Raw model (for completeness)
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{
"source": "pk3",
"name": "README.txt",
"contents": "SCORCHED EARTH VER 1.0\n\nThis mod is meant as an augmentation of the existing systems for MM8BDM built\naround Team Last Man Standing. It isn't necessarily built to be ground-breaking\nor life-changing and it certainly isn't meant to be expand on the game content-wise.\nIt's meant to enhance the player experience based on what already exists within\nthe core game.\n\nThat being said, the mod does make a few subtle changes that impact the flow of play,\neven if they may go unnoticed from an initial lookover.\n\n=====[WHAT THIS MOD DOES]=====\n- Small health has been removed from the game.\n- All remaining pickups now spawn in LMS modes.\n- All significant respawning pickups have visible respawn timers.\n- Added a customizeable respawn invulnerability. [See CVars section]\n- Default buster is now team colored, adding greater indication of your team.\n\n- Certain projectiles have been colored based on team, these include:\n* Plug Ball\n* Hornet Chaser\n\n=====[CVARS]=====\nSE_OverrideTeamStarts [true/false] - default true\n- Forces the server to enable SV_UseTeamStartsInDM for the first\n- five seconds of a round. SV_UseTeamStartsInDM is then disabled.\n\nSE_InvulnTime [0-10] - default 3\n- Uses Scorched Earth's custom invulnerability for the specified length of time.\n- Time listed in seconds.\n- Values above 10 are reduced and values equal to or below 0 disable respawn invuln.\n\nSE_InvulnBlast [true/false] - default true\n- Controls whether invulnerable respawning players blast away projectiles."
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mmb/copyvision.txt",
"contents": "// [BTLMS] Team colored clones and projectiles\n\nactor CopyVisionWep : BaseMM8BDMWep 10015\n{\n//$Category MM8BDM-Weapons\n//$Title Copy Vision\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"$PU_COPYVISION\"\nObituary \"$OB_COPYVISION\"\nTag \"$TAG_COPYVISION\"\nweapon.ammotype \"CopyVisionAmmo\"\ninventory.icon \"COPYVI\"\nStates\n{\nSpawn:\nCOPY X 1\nloop\nReady:\nCOPB A 0 ACS_ExecuteAlways(998,0,175)\nCOPB A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 A 0 A_TakeInventory(\"CopyVisionRedirect\", 9)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCOPB A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCOPB A 1 A_Raise\nLoop\nFire:\nCOPB A 0 A_JumpIfInventory(\"CopyVisionFlag\",1,\"Buster\")\nCOPB A 0 A_JumpIfNoAmmo(\"Buster\")\nCOPB A 0 A_GiveInventory(\"FireCopyVision\", 1)\nCOPB A 0 A_TakeInventory(\"CopyVisionAmmo\",7)\nCOPB A 0 A_GiveInventory(\"CopyVisionFlag\",1)\nCOPB BC 3\nCOPB A 5\nCOPB A 2 A_Refire\nGoto Ready+1\nBuster:\nCOPB A 0 A_GiveInventory(\"CopyVisionRedirect\", 1)\nAltfire:\nCOPB A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nCOPB A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nCOPB BC 3\nCOPB A 2\nCOPB A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nCOPB A 1 ACS_Execute(979,0)\ngoto Ready+1\n}\n}\n\nactor CopyVisionAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor CopyVisionFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor CopyVisionRedirect : CopyVisionFlag {}\n\nactor CopyVisionSpawner\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+NOCLIP\nDamage(0)\nHeight 1\nRadius 1\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CopyVision\",48,0,-32,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor CopyVision\n{\nPROJECTILE\nRenderStyle \"Translucent\"\nAlpha 0.90\nscale 2.5\n+THRUGHOST\n+RIPPER\n+NOCLIP\n+DONTBLAST\nRadius 32\nHeight 32\nDamage (0)\nreactiontime 40\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/copyvision\", \"weapon\")\nTNT1 A 0 ACS_ExecuteAlways(259, 0, 0)\nCOPY FGHI 2\nCOPY I 1 A_JumpIf(true, \"Shooting\")\nwait\nShooting:\nCOPY C 0 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\nCOPY C 0 A_CustomMissile(\"CopyShot\",32,0,0,2,-pitch)\nCOPY CCCCCC 1 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\nCOPY C 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nCOPY C 0 A_Countdown\nLoop\nRedirect:\nCOPY CC 1 A_GiveToTarget(\"TargetMarker\", 1)\nCOPY C 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100, 32)\nCOPY C 0 A_TakeFromTarget(\"CopyVisionRedirect\", 9)\nCOPY C 1 A_JumpIf(true, \"Shooting\")\nwait\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"CopyVisionFlag\", 1)\nCOPY IJK 3\nStop\n}\n}\n\nactor CopyShot\n{\nPROJECTILE\nDamage (10)\nSpeed 30\nDamageType \"CopyVision\"\nObituary \"$OB_COPYVISION\"\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nCOPY DE 2\nGoto Spawn+2\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FireCopyVision : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CopyVisionSpawner\",0,0,8,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 A 0 A_FireCustomMissile(\"CopyVisionSpawnerLight\",0,0,8,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 A 0 A_FireCustomMissile(\"CopyVisionSpawnerWily\",0,0,8,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 A 0 A_FireCustomMissile(\"CopyVisionSpawnerCossack\",0,0,8,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 A 0 A_FireCustomMissile(\"CopyVisionSpawnerKing\",0,0,8,0)\n\t\tstop\n\t}\n}\n\nactor CopyVisionSpawnerLight : CopyVisionSpawner\n{\nTranslation \"201:201=205:205\", \"110:110=74:74\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CopyVisionLight\",48,0,-32,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor CopyVisionSpawnerWily : CopyVisionSpawner\n{\nTranslation \"201:201=171:171\", \"110:110=41:41\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CopyVisionWily\",48,0,-32,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor CopyVisionSpawnerCossack : CopyVisionSpawner\n{\nTranslation \"201:201=104:104\", \"110:110=128:128\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CopyVisionCossack\",48,0,-32,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor CopyVisionSpawnerKing : CopyVisionSpawner\n{\nTranslation \"201:201=229:229\", \"110:110=232:232\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CopyVisionKing\",48,0,-32,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor CopyVisionLight : CopyVision\n{\n\n\tStates\n\t{\n\tShooting:\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_CustomMissile(\"CopyShotLight\",32,0,0,2,-pitch)\n\t\tCOPY CCCCCC 1 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\n\t\tCOPY C 0 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor CopyVisionWily : CopyVision\n{\n\n\tStates\n\t{\n\tShooting:\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_CustomMissile(\"CopyShotWily\",32,0,0,2,-pitch)\n\t\tCOPY CCCCCC 1 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\n\t\tCOPY C 0 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor CopyVisionCossack : CopyVision\n{\n\n\tStates\n\t{\n\tShooting:\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_CustomMissile(\"CopyShotCossack\",32,0,0,2,-pitch)\n\t\tCOPY CCCCCC 1 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\n\t\tCOPY C 0 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor CopyVisionKing : CopyVision\n{\n\n\tStates\n\t{\n\tShooting:\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_CustomMissile(\"CopyShotKing\",32,0,0,2,-pitch)\n\t\tCOPY CCCCCC 1 A_JumpIfInTargetInventory(\"CopyVisionRedirect\", 1, \"Redirect\")\n\t\tCOPY C 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\n\t\tCOPY C 0 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor CopyShotLight : CopyShot\n{\nTranslation \"201:201=205:205\", \"110:110=74:74\"\n}\n\nactor CopyShotWily : CopyShot\n{\nTranslation \"201:201=171:171\", \"110:110=41:41\"\n}\n\nactor CopyShotCossack : CopyShot\n{\nTranslation \"201:201=104:104\", \"110:110=128:128\"\n}\n\nactor CopyShotKing : CopyShot\n{\nTranslation \"201:201=229:229\", \"110:110=232:232\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mmb/icewall.txt",
"contents": "// [BTLMS] Team colored projectiles\n\nactor IceWallWep : BaseMM8BDMWep 10018\n{\n//$Category MM8BDM-Weapons\n//$Title Ice Wall\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\nInventory.Pickupmessage \"$PU_ICEWALL\"\nObituary \"$OB_ICEWALL\"\nTag \"$TAG_ICEWALL\"\nweapon.ammotype \"IceWallAmmo\"\ninventory.icon \"IWALL\"\nStates\n{\nSpawn:\nICWL X 1\nloop\nReady:\nICWL H 0 ACS_ExecuteAlways(998,0,176)\nICWL H 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nICWL H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nICWL H 1 A_Raise\nLoop\nFire:\nICWL H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nICWL H 0 A_GiveInventory(\"IceWallFlag\",1)\nICWL H 0 A_PlaySoundEx(\"weapon/icewallspawn\",\"Weapon\")\nICWL H 0 A_Stop\nICWL H 0 A_GiveInventory(\"FireIceWallSpawner\", 1)\nICWL H 0 A_TakeInventory(\"IceWallAmmo\",2)\nICWL IJ 3\nICWL H 0 A_TakeInventory(\"IceWallFlag\",1)\nICWL H 40\nICWL H 0 A_Refire\ngoto Ready+1\nNoAmmo:\nICWL H 0 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IceWallSpawner\n{\nscale 2.5\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+DONTBLAST\n+NOBLOOD\n+NOCLIP\nMass 9999999\nDamageType \"IceWall\"\nDamage (0)\nHeight 64\nRadius 24\nStates\n{\nSpawn:\nICWL A 0\nICWL A 0 A_ChangeFlag(\"NOCLIP\", 0)\nICWL ABCDE 2\nICWL F 0 A_ChangeFlag(\"NOGRAVITY\",0)\nICWL F 0 A_Explode(8, 64, 0)\nICWL F 1 A_CheckFloor(\"Death\")\nGoto Spawn+8\nDeath:\nICWL F 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nICWL F 0 A_SpawnItemEx(\"IceWall\")\nstop\n}\n}\n\nactor IceWall\n{\nscale 2.5\nObituary \"$OB_ICEWALL\"\n+MISSILE\n+RIPPER\n+PUSHABLE\n+SHOOTABLE\n+SOLID\n+NODAMAGETHRUST\n+NOTARGETSWITCH\n+DOOMBOUNCE\n+NOBLOOD\n+MOVEWITHSECTOR\n+CANBOUNCEWATER\n+DONTSPLASH\n+DONTRIP\n+NOEXPLODEFLOOR\n+STEPMISSILE\n+DONTREFLECT\n+NOTAUTOAIMED\nMaxstepheight 7\nMass 9999999\nDamageType \"IceWall\"\nHealth 200\nDamage (8)\nRadius 24\nHeight 64\n//Gravity 2.0\nBounceFactor 0.91\nWallBounceFactor 0.91\nDamageFactor \"IceWall\", 0.0\nspecies \"MovingPlatform\"\n+THRUSPECIES\nStates\n{\nSpawn:\nICWL F 0\nICWL F 0 A_JumpIfInTargetInventory(\"WilyTeamFlag\", 1, \"WilySpawn\")\nICWL F 0 A_JumpIfInTargetInventory(\"CossackTeamFlag\", 1, \"CossackSpawn\")\nICWL F 0 A_JumpIfInTargetInventory(\"KingTeamFlag\", 1, \"KingSpawn\")\ngoto SpawnCheck\nWilySpawn:\nICWW F 0\ngoto SpawnCheck\nCossackSpawn:\nICWC F 0\ngoto SpawnCheck\nKingSpawn:\nICWK F 0\ngoto SpawnCheck\nSpawnCheck:\n\"----\" \"#\" 1 A_JumpIfInTargetInventory(\"IceWallFlag\",1,\"Death\")\n\"----\" \"#\" 0 A_JumpIf(momx>1||momy>1||momx<-1||momy<-1,\"MoveBegin\")\n\"----\" \"#\" 0 Thing_Damage(0, 1)\n\"----\" \"#\" 0 A_Explode(8, 64, 0)\n\"----\" \"#\" 0 A_CheckFloor(\"SpawnCheck\")\nGoto MoveBegin\nMoveBegin:\n\"----\" \"#\" 0 ACS_ExecuteAlways(253,0,28,64, 2)\n\"----\" \"#\" 0 A_ChangeFlag(\"PUSHABLE\",0)\n\"----\" \"#\" 1 ACS_ExecuteAlways(994, 0, 1)\nAccelerate:\n\"----\" \"#\" 0 A_Recoil(-3)\n\"----\" \"#####\" 1 A_JumpIf(z-floorz > 0, \"Air\")\n\"----\" \"#\" 0 A_Recoil(-3)\n\"----\" \"#####\" 1 A_JumpIf(z-floorz > 0, \"Air\")\n\"----\" \"#\" 0 A_Recoil(-3)\n\"----\" \"#####\" 1 A_JumpIf(z-floorz > 0, \"Air\")\n\"----\" \"#\" 0 A_Recoil(-2)\n\"----\" \"#####\" 1 A_JumpIf(z-floorz > 0, \"Air\")\n\"----\" \"#\" 0 A_Recoil(-2)\n\"----\" \"#####\" 1 A_JumpIf(z-floorz > 0, \"Air\")\nGoto Moving\nMoving:\n\"----\" \"#\" 0 A_JumpIfInTargetInventory(\"IceWallFlag\",1,\"Death\")\n\"----\" \"#\" 1 Thing_Damage(0, 1)\n\"----\" \"#\" 0 A_JumpIfHealthLower(75, \"MovingLowCheck\")\n\"----\" \"#\" 0 A_CheckFloor(\"Moving\")\nGoto Air\nMovingLowCheck:\nICWL K 0 A_JumpIfInTargetInventory(\"WilyTeamFlag\", 1, \"WilyLow\")\nICWL K 0 A_JumpIfInTargetInventory(\"CossackTeamFlag\", 1, \"CossackLow\")\nICWL K 0 A_JumpIfInTargetInventory(\"KingTeamFlag\", 1, \"KingLow\")\ngoto MovingLow\nWilyLow:\nICWW K 0\ngoto MovingLow\nCossackLow:\nICWC K 0\ngoto MovingLow\nKingLow:\nICWK K 0\ngoto MovingLow\nMovingLow:\n\"----\" \"#\" 0 A_JumpIfInTargetInventory(\"IceWallFlag\",1,\"Death\")\n\"----\" \"#\" 1 Thing_Damage(0, 1)\n\"----\" \"#\" 0 A_CheckFloor(\"MovingLow\")\nGoto AirLow\nAir:\n\"----\" \"#\" 0 A_GiveInventory(\"IceWallFlag\", 1)\n\"----\" \"#\" 0 ACS_ExecuteAlways(994, 0)\n\"----\" \"#\" 1 A_CheckFloor(\"Continue\")\nGoto Air+2\nAirLow:\n\"----\" \"#\" 0 A_GiveInventory(\"IceWallFlag\", 1)\n\"----\" \"#\" 0 ACS_ExecuteAlways(994, 0)\n\"----\" \"#\" 1 A_CheckFloor(\"Continue\")\nGoto AirLow+2\nContinue:\n\"----\" \"#\" 1 A_TakeInventory(\"IceWallFlag\", 1)\n\"----\" \"#\" 0 A_Recoil(-1)\nGoto Moving\nDeath:\n\"----\" \"#\" 0\n\"----\" \"#\" 0 A_Stop\n\"----\" \"#\" 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" \"#\" 0 A_ChangeFlag(\"SOLID\", 0)\n\"----\" \"#\" 10\nICWL F 0 A_JumpIfInTargetInventory(\"WilyTeamFlag\", 1, \"WilyDeath\")\nICWL F 0 A_JumpIfInTargetInventory(\"CossackTeamFlag\", 1, \"CossackDeath\")\nICWL F 0 A_JumpIfInTargetInventory(\"KingTeamFlag\", 1, \"KingDeath\")\nICWL LM 5\nstop\nWilyDeath:\nICWW LM 5\nstop\nCossackDeath:\nICWC LM 5\nstop\nKingDeath:\nICWK LM 5\nstop\n}\n}\n\nactor IceWallAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor IceWallFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor testice\n{\nscale 2.5\nstates\n{\nSpawn:\nICWL F -4\nstop\n}\n}\n\nactor FireIceWallSpawner : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceWallSpawner\",64,0,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 D 0 A_SpawnItemEx(\"IceWallSpawnerLight\",64,0,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 D 0 A_SpawnItemEx(\"IceWallSpawnerWily\",64,0,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 D 0 A_SpawnItemEx(\"IceWallSpawnerCossack\",64,0,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 D 0 A_SpawnItemEx(\"IceWallSpawnerKing\",64,0,0)\n\t\tstop\n\t}\n}\n\nactor IceWallSpawnerLight : IceWallSpawner\n{\nTranslation \"200:200=200:200\", \"75:75=75:75\", \"241:241=241:241\"\n}\n\nactor IceWallSpawnerWily : IceWallSpawner\n{\nTranslation \"200:200=171:171\", \"75:75=41:41\", \"241:241=46:46\"\n}\n\nactor IceWallSpawnerCossack : IceWallSpawner\n{\nTranslation \"200:200=104:104\", \"75:75=128:128\", \"241:241=131:131\"\n}\n\nactor IceWallSpawnerKing : IceWallSpawner\n{\nTranslation \"200:200=229:229\", \"75:75=232:232\", \"241:241=233:233\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mmb/remotemine.txt",
"contents": "actor RemoteMineWep : BaseMM8BDMWep 10017\n{\n//$Category MM8BDM-Weapons\n//$Title Remote Mine\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nInventory.Pickupmessage \"$PU_REMOTEMINE\"\nObituary \"$OB_REMOTEMINE\"\nTag \"$TAG_REMOTEMINE\"\nweapon.ammotype \"RemoteMineAmmo\"\ninventory.icon \"REMOI\"\nStates\n{\nSpawn:\nREMI X 1\nloop\nReady:\nREMB A 0 ACS_ExecuteAlways(998,0,174)\nREMB A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nREMB A 0 A_TakeInventory(\"WeaponCharge\", 9999)\nREMB A 0 A_GiveInventory(\"RemoteMineFlag\", 10)//A_JumpIfInventory(\"RemoteMineFlag\",1,\"RemoveFlag\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nREMB A 1 A_Lower\nGoto Deselect+1\nRemoveFlag:\nREMB A 0 A_GiveInventory(\"RemoteMineFlag\", 10)\nREMB A 10\nREMB A 0 A_TakeInventory(\"RemoteMineFlag\", 10)\ngoto Deselect+1\nSelect:\nREMB A 0 A_TakeInventory(\"RemoteMineFlag\", 10)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nREMB A 1 A_Raise\nGoto Select+1\nFire:\nREMB A 0 A_JumpIfInventory(\"WeaponCharge\",5,\"Boom\")\nREMB A 0 A_JumpIfInventory(\"WeaponCharge\",5,\"NoBombs\")\nREMB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nREMB A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nREMB A 0 A_GiveInventory(\"FireRemoteMine\", 1)\n\nREMB B 5\nREMB C 5\nREMB A 15 A_GiveInventory(\"WeaponCharge\", 1)\nREMB A 0 A_Refire\nGoto Ready+1\nAltfire:\nBoom:\nREMB A 0 A_TakeInventory(\"WeaponCharge\", 999)\nREMB A 0 A_GiveInventory(\"RemoteMineFlag\", 10)\nREMB DA 4\nREMB A 0 A_TakeInventory(\"RemoteMineFlag\", 10)\ngoto Ready+1\nNoAmmo:\nNoBombs:\nREMB A 1 ACS_Execute(979,0)\nREMB A 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Boom\")\nGoto Ready+1\n}\n}\n\nactor RemoteMineAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor RemoteMine\n{\nPROJECTILE\n+SKYEXPLODE\n+HITTRACER\ndamagetype \"RemoteMine\"\nObituary \"$OB_REMOTEMINE\"\nRadius 8\nHeight 8\nscale 2.5\ndamage (0)\nspeed 25\n\nvar int user_stuck;\nStates\n{\nSpawn:\nREMI A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI A 0 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 2 A_CheckFloor(\"Death\")\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI A 0 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 2 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI B 2 A_GiveToTarget(\"TargetMarker\", 1)\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI A 0 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI B 2 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nREMI B 0 A_ScaleVelocity(0.60)\nREMI B 0 A_ChangeVelocity(cos(pitch)*11, 0, -sin(pitch)*11,CVF_RELATIVE)\nREMI C 2 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI C 2 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI D 2 A_GiveToTarget(\"TargetMarker\", 1)\nREMI A 0 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI D 2 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nREMI B 0 A_ScaleVelocity(0.60)\nREMI D 0 A_ChangeVelocity(cos(pitch)*11, 0, -sin(pitch)*11,CVF_RELATIVE)\nloop\nCrash:\nXDeath:\nREMI A 0 A_SetUserVar(\"user_stuck\", 1)\nDeath:\nREMI A 0 A_Stop\nREMI A 0 A_PlaySound(\"weapon/rminestick\")\nLatch:\nREMI A 0 A_Warp(AAPTR_TRACER,-4,0,28,0,WARPF_COPYINTERPOLATION)\nREMI A 1 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 //A_Warp(AAPTR_TRACER,-4,0,28,0,WARPF_COPYINTERPOLATION)\nREMI A 1 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 A_Warp(AAPTR_TRACER,-4,0,28,0,WARPF_COPYINTERPOLATION)\nREMI A 1 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 //A_Warp(AAPTR_TRACER,-4,0,28,0,WARPF_COPYINTERPOLATION)\nREMI E 1 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 A_Warp(AAPTR_TRACER,-4,0,28,0,WARPF_COPYINTERPOLATION)\nREMI E 1 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI A 0 //A_Warp(AAPTR_TRACER,-4,0,28,0,WARPF_COPYINTERPOLATION)\nREMI E 1 A_JumpIfInTargetInventory(\"RemoteMineFlag\",10,\"Detonate\")\nREMI D 0 A_JumpIfInventory(\"CutterFlag\", 100, \"Detonate\")\nREMI D 0 A_GiveInventory(\"CutterFlag\", 1)\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI B 0 A_JumpIf(user_stuck==0,\"Latch\")\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\",1)==0,\"Exit\")\nGoto Latch\nDetonate:\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nREMI B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\",1)==0,\"Exit\")\nTNT1 A 0 A_SpawnItemEx(\"RemoteMineExplosion\")\nstop\nExit:\nTNT1 A 1\nstop\n}\n}\n\nactor RemoteMineExplosion\n{\nPROJECTILE\n+NOINTERACTION\nObituary \"$OB_REMOTEMINE\"\ndamagetype \"RemoteMine\"\nscale 2.5\nstates\n{\nSpawn:\nREME A 0\nREME A 0 A_Explode(11,100,0)\nREME A 1 A_PlaySoundEx(\"weapon/rmineexplode\", \"Weapon\")\nREME B 1\nREME A 1// A_Explode(7,80,0)\nREME C 1\nREME A 1 A_Explode(11,100,0)\nREME D 1\nREME A 1// A_Explode(7,80,0)\nREME F 1\nREME A 1 A_Explode(11,100,0)\nREME G 1\nREME A 1// A_Explode(7,80,0)\nREME H 1\nREME A 1 A_Explode(11,100,0)\nREME I 1\nREME A 1// A_Explode(7,80,0)\nREME J 1\nREME A 1 A_Explode(11,100,0)\nREME K 1\nREME A 1// A_Explode(7,80,0)\nREME L 1\nREME A 1 A_Explode(11,100,0)\nREME M 1\nREME A 1// A_Explode(7,80,0)\nREME B 1\nREME A 1 A_Explode(11,100,0)\nREME C 1\nREME A 1// A_Explode(7,80,0)\nREME D 1\nREME A 1 A_Explode(11,100,0)\nREME F 1\nREME A 1// A_Explode(7,80,0)\nREME G 1\nREME A 1 A_Explode(11,100,0)\nREME H 1\nREME ANAPOPO 1\nstop\n}\n}\n\nactor RemoteMineFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor FireRemoteMine : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"RemoteMine\",0,1,8,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 A 0 A_FireCustomMissile(\"RemoteMineLight\",0,1,8,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 A 0 A_FireCustomMissile(\"RemoteMineWily\",0,1,8,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 A 0 A_FireCustomMissile(\"RemoteMineCoss\",0,1,8,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 A 0 A_FireCustomMissile(\"RemoteMineKing\",0,1,8,0)\n\t\tstop\n\t}\n}\n\nactor RemoteMineLight : RemoteMine\n{\n\tTranslation \"41:41=205:205\", \"3:3=74:74\"\n}\n\nactor RemoteMineWily : RemoteMine\n{\n\tTranslation \"41:41=171:171\", \"3:3=41:41\"\n}\n\nactor RemoteMineCoss : RemoteMine\n{\n\tTranslation \"41:41=104:104\", \"3:3=128:128\"\n}\n\nactor RemoteMineKing : RemoteMine\n{\n\tTranslation \"41:41=229:229\", \"3:3=232:232\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mm9/hornetchaser.txt",
"contents": "// [BTLMS] Team colored projectiles\n\nactor HornetChaserWep : BaseMM8BDMWep 10027\n{\n//$Category MM8BDM-Weapons\n//$Title Hornet Chaser\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\nObituary \"$OB_HORNETCHASER\"\nTag \"$TAG_HORNETCHASER\"\nInventory.Pickupmessage \"$PU_HORNETCHASER\"\nweapon.ammotype \"HornetChaserAmmo\"\ninventory.icon \"HORNETI\"\nStates\n{\nSpawn:\nHCHS A 1\nloop\nReady:\nHCHS D 0 ACS_ExecuteAlways(998,0,197)\nHCHS D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nHCHS D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nHCHS D 1 A_Raise\nLoop\nFire:\nHCHS D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nHCHS D 0 A_PlaySoundEx(\"weapon/hornetchaser\",\"Weapon\")\nHCHS D 0 A_GiveInventory(\"FireHornetChaser\", 1)\nHCHS EF 6\nHCHS D 15\nHCHS D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nHCHS D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor HornetChaserAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor HornetChaser\n{\nPROJECTILE\n+SEEKERMISSILE\n+LOOKALLAROUND\nBouncetype Classic\n+BOUNCEONWALLS\nObituary \"$OB_HORNETCHASER\"\ndamagetype \"HornetChaser\"\nRadius 5\nHeight 5\nscale 2.5\ndamage (15)\nspeed 10\nReactionTime 175\nStates\n{\nSpawn:\nHCHS B 0\nHCHS C 0 A_SetArg(0, 105)\nHCHS BC 1\nHCHS BCBCBCBCBCBC 1 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 2)\nHCHS B 0 A_Stop\nSpawnLook:\nHCHS B 0 A_PlaySoundEx(\"weapon/hornethover\", \"weapon\")\nHCHS B 1 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 2)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS C 0 A_Countdown\nHCHS C 0 A_JumpIfTargetInLOS(\"SpawnChase\", 0, JLOSF_PROJECTILE)\nHCHS C 1 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 2)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS C 0 A_Countdown\nHCHS C 0 A_JumpIfTargetInLOS(\"SpawnChase\", 0, JLOSF_PROJECTILE)\nloop\nSpawnChase:\nHCHS B 0 A_PlaySoundEx(\"weapon/hornethover\", \"weapon\")\nHCHS B 1 A_SeekerMissile(4, 10, SMF_PRECISE)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS B 0 A_CountDownArg(0)\nHCHS C 1 A_SeekerMissile(4, 10, SMF_PRECISE)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS B 0 A_CountDownArg(0)\nloop\nDeath:\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nMMFX BCDE 2\nstop\n}\n}\n\nactor FireHornetChaser : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tHCHS D 0 A_FireCustomMissile(\"HornetChaser\",0,1,8,0)\n\t\tstop\n\tFireLight:\n\t\tHCHS D 0 A_FireCustomMissile(\"HornetChaserLight\",0,1,8,0)\n\t\tstop\n\tFireWily:\n\t\tHCHS D 0 A_FireCustomMissile(\"HornetChaserWily\",0,1,8,0)\n\t\tstop\n\tFireCossack:\n\t\tHCHS D 0 A_FireCustomMissile(\"HornetChaserCoss\",0,1,8,0)\n\t\tstop\n\tFireKing:\n\t\tHCHS D 0 A_FireCustomMissile(\"HornetChaserKing\",0,1,8,0)\n\t\tstop\n\t}\n}\n\nactor HornetChaserLight : HornetChaser\n{\n\tTranslation \"160:167=205:205\"\n}\n\nactor HornetChaserWily : HornetChaser\n{\n\tTranslation \"160:167=171:171\"\n}\n\nactor HornetChaserCoss : HornetChaser\n{\n\tTranslation \"160:167=104:104\"\n}\n\nactor HornetChaserKing : HornetChaser\n{\n\tTranslation \"160:167=229:229\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mm9/plugball.txt",
"contents": "// [BTLMS] Team colored projectiles\n\nactor PlugBallWep : BaseMM8BDMWep 10025\n{\n//$Category MM8BDM-Weapons\n//$Title Plug Ball\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 3\nObituary \"$OB_PLUGBALL\"\nTag \"$TAG_PLUGBALL\"\nInventory.Pickupmessage \"$PU_PLUGBALL\"\nweapon.ammotype \"PlugBallAmmo\"\ninventory.icon \"PLUGI\"\nStates\n{\nSpawn:\nPBAL A 1\nloop\nReady:\nPLUG B 0 ACS_ExecuteAlways(998,0,187)\nPLUG B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLUG B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLUG B 1 A_Raise\nLoop\nFire:\nPLUG B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLUG B 0 A_PlaySoundEx(\"weapon/Plugball\",\"Weapon\")\nPLUG B 0 A_GiveInventory(\"FirePlugBall\", 1)\nPLUG BCD 3\nPLUG B 3\nPLUG B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nPLUG B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor PlugBallAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor PlugBallStart\n{\nPROJECTILE\n+FORCEXYBILLBOARD\nObituary \"$OB_PLUGBALL\"\nDamage (20)\ndamagetype \"PlugBall\"\nHeight 5\nRadius 6\nScale 2.5\nspeed 0\nStates\n{\nSpawn:\nPBAL B 0\nPBAL B 0 ThrustThingZ(0, 24*4, 1, 0)\nSpawnLoop:\nPBAL BCDE 1\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"PlugBall\", 0, 0, floorz-z, 24, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor PlugBall\n{\nPROJECTILE\n+BOUNCEONWALLS\n+DONTREFLECT\n+FORCEXYBILLBOARD\n+STEPMISSILE\n+NOEXPLODEFLOOR\nmaxstepheight 15\nbouncecount 30\nbouncefactor 0.99999\nDamage (18)\ndamagetype \"PlugBall\"\nObituary \"$OB_PLUGBALL\"\nHeight 32\nRadius 16\nScale 2.5\nSpeed 24\nreactiontime 140\ngravity 4.0\nvar int user_x;\nvar int user_y;\nStates\n{\nSpawn:\nPBAL B 0\nPBAL B 0 A_SetUserVar(user_x, x)\nPBAL B 0 A_SetUserVar(user_y, y)\nPBAL B 0 A_GiveInventory(\"Once\", 1)\nPBAL B 0 ACS_ExecuteAlways(206, 0)\nPBAL B 0 A_ChangeVelocity(0, 0, -24, CVF_RELATIVE|CVF_REPLACE)\nSpawnLoop:\nPBAL B 0 A_ChangeVelocity(24, 0, -24, CVF_RELATIVE|CVF_REPLACE)\nPBAL B 1 A_CountDown\nPBAL C 0 A_CheckFloor(\"SpawnLoopC\")\ngoto Fall\nSpawnLoopC:\nPBAL C 1 A_CountDown\nPBAL D 0 A_CheckFloor(\"SpawnLoopD\")\ngoto Fall\nSpawnLoopD:\nPBAL D 1 //A_CountDown\nPBAL E 0 A_CheckFloor(\"SpawnLoopE\")\ngoto Fall\nSpawnLoopE:\nPBAL B 0 A_JumpIf((user_x-x < 2 && user_x-x > -2) && (user_y-y < 2 && user_y-y > -2) /*|| (z > user_z)*/, \"Death\")\nPBAL B 0 A_SetUserVar(user_x, x)\nPBAL B 0 A_SetUserVar(user_y, y)\nPBAL E 1 A_CountDown\nPBAL B 0 A_CheckFloor(\"SpawnLoop\")\ngoto Fall\nFall:\nPBAL B 0 A_JumpIf(z-floorz < 32, \"FallLoop\")\nPBAL B 0 A_Warp(AAPTR_DEFAULT) // Forces Plug Ball to resync\nFallLoop:\nPBAL B 0 A_ChangeVelocity(0, 0, -24, CVF_RELATIVE|CVF_REPLACE)\nPBAL BCDE 1 A_CheckFloor(\"Continue\")\nPBAL A 0 A_CountDown\nloop\nContinue:\nPBAL B 0 A_ChangeVelocity(24, 0, 0, CVF_RELATIVE|CVF_REPLACE)\ngoto SpawnLoop\nDeath:\nTNT1 A 0 A_TakeInventory(\"Once\", 1)\nstop\n}\n}\n\nactor FirePlugBall : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlugBallStart\",0,1,8,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlugBallStartLight\",0,1,8,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlugBallStartWily\",0,1,8,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlugBallStartCoss\",0,1,8,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlugBallStartKing\",0,1,8,0)\n\t\tstop\n\t}\n}\n\nactor PlugBallStartLight : PlugBallStart\n{\n\tTranslation \"38:39=205:205\"\n}\n\nactor PlugBallStartWily : PlugBallStart\n{\n\tTranslation \"38:39=171:171\"\n}\n\nactor PlugBallStartCoss : PlugBallStart\n{\n\tTranslation \"38:39=104:104\"\n}\n\nactor PlugBallStartKing : PlugBallStart\n{\n\tTranslation \"38:39=229:229\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mm7/dangerwrap.txt",
"contents": "// [BTLMS] Team-colored projectiles and mines\n\nactor DangerWrapWep : BaseMM8BDMWep 10085\n{\n//$Category MM8BDM-Weapons\n//$Title Danger Wrap\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nInventory.Pickupmessage \"$PU_DANGERWRAP\"\nObituary \"$OB_DANGERWRAP\"\nTag \"$TAG_DANGERWRAP\"\nweapon.ammotype \"DangerWrapAmmo\"\ninventory.icon \"DWRASI\"\nStates\n{\nSpawn:\nWEA3 L 1\nloop\nReady:\nDWRA J 0 ACS_ExecuteAlways(998,0,70)\nDWRA J 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nDWRA J 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nDWRA J 1 A_Raise\nLoop\nFire:\nDWRA J 0 A_JumpIfNoAmmo(\"NoAmmo\")\nDWRA J 0 A_PlaySoundEx(\"weapon/wrapfire\",\"Weapon\")\nDWRA J 0 A_GiveInventory(\"FireDangerWrap\", 1)\nDWRA KL 6\nDWRA J 13\nDWRA J 0 A_Refire\nGoto Ready+1\nNoAmmo:\nDWRA J 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor DangerWrapAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor DangerWrap\n{\nPROJECTILE\nRadius 20\nHeight 12\nscale 2.5\nspeed 15\nStates\n{\nSpawn:\nDWRA A 0\nDWRA ABC 3\nDWRA A 0 A_GiveInventory(\"Clip\",1)\nGoto Fly\nFly:\nDWRA DEDF 5 ThrustThingZ(0,2,0,1)\nloop\nDeath:\nDWRA G 2 A_ChangeFlag(\"NOGRAVITY\",0)\nDWRA G 1 A_JumpIf(z-floorz==0,\"SpawnMine\")\nNoMine:\nDWRA GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_JumpIf(z-floorz==0,\"XDeath\")\nCrash:\nXDeath:\nNAPA A 0 A_Stop\nNAPA A 0 A_SpawnItemEx(\"WrapExplosion\")\nstop\nSpawnMine:\nTNT1 A 1 A_SpawnItemEx(\"DangerWrapMine\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor WrapExplosion\n{\ndamagetype \"DangerWrap\"\nObituary \"$OB_DANGERWRAP\"\n+NOGRAVITY\n-SOLID\n+MISSILE\nRadius 1\nHeight 1\nscale 2.5\nspeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/wrapexplode\", \"Weapon\")\nTNT1 D 0 A_Explode(40, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor DangerWrapMine\n{\nPROJECTILE\n+NOCLIP\n-NOGRAVITY\nRadius 32\nHeight 12\nscale 2.5\ndamage (1)\ndamagetype \"DangerWrap\"\nObituary \"$OB_DANGERWRAP\"\nspeed 0\nreactiontime 200\nStates\n{\nSpawn:\nDWRA I 0\nDWRA I 0 A_JumpIf(ACS_ExecuteWithResult(975, 0)==4,\"Death\")\nDWRA I 0 A_SetArg(0, 200)\nDWRA I 5\nDWRA G 0 A_ChangeFlag(\"NOCLIP\",0)\nGoto Mine\nMine:\nDWRA H 1 A_CountDownArg(0)\nDWRA H 0 A_JumpIf(args[0] < 50, \"MineLow\")\nDWRA H 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nloop\nMineLow:\nDWRA HHHHHIIIII 1 A_CountDownArg(0)\nDWRA H 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA A 0 A_SpawnItemEx(\"WrapExplosion\")\nstop\n}\n}\n\nactor FireDangerWrap : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"DangerWrap\",0,1,8,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DangerWrapLight\",0,1,8,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DangerWrapWily\",0,1,8,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DangerWrapCoss\",0,1,8,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DangerWrapKing\",0,1,8,0)\n\t\tstop\n\t}\n}\n\nactor DangerWrapLight : DangerWrap\n{\n\tTranslation \"210:210=205:205\", \"232:232=74:74\"\n}\n\nactor DangerWrapWily : DangerWrap\n{\n\tTranslation \"210:210=171:171\", \"232:232=41:41\"\n}\n\nactor DangerWrapCoss : DangerWrap\n{\n\tTranslation \"210:210=104:104\", \"232:232=128:128\"\n}\n\nactor DangerWrapKing : DangerWrap\n{\n\tTranslation \"210:210=229:229\", \"232:232=232:232\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mm6/flameblast.txt",
"contents": "actor FlameBlastWep : BaseMM8BDMWep 10066\n{\n//$Category MM8BDM-Weapons\n//$Title Flame Blast\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\nInventory.Pickupmessage \"$PU_FLAMEBLAST\"\nObituary \"$OB_FLAMEBLAST\"\nTag \"$TAG_FLAMEBLAST\"\nweapon.ammotype \"FlameBlastAmmo\"\ninventory.icon \"FLMBSI\"\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nReady:\nFLMB P 0 ACS_ExecuteAlways(998,0,35)\nFLMB P 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFLMB P 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFLMB P 1 A_Raise\nLoop\nFire:\nFLMB P 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFLMB P 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFLMB P 0 A_GiveInventory(\"FireFlameBlast\", 1)\nFLMB QRP 5\nFLMB P 0 A_Refire\nGoto Ready+1\nNoAmmo:\nFLMB P 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor FlameBlastAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor FlameBlast // : MaceFX1\n{\nPROJECTILE\nDamage (30)\nHeight 5\nRadius 6\ndamagetype \"FlameBlast\"\nObituary \"$OB_FLAMEBLAST\"\n-NOGRAVITY\nScale 2.5\nspeed 28\nStates\n{\nSpawn:\nFLMB H 0\nFLMB H 4 A_CheckFloor(\"Death\")\nLoop\nXDeath:\nCrash:\nFLMB H 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\nDeath:\nFLMB H 0 A_JumpIf(CeilingZ - FloorZ <=48 , \"FireCheckOnly\")\nFLMB H 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFLMB H 0 A_CheckFloor(\"Floor\")\nFLMB H 0 A_JumpIf(CeilingZ-Z < 8, \"Floor\")\nGoto Wall\nWall:\nFLMB H 0 A_SpawnItemEx(\"FlameWallPillar\",-24,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nFloor:\nFLMB H 0 A_SpawnItemEx(\"FlamePillar\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nFireCheckOnly:\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,-16)\nstop\n}\n}\n\nactor FlameWallPillar\n{\nPROJECTILE\nScale 2.5\nHeight 5\ndamagetype \"FlameBlast\"\nObituary \"$OB_FLAMEBLAST\"\nSpeed 0\nRadius 16\nDamage (30)\nreactiontime 15\nStates\n{\nSpawn:\nFLMB I 0\nFLMB H 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,0)\nFLMB IJKLMNONONONONO 1\nFLMB A 0 A_CountDown\nLoop\nDeath:\nFLMB A 0\nstop\n}\n}\n\nactor FlamePillar\n{\nPROJECTILE\n-MISSILE\nScale 2.5\n-NOGRAVITY\n+NOEXPLODEFLOOR\nHeight 48\ndamagetype \"FlameBlast\"\nObituary \"$OB_FLAMEBLAST\"\nSpeed 0\nRadius 5\nDamage (30)\nreactiontime 15\nStates\n{\nSpawn:\nFLMB H 0\nFLMB H 0 A_ChangeFlag(\"MISSILE\",1)\nFLMB H 1 A_CheckFloor(\"Flame\")\nGoto Spawn+2\nFlame:\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFLMB A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nFLMB A 0 A_CountDown\nFLMB ABCDEFGFGFGFGFG 1\nGoto Flame+2\nDeath:\nFLMB A 0\nstop\n}\n}\n\nactor FireFlameBlast : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBlast\",0,1,8,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBlastLight\",0,1,8,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBlastWily\",0,1,8,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBlastCoss\",0,1,8,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBlastKing\",0,1,8,0)\n\t\tstop\n\t}\n}\n\nactor FlameBlastLight : FlameBlast\n{\n\tTranslation \"210:210=4:4\", \"225:225=205:205\"\n}\n\nactor FlameBlastWily : FlameBlast\n{\n\tTranslation \"210:210=4:4\", \"225:225=171:171\"\n}\n\nactor FlameBlastCoss : FlameBlast\n{\n\tTranslation \"210:210=4:4\", \"225:225=104:104\"\n}\n\nactor FlameBlastKing : FlameBlast\n{\n\tTranslation \"210:210=4:4\", \"225:225=229:229\"\n}"
},
{
"source": "pk3",
"name": "actors/legacy-teamcolors/mm1/hyperbomb.txt",
"contents": "// [BTLMS] Team colored projectiles\n\nactor HyperBombWep : BaseMM8BDMWep 10037\n{\n//$Category MM8BDM-Weapons\n//$Title Hyper Bomb\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nInventory.Pickupmessage \"$PU_HYPERBOMB\"\nObituary \"$OB_HYPERBOMB\"\nTag \"$TAG_HYPERBOMB\"\nweapon.ammotype \"HyperBombAmmo\"\ninventory.icon \"BOMBSI\"\nStates\n{\nSpawn:\nWEAP H 1\nloop\nReady:\nBOMH A 0 ACS_ExecuteAlways(998,0,7)\nBOMH A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\nBOMH A 1 A_WeaponReady\nGoto Ready+2\nReadyNoAmmo:\nBOMH J 1 A_WeaponReady\nBOMH J 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBOMH A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBOMH A 1 A_Raise\nLoop\nFire:\nBOMH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBOMH A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBOMH A 0 A_GiveInventory(\"FireHyperBomb\", 1)\nBOMH BCDEFG 2\nBOMH HI 2\nBOMH A 7\nBOMH A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBOMH J 1 ACS_Execute(979,0)\nGoto ReadyNoAmmo\n}\n}\n\nactor HyperBombAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor HyperBomb\n{\nPROJECTILE\ndamagetype \"HyperBomb\"\nObituary \"$OB_HYPERBOMB\"\n- NOGRAVITY\n+RIPPER\n+BOUNCEONACTORS\n+HEXENBOUNCE\n+CANBOUNCEWATER\nRadius 6\nHeight 7\nscale 2.5\nspeed 13\nreactiontime 85\nbouncefactor 0.7\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 ThrustThingZ(0, 12, 0, 1)\nBOMB A 1 A_CountDown\nGoto Spawn+2\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(200, 180, 0)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}\n\nactor FireHyperBomb : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"FireLight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"FireWily\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"FireCossack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"FireKing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HyperBomb\",0,1,8,0)\n\t\tstop\n\tFireLight:\n\t\tTNT1 A 0 A_FireCustomMissile(\"HyperBombLight\",0,1,8,0)\n\t\tstop\n\tFireWily:\n\t\tTNT1 A 0 A_FireCustomMissile(\"HyperBombWily\",0,1,8,0)\n\t\tstop\n\tFireCossack:\n\t\tTNT1 A 0 A_FireCustomMissile(\"HyperBombCoss\",0,1,8,0)\n\t\tstop\n\tFireKing:\n\t\tTNT1 A 0 A_FireCustomMissile(\"HyperBombKing\",0,1,8,0)\n\t\tstop\n\t}\n}\n\nactor HyperBombLight : HyperBomb\n{\n\tTranslation \"0:3=77:77\"\n}\n\nactor HyperBombWily : HyperBomb\n{\n\tTranslation \"0:3=188:188\"\n}\n\nactor HyperBombCoss : HyperBomb\n{\n\tTranslation \"0:3=130:130\"\n}\n\nactor HyperBombKing : HyperBomb\n{\n\tTranslation \"0:3=166:166\"\n}"
},
{
"source": "pk3",
"name": "actors/inventory/mm6/plantbarrier.txt",
"contents": "// $ARace healing takes more ammo\n// 1:1 ammo to healing ratio, changed from the previous 1:4\n\nactor PlantBarrierWep : BaseMM8BDMWep 10069\n{\n//$Category MM8BDM-Weapons\n//$Title Plant Barrier\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\nInventory.Pickupmessage \"$PU_PLANTBARRIER\"\nObituary \"$OB_PLANTBARRIER\"\nTag \"$TAG_PLANTBARRIER\"\nweapon.ammotype \"PlantBarrierAmmo\"\ninventory.icon \"PLANTSI\"\nStates\n{\nSpawn:\nWEA2 T 1\nloop\nReady:\nPLAA A 0 ACS_ExecuteAlways(998,0,39)\nPLAA A 0 A_ClearRefire\nPLAA A 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nPLAA A 0 A_TakeInventory(\"PlantWeakener\", 1)\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"KillShieldCheck\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLAA A 1 A_Lower\nGoto Deselect+1\nKillShieldCheck:\nPLAA A 1 A_TakeInventory(\"ShieldCheck\",1)\nGoto Deselect+2\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLAA A 1 A_Raise\nLoop\nFire:\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPLAA A 1 A_GiveInventory(\"ShieldCheck\",1)\ngoto ShieldActive\nShieldActive:\nPLAA B 0 A_SpawnItemEx(\"PlantBarrierWarper\")\nPLAA BCDEFGH 2\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nGoto Shield\nShield:\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nLoop\nWaiting:\nPLAA A 1 A_WeaponReady\nPLAA A 0 A_JumpIfHealthLower(100, \"Shield\")\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Waiting\")\nGoto ShieldThrow\nShieldThrow:\nPLAA A 0 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 0 A_JumpIfNoAmmo(\"ShieldThrow2\")\nPLAA A 0 A_FireCustomMissile(\"PlantBarrier\", 0, 1, 0, 0)\nGoto ShieldThrow2\nShieldThrow2:\nPLAA IJ 2\nPLAA K 6\nPLAA JI 3\nPLAA AAAA 1\ngoto Ready+1\nNoAmmo:\nPLAA A 0 ACS_Execute(979,0)\nPLAA A 0 A_TakeInventory(\"PlantWeakener\", 1)\nPLAA A 1 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 0 A_Refire\ngoto Ready+1\n}\n}\n\nactor PlantWeakener : PowerProtection\n{\ndamagefactor \"normal\", 1.3\npowerup.duration 0x7fffffff\n}\n\nactor PlantBarrierWarper : BaseShieldWarper\n{\n\tStates\n\t{\n\tShield:\n\tPLAN ABCDEFGHIJKLMNOPQR 1 A_Warp(AAPTR_TARGET, 0, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\n\tloop\n\t}\n}\n\n/*\nactor PlantBarrier1\n{\nscale 2.5\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nPLAN A 1\nPLAN A 1\nstop\n}\n}\n\nactor PlantBarrier2 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN B 1\nPLAN B 1\nstop\n}\n}\n\nactor PlantBarrier3 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN C 1\nPLAN C 1\nstop\n}\n}\n\nactor PlantBarrier4 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN D 1\nPLAN D 1\nstop\n}\n}\n\nactor PlantBarrier5 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN E 1\nPLAN E 1\nstop\n}\n}\n\nactor PlantBarrier6 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN F 1\nPLAN F 1\nstop\n}\n}\n\nactor PlantBarrier7 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN G 1\nPLAN G 1\nstop\n}\n}\n\nactor PlantBarrier8 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN H 1\nPLAN H 1\nstop\n}\n}\n\nactor PlantBarrier9 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN I 1\nPLAN I 1\nstop\n}\n}\n\nactor PlantBarrier10 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN J 1\nPLAN J 1\nstop\n}\n}\n\nactor PlantBarrier11 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN K 1\nPLAN K 1\nstop\n}\n}\n\nactor PlantBarrier12 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN L 1\nPLAN L 1\nstop\n}\n}\n\nactor PlantBarrier13 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN M 1\nPLAN M 1\nstop\n}\n}\n\nactor PlantBarrier14 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN N 1\nPLAN N 1\nstop\n}\n}\n\nactor PlantBarrier15 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN O 1\nPLAN O 1\nstop\n}\n}\n\nactor PlantBarrier16 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN P 1\nPLAN P 1\nstop\n}\n}\n\nactor PlantBarrier17 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN Q 1\nPLAN Q 1\nstop\n}\n}\n\nactor PlantBarrier18 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN R 1\nPLAN R 1\nstop\n}\n}\n*/\n\nactor PlantBarrierAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor PlantBarrier\n{\nscale 2.5\nPROJECTILE\n+DONTSPLASH\nDamage (25)\ndamagetype \"PlantBarrier\"\nObituary \"$OB_PLANTBARRIER\"\nSpeed 32\nRadius 12\nHeight 12\nStates\n{\nSpawn:\nPLAN ABCDEFGHIJKLMNOPQR 1\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/inventory/buster/megabuster.txt",
"contents": "// [BTLMS] Team colored HUDs\n\nactor MegaBuster : BaseMM8BDMWep\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nObituary \"$OB_MEGABUSTER\"\nTag \"$TAG_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\ninventory.icon \"NULLICON\"\nDropitem \"\"\n+WEAPON.WIMPY_WEAPON\n//+WEAPON.ALLOW_WITH_RESPAWN_INVUL // [Arms Race] Has its own respawn invuln system\nStates\n{\nSpawn:\nWEAP X 1\nloop\nReady:\nBUST B 0 A_JumpIfInventory(\"Once\",1,\"Ready2\")\nBUST B 0 //ACS_ExecuteAlways(981,0,0) // [Arms Race] Removes LMS weapon rotations\nTNT1 A 1 A_GiveInventory(\"Once\",1)\nGoto Ready2+1\nReady2:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"LightReady\")\nBUST B 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"WilyReady\")\nBUST B 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"CossackReady\")\nBUST B 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"KingReady\")\nBUST BBBBB 1 A_WeaponReady\ngoto Ready2+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"LightFire\")\nBUST B 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"WilyFire\")\nBUST B 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"CossackFire\")\nBUST B 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"KingFire\")\n//Hold:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready2+1\nNoAmmo:\nBUST B 1\nGoto Ready2+1\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n\nLightReady:\nLBST A 1 A_WeaponReady\nwait\nLightFire:\nLBST A 0 A_JumpIfNoAmmo(\"LightNoAmmo\")\nLBST A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nLBST A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nLBST BC 3\nLBST A 2\nLBST A 0 A_Refire(\"LightFire\")\ngoto Ready2+1\nLightNoAmmo:\nLBST A 1\nGoto Ready2+1\n\nWilyReady:\nWBST A 1 A_WeaponReady\nwait\nWilyFire:\nWBST A 0 A_JumpIfNoAmmo(\"WilyNoAmmo\")\nWBST A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nWBST A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nWBST BC 3\nWBST A 2\nWBST A 0 A_Refire(\"WilyFire\")\ngoto WilyReady\nWilyNoAmmo:\nWBST A 1\nGoto WilyReady\n\nCossackReady:\nCBST A 1 A_WeaponReady\nwait\nCossackFire:\nCBST A 0 A_JumpIfNoAmmo(\"CossackNoAmmo\")\nCBST A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nCBST A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nCBST BC 3\nCBST A 2\nCBST A 0 A_Refire(\"CossackFire\")\ngoto CossackReady\nCossackNoAmmo:\nCBST A 1\nGoto CossackReady\n\nKingReady:\nKBST A 1 A_WeaponReady\nwait\nKingFire:\nKBST A 0 A_JumpIfNoAmmo(\"KingNoAmmo\")\nKBST A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nKBST A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nKBST BC 3\nKBST A 2\nKBST A 0 A_Refire(\"KingFire\")\ngoto KingReady\nKingNoAmmo:\nKBST A 1\nGoto KingReady\n}\n}\n\nactor BusterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\nammo.backpackamount 1\nammo.backpackmaxamount 3\n}\n\nactor MegaShot\n{\nPROJECTILE\n+DONTBLAST // [Arms Race] Due to the invuln system\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\nSpeed 27\nDamage (10)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nwait\n}\n}"
}
]
},
"maps": []
}