlueStomping\")\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    loop\n\tRedJumping:\n\tKNUX L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    KNUX M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RestoreKnuxAbility\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nKNUX L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\n    loop\n  Spring:\n  TNT1 A 0 A_TakeInventory(\"JumpCancler\",1)\n  TNT1 A 0 ACS_ExecuteAlways(312)\n  KNUX P 1 A_TakeInventory(\"IsIdle\", 1)\n    KNUX P 1 A_JumpIf(momz==0, \"Spawn\")\nKNUX P 8\nKNUX P 1 A_JumpIf(momz==0, \"Spawn\")\nKNUX P 9\nKNUX P 1 A_JumpIf(momz==0, \"Spawn\")\nKNUX P 9\nKNUX P 1 A_JumpIf(momz==0, \"Spawn\")\nKNUX P 9\nKNUX P 1 A_JumpIf(momz==0, \"Spawn\")\nKNUX P 4\nTNT1 A 0 A_Jumpif(waterlevel==0,3)\nTNT1 A 0 ThrustThingZ(0,80,0,0)\ngoto Spring2\n  Spring2:\n  KNUX V 1 A_TakeInventory(\"IsIdle\", 1)\n  KNUX W 1 A_JumpIf(momz==0, \"Spawn\")\nloop\nWind:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"NormalThrustMode\")\nTNT1 A 0 A_TakeInventory(\"JumpCancler\",1)\nTNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\nTNT1 A 0 A_GiveInventory(\"IsFalling\",1)\nKNUX W 1 A_TakeInventory(\"IsIdle\", 1)\n    KNUX V 1 A_JumpIf(momz==0, \"Spawn\")\nloop\n  See:\n  TNT1 A 0 A_TakeInventory(\"IsHurt\", 1)\n  TNT1 A 0 ACS_NamedExecuteAlways(\"FallDownBaby\")\n  TNT1 A 0 ACS_NamedExecuteAlways(\"StopSpinning\")\n  TNT1 A 0 A_TakeInventory(\"StopSpinning\", 1)\n  TNT1 A 0 A_JumpIfInventory(\"IsAttatched\", 1, \"Climb\")\n  TNT1 A 0 A_ChangeFlag(\"NoGravity\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 ACS_ExecuteAlways(312)\n  TNT1 A 0 A_TakeInventory(\"HasThoked\", 1)\n\n   TNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring2\")\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    TNT1 A 0 ACS_ExecuteAlways(340)\nKNUX A 1 ACS_Suspend(308, 0)\nKNUX A 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX A 1 ACS_Suspend(333, 0)\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX A 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX A 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX K 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX K 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nKNUX K 1\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"Run\")\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\n    Loop\n\tPreRun:\n\tTNT1 A 0 A_TakeInventory(\"SpinSlip\",999)\n\tTNT1 A 0 A_ScaleVelocity(0.8)\n\tgoto Run\n   Run:\n   TNT1 A 0 ACS_NamedExecuteAlways(\"FallDownBaby\")\n   TNT1 A 0 A_TakeInventory(\"HasThoked\", 1)\n   TNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\n   TNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring2\")\n  KNUX QR 2 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\n    TNT1 A 0 A_TakeInventory(\"ThokCheck\", 1)\n  TNT1 A 0 A_TakeInventory(\"IsHurt\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    TNT1 A 0 A_FadeIn(0.2)\n TNT1 A 0 A_TakeInventory(\"IsSpring\", 1)\n KNUX S 1 ACS_ExecuteAlways(340)\n KNUX S 1 ACS_NamedExecuteAlways(\"NormalThrustMode\")\n  loop\n  Missile:\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n\n  TNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring2\")\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    Goto Spawn\n  Sliding:\n\n TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  KNUX L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueSliding\")\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  KNUX M 1 A_JumpIfInventory(\"IsRed\",1,\"RedSliding\")\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"EleSlide\")\n    loop\n\tBlueSliding:\n\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"EleSlide\")\n    loop\n\tRedSliding:\n\n\t  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nKNUX L 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"EleSlide\")\n    loop\n\tEleSlide:\n\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  KNUX L 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX L 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX M 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nKNUX O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nKNUX O 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\n    loop\n  Melee:\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    KNUX F 6 BRIGHT\n    Goto Missile\n  Pain: //Simulating SRB2 Invincibility after taking damage\nTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  TNT1 A 0 A_ChangeFlag(\"NoGravity\", False)\n\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck2\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"BlueFlag2\", 1, \"FlagKill\")\n  TNT1 A 0 A_JumpIfInventory(\"RedFlag2\", 1, \"FlagKill\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_GiveInventory(\"IsHurt\", 1)\nTNT1 A 0 A_PlaySound(\"DSLOSRINGS\", CHAN_AUTO)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, 150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150, 150)\nTNT1 A 0 ACS_ExecuteAlways(316)\nTNT1 A 0 ACS_ExecuteAlways(322)\nTNT1 A 0 ACS_ExecuteAlways(304)\nTNT1 A 0 A_GiveInventory(\"IsHurt\",1)\nKNUX ^ 70 A_Pain\ngoto pain2\nPain2:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\", FALSE)\nTNT1 A 0 ACS_NamedExecuteAlways(\"ReAllowPickup\")\nKNUX ^ 20\nKNUX ^ 1 A_JumpIf(momz==0, \"See\")\nloop\nCanPickupAgain:\nPLAY ^ 1 A_JumpIf(momz==0, \"CanPickupAgain2\")\nloop\nCanPickupAgain2:\nTNT1 A 1 A_ChangeFlag(\"PICKUP\", TRUE)\ngoto see\n  PainShield:\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nTNT1 A 0 ACS_Execute(352)\nKNUX ^ 1 ACS_ExecuteAlways(792)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck3\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"WindCheck2\", 1)\nKNUX ^ 1 ACS_Execute(322)\nTNT1 A 0 A_GiveInventory(\"IsHurt\",1)\n\ngoto pain2\nPainArma:\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nTNT1 A 0 ACS_Execute(352)\nKNUX ^ 1 ACS_ExecuteAlways(792)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\nKNUX ^ 1 ACS_Execute(322)\n\nTNT1 A 0 A_Explode(99, 500, XF_NOTMISSILE)\nTNT1 A 0 A_SetBlend(\"99 99 99\", 0.95, 15)\nTNT1 A 0 A_GiveInventory(\"IsHurt\",1)\nTNT1 A 0 A_PlaySoundEX(\"DSBKPOOF\", CHAN_AUTO)\nGoto Pain2\nPain.Fire:\nTNT1 A 0 A_ChangeFlag(\"NoGravity\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainFire2\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck2\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_GiveInventory(\"IsHurt\", 1)\nTNT1 A 0 A_PlaySound(\"DSLOSRINGS\", CHAN_AUTO)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, 150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150, 150)\nTNT1 A 0 ACS_ExecuteAlways(316)\nTNT1 A 0 ACS_ExecuteAlways(304)\nTNT1 A 0 ACS_ExecuteAlways(322)\nKNUX ^ 1 ACS_ExecuteAlways(792)\nTNT1 A 0 A_GiveInventory(\"IsHurt\",1)\nKNUX ^ 1 A_Pain\n\ngoto pain2\nPainFire2:\nTNT1 A 0 ACS_ExecuteAlways(790)\ngoto see\n  PainShield2:\n  TNT1 A 0 A_TakeInventory(\"WindCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_TakeInventory(\"ElemCheck3\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck\", 1)\n  TNT1 A 0 A_GiveInventory(\"ForceCheck3\", 1)\n  TNT1 A 0 A_GiveInventory(\"IsHurt\",1)\nTNT1 A 0 ACS_Execute(352)\nKNUX ^ 1 A_TakeInventory(\"ForceCheck2\", 1)\nKNUX ^ 1 ACS_Execute(322)\n\ngoto pain2\n  PainShield3:\n  TNT1 A 0 A_TakeInventory(\"ForceCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"WindCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"ElemCheck3\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck\", 1)\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_TakeInventory(\"ForceCheck3\", 1)\n  TNT1 A 0 A_GiveInventory(\"IsHurt\",1)\nTNT1 A 0 ACS_Execute(352)\nKNUX ^ 1\nKNUX ^ 1 ACS_Execute(322)\n\ngoto pain2\n  Hurt:\n    KNUX ^ 35 A_JumpIf(momz==0, \"Spawn\")\nloop\n  Death:\n    TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 ACS_ExecuteAlways(304)\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    KNUX H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  Death1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nKNUD A 10\n    KNUD B 10 A_PlayerScream\n    KNUD C 10 A_NoBlocking\n    KNUD DEFG 10\n    TNT1 A -1\n    Stop\n\tFlagKill:\n    TNT1 A 0 Thing_Damage(0,200,0)\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    KNUX H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  Death1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nKNUD A 10\n    KNUD B 10 A_PlayerScream\n    KNUD C 10 A_NoBlocking\n    KNUD DEFG 10\n    TNT1 A -1\n    Stop\n\tDeath.Suicide:\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    KNUX H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A -1\n\tstop\n\t  Death.Fire:\n    TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 ACS_ExecuteAlways(304)\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n    KNUX H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nKNUD A 10\n    KNUD B 10 A_PlayerScream\n    KNUD C 10 A_NoBlocking\n    KNUD DEFG 10\n    TNT1 A -1\n    Stop\n  XDeath:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 ACS_ExecuteAlways(304)\nKNUX O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\nTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  XDeath1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nKNUX O 5\n    KNUD A 5 A_XScream\n    KNUD B 5 A_NoBlocking\n    KNUD CDEFGHI 5\n    TNT1 A -1\n    Stop\n  AltSkinDeath:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nKNUD A 4\n    KNUD B 4 A_PlayerScream\n    KNUD C 4\n    KNUD D 4 A_NoBlocking\n    KNUD EFGHI 6\n    TNT1 A -1\n    Stop\n  AltSkinXDeath:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nKNUX AB 5 A_PlayerScream\n    KNUX CD 0 A_NoBlocking\n    KNUX EF 5 A_SkullPop\n    KNUX GHI 5\n    TNT1 A -1\n    Stop\nAirKick:\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nTNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n    TNT1 A 1 ACS_ExecuteAlways(301, 0, 0, 0, 0)\n\t\tGoto See\n\t\tGasp:\n\t\tKNUX [ 25\n\t\tgoto see\n\t\tDrowned:\n\t\tTNT1 A 0 Thing_Damage(0, 200)\n\t\tBlowArma:\n\t\tTNT1 A 0 A_Explode(99, 500, XF_NOTMISSILE)\n\t\tTNT1 A 0 A_SetBlend(\"99 99 99\", 0.95, 15)\n\t\tgoto spawn\n\t\tCanFloat:\n\t\tKNUX L 1 A_ChangeFlag(\"NoGravity\", True)\n\t\tKNUX M 1 A_ChangeFlag(\"Float\", True)\n\t\tKNUX L 1 A_ChangeFlag(\"SLIDESONWALLS\", True)\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlippery\")\n\t\tloop\n\t\tCantFloat:\n\t\tKNUX L 1 A_ChangeFlag(\"NoGravity\", False)\n\t\tKNUX M 1 A_ChangeFlag(\"Float\", False)\n\t\tKNUX L 1 A_ChangeFlag(\"SLIDESONWALLS\", False)\n\t\tKNUX L 1 A_TakeInventory(\"IsSlippery\")\n\t\tGoto Spawn\n\t\tGlide:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideGravity\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"GlideNoRecoil\")\n\t\tKNUX U 1 ThrustThing(angle*256/360, 1, 0, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX U 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tKNUX ] 1 A_JumpIf(momz==0, \"StopGlide\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tKNUX ] 1 A_GiveInventory(\"IsGliding\",1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tKNUX U 1 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tKNUX U 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tKNUX ] 1 A_JumpIf(momz==0, \"StopGlide\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tKNUX ] 1 A_GiveInventory(\"IsGliding\",1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tloop\n\t\tGlideNoRecoil:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideGravity\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"Glide\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tKNUX ] 1 A_JumpIf(momz==0, \"StopGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tKNUX ] 1 A_GiveInventory(\"IsGliding\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tKNUX U 1 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tKNUX ] 1 A_JumpIf(momz==0, \"StopGlide\")\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tKNUX ] 1 A_GiveInventory(\"IsGliding\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX ] 1 A_JumpIfInventory(\"IsClimbing\", 1, \"Climb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"PressJumpWhileGlide\")\n\t\tloop\n\t\tSafeClimb:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tKNUX X 1 ACS_NamedExecuteAlways(\"Turn180Degree\")\n\t\tgoto Climb2\n\t\tClimb:\n\t\tKNUX X 1 ACS_NamedExecuteAlways(\"StopGlide\")\n\t\tKNUX X 1 A_PlaySoundEX(\"DSS3K4A\", CHAN_AUTO)\n\t\tKNUX X 1 ACS_NamedExecuteAlways(\"Turn180Degree\")\n\t\tgoto Climb2\n\t\tClimb2:\n\t\tKNUX X 1 A_GiveInventory(\"IsAttatched\",1)\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"ClimbFall\")\n\t\tKNUX X 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tgoto Climb3\n\t\tClimb3:\n\t\tKNUX Y 1 A_GiveInventory(\"IsAttatched\",1)\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Y 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tgoto Climb4\n\t\tClimb4:\n\t\tKNUX Z 1 A_GiveInventory(\"IsAttatched\",1)\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tKNUX Z 1 A_JumpIf(momz==0, \"StopClimb\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GlideThing\")\n\t\tgoto Climb2\n\t\tStopGlide:\n\t\tKNUX ] 1 ACS_NamedExecuteAlways(\"StopGlide\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tKNUX ] 15 A_Recoil(10)\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tKNUX ] 1 A_PlaySoundEX(\"DSS3KD1S\", CHAN_AUTO)\n\t\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n\t\tgoto see\n\t\tStopClimb:\n\t\tKNUX L 15 Thing_Stop(0)\n\t\tgoto see\n\t\tClimbFall:\n\t\tKNUX Z 1 ACS_NamedExecuteAlways(\"ClimbFall\")\n\t\tloop\n\t\tWindGlide:\nTNT1 A 0 A_TakeInventory(\"JumpCancler\",1)\nTNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\nTNT1 A 0 A_GiveInventory(\"IsFalling\",1)\nKNUX W 1 A_TakeInventory(\"IsIdle\", 1)\n    KNUX V 1 A_JumpIf(momz==0, \"Spawn\")\n\tKNUX W 15 ThrustThing(0,0,1,0)\n\tKNUX V 1 ACS_NamedExecuteAlways(\"NormalThrustMode\")\nGoto Wind\nFallFromClimb:\nTNT1 A 0 Thing_Stop(0)\nTNT1 A 0 ThrustThing(0,0,1,0)\nTNT1 A 0 ThrustThingZ(0,0,0,0)\nGoto Spawn\n  }\n}\n\nACTOR GlideThing\n{\n  Radius 13\n  Height 8\n  Speed 80\n  Damage 99\n  Bouncetype \"Doom\"\n  BounceCount 1\n  Projectile\n  DeathSound \"RINGSSSS\"\n  Obituary \"%o was killed by %k's Bounce ring\" // \"%o was melted by %k's plasma gun.\"\n  +BOUNCEAUTOOFF\n  +RANDOMIZE\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 2 Bright\n\tstop\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"GlideThrustUp\")\n    TNT1 A 0 A_GiveToTarget(\"IsAttatched\")\n\tTNT1 A 0 A_GiveToTarget(\"IsClimbing\")\n\tstop\n  Grenade:\n    TNT1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1000 A_Die\n    Wait\n  Detonate:\n    TNT1 B 4 A_Scream\n    TNT1 C 6 A_Detonate\n    TNT1 D 10\n    Stop\n  Mushroom:\n    TNT1 B 8 A_Mushroom\n    Goto Death+1\n  }\n}\n\nactor GlideThrustUp : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 1 ACS_NamedExecuteAlways(\"SlightBackThrust\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"IsClimbed\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"GlideThrustUp\")\n}\n}\n\nactor IsAttatched : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 1 ACS_NamedExecuteAlways(\"StopGlide\")\nstop\n}\n}\n\nactor IsClimbing : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"StartClimb\")\nloop\n}\n}\n\nactor IsFalling : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsGliding : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Monitor.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nactor MonitorThrust : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 1 ACS_ExecuteAlways(313)\n}\n}\n\nACTOR TeleportMonitor 411\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tMIXU A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tMIXU A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"LocationSwap\")\n\t\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"LocationSwapExecute\")\n\t\t\tMTBX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnTeleMoni\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR RandomBox 412\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tQUES A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tQUES A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"RandomMonitor\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTBX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnRandomMoni\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR Sonic1Box 400\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tSRBX A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tSRBX A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n            TNT1 A 0 A_GiveToTarget(\"RingPickup\", 10)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"Respawn10Moni\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR ArmaBox 402\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tBKTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tBKTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n            TNT1 A 0 A_GiveToTarget(\"ArmaCheck2\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnArmaMoni\")\n\t\t\tTNT1 A 0 A_PlaySound(\"DSSHIELD\", CHAN_AUTO)\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR ForceMonitor 403\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n\t+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tBLTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tBLTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n            TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 10 A_GiveToTarget(\"ForceCheck\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"DSSHIELD\", CHAN_AUTO)\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnForceMoni\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR WindMonitor 405\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n\t+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tWHTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tWHTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t        TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"WindCheck\", 1)\n\t\t\tMTEX B 1 A_Fall\n\t\t\tTNT1 A 0 A_PlaySound(\"DSSHIELD\", CHAN_AUTO)\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnWindMoni\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR EleMonitor 406\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n\t+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tELTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tELTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t        TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"ElemCheck3\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tTNT1 A 0 A_PlaySound(\"DSSHIELD\", CHAN_AUTO)\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnEleMoni\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR SpeedShoe 407\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tMass 3\n\tSpeed 6\n\tFastSpeed 14\n\tMeleeDamage 2\n\tMeleeRange 22\n\tMaxTargetRange 24\n\tMaxStepHeight 9\n\t+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\t+FLOORCLIP\n\t-CANUSEWALLS\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 0.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tSHTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tSHTV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n            TNT1 A 0 A_GiveToTarget(\"HasteRune\", 10)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"SpeedCheck\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnSpeedShoe\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nactor SpeedCheck : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 0 ACS_ExecuteAlways(195)\n}\n}\n\nACTOR HasteRune : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 189\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.Icon SHTVA0\n\tpowerup.duration 745\n\tPowerup.Type Speed\n\tInventory.PickupMessage \"\"\n\tInventory.Pickupsound \"my_box1_sound\"\n\tInventory.PickupAnnouncerEntry \"haste\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHTV A 6\n\t\tLoop\n\t}\n}\n\nACTOR InvulBox 408\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tMass 3\n\tSpeed 6\n\tFastSpeed 14\n\tMeleeDamage 2\n\tMeleeRange 22\n\tMaxTargetRange 24\n\tMaxStepHeight 9\n\tMonster\n\t+FLOORCLIP\n\t-CANUSEWALLS\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 0.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tPINV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tPINV A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n            TNT1 A 0 A_GiveToTarget(\"InvulRune\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"InvulCheck\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnInvulBox\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR EggmanTV 410\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n\t+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tEGGB A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tEGGB A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(370)\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 1050\n\t\t\tMTEX B 1 ACS_NamedExecuteAlways(\"RespawnEggmanTV\")\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}\n\nACTOR InvulRune : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 189\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.Icon SHTVA0\n\tpowerup.duration 745\n\tPowerup.Mode Invulnerability\n\tInventory.PickupMessage \"\"\n\tInventory.Pickupsound \"my_box1_sound\"\n\tInventory.PickupAnnouncerEntry \"haste\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHTV A 6\n\t\tLoop\n\t}\n}\n\nACTOR ExtraLifeBox 409\n{\n//$Category \"Monitors\"\n\tHealth 1\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Stomping\", 1.5\n\tDamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tPRUP A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tPRUP A 2\n\t        MTEX A 2 Bright\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tMTEX A 3\n\t\t\tMTEX A 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"my_box1_sound\")\n            TNT1 A 0 ACS_ExecuteAlways(825)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MonitorThrust\")\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B 35\n\t\t\tMTEX B 5\n\t\t\tMTEX B -1\n\t\t\tStop\n\t\tBurn:\n\t\tDeath.SpecialFire:\n\t\t\tMTEX B 1 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Player.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nDamageType Drowning\n{\n    NoArmor // Drowning should not affect armor\n    ReplaceFactor // All actors that have no explicit damagefactor for drowning should use the global value from this definition\n    Factor 0.0\n}\n\nDamageType Suicide\n{\n    NoArmor // Drowning should not affect armor\n    ReplaceFactor // All actors that have no explicit damagefactor for drowning should use the global value from this definition\n    Factor 1.0\n}\n\nactor GivePoints : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 1 ACS_ExecuteAlways(198)\n}\n}\nactor PointsBasedOnPlace : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 64\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1\n}\n}\n\nactor TakeNoAmmo : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nspawn:\nTNT1 A 1\nstop\nuse:\nTNT1 A 1 A_TakeInventory(\"NoAmmo\", 1)\n}\n}\n\n//Spawn thok, disabled because it somehow sucked ass.\nactor ThokShield\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOAT\n+NOCLIP\nRenderStyle \"Translucent\"\nAlpha 0.5\nscale 1.2\nStates\n{\nSpawn:\nTHOK A 15\nstop\n}\n}\n\n// kill the monitor.\nactor StompingDamager\n{\n+DONTSPLASH\n+PAINLESS\n+NOTIMEFREEZE\n+BLOODLESSIMPACT\n+NODAMAGETHRUST\n+MISSILE\nRadius 50\nHeight 75\nDamage 1\nRenderstyle None\nDamagetype \"Stomping\"\nstates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor FireDamager : FlareFire2\n{\n+NOGRAVITY\nDamage 1\ndamagetype Fire\nHeight 16\nRadius 16\nscale 2.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 210\ngoto death\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FireTrail\n{\n  Speed 0\n  Radius 8\n  Height 8\n  Damage 1\n  DamageType Fire\n  Projectile\n  GRAVITY 1.0\n\tStates\n\t{\n\t  Spawn:\n\t  TNT1 A 15\n\t  TNT1 A 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM A 1\nSFLM B 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nSFLM C 1\nStop\n}\n}\n\n//For spinning\nactor StompingDamager2 : StompingDamager\n{\nRadius 24\nHeight 65\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Kicking : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KickHasHit : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Landed : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsSpin : Inventory\n{\ninventory.maxamount 1\n}\n\nactor IsDead : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsRed : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsBlue : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsThrust : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsLowGravity : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 15\nstop\nPickup:\nTNT1 A 1 ACS_NamedExecuteAlways(\"GravityLow\")\nuse:\nTNT1 A 1 ACS_NamedExecuteAlways(\"GravityLow\")\n}\n}\n\nactor IsSlippery : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ExtraLife : Inventory\n{\ninventory.amount 1\ninventory.maxamount 99\n}\n\nactor Drowned : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 15\nstop\nuse:\nTNT1 A 1 ACS_NamedExecuteAlways(\"DrownPlayer\")\nTNT1 A 1 A_TakeInventory(\"Drowned\")\n}\n}\n\nactor IsUnderWater : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 15\nstop\nuse:\nTNT1 A 1\n}\n}\n\nActor IsSpring : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsHurt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsIdle : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CanceledIdle : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ThokCheck : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoThok : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoAmmo : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsSonic : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor HasThoked : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Sonic : DoomPlayer\n{\n  Health 100\n  Radius 16\n  Height 56\n  mass 9999\n  PainChance 255\n  Player.DisplayName \"Sonic\"\n  Player.ColorRange 112, 127\n  Player.ColorSet 0, \"Green\",         0x70, 0x7F,  0x72\n  Player.ColorSet 1, \"Gray\",          0x60, 0x6F,  0x62 // Called \"Indigo\" originally so as to have a unique initial\n  Player.ColorSet 2, \"Brown\",         0x40, 0x4F,  0x42\n  Player.ColorSet 3, \"Red\",           0x20, 0x2F,  0x22\n  // Doom Legacy additions\n  Player.ColorSet 4, \"Light Gray\",    0x58, 0x67,  0x5A\n  Player.ColorSet 5, \"Light Brown\",   0x38, 0x47,  0x3A\n  Player.ColorSet 6, \"Light Red\",     0xB0, 0xBF,  0xB2\n  Player.ColorSet 7, \"Light Blue\",    0xC0, 0xCF,  0xC2\n  player.startitem \"IsSonic\", 1\n  Player.Jumpz 13.5\n  Gravity 0.9\n  Player.ForwardMove 0.8\n  Player.SideMove 0.8\n  player.damagescreencolor \"yellow\"\n  Player.ViewHeight 30.0\n  FloatSpeed 90\n  DamageFactor \"Blast\",1\n  DamageFactor Fire,1\n  DamageFactor \"Stomping\",0\n  DamageFactor \"RedStomping\",0\n  DamageFactor \"BlueStomping\",0\n  DamageFactor \"ElecShield\",0\n  DamageFactor \"ThunderClaw\",0\n  BounceType None\n  +NOGRAVITY\n  +NOBLOOD\n  States\n  {\n  Spawn:\n\n  TNT1 A 0 A_TakeInventory(\"SpinSlip\",10)\n  TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", FALSE)\n\t\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 ACS_ExecuteAlways(312)\n  TNT1 A 0 A_TakeInventory(\"HasThoked\", 1)\n  TNT1 A 0 A_JumpIfInventory(\"IsHurt\", 1,\"Pain2\")\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\nTNT1 A 0 A_GiveInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    TNT1 A 0 A_FadeIn(0.2)\n    TNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\n TNT1 A 0 A_TakeInventory(\"IsSpring\", 1)\n PLAY A 1 ACS_ExecuteAlways(340)\n PLAY A 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n    Loop\n Missile:\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n\n  TNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring2\")\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    Goto Spawn\n  Jumping:\n  TNT1 A 0 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  TNT1 A 0 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  PLAY L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n  PLAY L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  PLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueJumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    PLAY M 1 A_SpawnItem(\"StompingDamager\")\n\tTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY N 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\n    loop\n\tBlueJumping:\n\tPLAY L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    PLAY M 1 A_SpawnItem(\"BlueStomping\")\n\tTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY M 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY N 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY O 1 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\n    loop\n\tRedJumping:\n\tPLAY L 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY L 1 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY L 1 A_GiveInventory(\"IsJumping\", 1)\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\n    PLAY M 1 A_SpawnItem(\"RedStomping\")\n\tTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY M 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY N 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY O 1 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nPLAY L 1 A_JumpIf(momz==0, \"PreRun\")\nTNT1 A 0 A_SpawnItemEx(\"RedStomping\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\n    loop\n  Spring:\n  TNT1 A 0 A_TakeInventory(\"JumpCancler\",1)\n  TNT1 A 0 ACS_ExecuteAlways(312)\n  PLAY P 1 A_TakeInventory(\"IsIdle\", 1)\n    PLAY P 1 A_JumpIf(momz==0, \"Spawn\")\nPLAY P 8\nPLAY P 1 A_JumpIf(momz==0, \"Spawn\")\nPLAY P 9\nPLAY P 1 A_JumpIf(momz==0, \"Spawn\")\nPLAY P 9\nPLAY P 1 A_JumpIf(momz==0, \"Spawn\")\nPLAY P 9\nPLAY P 1 A_JumpIf(momz==0, \"Spawn\")\nPLAY P 4\nTNT1 A 0 A_Jumpif(waterlevel==0,3)\nTNT1 A 0 ThrustThingZ(0,80,0,0)\ngoto Spring2\n  Spring2:\n  PLAY V 1 A_TakeInventory(\"IsIdle\", 1)\n  PLAY W 1 A_JumpIf(momz==0, \"Spawn\")\nloop\nWind:\nTNT1 A 0 A_TakeInventory(\"JumpCancler\",1)\nTNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\nPLAY W 1 A_TakeInventory(\"IsIdle\", 1)\n    PLAY V 1 A_JumpIf(momz==0, \"Spawn\")\nloop\n  See:\n  TNT1 A 0 A_TakeInventory(\"IsHurt\", 1)\n  TNT1 A 0 ACS_NamedExecuteAlways(\"StopSpinning\")\n  TNT1 A 0 A_TakeInventory(\"StopSpinning\", 1)\n  TNT1 A 0 A_ChangeFlag(\"NoGravity\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 ACS_ExecuteAlways(312)\n  TNT1 A 0 A_TakeInventory(\"HasThoked\", 1)\n\n   TNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring2\")\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    TNT1 A 0 ACS_ExecuteAlways(340)\nPLAY A 1 ACS_Suspend(308, 0)\nPLAY A 1 ACS_NamedExecuteAlways(\"IncreaseThrustWhileJumping\")\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY A 1 ACS_Suspend(333, 0)\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY A 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY A 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY D 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY E 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY F 1\n    TNT1 A 0 ACS_ExecuteAlways(340)\n\tTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY G 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY I 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY J 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY K 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY K 1\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nPLAY K 1\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) > 100, \"Run\")\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\nTNT1 A 0 ACS_ExecuteAlways(340)\nTNT1 A 0 A_TakeInventory(\"CanceledIdle\", 1)\n    Loop\n\tPreRun:\n\tTNT1 A 0 A_TakeInventory(\"SpinSlip\",999)\n\tTNT1 A 0 A_ScaleVelocity(0.8)\n\tgoto Run\n   Run:\n   TNT1 A 0 A_TakeInventory(\"HasThoked\", 1)\n   TNT1 A 0 A_TakeInventory(\"IsJumping\", 1)\n   TNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring2\")\n  PLAY QR 2 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\n    TNT1 A 0 A_TakeInventory(\"ThokCheck\", 1)\n  TNT1 A 0 A_TakeInventory(\"IsHurt\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegaSlidePowerup\", 1)\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_JumpIfInventory(\"MegaSlideFlag\", 1, \"Sliding\")\n    TNT1 A 0 A_FadeIn(0.2)\n TNT1 A 0 A_TakeInventory(\"IsSpring\", 1)\n PLAY S 1 ACS_ExecuteAlways(340)\n PLAY S 1 ACS_NamedExecuteAlways(\"NormalThrustMode\")\n  loop\n  Sliding:\n\n TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  PLAY L 1 A_JumpIfInventory(\"IsBlue\",1,\"BlueSliding\")\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  PLAY M 1 A_JumpIfInventory(\"IsRed\",1,\"RedSliding\")\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"EleSlide\")\n    loop\n\tBlueSliding:\n\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"BlueStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"EleSlide\")\n    loop\n\tRedSliding:\n\n\t  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nPLAY L 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"RedStomping\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"EleSlide\")\n    loop\n\tEleSlide:\n\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\n  PLAY L 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\n  TNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY L 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"SpinPower\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY M 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 ACS_ExecuteAlways(312)\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY N 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nPLAY O 1 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 1 ACS_NamedExecuteAlways(\"FireTrailSpawner\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nPLAY O 2 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_JumpIf(momz>0, \"Jumping\")\nTNT1 A 0 A_SpawnItem(\"StompingDamager\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideFlag\", 1)\nTNT1 A 0 A_JumpIf((velx*velx + vely*vely + velz*velz) < 100, \"See\")\n    loop\n  Melee:\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain: //Simulating SRB2 Invincibility after taking damage\nTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  TNT1 A 0 A_ChangeFlag(\"NoGravity\", False)\n\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck2\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"BlueFlag2\", 1, \"FlagKill\")\n  TNT1 A 0 A_JumpIfInventory(\"RedFlag2\", 1, \"FlagKill\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_GiveInventory(\"IsHurt\", 1)\nTNT1 A 0 A_PlaySound(\"DSLOSRINGS\", CHAN_AUTO)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, 150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150, 150)\nTNT1 A 0 ACS_ExecuteAlways(316)\nTNT1 A 0 ACS_ExecuteAlways(322)\nTNT1 A 0 ACS_ExecuteAlways(304)\nTNT1 A 0 A_GiveInventory(\"IsHurt\",1)\nPLAY ^ 1 A_Pain\nGoto Pain2\nPain2:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\", FALSE)\nTNT1 A 0 ACS_NamedExecuteAlways(\"ReAllowPickup\")\nPLAY ^ 25\nPLAY ^ 1 A_JumpIf(momz==0, \"See\")\nloop\nCanPickupAgain:\nPLAY ^ 1 A_JumpIf(momz==0, \"CanPickupAgain2\")\nloop\nCanPickupAgain2:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\", TRUE)\nTNT1 A 0 ACS_NamedExecuteAlways(\"UnfreezePlayer\")\ngoto see\n  PainShield:\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nTNT1 A 0 ACS_Execute(352)\nPLAY ^ 1 ACS_ExecuteAlways(792)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck3\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"WindCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"WindCheck2\", 1)\nPLAY ^ 1 ACS_Execute(322)\n\ngoto Pain2\nPainArma:\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nTNT1 A 0 ACS_Execute(352)\nPLAY ^ 1 ACS_ExecuteAlways(792)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck\", 1)\nTNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\nPLAY ^ 1 ACS_Execute(322)\n\nTNT1 A 0 A_Explode(99, 500, XF_NOTMISSILE)\nTNT1 A 0 A_SetBlend(\"99 99 99\", 0.95, 15)\nTNT1 A 0 A_PlaySoundEX(\"DSBKPOOF\", CHAN_AUTO)\nGoto Pain2\nPain.Fire:\nTNT1 A 0 A_ChangeFlag(\"NoGravity\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"Float\", False)\n\t\tTNT1 A 0 A_ChangeFlag(\"NoClip\", False)\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainFire2\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n  TNT1 A 0 A_JumpIfInventory(\"ArmaCheck\", 1, \"PainArma\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck3\", 1, \"PainShield3\")\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n    TNT1 A 0 A_GiveInventory(\"IsHurt\", 1)\nTNT1 A 0 A_PlaySound(\"DSLOSRINGS\", CHAN_AUTO)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, 150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",0, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",150, -150)\nTNT1 A 0 A_SpawnItemEx(\"RingDropped\",-150, 150)\nTNT1 A 0 ACS_ExecuteAlways(316)\nTNT1 A 0 ACS_ExecuteAlways(322)\nPLAY ^ 1 ACS_ExecuteAlways(792)\nPLAY ^ 1 A_Pain\n\ngoto pain2\nPainFire2:\nTNT1 A 0 ACS_ExecuteAlways(790)\ngoto see\n  PainShield2:\n  TNT1 A 0 A_TakeInventory(\"WindCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_TakeInventory(\"ElemCheck3\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck\", 1)\nTNT1 A 0 ACS_Execute(352)\nPLAY ^ 1 A_TakeInventory(\"ForceCheck2\", 1)\nPLAY ^ 1 A_TakeInventory(\"ForceCheck3\", 1)\nPLAY ^ 1 ACS_Execute(322)\n\ngoto Pain2\n  PainShield3:\n  TNT1 A 0 A_TakeInventory(\"ForceCheck3\", 1)\n  TNT1 A 0 A_TakeInventory(\"WindCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"ArmaCheck2\", 1)\n  TNT1 A 0 A_TakeInventory(\"ElemCheck3\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck2\", 1)\nTNT1 A 0 A_TakeInventory(\"ElemCheck\", 1)\n  TNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\n  TNT1 A 0 A_GiveInventory(\"ForceCheck2\", 1)\nTNT1 A 0 ACS_Execute(352)\nPLAY ^ 1\nPLAY ^ 1 ACS_Execute(322)\n\ngoto Pain2\n  Hurt:\n    PLAY ^ 35 A_JumpIf(momz==0, \"Spawn\")\nloop\nDeath.Suicide:\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A -1\n\tstop\n\tDeath.InstantDeath:\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A -1\n\tstop\n\tDeath.Extreme:\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A -1\n\tstop\n\tDeath.Massacre:\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A -1\n\tstop\n\tDeath.Drowning:\nTNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A -1\n\tstop\n  Death:\n    TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  Death1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nPLAD A 10\n    PLAD B 10 A_PlayerScream\n    PLAD C 10 A_NoBlocking\n    PLAD DEFG 10\n    TNT1 A -1\n    Stop\n\tFlagKill:\n    TNT1 A 0 Thing_Damage(0,200,0)\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n  Death1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nPLAD A 10\n    PLAD B 10 A_PlayerScream\n    PLAD C 10 A_NoBlocking\n    PLAD DEFG 10\n    TNT1 A -1\n    Stop\n\t  Death.Fire:\n    TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ElemCheck3\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"WindCheck2\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck\", 1, \"PainShield\")\n  TNT1 A 0 A_JumpIfInventory(\"ForceCheck2\", 1, \"PainShield2\")\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n\tTNT1 A 0 ACS_ExecuteAlways(304)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nPLAD A 10\n    PLAD B 10 A_PlayerScream\n    PLAD C 10 A_NoBlocking\n    PLAD DEFG 10\n    TNT1 A -1\n    Stop\n  XDeath:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsUnderWater\",1)\n\tTNT1 A 0 A_GiveToTarget(\"GivePoints\", 1)\n\tTNT1 A 0 ACS_ExecuteAlways(304)\nPLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nPLAY O 5\n    PLAD A 5 A_XScream\n    PLAD B 5 A_NoBlocking\n    PLAD CDEFGHI 5\n    TNT1 A -1\n    Stop\n  AltSkinDeath:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nPLAD A 4\n    PLAD B 4 A_PlayerScream\n    PLAD C 4\n    PLAD D 4 A_NoBlocking\n    PLAD EFGHI 6\n    TNT1 A -1\n    Stop\n  AltSkinXDeath:\n    TNT1 A 0 A_GiveInventory(\"IsDead\", 1)\nPLAY AB 5 A_PlayerScream\n    PLAY CD 0 A_NoBlocking\n    PLAY EF 5 A_SkullPop\n    PLAY GHI 5\n    TNT1 A -1\n    Stop\nAirKick:\nTNT1 A 0 A_TakeInventory(\"IsIdle\", 1)\nTNT1 A 0 A_JumpIfInventory(\"IsSpring\", 1, \"Spring\")\n    TNT1 A 1 ACS_ExecuteAlways(301, 0, 0, 0, 0)\n\t\tGoto See\n\t\tGasp:\n\t\tPLAY [ 25\n\t\tgoto see\n\t\tGrabbed:\n\t\tTNT1 A 0 A_JumpIf(momz==0, \"Spawn\")\n\t\tPLAY X 1 A_ChangeFlag(\"NoGravity\", True)\n\t\tPLAY X 1 A_ChangeFlag(\"Float\", True)\n\t\tPLAY X 1 A_ChangeFlag(\"NoClip\", True)\n\t\tloop\n\t\tDrowned:\n\t\tTNT1 A 0 Thing_Damage(0, 200)\n\t\tBlowArma:\n\t\tTNT1 A 0 A_Explode(99, 500, XF_NOTMISSILE)\n\t\tTNT1 A 0 A_SetBlend(\"99 99 99\", 0.95, 15)\n\t\tgoto spawn\n\t\tCanFloat:\n\t\tPLAY L 1 A_ChangeFlag(\"NoGravity\", True)\n\t\tPLAY M 1 A_ChangeFlag(\"Float\", True)\n\t\tPLAY L 1 A_ChangeFlag(\"SLIDESONWALLS\", True)\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlippery\")\n\t\tloop\n\t\tCantFloat:\n\t\tPLAY L 1 A_ChangeFlag(\"NoGravity\", False)\n\t\tPLAY M 1 A_ChangeFlag(\"Float\", False)\n\t\tPLAY L 1 A_ChangeFlag(\"SLIDESONWALLS\", False)\n\t\tPLAY L 1 A_TakeInventory(\"IsSlippery\")\n\t\tGoto Spawn\n  }\n}\n\nACTOR SonicSpin : Sonic\n{\nHeight 25\nPlayer.ViewHeight 41.0\n}\n\nactor Once : Inventory\n{\n}\n\nactor MegaSlideThrust : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust\",999)\nstop\n}\n}\n\nactor MegaSlideThrust2 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust2\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust2\",999)\nstop\n}\n}\n\nactor MegaSlideThrust3 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust3\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust3\",999)\nstop\n}\n}\n\nactor MegaSlideThrust4 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust4\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust4\",999)\nstop\n}\n}\n\nactor MegaSlideThrust5 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust5\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust5\",999)\nstop\n}\n}\n\nactor MegaSlideThrust6 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust6\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust6\",999)\nstop\n}\n}\n\nactor MegaSlideThrust7 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust7\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust7\",999)\nstop\n}\n}\n\nactor MegaSlideThrust8 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust8\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust8\",999)\nstop\n}\n}\n\nactor MegaSlideThrust9 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust9\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust9\",999)\nstop\n}\n}\n\nactor MegaSlideThrust10 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"MegaSlideThrust10\")\nTNT1 A 0 A_TakeInventory(\"MegaSlideThrust10\",999)\nstop\n}\n}\n\nactor MegaSlideFlag : Once\n{\n}\n\nactor MegaSlidePowerup : Once\n{\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor StopSpinning : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SpinPower : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor ThrustPower : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor SpinSlip : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor BoostFlag : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nactor HurtCoolDown : CustomInventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nStates\n{\nPickup:\nTNT1 A 105\nTNT1 A 0 A_TakeInventory(\"HurtCoolDown\",999)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Rings.txt",
        "contents": "//DECORATION Objects stored here, By me LordOZ_98 aka RomioTheBadass\n//Credit me or at least mention me if you ever decide to use any of these\n//Don't be rude :3\n\nDamageType Blast\n{\n   Factor 0\n}\n\nDamageType ElecShield\n{\n   Factor 0\n}\n\nactor RingSpark\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOAT\n+NOCLIP\nRenderStyle \"Translucent\"\nAlpha 0.5\nscale 1.2\nStates\n{\nSpawn:\nSPRK ABCD 5\nstop\n}\n}\n\nactor ElecRadius\n{\n+DONTSPLASH\n+PAINLESS\n+NOTIMEFREEZE\n+BLOODLESSIMPACT\n+NODAMAGETHRUST\n+MISSILE\nRadius 200\nHeight 56\nDamage 1\nRenderstyle None\nDamagetype \"ElecShield\"\nstates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nACTOR Ring : Ammo\n{\n  Game Doom\n  +NOGRAVITY\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.FANCYPICKUPSOUND\n  Inventory.Amount 1\n  Inventory.MaxAmount 999\n  Inventory.PickupMessage \"\"\n  Inventory.PickupSound \"my_ring_sound\"\n    DamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n   +CANPUSHWALLS\n   +CANUSEWALLS\n   +ACTIVATEMCROSS\n  States\n  {\n  Spawn:\n  RING A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RING ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright\n    Loop\n\tSpawn2:\n\tRING A 0 A_ChangeFlag(\"NoGravity\", False)\n\tRING ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_TakeInventory(\"NoAmmo\", 1)\n    TNT1 A 0 ACS_ExecuteAlways(317)\n  Death:\n\t\t    TNT1 A 0 A_PlaySound(\"RINGSSS\")\n            TNT1 A 0 A_GiveToTarget(\"Ring\", 1)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(313)\n\t\t\tMTEX B 35\n\t\t\tMTEX B 5 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n  }\n}\n\nActor RingPickup : CustomInventory 300\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"my_ring_sound\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RING ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright\n    Loop\n\tSpawn2:\n\tRING A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Ring\")\n    TNT1 A 0 ACS_ExecuteAlways(317)\n  }\n}\n\nACTOR RingRowYellowSpring 600\n{\n  Game Doom\n  +NOGRAVITY\n    DamageFactor \"Blast\",0\n\tDamageFactor \"Railgun\",0\n   +CANPUSHWALLS\n   +CANUSEWALLS\n   +ACTIVATEMCROSS\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_SpawnItemEX(\"Ring\",0,0,20)\n  TNT1 A 0 A_SpawnItemEX(\"Ring\",0,0,60)\n  TNT1 A 0 A_SpawnItemEX(\"Ring\",0,0,100)\n  TNT1 A 0 A_SpawnItemEX(\"Ring\",0,0,140)\n  TNT1 A 0 A_SpawnItemEX(\"Ring\",0,0,180)\n  TNT1 A 0 A_SpawnItemEX(\"Ring\",0,0,220)\n    stop\n  Pickup:\n    TNT1 A 0 A_TakeInventory(\"NoAmmo\", 1)\n    TNT1 A 0 ACS_ExecuteAlways(317)\n  Death:\n\t\t    TNT1 A 0 A_PlaySound(\"RINGSSS\")\n            TNT1 A 0 A_GiveToTarget(\"Ring\", 1)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(332)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(313)\n\t\t\tMTEX B 35\n\t\t\tMTEX B 5 A_Fall\n\t\t\tMTEX B -1\n\t\t\tStop\n  }\n}\n\nActor RingDropped : Ring\n{\n-NOGRAVITY\n+BOUNCEONFLOORS\nBounceType \"Hexen\"\nGravity 0.40\nSpeed 10\nInventory.amount 0\nStates\n  {\n  Spawn:\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tRING D 1\n\tRING E 1\n\tRING F 1\n\tRING G 1\n\tRING H 1\n\tRING I 1\n\tRING J 1\n\tRING K 1\n\tRING L 1\n\tRING M 1\n\tRING N 1\n\tRING O 1\n\tRING P 1\n\tRING Q 1\n\tRING R 1\n\tRING S 1\n\tRING T 1\n\tRING U 1\n\tRING V 1\n\tRING W 1\n\tRING X 1 A_FadeTo(0.01, 0.50)\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tRING D 1\n\tRING E 1\n\tRING F 1\n\tRING G 1\n\tRING H 1\n\tRING I 1\n\tRING J 1\n\tRING K 1\n\tRING L 1\n\tRING M 1\n\tRING N 1\n\tRING O 1\n\tRING P 1\n\tRING Q 1\n\tRING R 1\n\tRING S 1\n\tRING T 1\n\tRING U 1\n\tRING V 1\n\tRING W 1\n\tRING X 1\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tRING D 1\n\tRING E 1\n\tRING F 1\n\tRING G 1\n\tRING H 1\n\tRING I 1\n\tRING J 1\n\tRING K 1\n\tRING L 1\n\tRING M 1\n\tRING N 1\n\tRING O 1\n\tRING P 1\n\tRING Q 1\n\tRING R 1\n\tRING S 1\n\tRING T 1\n\tRING U 1\n\tRING V 1\n\tRING W 1\n\tRING X 1\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tRING D 1\n\tRING E 1\n\tRING F 1\n\tRING G 1\n\tRING H 1\n\tRING I 1\n\tRING J 1\n\tRING K 1\n\tRING L 1\n\tRING M 1\n\tRING N 1\n\tRING O 1\n\tRING P 1\n\tRING Q 1\n\tRING R 1\n\tRING S 1\n\tRING T 1\n\tRING U 1\n\tRING V 1\n\tRING W 1\n\tRING X 1\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tRING D 1\n\tRING E 1\n\tRING F 1\n\tRING G 1\n\tRING H 1\n\tRING I 1\n\tRING J 1\n\tRING K 1\n\tRING L 1\n\tRING M 1\n\tRING N 1\n\tRING O 1\n\tRING P 1\n\tRING Q 1\n\tRING R 1\n\tRING S 1\n\tRING T 1\n\tRING U 1\n\tRING V 1\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tRING D 1\n\tRING E 1\n\tRING F 1\n\tRING G 1\n\tRING H 1\n\tRING I 1\n\tRING J 1\n\tRING K 1\n\tRING L 1\n\tRING M 1\n\tRING N 1\n\tRING O 1\n\tRING P 1\n\tRING Q 1\n\tRING R 1\n\tRING S 1\n\tRING T 1\n\tRING U 1\n\tRING V 1\n\tRING W 1\n\tRING X 1\n    RING A 1\n\tRING B 1\n\tRING C 1\n\tTNT1 A 1\n\tRING E 1\n\tRING F 1\n\tTNT1 A 1\n\tRING H 1\n\tRING I 1\n\tTNT1 A 1\n\tRING K 1\n\tRING L 1\n\tTNT1 A 1\n\tRING N 1\n\tRING O 1\n\tTNT1 A 1\n\tRING Q 1\n\tRING R 1\n\tTNT1 A 1\n\tRING T 1\n\tRING U 1\n\tTNT1 A 1\n\tRING W 1\n\tRING X 1\n\tstop\n  Pickup:\n    TNT1 A 0 ACS_ExecuteAlways(317)\n\tTNT1 A 0 A_GiveInventory(\"RingPickup\",1)\n  }\n}\n\nACTOR Railring : DoomWeapon\n{\n//$Category \"Rings\"\n  SpawnID 164\n  Radius 20\n  Height 16\n  Weapon.Selectionorder 100\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 5\n  Weapon.AmmoType \"RailAmmo\"\n  Weapon.SlotNumber 6 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer\n  Inventory.Pickupmessage \"\" // \"You got the railgun!\"\n  Obituary \"%o was killed by %k's Rail ring\" // \"%o was railed by %k.\"\n  +NOGRAVITY\n  States\n  {\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n  TNT1 A 0 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n  TNT1 A 0 A_TakeInventory(\"Ring\", 1)\n    TNT1 A 12 A_RailAttack(99, 10, 1)\n    TNT1 A 6 A_CheckForReload(4, \"Reloaded\")\n    TNT1 GHIJK 6\n    TNT1 L 6 A_ResetReloadCounter\n  Reloaded:\n    TNT1 A 55\n    TNT1 M 0\n    Goto SELECT\n\t   NoAmmo:\n   TNT1 A 1\n\tgoto ready\n  Flash:\n    TNT1 A 5 bright A_Light1\n    TNT1 A 5 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    Goto LightDone\n  Spawn:\n    PIKR ABCDEFGHIJKLMNOP 1\n   loop\n  }\n}\n\nActor RailPickup : CustomInventory 331\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    PIKR ABCDEFGHIJKLMNOP 1 Bright\n    Loop\n\tSpawn2:\n\tRING A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n    TNT1 A 0 A_GiveInventory(\"Railring\")\n  }\n}\n\nActor RailDropped : RailPickup\n{\nstates\n{\nspawn:\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nPIKR ABCDEFGHIJKLMNOP 1\nstop\n}\n}\n\nACTOR RailAmmo : Cell 302\n{\n//$Category \"Rings\"\n  Inventory.PickupMessage \"\" // \"Picked up an energy cell.\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Inventory.Amount 3\n  Inventory.MaxAmount 10\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 20\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGR ABCDEFGHIJKLMNOP 1\n    loop\n\tSpawn2:\n\tRNGR A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\nactor ScatterAmmo : Ammo 306\n{\n//$Category \"Rings\"\n  Inventory.PickupMessage \"\" // \"Picked up an energy cell.\"\n  Inventory.PickupSound \"my_ring_sound\"\n  Inventory.Amount 20\n  Inventory.MaxAmount 300\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 600\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n\tSCAT ABCDEFGHIJKLMNOP 1\n\tloop\n  Spawn2:\n\tSCAT A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\nactor Scatter : Weapon\n{\n//$Category \"Rings\"\n  Scale 0.8\n  radius 20\n  height 16\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"\"\n  weapon.selectionorder 2300\n  weapon.kickback 30\n  weapon.ammotype \"ScatterAmmo\"\n  weapon.ammotype2 \"ScatterAmmo\"\n  weapon.ammouse 1\n  weapon.ammouse2 1\n  weapon.ammogive 20\n  +NOGRAVITY\n  states\n  {\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 1 A_Raise\n    loop\n  Fire:\n  TNT1 A 0 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n  TNT1 A 0 A_TakeInventory(\"Ring\", 1)\n    TNT1 A 15 A_GunFlash\n    //TNT1 A 0 Bright A_PlayWeaponsound (\"DSFLRFIR\")\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",0,1,0,16)\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",0,1,0,-16)\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",4,1,0,6)\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",-4,1,0,6)\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",4,1,0,-6)\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",-4,1,0,-6)\n    TNT1 A 0 Bright A_FireCustomMissile(\"FlareAlt\",8,1,0,0)\n    TNT1 A 9 Bright A_FireCustomMissile(\"FlareAlt\",-8,1,0,0)\n    goto Ready\n  Flash:\n    TNT1 A 4 bright A_Light1\n    TNT1 A 4 bright A_Light2\n    TNT1 A 3 bright A_Light1\n    Goto LightDone\n\t   NoAmmo:\n   TNT1 A 1\n\tgoto ready\n  Spawn:\n    PIKS ABCDEFGHIJKLMNOP 1\n    loop\n  }\n}\n\nActor ScatterPickup : CustomInventory 334\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    PIKS ABCDEFGHIJKLMNOP 1 Bright\n    Loop\n\tSpawn2:\n\tPIKS A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n    TNT1 A 0 A_GiveInventory(\"Scatter\")\n  }\n}\n\nActor ScatterDropped : ScatterPickup\n{\nstates\n{\nspawn:\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nPIKS ABCDEFGHIJKLMNOP 1\nstop\n}\n}\n\nActor FlareExplosion\n{\n\n}\n\nACTOR FlareAlt\n{\n   Radius 3\n   Obituary \"%o was killed by %k's Scatter ring\"\n   Height 4\n   Speed 25\n   Scale 0.5\n   Damage 1\n   -SOLID\n   PROJECTILE\n   +SEEKERMISSILE\n   +DONTSPLASH\n   Decal PlasmaScorchLower\n   SeeSound \"DSBNCE2\"\n   DamageType \"Blast\"\n   states\n   {\n   Spawn:\n      SCAT AA 0 A_SpawnItemEx(\"Flaretrail\",0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,128)\n      SCAT A 0 A_PlaySound(\"DSCRBAIR\",CHAN_WEAPON,1,1)\n      SCAT A 0 A_Jump(200,2,3,4,5,6)\n   Spawn2:\n\t  TNT1 A 0 A_SpawnItem(\"RingSpark\")\n      SCAT A 10 Bright\n      Loop\n      SCAT B 1 Bright\n      Loop\n      SCAT C 1 Bright\n      Loop\n      SCAT J 1 Bright\n      Loop\n      SCAT K 1 Bright\n      Loop\n      SCAT L 1 Bright\n      Loop\n   Death:\n      TNT1 AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,128)\n   \t  TNT1 A 0 A_PlaySound(\"vile/firestrt\",CHAN_WEAPON,1)\n   \t  TNT1 A 0 A_SetTranslucent(1,1)\n   \t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   \t  BDT2 CDEFGHIJKLM 4 Bright\n   \t  BDT4 ABC 4 Bright\n   \t  BDT4 DEFG 4 Bright A_FadeOut(.2)\n   \t  Stop\n   Spawn2:\n   \t  BDT2 PQRSTUVWXYZ 4 Bright\n   \t  BDT4 HIJ 4 Bright\n   \t  BDT4 KLMN 4 Bright A_FadeOut(.2)\n   \t  Stop\n   }\n}\n\nACTOR FlareFire : FlareAlt\n{\n   DamageType \"Blast\"\n   states\n   {\n   Death:\n      TNT1 AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n   \t  TNT1 A 0 A_PlaySound(\"vile/firestrt\",CHAN_WEAPON,1)\n   \t  TNT1 A 0 A_SetTranslucent(1,1)\n   \t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   \t  BDT2 CDEFGHIJKLM 4 Bright\n   \t  BDT4 ABC 4 Bright\n   \t  BDT4 DEFG 4 Bright A_FadeOut(.2)\n   \t  Stop\n   XDeath:\n      FAIR D 0 A_Jump(42,8,15,23,31,39)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR MNO 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR PQR 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR RQP 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR ONM 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,40,random(-4,4),random(-4,4),random(-4,4),random(1,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,200)\n      FAIR A 0 A_Explode(85,40,1)\n      Stop\n   }\n}\n\nactor NapalmDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 8\n  Scale 0.15\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n  +CannotPush\n  //RENDERSTYLE ADD\n  +ClientSideOnly\n  states\n  {\n  Spawn:\n    TNT1 A 0 bright A_Jump(192,3,4,6,8)\n    TNT1 A 10 bright\n    TNT1 A 200 bright A_LowGravity\n    stop\n    TNT1 A 10 bright\n    TNT1 A 200 bright A_LowGravity\n    stop\n    TNT1 A 10 bright\n    TNT1 A 200 bright A_LowGravity\n    stop\n    TNT1 A 10 bright\n    TNT1 A 200 bright A_LowGravity\n    stop\n    TNT1 A 10 bright\n    TNT1 A 200 bright A_LowGravity\n    stop\n  Death:\n    TNT1 A 1\n    stop\n  }\n}\n\nactor Flaretrail : NapalmDebris\n{\n}\n\nactor BurningAlive\n{\n}\n\nactor FlareSpawner\n{\n\tRadius 1\n    Height 1\n    Speed 10\n\t+DONTSPLASH\n\n    -SOLID\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DROPOFF\n\t+ClientSideOnly\n\t+MISSILE\n    Scale 0.5\n    States\n    {\n    Spawn:\n    \tFAIR D 0\n    \tgoto Death\n        Death:\n        FAIR D 0 A_Jump(42,8,15,23,31,39)\n        FAIR D 1 Bright\n    \tFAIR DDDDDD 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,random(0,15),random(0,15),random(0,6))\n    \tStop\n    \tFAIR E 1 Bright\n    \tFAIR EEEEEE 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,random(0,15),random(0,15),random(0,6))\n    \tStop\n    \tFAIR F 1 Bright\n    \tFAIR FFFFFF 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,random(0,15),random(0,15),random(0,6))\n    \tStop\n    \tFAIR G 1 Bright\n    \tFAIR GGGGGG 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,random(0,15),random(0,15),random(0,6))\n    \tStop\n    \tFAIR H 1 Bright\n    \tFAIR HHHHHH 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,random(0,15),random(0,15),random(0,6))\n    \tStop\n    \tFAIR I 1 Bright\n    \tFAIR IIIIII 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,random(0,15),random(0,15),random(0,6))\n        Stop\n    }\n}\n\nactor FlareKaboom\n{\n  radius 64\n  height 16\n  renderstyle Add\n  +NOBLOCKMAP\n\n  +DONTSPLASH\n  +WINDTHRUST\n  +FIXMAPTHINGPOS\n  -SOLID\n  seesound \"dsFRBALL\"\n  states\n  {\n  Spawn:\n    BFE1 A 1 Bright\n    BFE1 A 1 Bright A_Burst (\"FlareKaboom3\")\n    stop\n  }\n}\n\nactor FlareKaboom2\n{\n  radius 64\n  height 16\n  renderstyle Add\n  +NOBLOCKMAP\n\n  +DONTSPLASH\n  +WINDTHRUST\n  +FIXMAPTHINGPOS\n  -SOLID\n  Scale 1.5\n  states\n  {\n  Spawn:\n    BFE1 A 1 Bright\n    BFE1 A 0 A_SpawnDebris (\"NapalmDebris\")\n    BFE1 A 0 A_Jump(127,12)\n    BFE1 ABCDEFGHIJK 2 Bright\n    stop\n    BFE1 LMNOPQRSTUV 2 Bright\n    stop\n  }\n}\n\nactor FlareKaboom3 : FlareKaboom2\n{\n  states\n  {\n\tSpawn:\n\tBFE1 A 1 Bright\n    BFE1 A 0 Bright A_SpawnItem(\"FlareKaboom2\",0,0,0)\n    BFE1 A 0 A_SpawnDebris (\"NapalmDebris\")\n    BFE1 A 0 A_Jump(127,12)\n    BFE1 ABCDEFGHIJK 2 Bright\n    stop\n    BFE1 LMNOPQRSTUV 2 Bright\n    stop\n  }\n}\n\nactor FlareKaboom4 : FlareKaboom2\n{\n\tScale 0.75\n\t  states\n  {\n  Spawn:\n    BFE1 A 1 Bright\n    BFE1 A 0 A_SpawnDebris (\"NapalmDebris\")\n    BFE1 A 0 A_Jump(127,12)\n    BFE1 ABCDEFGHIJK 2 Bright A_FadeOut(0.08)\n    stop\n    BFE1 LMNOPQRSTUV 2 Bright A_FadeOut(0.08)\n    stop\n  }\n}\n\nACTOR GrenadeLauncher : DoomWeapon\n{\n//$Category \"Rings\"\n  SpawnID 163\n  Radius 20\n  Height 16\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  +NOGRAVITY\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"GrenadeAmmo\"\n  Weapon.Kickback 100\n  Weapon.SlotNumber 5 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer\n  Inventory.PickupMessage \"\" // \"You got the grenade launcher!\"\n States\n  {\n  Spawn:\n    RNGG ABCDEFGHIJKLMNOP 1\n    loop\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n  TNT1 A 0 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n  TNT1 A 0 A_TakeInventory(\"Ring\", 1)\n    TNT1 A 8 A_GunFlash\n    TNT1 A 12 A_FireSTGrenade\n    TNT1 A 0 A_ReFire\n    Goto Ready\n\t   NoAmmo:\n   TNT1 A 1\n\tgoto ready\n  Flash:\n    TNT1 A 3 bright A_Light1\n    TNT1 A 4 bright\n    TNT1 A 4 bright A_Light2\n    TNT1 A 4 bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor GrenadeLauncherPickup : CustomInventory 335\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGG ABCDEFGHIJKLMNOP 1 Bright\n    Loop\n\tSpawn2:\n\tRNGG A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n    TNT1 A 0 A_GiveInventory(\"GrenadeLauncher\")\n  }\n}\n\nActor GrenadeLauncherDropped : GrenadeLauncherPickup\n{\nstates\n{\nspawn:\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nRNGG ABCDEFGHIJKLMNOP 1\nstop\n}\n}\n\nACTOR GrenadeAmmo : Ammo 307\n{\n//$Category \"Rings\"\n  Inventory.PickupMessage \"\" // \"Picked up a rocket.\"\n  Inventory.PickupSound \"my_ring_sound\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 100\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    GREN ABCDEFGHIJKLMNOP 1\n    loop\n\tSpawn2:\n\tGREN A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\nACTOR Grenade2 Replaces Grenade\n{\n  Radius 8\n  Height 8\n  Speed 10\n  Damage 1\n  Projectile\n  DamageType \"Blast\"\n  -NOGRAVITY\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +GRENADETRAIL\n  BounceType \"Doom\"\n  Gravity 0.25\n  SeeSound \"weapons/grenlf\"\n  DeathSound \"weapons/grenlx\"\n  BounceSound \"weapons/grbnce\"\n  Obituary \"%o was killed by %k's Grenade ring\" // \"%o caught %k's grenade.\"\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    TGRE ABCDEFGHIJKLMNOPQR 1 Bright\n    Loop\n\tSpawn2:\n\tTGRE A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Death:\n    TNT1 A 1 //A_CustomMissile (\"ExplosionParticleSpawner\", 0, 0, random (0, 180), 2, random (0, 180))\n    TGRE B 8 Bright A_Explode\n    TGRE C 6 Bright\n    TGRE D 4 Bright\n    Stop\n  Grenade:\n    TGRE A 1000 A_Die\n    Wait\n  Detonate:\n    TGRE B 4 A_Scream\n    TGRE C 6 A_Detonate\n    TGRE D 10\n    Stop\n  Mushroom:\n    TGRE B 8 A_Mushroom\n    Goto Death+1\n  }\n}\n\nactor InfinityRing : Weapon\n{\n//$Category \"Rings\"\n  Scale 0.8\n  radius 20\n  height 16\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got an Infinity Ring!\"\n  weapon.kickback 30\n  weapon.ammotype \"RingInfinite\"\n  weapon.ammouse 1\n  weapon.ammogive 80\n+NOGRAVITY\n  states\n  {\n  Spawn:\n    RNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tloop\n  Ready:\n    TNT1 A 1 A_WeaponReady\n\tTNT1 A 1 A_TakeInventory(\"Ringslinger\", 9999)\n    loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 1 A_TakeInventory(\"RingSlinger\",1)\n    TNT1 A 1 A_Raise\n    loop\n  Fire:\n    TNT1 A 0 A_PlaySound(\"Flaregun/Shot\",2)\n    TNT1 A 0 A_TakeInventory(\"RingInfinite\", 1)\n\tTNT1 A 0\n\tTNT1 AA 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n    TNT1 A 1\n\tTNT1 A 0\n\tTNT1 B 5\n\tTNT1 A 0 A_Firecustommissile(\"InfiniteMissile\",0,0,0,0)\n    TNT1 C 5\n    TNT1 D 1\n    TNT1 A 7 A_WeaponReady\n\tTNT1 A 0 A_Refire\n    Goto Ready\n  Flash:\n    TNT1 D 4 bright A_Light1\n    TNT1 C 4 bright A_Light2\n    TNT1 D 3 bright A_Light1\n\tTNT1 F 0 bright A_Light1\n    Goto LightDone\n  }\n}\n\nActor InfinityRingPickup : CustomInventory 303\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright\n    Loop\n\tSpawn2:\n\tRNGG A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n   Use:\n    TNT1 A 0 A_GiveInventory(\"InfinityRing\")\n    TNT1 A 1 A_TakeInventory(\"RingSlinger\",1)\n  }\n}\n\nActor InfinityRingDropped : InfinityRingPickup\n{\nstates\n{\nspawn:\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nRNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\nstop\n}\n}\n\nACTOR RingInfinite : Ammo\n{\n  Inventory.PickupMessage \"\" // \"Picked up an energy cell.\"\n  Inventory.PickupSound \"my_ring_sound\"\n  Inventory.Amount 3\n  Inventory.MaxAmount 800\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 600\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n    loop\n\tSpawn2:\n\tRNGI A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\nactor Ringslinger : Weapon\n{\n  Scale 0.8\n  radius 20\n  height 16\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got a Ringslinger!\"\n  weapon.kickback 30\n  weapon.ammouse 0\n  weapon.ammogive 0\n  +NOAUTOFIRE\n  states\n  {\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 1 A_Raise\n    loop\n  Fire:\n  TNT1 A 1 A_JumpIfInventory(\"IsBlue\", 1, \"FireBlue\")\n  TNT1 A 1 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 1\n\t  TNT1 A 0 A_FireCustomMissile(\"FlareFire2\")\n\t  TNT1 A 0 A_Light1\n\t  TNT1 A 1 Bright\n\t  TNT1 A 1\n\t  TNT1 A 0 A_Light0\n\t  TNT1 B 1\n\t  TNT1 C 1\n\t  TNT1 D 1 A_WeaponReady\n\tGoto Ready\n   FireBlue:\n   TNT1 A 1\n  TNT1 A 1 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 1\n\t  TNT1 A 0 A_FireCustomMissile(\"FlareFireBlue\")\n\t  TNT1 A 0 A_Light1\n\t  TNT1 A 1 Bright\n\t  TNT1 A 1\n\t  TNT1 A 0 A_Light0\n\t  TNT1 B 1\n\t  TNT1 C 1\n\t  TNT1 D 1 A_WeaponReady\n\t  Goto Ready\n  Flash:\n    TNT1 D 4 bright A_Light1\n    TNT1 C 4 bright A_Light2\n    TNT1 D 3 bright A_Light1\n\tTNT1 F 0 bright A_Light1\n    Goto LightDone\n\tNoAmmo:\n\tTNT1 A 0\n\tgoto ready\n  }\n}\n\nACTOR FlareFire2\n{\n  Radius 13\n  Height 8\n  Speed 60\n  Damage 1\n  Translation \"0:255=%[0,0,0]:[1,0,0]\"\n  Projectile\n  SeeSound \"DSTHOK\"\n  DeathSound \"RINGSSSS\"\n  DamageType \"Blast\"\n  Obituary \"%o was killed by %k's Ring\" // \"%o was melted by %k's plasma gun.\"\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_SpawnItem(\"RingSpark\")\n    RRNG ABCDEFGH 1 Bright\n    Loop\n  Death:\n    RRNG ABCDEFGH 2 Bright\n    Stop\n  }\n}\n\nACTOR FlareFireBlue : FlareFire2\n{\nTranslation \"Ice\"\n}\n\nACTOR InfiniteMissile : FlareFire2\n{\n  DamageType \"Blast\"\n  Translation 2\n  States\n  {\n  Spawn:\n    RNGI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright\n    Loop\n  }\n}\n\nACTOR BombRing : DoomWeapon\n{\n//$Category \"Rings\"\n  Weapon.SelectionOrder 2500\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"BombAmmo\"\n  +WEAPON.NOAUTOFIRE\n  +NOGRAVITY\n  Inventory.PickupMessage \"\"\n  Tag \"Bomb Ring\"\n  States\n  {\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n  TNT1 A 0 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n  TNT1 A 0 A_TakeInventory(\"Ring\", 1)\n    TNT1 A 8 A_GunFlash\n    TNT1 A 45 A_FireCustomMissile(\"BombMissile\")\n    Goto Ready\n  Flash:\n    TNT1 A 3 Bright A_Light1\n    TNT1 A 4 Bright\n    TNT1 A 4 Bright A_Light2\n    Goto LightDone\n\tNoAmmo:\n\tTNT1 A 0\n\tgoto ready\n  Spawn:\n    PIKE ABCDEFGHIJKLMNOP 1\n    loop\n  }\n}\n\nActor BombRingPickup : CustomInventory 333\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    PIKE ABCDEFGHIJKLMNOP 1 Bright\n    Loop\n\tSpawn2:\n\tPIKE A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n    TNT1 A 0 A_GiveInventory(\"BombRing\")\n  }\n}\n\nActor BombRingDropped : BombRingPickup\n{\nstates\n{\nspawn:\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nPIKE ABCDEFGHIJKLMNOP 1\nstop\n}\n}\n\nACTOR BombAmmo : Ammo 305\n{\n//$Category \"Rings\"\n  Inventory.PickupMessage \"\" // \"Picked up a rocket.\"\n  Inventory.PickupSound \"my_ring_sound\"\n  Inventory.Amount 3\n  Inventory.MaxAmount 10\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 100\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGE ABCDEFGHIJKLMNOP 1\n    Loop\n  Spawn2:\n\tRNGE A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\n   projectile BombMissile\n   {\n       SpawnNum 255\n       Sprite RNGE\n       Frames \"1:ABCDEFGHIJKLMNOPQRSTUVWXYZ\"\n       DeathSprite NSPK\n       DeathFrames \"ABC\"\n       Radius 13\n       Height 8\n       Speed 70\n       Damage 0\n       NoBlockmap\n       NoGravity\n       ActivatePCross\n       ActivateImpact\n       NoTeleport\n       SpawnSound \"weapons/plasmaf\"\n       DeathSound \"weapons/rocklx\"\n       ExplosionRadius 350\n       ExplosionDamage 99\n       DamageType \"Blast\"\n       DoNotHurtShooter\n   }\n\nACTOR AutoRing : DoomWeapon\n{\n//$Category \"Rings\"\n  Weapon.SelectionOrder 100\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"AutoAmmo\"\n  +NOGRAVITY\n  Inventory.PickupMessage \"\"\n  Tag \"Automatic Ring\"\n  States\n  {\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n\tTNT1 A 0 A_TakeInventory(\"Ring\", 1)\n    TNT1 A 3 A_FirePlasma\n    TNT1 A 20 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 4 Bright A_Light1\n    Goto LightDone\n    TNT1 A 4 Bright A_Light1\n    Goto LightDone\n   NoAmmo:\n   TNT1 A 1 ACS_ExecuteAlways(350)\n   Goto Deselect\n  Spawn:\n    PIKA ABCDEFGHIJKLMNOP 1\n    loop\n  }\n}\n\nActor AutoRingPickup : CustomInventory 332\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    PIKA ABCDEFGHIJKLMNOP 1 Bright\n    Loop\n\tSpawn2:\n\tPIKA A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n    TNT1 A 0 A_GiveInventory(\"AutoRing\")\n  }\n}\n\nActor AutoRingDropped : AutoRingPickup\n{\nstates\n{\nspawn:\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nPIKA ABCDEFGHIJKLMNOP 1\nstop\n}\n}\n\nACTOR AutoAmmo : Cell 304\n{\n//$Category \"Rings\"\n  Inventory.PickupMessage \"\" // \"Picked up an energy cell.\"\n  Inventory.PickupSound \"my_ring_sound\"\n  Inventory.Amount 20\n  Inventory.MaxAmount 300\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 600\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGA ABCDEFGHIJKLMNOP 1\n    loop\n  Spawn2:\n\tRNGA A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\nACTOR Automatic Replaces PlasmaBall\n{\n//$Category \"Rings\"\n  Radius 13\n  Height 8\n  Speed 80\n  Damage 1\n  Projectile\n  DamageType \"Blast\"\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"%o was killed by %k's Automatic ring\" // \"%o was melted by %k's plasma gun.\"\n  States\n  {\n  Spawn:\n    TAUT ABCDEFG 2 Bright\n    Loop\n  Death:\n    TAUT ABCDE 4 Bright\n    Stop\n  }\n}\n\nACTOR BounceRing : DoomWeapon\n{\n//$Category \"Rings\"\n  SpawnID 163\n  Radius 20\n  Height 16\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  +NOGRAVITY\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"BounceAmmo\"\n  Weapon.Kickback 100\n  Weapon.SlotNumber 5 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer\n  Inventory.PickupMessage \"\" // \"You got the grenade launcher!\"\n States\n  {\n  Spawn:\n    PIKB ABCDEFGHIJKLMNOP 1\n    loop\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n  TNT1 A 0 A_JumpIfInventory(\"NoAmmo\", 1, \"NoAmmo\")\n  TNT1 A 0 A_TakeInventory(\"Ring\", 1)\n  TNT1 A 0 A_TakeInventory(\"BounceAmmo\", 1)\n    TNT1 A 8 A_GunFlash\n    TNT1 A 12 A_FireCustomMissile(\"BounceRingShot\", 0, 0, 0)\n    TNT1 A 0 A_ReFire\n    Goto Ready\n\tNoAmmo:\n   TNT1 A 1\n\tgoto ready\n  Flash:\n    TNT1 A 3 bright A_Light1\n    TNT1 A 4 bright\n    TNT1 A 4 bright A_Light2\n    TNT1 A 4 bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor BounceRingPickup : CustomInventory 330\n{\n//$Category \"Rings\"\n  inventory.respawntics 1050\n  inventory.amount 0\n  Inventory.PickupSound \"misc/w_pkup\"\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    PIKB ABCDEFGHIJKLMNOP 1 Bright\n    Loop\n\tSpawn2:\n\tPIKB A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  Pickup:\n    TNT1 A 1 A_JumpIfInventory(\"HurtCoolDown\",1,\"Spawn\")\n    TNT1 A 0 A_GiveInventory(\"BounceRing\")\n  }\n}\n\nActor BounceRingDropped : BounceRingPickup\n{\nstates\n{\nspawn:\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nPIKB ABCDEFGHIJKLMNOP 1\nstop\n}\n}\n\nACTOR BounceAmmo : Ammo 301\n{\n//$Category \"Rings\"\n  Inventory.PickupMessage \"\" // \"Picked up a rocket.\"\n  Inventory.PickupSound \"my_ring_sound\"\n  Inventory.Amount 3\n  Inventory.MaxAmount 10\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 100\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n  TNT1 A 0 A_CheckFlag(\"AMBUSH\", \"Spawn2\", AAPTR_DEFAULT)\n    RNGB ABCDEFGHIJKLMNOP 1\n    Loop\n\tSpawn2:\n\tRNGB A 0 A_ChangeFlag(\"NoGravity\", False)\n\tgoto Spawn+1\n  }\n}\n\nACTOR BounceRingShot\n{\n  Radius 13\n  Height 8\n  Speed 80\n  Damage 1\n  Bouncetype \"Doom\"\n  BounceCount 7\n  Projectile\n  SeeSound \"DSTHOK\"\n  DeathSound \"RINGSSSS\"\n  Obituary \"%o was killed by %k's Bounce ring\" // \"%o was melted by %k's plasma gun.\"\n  +BOUNCEAUTOOFF\n  +RANDOMIZE\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    RNGB A 1 Bright\n\tRNGB B 1\n\tRNGB C 1\n\tRNGB D 1\n\tRNGB E 1\n\tRNGB F 1\n\tRNGB G 1\n\tRNGB H 1\n\tRNGB I 1\n\tRNGB J 1\n\tRNGB K 1\n\tRNGB L 1\n\tRNGB M 1\n\tRNGB N 1\n\tRNGB O 1\n\tRNGB P 1\n    RNGB Q 1\n\tRNGB R 1\n\tRNGB S 1\n\tRNGB T 1\n\tRNGB U 1\n\tRNGB V 1\n\tRNGB W 1\n\tRNGB X 1\n\tRNGB Y 1\n\tRNGB Z 1\n\tloop\n  Death:\n    RNGB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n    Stop\n  Grenade:\n    RNGB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1000 A_Die\n    Wait\n  Detonate:\n    RNGB B 4 A_Scream\n    RNGB C 6 A_Detonate\n    RNGB D 10\n    Stop\n  Mushroom:\n    RNGB B 8 A_Mushroom\n    Goto Death+1\n  }\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 170,
        "linedefs": 936,
        "sidedefs": 1761,
        "vertices": 1031,
        "sectors": 134,
        "segs": 2204,
        "ssectors": 767,
        "nodes": 766,
        "textures": {
          "GFZFLR02": 1,
          "THZBOX01": 44,
          "THZWAL07": 4,
          "BFALL1": 4,
          "DEM1_3": 4,
          "TFALL1": 4,
          "LWATER1": 2,
          "THZBOXF1": 11,
          "THZFLR23": 20,
          "THZPIPE1": 2,
          "GLASSTEX": 1,
          "MARIOF11": 18,
          "STEEL03": 6,
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          "THZWALLB": 118,
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          "GRASS3": 1,
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          "THZWALLD": 318,
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          "LITER1": 1,
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          "SUPPORT1": 6,
          "GRYWALL": 3,
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          "SFLR08": 1,
          "YELCAUTN": 37,
          "STEEL07": 55,
          "#0000FFK": 1,
          "20010DF": 3,
          "CHEMG01": 2,
          "STEEL02": 10,
          "CEIL3_1": 2,
          "STEEL01": 9,
          "STEEL06": 37
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
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      },
      "items": {
        "total": 0,
        "by_type": {},
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        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
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      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
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    },
    {
      "map": "MAP02",
      "title": "MAP02",
      "format": "hexen",
      "stats": {
        "things": 311,
        "linedefs": 893,
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        "vertices": 1078,
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        "ssectors": 931,
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        "textures": {
          "CLIFFW1S": 265,
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          "LFALL1": 6,
          "CLIFF3": 7,
          "CLIFFW1": 376,
          "CLIFFW3": 425,
          "GFZGRASS": 481,
          "CLIFFW3S": 67,
          "LWATER1": 6,
          "DEM1_5": 23,
          "CLIFF1": 4,
          "SPEC2": 1,
          "CAVEWL8": 46,
          "ROCKFLR4": 7,
          "SFLR08": 2,
          "FLOOR0_2": 1,
          "GFZFLR02": 56,
          "#0000FFF": 1
        }
      },
      "monsters": {
        "total": 0,
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      "items": {
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      },
      "mechanics": {
        "teleports": false,
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      },
      "difficulty": {
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        "hmp_items": 0,
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      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
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    },
    {
      "map": "MAP03",
      "title": "MAP03",
      "format": "hexen",
      "stats": {
        "things": 249,
        "linedefs": 728,
        "sidedefs": 1324,
        "vertices": 967,
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        "segs": 1839,
        "ssectors": 576,
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        "textures": {
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          "CASTLE1": 1,
          "GFZFLR06": 2,
          "CEZWALL": 128,
          "CHEMG01": 6,
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          "SPEC2": 2,
          "CASTLE6": 24,
          "#FF00FFZ": 1,
          "CASTLEA": 346,
          "GFZFLR02": 1,
          "CEZFLR01": 16,
          "CEZFLR09": 226,
          "GFZBRIDG": 1,
          "CEZFLR03": 3,
          "CEZFLR02": 2
        }
      },
      "monsters": {
        "total": 0,
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      },
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      "mechanics": {
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      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
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    },
    {
      "map": "MAP04",
      "title": "MAP04",
      "format": "hexen",
      "stats": {
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        "linedefs": 212,
        "sidedefs": 404,
        "vertices": 211,
        "sectors": 39,
        "segs": 457,
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          "F_SKY1": 35,
          "XMAS01": 146,
          "XMSFLR03": 9
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
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      },
      "items": {
        "total": 0,
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        "ammo_by_category": null,
        "weapons_present": null
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      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
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        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP05",
      "title": "MAP05",
      "format": "hexen",
      "stats": {
        "things": 231,
        "linedefs": 335,
        "sidedefs": 565,
        "vertices": 366,
        "sectors": 68,
        "segs": 717,
        "ssectors": 185,
        "nodes": 184,
        "textures": {
          "GFZFLR02": 2,
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          "ARROWR": 1,
          "THZCONV2": 11,
          "GFZROCK": 88,
          "THZFLR20": 61,
          "THZFLR25": 2,
          "SPEC2": 1,
          "THZBLOK1": 9,
          "THZCONV1": 4,
          "THZCONV3": 4,
          "THZWAL01": 241,
          "LITEY1": 10,
          "THZFLR01": 6,
          "F_SKY1": 2
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
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        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
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        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP06",
      "title": "MAP06",
      "format": "hexen",
      "stats": {
        "things": 271,
        "linedefs": 286,
        "sidedefs": 548,
        "vertices": 353,
        "sectors": 75,
        "segs": 753,
        "ssectors": 240,
        "nodes": 239,
        "textures": {
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          "DSZ3": 162,
          "DSZ6": 13,
          "DSZ5": 44,
          "DSZFLR10": 27,
          "GFZROCK": 18,
          "SFLR08": 4,
          "SPEC2": 3,
          "DSZFLR08": 5
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
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      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
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        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP07",
      "title": "MAP07",
      "format": "hexen",
      "stats": {
        "things": 520,
        "linedefs": 3335,
        "sidedefs": 5987,
        "vertices": 3228,
        "sectors": 546,
        "segs": 6900,
        "ssectors": 2461,
        "nodes": 2460,
        "textures": {
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          "CHEMG01": 85,
          "DIRT": 45,
          "GFZVINES": 1648,
          "WOODLEAF": 13,
          "BARREL3": 160,
          "GFZGRASS": 228,
          "THZCONV1": 4,
          "THZCONV2": 4,
          "THZFLR22": 17,
          "SPEC2": 1,
          "#00FF00P": 8,
          "AFALL1": 10,
          "WOODRAIL": 18,
          "THZWALLF": 9,
          "DEM1_2": 156,
          "GFZROCK2": 106,
          "CEZFLR09": 60,
          "GOOP01": 10,
          "THZFLR17": 2,
          "THZFLR27": 1,
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          "#E000E0S": 2,
          "F_METAL1": 14,
          "THZFLR16": 2,
          "GFZFLR10": 8,
          "THZCONV3": 4,
          "THZMETL2": 3,
          "SFLR08": 5,
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