Raw model (for completeness)
{
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"sha1": "d45d3845b51fe0457935fb253b5df781bad58225",
"sha256": "d1a53c0c166c709e278c6c903c6d64c2c2e535e1cffdb6a7b1ff94dd9fdb6a91",
"filenames": [
"brutalv21expansion0.2.2.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021-01-10 03:08:08",
"locked": false,
"canDownload": true,
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"name": null,
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"screenshots": null,
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"categories": null
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"locked": false,
"canDownload": true,
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"hidden": false
},
"added": "2021-01-10 03:08:08",
"file": {
"type": "PK3",
"size": 7200814,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d45d3845b51fe0457935fb253b5df781bad58225/d45d3845b51fe0457935fb253b5df781bad58225.pk3.gz",
"corrupt": false
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"text_files": [
{
"source": "pk3",
"name": "Ammo.txt",
"contents": "ACTOR BasicAmmoPickup : Ammo\n{\n scale 1.0\n radius 8\n height 16\n +FORCEXYBILLBOARD\n -COUNTITEM\n -INVENTORY.ALWAYSPICKUP\n Inventory.Amount 0\n Inventory.MaxAmount 99999\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"none\"\n}\n\n// Backpack ---------------------------------------------------------------\n\nACTOR AmmoSupply : BackpackItem Replaces Backpack\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tInventory.PickupSound \"BACKPACK\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBPAK A -1\n\t\tStop\n\t}\n}\n\nACTOR Clip2 : Ammo\n{\n\tGame Doom\n\tSpawnID 11\n\tInventory.PickupMessage \"Picked up a Rifle Magazine.\"\n\tInventory.Amount 30\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 30\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CLIPA0\"\n\tInventory.PickupSound \"CLIPICK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\n\tACTOR DoubleRifleAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 62\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 62\n Inventory.Icon \"RIFLB0\"\n}\n\n\tACTOR Clip1 : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Pistol Magazine.\"\n\tInventory.Amount 15\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 15\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPC0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP C -1\n\t\tStop\n\t}\n}\n\nACTOR Mauser9mm : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Mauser 9mm Magazine for the MP40.\"\n\tInventory.Amount 32\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 32\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPB0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP B -1\n\t\tStop\n\t}\n}\n\nActor ClipSpawner : BasicAmmoPickup Replaces Clip\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Mauser 9mm\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol Ammo\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip2\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip1\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Mauser9mm\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR Clip1Drop: CustomInventory\n{\n scale 0.9\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Pistol Magazine\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tCLIP C 1\n\t\tCLIP C -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}\n\nACTOR ClipBox2 : Clip2\n{\n\tGame Doom\n\tSpawnID 139\n\tInventory.PickupMessage \"Picked up a box of rifle ammunition.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 50\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A -1\n\t\tStop\n\t}\n}\n\nACTOR PistolAmmoBox: Clip1\n{\n Game Doom\n Scale 0.9\n Inventory.PickupMessage \"Picked up a box of pistol ammunition!\"\n Inventory.PickupSound \"CBOXPICK\"\n Inventory.Amount 50\n States\n {\n Spawn:\n 4M0K A -1\n Stop\n }\n}\n\nACTOR BuzzSawAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a belt of MG42 ammo.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"HBUSE0\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tHBUS E -1\n\t\tStop\n\t}\n}\n\nActor ClipBoxSpawnerReplacer : BasicAmmoPickup Replaces ClipBox\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Buzzsaw ammo\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol ammo box\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ClipBox2\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"PistolAmmoBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"BuzzSawAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR BDSMGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 41\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 41\n Inventory.Icon SMGZA0\n}\n\nACTOR BDDualSMGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 82\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 82\n Inventory.Icon SMGZB0\n}\n\nACTOR AmmoRocket : Ammo\n{\n\tGame Doom\n\tSpawnID 140\n\tInventory.PickupMessage \"$GOTROCKET\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"ROCKA0\"\n\tInventory.Pickupsound \"RCKCLIP\"\n\tScale 0.9\n\t+NOTAUTOAIMED\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+FORCERADIUSDMG\n\n\tdamagefactor \"Shrapnel\", 0.0 damagefactor \"Trample\", 0.0\n\tdamagefactor \"Head\", 0.0\tdamagefactor \"FriendBullet\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0\n\tdamagefactor \"CancelTeleportFog\", 0.0\tdamagefactor \"BHFTOnBarrel\", 0.0\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\tdamagefactor \"TeleportRemover\", 0.0\tdamagefactor \"MinorHead\", 0.0\n\tdamagefactor \"Decaptate\", 0.0\tdamagefactor \"MonsterKnocked\", 0.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\tdamagefactor \"Leg\", 0.0\n\tDamageFactor \"KillMeBot\", 0.0\n\tHealth 20\n\tStates\n\t{\n\tSpawn:\n\t\tROCK A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tROCK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tROCK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tROCK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tROCK A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Explode(100, 100)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\n// Rocket box --------------------------------------------------------------\n\nACTOR AmmoRocketBox : AmmoRocket Replaces RocketBox\n{\n\tGame Doom\n\tSpawnID 141\n\tInventory.PickupMessage \"$GOTROCKBOX\"\n\tInventory.Amount 3\n\tScale 0.9\n\tInventory.Pickupsound \"RCKCLIP2\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tBROK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tBROK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tBROK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBROK A -1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\t\tEXPL AAA 0 A_CustomMissile (\"BarrelKaboom\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_Explode(150, 300)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR AmmoRocketReplacer : BasicAmmoPickup Replaces RocketAmmo\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Grenade Ammo\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoRocket\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenadeAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Cell --------------------------------------------------------------------\n\nACTOR AmmoCell : Ammo Replaces Cell\n{\n\tGame Doom\n\tSpawnID 75\n\tInventory.PickupMessage \"$GOTCELL\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CELLA0\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\n// Cell pack ---------------------------------------------------------------\n\nACTOR AmmoCellPack : AmmoCell\n{\n\tGame Doom\n\tSpawnID 142\n\tInventory.PickupMessage \"$GOTCELLBOX\"\n\tInventory.Amount 100\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A -1\n\t\tStop\n\t}\n}\n\n//Nuclear Missile\n\nACTOR Nuke : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a nuclear missile.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n\tInventory.Icon \"NKLAA0\"\n\tInventory.PickupSound \"RCKCLIP\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tBNUK A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoNukeBox : Nuke\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a nuclear missile.\"\n\tInventory.PickupSound \"RCKCLIP2\"\n\tInventory.Amount 1\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBNUK A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoCellPackReplacer : BasicAmmoPickup Replaces CellPack\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn2\") // Nuclear Missile\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Gas\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoCellPack\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gas\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoNukeBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Shells ------------------------------------------------------------------\n\nACTOR AmmoShell : Ammo\n{\n\tGame Doom\n\tSpawnID 12\n\tInventory.PickupMessage \"$GOTSHELLS\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"SHELA0\"\n\tInventory.Pickupsound \"SHELPK1\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSHEL A -1\n\t\tStop\n\t}\n}\n\n// Shell box ---------------------------------------------------------------\n\nACTOR AmmoShellBox : AmmoShell\n{\n\tGame Doom\n\tSpawnID 143\n\tInventory.PickupMessage \"$GOTSHELLBOX\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"SHELPK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX A -1\n\t\tStop\n\t}\n}\n\nActor SlugMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SlugRoundsUpgrade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SlugRounds: CustomInventory\n{\n Game Doom\n Scale 0.9\n +INVENTORY.ALWAYSPICKUP\n +COUNTITEM\n Inventory.PickupMessage \"Picked up a box of Slugs.\"\n Inventory.PickupSound \"weapons/sgpump\"\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n States\n {\n Spawn:\n SLSU A -1\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SlugRoundsUpgrade\", 1)\n\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n Stop\n }\n}\n\n//Magnum Rounds\n\nACTOR AmmoMagnum : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up some magnum rounds.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 6\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"MAGAA0\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tMAGA A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoMagnumBox : AmmoMagnum\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of magnum rounds.\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"CBOXPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tMBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoShellReplacer : BasicAmmoPickup Replaces Shell\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn2\") // Magnum Ammo\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShell\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoMagnum\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoShellBoxReplacer : BasicAmmoPickup Replaces ShellBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn3\") // Magnum Ammo Box\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Slug Rounds Upgrade\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShellBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SlugRounds\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoMagnumBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR SSGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 2\n Inventory.Icon \"SGN2A0\"\n}\n\nACTOR PlasmaAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 50\n Inventory.Icon \"PLASA0\"\n}\n\nACTOR GLAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n Inventory.Icon \"GLAPA0\"\n}\n\nACTOR DoublePlasmaAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"PLASB0\"\n}\n\nACTOR MiniHellRocketAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"HMLRA0\"\n}\n\nACTOR SoulAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 300\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 600\n Inventory.Icon \"BDSLA0\"\n}\n\nACTOR Gas : Ammo\n{\n Inventory.Amount 50\n Inventory.MaxAmount 300\n Ammo.BackpackAmount 50\n Ammo.BackpackMaxAmount 600\n Inventory.Icon \"GSLNA0\"\n Inventory.PickupMessage \"Picked up a jug of Gasoline.\"\n Inventory.PickupSound \"BFGREADY\"\n Scale 0.9\n States\n {\n\tSpawn:\n\t\tGSLN A -1\n\t\tStop\n }\n}\n\nACTOR MP40Ammo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 32\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 32\n Inventory.Icon \"MP40I0\"\n\n}\n\nACTOR DualMP40Ammo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 64\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 64\n Inventory.Icon \"MP40J0\"\n}\n\nACTOR RailgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Inventory.Icon \"SRCGA0\"\n Ammo.BackpackMaxAmount 50\n}\n\nACTOR GrenadeAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Grenade.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"GRNDA\"\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeBox : GrenadeAmmo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of grenades.\"\n\tInventory.Amount 3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR TankAmmo : Ammo\n{\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechAmmo : Ammo\n{\n\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HeavyMachinegunAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 200\n\tInventory.MaxAmount 2000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechRocketAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR AutocannonAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 1000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechMOrtarAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 2\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HelicopterRocketAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HelicopterMissileAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR BDPistolAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 16\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 16\n Inventory.Icon PISTG0\n}\n\nACTOR BDDualPistolAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 32\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 32\n Inventory.Icon PISTH0\n}"
},
{
"source": "pk3",
"name": "AmmoDroper.txt",
"contents": "ACTOR AmmoDroper : BrutalWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOALERT\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tWeapon.SelectionOrder 9999\n\n States\n\t{\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"FistsSelected\", 1)\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDroper\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 AAAAAA 1 A_Lower\n\t\tWait\n\n\tReady3:\n\tSelectAnimation:\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(396)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, \"ReadyArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"ReadyHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"ReadyGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"ReadyGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"ReadyCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"ReadyRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"ReadyMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"ReadyRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"ReadyShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"ReadyMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"ReadyMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"ReadyPistol\")\n\tReadyPistol:\n\t\tADRO A 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMauser:\n\t\tADRO B 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMagnum:\n\t\tADRO C 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyShell:\n\t\tADRO D 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRifle:\n\t\tADRO E 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMG42:\n\t\tADRO F 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRocket:\n\t\tADRO G 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyCell:\n\t\tADRO H 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGas:\n\t\tADRO I 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGrenade:\n\t\tADRO J 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyHealth:\n\t\tADRO L 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyArmor:\n\t\tADRO K 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, 4)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, 4)//Removed a slot if already at 12\n\t\tTTN1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, 4)//Increment slot to 12\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 11)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(396)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, \"DropArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"DropHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"DropGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"DropGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"DropCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"DropRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"DropMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"DropRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"DropShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"DropMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"DropMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"DropPistol\")\n\n\tDropPistol:\n\t\tADRO A 1 BRIGHT\n\t\tADRO A 1 BRIGHT A_JumpIFInventory(\"Clip1\", 10, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip1\", 10)\n\t\tADRO A 10 BRIGHT A_SpawnItemEx(\"CLIP1Drop\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMauser:\n\t\tADRO B 1 BRIGHT\n\t\tADRO B 1 BRIGHT A_JumpIFInventory(\"Mauser9mm\", 32, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Mauser9mm\", 32)\n\t\tADRO B 10 BRIGHT A_SpawnItemEx(\"Mauser9mm\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMagnum:\n\t\tADRO C 1 BRIGHT\n\t\tADRO C 1 BRIGHT A_JumpIFInventory(\"AmmoMagnum\", 6, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoMagnum\", 6)\n\t\tADRO C 10 BRIGHT A_SpawnItemEx(\"AmmoMagnum\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropShell:\n\t\tADRO D 1 BRIGHT\n\t\tADRO D 1 BRIGHT A_JumpIFInventory(\"AmmoSHell\", 4, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoSHell\", 4)\n\t\tADRO D 10 BRIGHT A_SpawnItemEx(\"AmmoSHell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRifle:\n\t\tADRO E 1 BRIGHT\n\t\tADRO E 1 BRIGHT A_JumpIFInventory(\"Clip2\", 30, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 30)\n\t\tADRO E 10 BRIGHT A_SpawnItemEx(\"Clip2\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMG42:\n\t\tADRO F 1 BRIGHT\n\t\tADRO F 1 BRIGHT A_JumpIFInventory(\"BuzzSawAmmo\", 100, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BuzzSawAmmo\", 100)\n\t\tADRO F 10 BRIGHT A_SpawnItemEx(\"BuzzSawAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRocket:\n\t\tADRO G 1 BRIGHT\n\t\tADRO G 1 BRIGHT A_JumpIFInventory(\"AmmoRocket\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\", 1)\n\t\tADRO G 10 BRIGHT A_SpawnItemEx(\"AmmoRocket\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropCell:\n\t\tADRO H 1 BRIGHT\n\t\tADRO H 1 BRIGHT A_JumpIFInventory(\"AmmoCell\", 20, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\", 20)\n\t\tADRO H 10 BRIGHT A_SpawnItemEx(\"AmmoCell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGas:\n\t\tADRO I 1 BRIGHT\n\t\tADRO I 1 BRIGHT A_JumpIFInventory(\"Gas\", 50, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 50)\n\t\tADRO I 10 BRIGHT A_SpawnItemEx(\"Gas\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGrenade:\n\t\tADRO J 1 BRIGHT\n\t\tADRO J 1 BRIGHT A_JumpIFInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tADRO J 10 BRIGHT A_SpawnItemEx(\"GrenadeAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropHealth:\n\t\tADRO L 1 BRIGHT\n\t\tADRO L 1 BRIGHT A_JumpIf(health >= 105, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough bonus health to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(395)//Decrease health by 5\n\t\tADRO L 10 BRIGHT A_SpawnItemEx(\"HealthPlusDropped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropArmor:\n\t\tADRO K 1 BRIGHT\n\t\tADRO K 1 BRIGHT A_JumpIFInventory(\"BasicArmor\", 5, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough armor to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BasicArmor\", 5)\n\t\tADRO K 10 BRIGHT A_SpawnItemEx(\"ArmorShardDroped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nACTOR AmmoDropSlot : Inventory\n{\n Inventory.Amount 0\n Inventory.MaxAmount 12\n}"
},
{
"source": "pk3",
"name": "ArchVile.txt",
"contents": "ACTOR TehArchvile: Archvile Replaces Archvile\n{\n\tGame Doom\n\tSpawnID 111\n\tRadius 17\n\tHeight 55\n\tMass 500\n\tSpeed 15\n\tHealth 700\n\tGibHealth 30\n\tPainChance 10\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 0.5\n\tDamagefactor \"Fatality\", 0.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\n\tBloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\n\tMonster\n\tMaxTargetRange 896\n\t+QUICKTORETALIATE\n\t+FLOORCLIP\n\t+NOTARGET\n DamageType Burn\n\tDropItem \"DemonStrengthRune\", 16\n\tSeeSound \"vile/sight\"\n\tPainSound \"vile/pain\"\n\tDeathSound \"vile/death\"\n\tActiveSound \"vile/active\"\n\tMeleeSound \"vile/stop\"\n\tObituary \"%o was exploded by an Arch-Vile.\"\n\tDeathHeight 4\n\tBurnHeight 0\n\tTag \"Archvile\"\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaArchvile\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tDIAB B 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyIsArchvile\")\n\t\tMARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\n\tSpawn2:\n\t\tDIAB B 20 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tLoop\n\tSee:\n\t\tDIAB AA 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB BB 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB CC 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB DD 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyIsArchvile\")\n\t\tLoop\n\tMissile:\n\t\tDIAB E 0 BRIGHT A_VileStart\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB E 10 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB E 7 A_VileTarget\n\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB JKLMN 3 BRIGHT A_FaceTarget\n\t\tDIAB O 3 BRIGHT A_VileAttack\n\t\tDIAB P 3 BRIGHT\n\t\tGoto See\n\n\tHeal:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\")\n\t\tDIBR X 10 BRIGHT\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 52)\n\t\tDIAB Q 5\n\t\tDIAB Q 5 A_Pain\n\t\tGoto See\n\n\tPain.Slide:\n\tPain.Kick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 52)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil(8)\n\t\tDIAB Q 10 A_Pain\n\t\tDIAB Q 10\n\t\tGoto See\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tVID2 ABCDE 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID2G\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(64, \"Death.ARm\")\n\n\tDeath.Simple:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDIAB RSTUVWX 5 A_SpawnItem (\"MuchBlood\", 40)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvile\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Arm:\n\tDeath.Minigun:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AAA 0 A_SpawnItem (\"MuchBlood\", 50)\n\t\tVID2 HHIJ 5\n\t\tTNT1 A 0 A_SpawnItem(\"DyingArchvileNoArm\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_Jump(96, \"Death.ARm\")\n\tTNT1 A 0 A_Jump(96, \"Death.Cut\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"SSGSelected\", 1, \"BrutalDeath\")\n\tTNT1 A 0 A_Jump(96, \"BrutalDeath\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Desintegrate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tGoto RippedOpen\n\n\tDeath.Cut:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 42, 0, random (0, 360), 2, random (60, 120))\n\t\tGoto RippedOpen\n\n\tDeath.Deletus:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tBrutalDeath:\n\tDeath.Saw:\n\tDeath.Blast:\n\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\tTNT1 A 0 A_Scream\n\tTNT1 AA 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileHead\", 52, 0, random (0, 360), 2, random (60, 120))\n\tRippedOpen:\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_NoBlocking\n\tVID3 A 3\n\tVID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 46, 0, random (0, 360), 2, random (0, 45))\n\tVID3 BCDEFGHIJK 3\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3L\")\n\tTNT1 A -1\n\tStop\n\n\tXDeath:\n Death.ExplosiveImpact:\n\tDeath.Explosives:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_Jump(96, \"Death.Saw\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArchvileLeg\", 32, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tXVIP ABCDEFGHIJKLMNOPQ 2\n\t\tXVIP Q -1\n\t\tStop\n\n\t Death.Fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tCARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB M -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n\t TNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto BrutalDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death.Fatality2\")\n TNT1 A 0 A_GiveToTarget(\"ArchvileFatality\", 1)\n Stop\n\n\tDeath.Fatality2:\n TNT1 A 0 A_GiveToTarget(\"ArchvileFatality2\", 1)\n Stop\n\n Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ArchVile\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenArchvile\")\n\tStop\n\t}\n}\n\nACTOR ArchvileFire2 Replaces ArchvileFire\n{\n\tGame Doom\n Scale 1.0\n\t+NOBLOCKMAP +NOGRAVITY\n\tRenderStyle Add\n\n\tAlpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 bright A_StartFire\n\t\tINFE ABCDEF 1 bright A_Fire\n\t\tINFE G 1 bright A_FireCrackle\n\t\tINFE HIJKLM 1 bright A_Fire\n\t\tINFE N 1 bright A_FireCrackle\n\t\tINFE OPQRS 1 bright A_Fire\n\t\tINFE T 1 bright A_FireCrackle\n\t\tTNT1 A 2\n\t\tStop\n\n\t}\n}\n\nactor DeadArchvile: CurbstompedMarine\n{\n States\n {\n Spawn:\nDIAB X -1\n Stop }}\n\nactor DeadArchvileVID2G: DeadArchvile\n{\n States\n {\n Spawn:\nVID2 G -1\n Stop }}\n\nactor DeadArchvileXVILQ: DeadArchvile\n{\n States\n {\n Spawn:\nXVIL Q -1\n Stop }}\n\n\t actor DeadArchvileVIGIJ: DeadArchvile\n{\n States\n {\n Spawn:\nVIGI J -1\n Stop }}\n\nactor FatalizedArchVile1: CurbstompedMarine\n{\n States\n {\n Spawn:\nAVF1 Z -1\n Stop }}\n\nactor ArchvileStabbedTheFuckOut: CurbstompedMarine\n{\n States\n {\n Spawn:\n\tAVF2 T 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\tAVF2 T -1\n Stop }}\n\nactor DeadArchvileVID3Q: DeadArchvile\n{\n States\n {\n Spawn:\nVID3 Q -1\n Stop }}\n\nactor DeadArchvileVID2O: DeadArchvile\n{\n States\n {\n Spawn:\nVID2 O -1\n Stop }}\n\nactor DeadArchvileVID3L: DeadArchvile\n{\n States\n {\n Spawn:\nVID3 L -1\n Stop }}\n\nACTOR DyingArchvileNoArm: TehArchvile\n{\n Radius 12\n Height 47\n Speed 9\n\tHealth 20\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t-SOLID\n\tMass 500\n\tDeathHeight 4\n\tBurnHeight 0\n States\n {\n\n\t\tSpawn:\n\t\tSee:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_FaceTarget\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\tDeath:\n\t\t VID2 A 0 A_Scream\n\t\t TNT1 A 0 A_NoBlocking\n\t\t VID2 MN 6\n\t\t TNT1 A 0 A_SpawnItem(\"DeadArchvileVID2O\")\n\t\t Stop\n\n\tDeath.Desintegrate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tVID3 MNOP 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3Q\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tBrutalDeath:\n\tDeath.Saw:\n\tDeath.Minigun:\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tDeath.Blast:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tVID3 A 3\n\t\tVID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 46, 0, random (0, 360), 2, random (0, 45))\n\t\tVID3 BCDEFGHIJK 3\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3L\")\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Artifact.txt",
"contents": "// Invulnerability Sphere ---------------------------------------------------\n\nACTOR InvulnerabilitySphere_ : PowerupGiver Replaces InvulnerabilitySphere\n{\n\tGame Doom\n\tSpawnID 133\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Invulnerable\n\t//Powerup.Color White //InverseMap\n\tPowerup.Colormap 0.0, 0.0, 0.0, 1.0,1.0,1.0\n\tInventory.PickupMessage \"$GOTINVUL\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Invulnerability\"\n\tStates\n\t{\n\tSpawn:\n\t\tPINV AAABBBCCCDDD 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,20)\n\t\tLoop\n\t}\n}\n\n// Soulsphere --------------------------------------------------------------\n\nACTOR LifeSphere : CustomInventory Replaces SoulSphere\n{\n\tSpawnID 25\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Soulsphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Soulsphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tSOUL AAABBBCCCDDDCCCBBB 2 Bright A_SpawnItem(\"BlueFlareMedium2\",0,20)\n\t\tLoop\n\tPickup:\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"ShinnySmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_GiveInventory(\"SoulSphereHealth\", 1)\n\t\tStop\n\t}\n}\n\nACTOR SoulSphereHealth : Health\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR EnergySphere : CustomInventory Replaces Megasphere\n{\n\tSpawnID 132\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Megasphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Megasphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEGA AABBCCDD 2 BRIGHT A_SpawnItem(\"WhiteFlareMedium2\",0,14)\n\t\tLoop\n\tPickup:\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"ShinnySmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyArmor\", 1)\n\t\tTNT1 AA 0 A_GiveInventory(\"SoulsphereHealth\", 1)\n\t\tStop\n\t}\n}\n\n// infrared -----------------------------------------------------------------\n\nACTOR NightVision : CustomInventory Replaces InfraRed\n{\n\tGame Doom\n\tSpawnID 138\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Infrared Googles.\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tSVIS E 7\n\t\tSVIS D 3 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS C 2 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS BAB 1 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS C 2 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS D 3 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tLoop\n\n\tPickup:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"HasInfrared\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"NightVisionGiver\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(398, 0, 0, 0, 0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR NightVisionGiver : PowerupGiver\n{\n\tGame Doom\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Torch\n\tPowerup.Color 99 99 99\n\tInventory.PickupMessage \"$GOTVISOR\"\n\t//Powerup.Colormap 0.0, 0.0, 0.0, 1.0,0.5,0.5\n\tPowerup.Duration -120\n\tStates\n\t{\n\tSpawn:\n\t\tSVIS E 7\n\t\tSVIS D 3 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS C 2 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS BAB 1 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS C 2 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS D 3 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\t}\n}\n\n// Berserk ------------------------------------------------------------------\n\nACTOR BerserkPack : CustomInventory Replaces Berserk\n{\n\tGame Doom\n Scale 1.2\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"$GOTBERSERK\"\n Inventory.PickupSound \"BERSPKUP\"\n\tTag \"Berserk Pack\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDK C 0\n\t\tMEDK C 0 A_SpawnItemEx(\"EvidenceCheckerbERSERk\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tSpawn1:\n\t\tMEDK C 2 BRIGHT A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"GetBerserkEffect\")\n\t\t//TNT1 A 0 A_SelectWeapon(\"Melee_Attacks\")\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"Press Reload (R) to alternate execution modes\")\n\t\tStop\n\t}\n}\n\nACTOR SuperBlurSphere : CustomInventory\n{\n +COUNTITEM\n +VISIBILITYPULSE\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n RenderStyle Translucent\n Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n States\n {\n Spawn:\n PINS AABBCCDDCCBB 2 Bright A_SpawnItem(\"RedFlare\", 0, 24)\n Loop\n Pickup:\n\t TNT1 A 1\n TNT1 A 0 A_GiveInventory(\"IsInvisible\", 1)\n\t TNT1 A 0 A_GiveInventory(\"Blursphere\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(397, 0, 0, 0, 0)\n\t TNT1 A 1\n\t Stop\n }\n}\n\nACTOR DemonStrengthRune : BerserkPack\n{\n\tGame Doom\n Scale 1.0\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Demon Strength Rune. RIP AND TEAR!\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tDPRF AABBCCBB 2 BRIGHT A_SpawnItem(\"RedFlareSmall\",0,25)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\", 1)\n\t\tTNT1 A 0 HealThing(10, 0)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. RIP AND TEAR!\")\n\t\tStop\n\t}\n}\n\nACTOR RadSuits : CustomInventory Replaces Radsuit\n{\n Height 46\n SpawnID 136\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n States\n {\n Spawn:\n SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n Pickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"Radsuit3\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Radsuit2\", 1)\n\t\tStop\n }\n}\n\nACTOR RadSuit2 : PowerupGiver\n{\n Height 46\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n Powerup.Type \"Mask\"\n Powerup.Duration -60\n States\n {\n Spawn:\n SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n }\n}\n\nACTOR RadSuit3 : PowerupGiver\n{\n Height 46\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n Powerup.Type \"IronFeet\"\n States\n {\n Spawn:\n SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n }\n}\n\n//A randomizer for Demon Runes\nACTOR DemonRuneMix: CustomInventory\n{\n\tGame Doom\n\tscale 1.0\n\tradius 16\n\theight 16\n\t+INVENTORY.BIGPOWERUP\n\tdamage 0\n\tMass 1\n\tInventory.PickupMessage \"You got the Demon Sphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DemonRuneCheck\")\n\t\tTNT1 A 4\n\tLive:\n\t\tDMRU AABBCCDD 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,20)\n\t\tLoop\n\tPickup:\n\t TNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"Pickup2\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BaronMorph\")\n\t\tStop\n\tPickup2:\n\t\tTNT1 A 1\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RevenantMorph\")\n\t\tStop\n\tCancels:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR MorphToken : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nactor NightVisionSpawner : RandomSpawner\n{\n DropItem \"DemonRuneMix\"\n DropItem \"NIghtvision\"\n\tDropItem \"Flamethrower2\"\n\tTag \"Nightvision/Demon Rune/Flamethrower\"\n}"
},
{
"source": "pk3",
"name": "ArtilleryTank.txt",
"contents": "//Sergeant Mark IV's vehicles.\n//If you want to modify and reuse this on your wad, please ask me first.\n\nActor ArtilleryTankTurretNotReal: TankBaseNotReal\n{\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 1\nStop\n}}\n\nActor ArtilleryTankTurretNotReal2: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 2\nStop\n}}\n\nActor ArtilleryTankTurretNotReal4: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 4\nStop\n}}\n\nActor ArtilleryTankTurretNotReal8: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2E T 8\nStop\n}}\n\nACTOR ArtilleryTank: Tank 7264\n{\n Radius 64\n\tHeight 88\n\thealth 2000\n\tScale 1.0\n\tMass 36300//40 tons\n States\n {\n Spawn:\n\t TNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetNewTankDirection\", 0, 0, 0, 0)//Check vehicle initial angle.\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tGoto StandingHere\n\n\t StandingHere:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetBaseAngle\", 0, 0, 0, 0)//SpawnVehicleBase\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItem(\"StationedVehicleCheckRepairs\")\n\t\tLoop\n\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTNK1 C 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 A_Look\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\t//TNT1 A 0 A_Chase(\"\",\"\",CHF_DONTMOVE )\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"ArtilleryTankMorpher\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HeavyMachinegunAmmo\", 1200)\n\t\tTNT1 A 0 A_GiveToTarget(\"HelicopterRocketAmmo\", 30)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItem(\"BigExplosion1112\")\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_NoBlocking\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard1\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard2\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 A 0 A_SpawnItem(\"DestroyedArmouredVehicleTemp\")\n\tELEC A 0 A_Explode(100, 250)\n\tTNT1 A 15\n\tTNT1 A 0\n\tStop\n\n\tPain.Repair:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 HealThing(104)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1200, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyMachinegunAmmo\", 80)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 30, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HelicopterRocketAmmo\", 2)\n\t\tTN2E T 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto StandingHere\n\t}\n}\n\nACTOR ArtilleryTankRealism: ArtilleryTank\n{\nHealth 10000\n}\n\nACTOR ArtilleryTankUsed: ArtilleryTank\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t TNT1 A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetBaseAngle\", 0, 0, 0, 0)//SpawnVehicleBase\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckOnline\")\n\t\tGoto StandingHere\n\n\tIsOnline:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TAkeInventory(\"TankBaseDirection\", 500)\n\t\tGoto StandingHere\n\nActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTTR1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\t//TNT1 A 0 A_Chase(\"\",\"\",CHF_DONTMOVE )\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"ArtilleryTankMorpher\", 1)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tStop\n\t}\n}\n\nACTOR PowerArtilleryTankSwitch : PowerMorph {PowerMorph.PlayerClass \"PlayerArtilleryTank\"}\n\nACTOR ArtilleryTankMorpher : CustomInventory\n{\n States\n {\n PickUp:\n TNT1 A 1\n TNT1 A 0 ACS_NamedExecuteAlways(\"BDEnterTank\", 0, 0, 0, 0)//Get into ArtilleryTank\n TNT1 A 0 A_GiveInventory(\"ArtilleryTankMorphActivation\")\n TNT1 A 0 A_SpawnItem(\"CancelTeleportFog\")\n TNT1 A 1\n Stop\n }\n }\n\nACTOR ArtilleryTankMorphActivation : PowerupGiver\n{\n Powerup.Type \"PowerArtilleryTankSwitch\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Health 100\n GibHealth 1\n Mass 5000\n Height 72\n Radius 32\n States\n {\n Spawn:\n TNT1 A 100\n Stop\n\n PickUp:\n TNT1 A 1\n TNT1 A 1\n Stop\n }\n }\n\nACTOR PlayerArtilleryTank : PlayerTank\n{\n\tHeight 88\n\thealth 2000\n\tplayer.viewheight 65\n player.attackzoffset 21\n\tPlayer.MorphWeapon \"ArtilleryTankGun\"\n\tMass 36300//40 tons\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 ThrustTHingZ(0, 100, -1, 1)\n\t\tTN2M T 1\n\tSpawn2:\n\t TNT1 A 0 A_GiveInventory(\"IsInATank\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BackPedal\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0, 1, PROP_BUDDHA)\n\t\tTN2M T 1\n\t\tTN2M TTTT 1 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, -90, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTN2M TTTT 1 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, -90, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_Print (\"A\", 2, \"TUTO2\")\n\tGoto Stay\n\nExitVehicle:\n\tTNT1 A 1\n\tTNT1 A 0 A_ChangeFlag(NOPAIN, 1)\n\tTNT1 A 0 A_JumpIfHealthLower(2, \"EmergencyExit\")\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\n\tTNT1 A 0 A_SpawnItemEx (\"TransferPlayerOutOfVehicle\", 0, 0, 92)\n\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\tTNT1 A 0 A_JumpIfInventory(\"CanLeaveVehicle\", 1, \"CanExit\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\tTNT1 A 0 A_Print(\"Can't leave from this direction\", 1)\n\tGoto Stay\n\n\tCanExit:\n\tTNT1 A 0\n\tTNT1 A 2 A_TakeInventory(\"IsInATank\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tTNT1 A 0 A_SpawnItemEx (\"ArtilleryTankUsed\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tGoto FinishExit\n\n\tFinishExit:\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 AAA 10 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tGoto Stay\n\n\tEmergencyExit:\n\tTNT1 A 0\n\n\tTNT1 A 2 A_TakeInventory(\"IsInATank\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\n\tTNT1 A 0 ThrustThingZ(0,120,0,1)\n\tTNT1 A 0 A_SpawnItem(\"TankExplode\")\n\tPLA1 J 2\n\tTNT1 A 0 A_StopSound(1)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_FLIGHT)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tPLA1 J 100\n\tGoto Stay\n\nTurnLeft:\n\t\tTNT1 A 0\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\t\tGoto CheckIfStillMoves\n\n\tTurnLeft2:\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnLeftAccel\")\n\t\tGoto TurnLeft\n\nTurnLeftAccel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tTurnRight:\n\t\tTNT1 A 0\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\t\tGoto CheckIfStillMoves\n\n\tTurnRight2:\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", 360)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnRightAccel\")\n\t\tGoto TurnRight\n\nTurnRightAccel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tCheckIfStillMoves:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_PlaySound(\"TANK2\", 5, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"TANK3\", 2)\n\n\tStay:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"TANK2\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto Stay\n\nPain.TracksDamaged:\n\t TNT1 A 0\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_Jump(32, \"DestroyTracks\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTN2M T 1\n\t\tGoto Stay\n\n\tPain.Repair:\n\t\tTNT1 A 0\n\t\tTN2E T 1 A_PlaySound(\"vehicle/pain\")\n\t\tTNT1 A 0 HealThing(104)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1200, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyMachinegunAmmo\", 80)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 30, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HelicopterRocketAmmo\", 2)\n\t\tTN2E T 1\n\t\tGoto Stay\n\n\tAccelerate:\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\nBackpedal:\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , -100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRight\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRight\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRight\")\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tFalling:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"CheckIfStillMoves\")\n\n\tFallingForReal:\n\t\tTNT1 A 0\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz == 0, \"CrashIntoGround\")\n\t\tTNT1 A 0 A_GiveInventory(\"VehicleFallingCount\", 1)\n\t\tLoop\n\n\tCrashIntoGround:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"VehicleFallingCount\", 6, \"CrashIntoGroundViolently\")\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround1\")\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"LargeMassWaterImpact\", 0, 0, -10)\n\t\tTNT1 A 0 Radius_Quake(1, 6, 0, 4, 0)\n\t\tTNT1 A 0 A_PlaySound(\"EBIKEBNC\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"VehicleFallingCount\", 100)\n\t\tGoto Stay\n\n\tCrashIntoGroundViolently:\n\t\tTNT1 A 0\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround1\")\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround2\")\n\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -10)\n\n\t\tTNT1 A 0 Radius_Quake(8, 24, 0, 4, 0)\n\t\tTNT1 A 0 A_PlaySound(\"BIKECLW\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"EBIKECLS\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlasmaSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_TakeInventory(\"VehicleFallingCount\", 100)\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SetPitch(4.0 + pitch)\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SetPitch(4.0 + pitch)\n\t\tGoto Stay\n\nDeath:\n\tXDeath:\n TNT1 A 1\n\tTNT1 A 0 A_SpawnItem(\"BigExplosion1112\")\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard1\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard2\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tELEC A 0 A_Explode(100, 250)\n\tTNT1 A 0 A_SpawnItem(\"DestroyedArmouredVehicleTemp\")\n\t8762 A 5\n\tTNT1 A 0 A_TakeInventory(\"ArtilleryTankGun\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsInATank\", 1)\n\t8762 A 100\n\t8762 A 0\n\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Vehicle's weapons and misc\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nACTOR ArtilleryTankGun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"HeavyMachinegunAmmo\"\n\tWeapon.AmmoType2 \"HelicopterRocketAmmo\"\n\tObituary \"%o was wasted by an artillery tank.\"\n\tWeapon.SelectionOrder 9999\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tTag \"$TAG_PISTOL\"\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"TNKENGS\", 4)\n\t\tTNHD W 10\n\t\tTNT1 A 0 A_PlaySound(\"INFRARED\", 1)\n\t\tTNHD XYZXYZXYZXYZXYZXYZXYZ 1 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNHD Y 0 A_TakeInventory(\"PressedJump\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNHD X 1 A_Gunflash\n\t\tTNT1 A 0 A_SetCrosshair(34)\n\t\tGoto ReadyToFire\n\n\tReadyToFire:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"ReadyToFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNLH G 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"ZoomMode\")\n\t\tLoop\n\n\tReadyToFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"ZoomMode\")\n\t\tLoop\n\n\tNoAmmo:\n\t\tTNLH G 2\n\t\tTNT1 A 0 A_Print(\"Ammunition Depleted\", 2)\n\t\tGoto ReadyToFire\n\n\tNoAmmoZoom:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Print(\"Ammunition Depleted\", 2)\n\t\tGoto ReadyToFire2\n\n\tZoomMode:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"StopZoom\")\n\t\tTNT1 A 0 A_ZoomFactor(5.0)\n\t\tTNT1 A 0 A_GiveInventory(\"TankZoom\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tGoto ReadyToFire2\n\n\tStopZoom:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tGoto ReadyToFire\n\n\tDeselect:\n\t\tTNHD Z 1 A_Lower\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNHD z 1 A_Raise\n\t\tTNHD zzzzzzzzzzzzzzzzzzzzzz 0 A_Raise\n\t\tTNHD z 1 A_Raise\n\t\tGoto Ready\n\n\tEmergencyExit:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CARSTE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUse\")\n\t\tTNT1 A 5\n\t\tGoto LightEnd\n\n\tFire://zero-offset = 65 pixels high\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"FireZoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNLH H 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, -32, -16, 0, 0)\n\t\tTNLH I 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", -0.2, 0, -32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNLH J 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNLH K 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, 32, -16, 0, 0)\n\t\tTNLH L 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", 0.2, 0, 32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNLH M 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyToFire\n\n\tFireZoom:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmoZoom\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 H 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, -32, -16, 0, 0)\n\t\tTNT1 I 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", -0.2, 0, -32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNT1 J 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 K 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, 32, -16, 0, 0)\n\t\tTNT1 L 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", 0.2, 0, 32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNT1 M 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyToFire2\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"AltFireDM\")\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire\n\n\tAltFireDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire\n\n\tAltFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 2, 1)\n\t\tGoto NoAmmoZoom\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"AltFire2DM\")\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire2\n\n\tAltFire2DM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire2\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(2, \"EmergencyExit\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tGoto Flash\n\n\tTooHigh:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetPitch(325)\n\t\tGoto Flash\n\n\tTooLowCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetPitch(15)\n\t\tGoto Flash\n\n\tTooHighCheck:\n\t\tTNT1 A 0\n\t\tNULL A 0 A_JumpIf (pitch < 324, \"TooHigh\")\n\t\tGoto Flash\n\n\tTooHighCheckGZD:\n\t\tTNT1 A 0\n\t\tNULL A 0 A_SetPitch(-35)\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_giveinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"INFRARED\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 2)\n Goto ReadyToFire\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 2)\n Goto ReadyToFire\n\n\tLightEnd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\n\t}\n}\n\nACTOR TankMissile: Rocket2\n{\n\tSpeed 50\n Damage (random (450, 450))\n\tDamageType Explosive\n\tScale 1.0\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\t-NOGRAVITY\n\tGravity 0.2\n\tStates\n\t{\n\tSpawn:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"DSMISLAU\", 1, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"DSMISFIR\", 4)\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 6, -1, 1)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames1\", 0, 0, angle-170, CMF_ABSOLUTEANGLE)\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames2\", 0, 0, angle-190, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames3\", 0, 0, angle-180, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 6, -1, 1)\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 40, 1, 1)\n\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 40, 1, 1)\n\n\tLive:\n\t MISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t Goto Live\n\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles3\", 10, 0, random (0, 360), 2, random (40, 90))\n EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankMissileExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HighExplosiveFlames\", random (10, 20), 0, random (0, 360), 2, random (10, 90))\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AA 4 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR TankMissileDM: TankMissile\n{\n\tSpecies \"none\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR TankMissile2: Rocket2\n{\n\tSpeed 50\n Damage (random (300, 300))\n\tDamageType Explosive\n\tScale 1.0\n\tSpecies \"EnemyTank\"\n\tStates\n\t{\n\tSpawn:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"DSMISLAU\", 1, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"DSMISFIR\", 4)\n\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames1\", 0, 0, angle-170, CMF_ABSOLUTEANGLE)\n\t\tMISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames2\", 0, 0, angle-190, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames3\", 0, 0, angle-180, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\tLive:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t Goto Live\n\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles3\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AA 4 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "AssaultShotgun.txt",
"contents": "ACTOR AssaultShotgun : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tYScale 0.6\n\tXScale 0.8\n\tWeapon.SelectionOrder 350\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"AssaultShotgunAmmo\"\n\tObituary \"%o was shot down by %k's Assault Shotgun.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTASG\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+FORCEXYBILLBOARD\n Scale 0.8\n\tTag \"Assault Shotgun\"\n\tStates\n\t{\n\tSelectAnimation:\n TNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_GunFlash\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n A12G A 0 A_PlaySound(\"CLIPIN\")\n A12S ABCD 1 BRIGHT\n\n\tReady:\n\tReady3:\n\t\tA12G A 0\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n\t\tLoop\n\n\tReady2:\n\t\tA12G A 0\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\t ReadyNoFuckingAmmo:\n\t\tA12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\", 1, 1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"SlugMode\")\n\t\tGoto NoUpgrades\n\n\tNoUpgrades:\n\t\tTNT1 A 0 A_Print(\"You need the Slug Shells Upgrade for Alt-Fire mode.\", 2)\n\t\tA12G A 3 BRIGHT\n\t\tGoto Ready\n\n\tSlugMode:\n\t\tA12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"BuckShotMode\")\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNSR 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\", 2)\n\n\t\tA12R QQQQ 5 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n\tBuckShotMode:\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNWV 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\", 2)\n\n\t\tA12R QQQQ 5 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n\tDeselect:\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_TakeInventory(\"SlugMode\",1)\n A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"DeSelectNoAmmo\")\n\t\tA12S DCBA 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeSelectNoAmmo:\n\t\tA12R Q 1 BRIGHT A_Lower\n\t\tWait\n\n\tSelect:\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tA12G A 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectsNoAmmo:\n\t\tA12R QQQQQQ 1 BRIGHT A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t\tTNT1 A 0\n A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire\")\n A12G A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.5, 2.6, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage and recoil\n\t\tSHTN A 0 A_FireBullets (2.5, 2.6, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-2.7)\n\t\tA12G A 0 A_SetPitch(pitch-2.7)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,-14)\n A12F C 1 BRIGHT A_SetPitch(0.6 + pitch)\n\t\tA12F DEF 1 BRIGHT A_SetPitch(0.7 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\tSlugFire:\n A12G A 0 A_PlaySound(\"SlugASG\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.0, 2.1, -1, 120, \"ShotgunPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra recoil\n\t\tA12G A 0 A_SetPitch(pitch-2.7)\n\t\tA12G A 0 A_SetPitch(pitch-2.7)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,-14)\n A12F C 1 BRIGHT A_SetPitch(0.6 + pitch)\n\t\tA12F DEF 1 BRIGHT A_SetPitch(0.7 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\t Fire2: //Aiming DOwn the Sights\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire2\")\n A12A E 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.0, 2.1, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage and recoil\n\t\tSHTN A 0 A_FireBullets (2.0, 2.1, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,0)\n A12A G 1 BRIGHT\n\t\tA12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tSlugFire2: //Aiming Down the Sights\n\t\tA12A E 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (1.5, 1.6, -1, 120, \"ShotgunPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0, 0, random(-1,1))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra recoil\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,0)\n A12A G 1 BRIGHT\n\t\tA12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tAltFire:\n A12G A 0\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tA12G A 0 A_Giveinventory(\"Zoomed\",1)\n A12G A 0 A_ZoomFactor(1.3)\n\t\tA12G A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n A12A ABC 1 BRIGHT\n A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\t NoAim:\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12A CBA 1 BRIGHT\n Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tRIFG A 0 A_JumpIfInventory(\"AutoShotUnloaded\",1,\"ReadyNoFuckingAmmo\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tSHTZ A 0\n\t\t//A12G A 1 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,\"Ready\")\n\n A12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0\n A12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOP 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_GiveInventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_FireCustomMissile(\"EmptyDrumSpawn\",0,0,0,-20)\n\n\tPutMag:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugPutMag\")\n\t\tA12R Q 10 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tGoto InsertBullets\n\n\tSlugPutMag:\n\t\tA12R Q 10 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\n\tUnload:\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0\n A12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOPQ 1 BRIGHT\n\t\tA12G A 0 A_TakeInventory (\"Pumping\", 1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tA12G A 0\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto ReadyNoFuckingAmmo\n\n\tCheckSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tRI2G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tA1SP A 0 offset(-9,32)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tA12G A 0 offset(-9,32)\n\t\tA1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)\n\t\tA12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tA12G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tA1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tA12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tA12G A 1 BRIGHT\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tA12G A 0 A_PlaySound(\"Tired\", 2)\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tGoto Ready3\n\tStopSprint:\n\t\tA1SP A 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tA12P A -1\n\t\tStop\n\t}\n}\n\nACTOR AssaultShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 20\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 20\n Inventory.Icon \"A12PA0\"\n}"
},
{
"source": "pk3",
"name": "Axe.txt",
"contents": "ACTOR BrutalAxe : BrutalWeapon\n{\n\tObituary \"%o was choped down by %k's axe.\"\n AttackSound \"None\"\n Inventory.PickupSound \"AXEDRAW\"\n\tInventory.Pickupmessage \"$GOTAXE\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n +FORCEXYBILLBOARD\n\tWeapon.SelectionOrder 2100\n\tScale 0.9\n\tTag \"Axe\"\n\tStates\n\t{\n\tDualWield:\n\t\tAXEG ABCDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tAXEF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongThrow\")\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxe\", 0, 0, 0, 0)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tStrongThrow:\n\t\tTNT1 A 0\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxeStrong\", 0, 0, 0, 0)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tReady3:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\tReady:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tAXEG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodCheckSprint\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodCheckSprint\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodCheckSprint\")\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tAXEP A 0 offset(-9,32)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXEG A 0 offset(-9,32)\n\t\tAXEP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXEG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXEP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXEG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tAXEG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tAXEP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n AXES CBA 1\n\t\tAXEG A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tAXEG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tAXEG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tAXEG A 0 A_Giveinventory(\"SawSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t AXEG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n AXEG A 0 A_PlaySound(\"AXEDRAW\")\n AXES ABCD 1\n AXEG A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodFire\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodFire\")\n AXEG ABCDE 1\n\n\tHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.RedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG D 1\n\t\tAXEF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\n\tEndSwing:\n\t\tAXEF C 1 A_SetPitch(pitch+2)\n\t\tAXEF D 1 A_SetPitch(pitch+2)\n\t\tAXEF E 1 A_SetPitch(pitch+2)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AxePuffs\", 0, 64, 0, 16)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\t\tGoto EndSwing\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tSpawn:\n\t\tAXE1 A 1\n\t\tAXE1 A -1\n\t\tStop\n\n\tRedBloodReady:\n\tRedBloodReady3:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXRG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"RedBloodCheckSprint\")\n\t\tLoop\n\n\tRedBloodCheckSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"RedBloodStartSprint\")\n\t\tGoto Ready\n\n\tRedBloodStartSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"RedBloodStopSprintTired\")\n\n\tRedBloodSprinting:\n\t\tAXRP A 0 offset(-9,32)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXRG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXRG A 0 offset(-9,32)\n\t\tAXRP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXRG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXRG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXRG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXRG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXRP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXRG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"RedBloodSprinting\")\n\t\tGoto RedBloodStopSprint\n\n\tRedBloodStopSprintTired:\n\t\tAXRG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tGoto RedBloodReady\n\n\tRedBloodStopSprint:\n\t\tAXRP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto RedBloodReady\n\n RedBloodFire:\n AXRG ABCDE 1\n\tHold.RedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG D 1\n\t\tAXRF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\n\tRedBloodEndSwing:\n\t\tAXRF CD 1\n\t\tAXRF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tRedBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AxePuffs\", 0, 64, 0, 16)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\t\tGoto RedBloodEndSwing\n\n\tBlueBloodReady:\n\tBlueBloodReady3:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXBG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"BlueBloodCheckSprint\")\n\t\tLoop\n\n\tBlueBloodCheckSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"BlueBloodStartSprint\")\n\t\tGoto Ready\n\n\tBlueBloodStartSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"BlueBloodStopSprintTired\")\n\n\tBlueBloodSprinting:\n\t\tAXBP A 0 offset(-9,32)\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXBG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXBG A 0 offset(-9,32)\n\t\tAXBP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXBG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXBG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXBG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXBG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXBP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXBG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"BlueBloodSprinting\")\n\t\tGoto BlueBloodStopSprint\n\n\tBlueBloodStopSprintTired:\n\t\tAXBG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tGoto BlueBloodReady\n\tBlueBloodStopSprint:\n\t\tAXBP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto BlueBloodReady\n\n BlueBloodFire:\n AXBG ABCDE 1\n\tHold.BlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG D 1\n\t\tAXBF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\n\tBlueBloodEndSwing:\n\t\tAXBF CD 1\n\t\tAXBF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tBlueBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AxePuffs\", 0, 64, 0, 16)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\t\tGoto BlueBloodEndSwing\n\n\tGreenBloodReady:\n\tGreenBloodReady3:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXGG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"GreenBloodCheckSprint\")\n\t\tLoop\n\n\tGreenBloodCheckSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"GreenBloodStartSprint\")\n\t\tGoto Ready\n\n\tGreenBloodStartSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"GreenBloodStopSprintTired\")\n\n\tGreenBloodSprinting:\n\t\tAXGP A 0 offset(-9,32)\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXGG A 0 offset(-9,32)\n\t\tAXGP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXGG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXGG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXGP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXGG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"GreenBloodSprinting\")\n\t\tGoto GreenBloodStopSprint\n\n\tGreenBloodStopSprintTired:\n\t\tAXGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tGoto GreenBloodReady\n\tGreenBloodStopSprint:\n\t\tAXGP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto GreenBloodReady\n\n GreenBloodFire:\n AXGG ABCDE 1\n\tHold.GreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG D 1\n\t\tAXGF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\n\tGreenBloodEndSwing:\n\t\tAXGF CD 1\n\t\tAXGF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tGreenBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AxePuffs\", 0, 64, 0, 16)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0, 0, 0)\n\t\tGoto GreenBloodEndSwing\n\n\t//Alt Fire Mode\n AltFire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltRedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"AltBlueBloodFire\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"AltGreenBloodFire\")\n AXEG ABCDE 1\n\tAltHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.AltRedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"Hold.AltBlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"Hold.AltGreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltEndSwing:\n\t\tAXEF I 1 A_SetAngle(angle+2)\n\t\tAXEF J 1 A_SetAngle(angle+2)\n\t\tAXEF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tAltStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AltAxePuffs\", 0, 64, 32, 0)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tGoto AltEndSwing\n\n AltRedBloodFire:\n AXRG ABCDE 1\n\tHold.AltRedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltRedBloodAltEndSwing:\n\t\tAXRF I 1 A_SetAngle(angle+2)\n\t\tAXRF J 1 A_SetAngle(angle+2)\n\t\tAXRF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tAltRedBloodAltStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AltAxePuffs\", 0, 64, 32, 0)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tGoto AltRedBloodAltEndSwing\n\n AltBlueBloodFire:\n AXBG ABCDE 1\n\tHold.AltBlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltBlueBloodAltEndSwing:\n\t\tAXBF I 1 A_SetAngle(angle+2)\n\t\tAXBF J 1 A_SetAngle(angle+2)\n\t\tAXBF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tAltBlueBloodAltStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AltAxePuffs\", 0, 64, 32, 0)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tGoto AltBlueBloodAltEndSwing\n\n AltGreenBloodFire:\n AXGG ABCDE 1\n\tHold.AltGreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltGreenBloodAltEndSwing:\n\t\tAXGF I 1 A_SetAngle(angle+2)\n\t\tAXGF J 1 A_SetAngle(angle+2)\n\t\tAXGF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tAltGreenBloodAltStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 4, \"AltAxePuffs\", 0, 64, 32, 0)\n\t\tAXEG AAA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tGoto AltGreenBloodAltEndSwing\n\t}\n}\n\nACTOR AxeAttack: FastProjectile\n{\n\tRadius 8\n\tHeight 16\n\tDamageType Cut\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\t+FORCEPAIN\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.15\n Damage (random(40,40))\n Speed 48\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tdecal \"SawVertical\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXEG A 0\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\tCrash:\n\tDeath:\n\t\tAXEG A 0\n\t\tAXEG A 0\n\t\tTNT1 AB 0 bright\n\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tAXEG A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tAXEG A 0 A_SpawnItem (\"Sparks\", 0)\n\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\tAXEG A 0 A_ALertMonsters(128)\n\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"Berserk\")\n\t\tStop\n\n\tSpawnFloor:\n\t\tAXEG A 0\n\t\tAXEG A 0 Acs_namedexecutealways(\"BDCheckFloorType\", 0, 0, 0, 0)//Check if is under a liquid\n\t\tTNT1 A 2\n\t\tAXEG A 0 A_ALertMonsters(128)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"SpawnWater\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"SpawnNukage\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"SpawnSlime\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"SpawnBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"SpawnLava\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"SpawnDirt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"SpawnSand\")\n\n\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\tPUFF A 0 bright A_PlaySound(\"ricochet/hit\")\n\t\tAXEG A 0 A_SpawnItem (\"YellowFlareSmall\", 0)\n\t\tAXEG A 0 A_SetScale(-0.6)\n\t\tAXEG A 0 A_Jump (132, 15)\n\t\tFX58 ABCD 1 BRIGHT\n\t\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX58 EFGHIJ 1 bright\n\t\tStop\n\t\tTNT1 AAAAA 0\n\t\tFX57 ABCD 1 BRIGHT\n\t\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX57 EFGHIJ 1 bright\n\t\tstop\n\n\tSpawnWater:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXSuperFast\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"WaterSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHW ABCDE 3\n\t\tStop\n\n\tSpawnSlime:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SLimeParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SlimeParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"SlimeSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHB ABCDE 3\n\t\tStop\n\n\tSpawnNukage:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"NukageSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHG ABCDE 3\n\t\tStop\n\n\tSpawnBlood:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"BloodSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHR ABCDE 3\n\t\tStop\n\n\tSpawnLava:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (10, 90))\n\t\tAXEG A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-5, 5), random (-5, 5))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 10, 0, random (0, 180), 2, random (10, 90))\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tINFE ABCDEFGHIJKLMNOPQR 1 BRIGHT\n\t\tINFE ST 1 BRIGHT A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 32, 0, random (160, 210), 2, random (10, 90))\n\t\tTNT1 AAA 4 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 14, 0, random (160, 210), 2, random (10, 90))\n\t\tStop\n\n\tSpawnDirt:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"BrownCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk3\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk4\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tAXEG A 0 A_CustomMissile (\"MudDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tAXEG A 0 A_SpawnItem(\"DirtRicochet\")\n\t\tStop\n\n\tSpawnSand:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"SandCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tAXEG A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tAXEG A 0 A_CustomMissile (\"SandDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tStop\n\n\tXDeath:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tAXEG A 0 A_PlaySound(\"AXEHIT\", 6)\n\t\tAXEG A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"Berserk\")\n\t\tTNT1 A 10\n\t\tStop\n\n\tBerserk:\n\t\tTNT1 A 1\n\t\tAXEG A 0 A_explode(40, 2, 0)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor AltAxeAttack: AxeAttack\n{\n\tRadius 16\n\tHeight 8\n\tDamagetype Cut\n\tDamage (random(40, 40))\n\tdecal \"SawHorizontal\"\n}\n\nACTOR AxePuffs: HitPuff\n{\n\trenderstyle Translucent\n\tscale 0.15\n\talpha 0.7\n\tRadius 16\n\tdamagetype Cut\n\tdecal \"SawVertical\"\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+FORCEXYBILLBOARD\n\t+BLOODSPLATTER\n\tstates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\tXDeath:\n\t\tMelee:\n\t\t\tTNT1 A 20\n\t\t\tStop\n\t}\n}\n\nACTOR AltAxePuffs: AxePuffs\n{\n\tdamagetype Cut\n\tdecal \"SawHorizontal\"\n}\n\nACTOR ThrowedAxe\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 32\n\tDamageType Cut\n\tDamage (random(40, 40))\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t-NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\t+THRUSPECIES\n\t+BLOODSPLATTER\n\tSpecies \"Marines\"\n\tGravity 1.0\n\tscale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tAXET ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\tXDeath:\n\tMelee:\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"AxeHit\", 1)\n\t\tTNT1 A 0 A_AlertMonsters(128)\n\t\tTNT1 A 0 A_spawnItem(\"BrutalAxe\")\n\t\tStop\n\t}\n}\n\nACTOR ThrowedAxeStrong: ThrowedAxe\n{\n\tDamagetype Cut\n\tDamage (random(40, 40))\n\tSpeed 48\n\tStates\n\t{\n\tSpawn:\n\t\tAXET ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\tXDeath:\n\tMelee:\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters(128)\n\t\tTNT1 A 0 A_GiveToTarget(\"AxeHit\", 1)\n\t\tAXEG A 0 A_explode(40, 2, 0)\n\t\tTNT1 A 0 A_spawnItem(\"BrutalAxe\")\n\t\tStop\n\t}\n}\n\nACTOR BrutalAxeOnWall: CustomInventory\n{\n scale 0.5\n +NOGRAVITY\n +FLOAT\n States\n {\n\t Spawn:\n\t\tAXET A 1\n\t\tAXET A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalAxe\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Baron.txt",
"contents": "ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell\n{\n Scale 1.1\n\tGame Doom\n GibHealth 25\n\tHealth 1200\n\t+QUICKTORETALIATE\n\tPainSound \"PSXDPN\"\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 0.5\n\tDamagefactor \"Fatality\", 0.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tPainChance \"CallingTheBaronAFaggot\", 255\n\n BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tObituary \"%o was brutalized by a Baron of Hell.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+DONTHARMSPECIES\n\tDeathHeight 0\n\tRadius 21\n\tHeight 60\n\tBurnHeight 0\n\tSpeed 6\n\tPainChance 25\n\tTag \"Baron of Hell\"\n\tDropItem \"DemonRuneMix\", 16\n\tStates\n\t{\n\n\tReplaceVanilla:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaBaronOfHell\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tTNT1 A 0 A_Die(\"Vanish\")\n\t\tStop\n\n\tDeath.Vanish:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tReplaceForBoss1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BaronBoss1\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\n\tReplaceForBoss2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BaronBoss2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tStop\n Spawn:\n\t\tBARO B 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tTNT1 A 0 A_JumpIf(x == 304, \"ReplaceForBoss1\")\n\t\tTNT1 A 0 A_JumpIf(x == 528, \"ReplaceForBoss2\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_Jump(4, \"ReplaceBelphegor\")\n\t\tGoto Stand\n\n\tReplaceBelphegor:\n\t\tTNT1 A 0 A_JumpIf((CeilingZ - FloorZ) < 93,\"Stand\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Belphegor2\",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS ,0, tid)\n\t\tStop\n\n\tStand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 58)\n\t\tBARO BB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tBARO B 10 A_Look\n\t\tGoto Stand\n\tSee:\n\t\tBARO A 0\n\t\t//TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO A 1\n BTS3 ABC 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBTS3 D 4\n\t\tBTS3 CBA 1\n\t\t//TNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 20, \"ForgetTarget\")\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO B 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO DD 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO AABBCCDD 3 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tGoto LookingForPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"LookingForPlayer\", 1)\n\t\tGoto LookingForPlayer\n\n\tRAGE:\n TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n BTS3 ABC 2 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBTS3 CBA 2 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t TNT1 A 0\n\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",10,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n BARO E 6\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\n\t\tBARO E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n Missile:\n\t\tBARO A 1\n\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\n\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 0, 5)\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBARO e 3 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"See4\")\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 8 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\t//BARO G 8 A_CustomMissile(\"ThrowedZombieMan2\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n SpecialAttack:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\n\t\tBARO R 3 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, -9, 11)\n\t\tBARO R 8 A_CustomMissile(\"BaronBall\", 36, 15, 0, 11)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\t\tGoto Missile+5\n\n\tRetreat:\n\t\tTNT1 A 0\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0\n\t\tGoto See2\n\n\tMissileBarrel:\n\t\tBOBA A 0\n\t\tBOBA A 1 A_Chase(\"\",\"\")\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBOBA ABC 4\n\t\tBOBA D 1\n\t\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 76,0)\n\t\tWaitingToThrow:\n\t\tBOBA D 8\n\t\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\t\tBOBA E 16\n\t\tBOBA D 8\n\n\t ThrowBarrel:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t BARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 46, 15, 0, 11)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tWithBarrelLookFOrTheplayer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tBARO P 2 A_Chase\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2Green\", 0, 0, 60)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\n\tDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tDeath2:\n\t\tBADD ABCD 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaron\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tXDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tRaise:\n BOSS O 8\n BOSS NMLKJI 8\n Goto See\n\n\tDeath.Desintegrate:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_Stop\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronOfHellHeadExplode\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 45, 0, random (0, 360), 2, random (10, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 45, 0, random (0, 360), 2, random (10, 80))\n BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBDSSV\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tGoto Missile\n\n Death.ExplosiveImpact:\n TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A 8 A_Scream\n\t\tBOH3 B 8 A_NoBlocking\n\t\tBOH3 CCCCCC 8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3D\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E 8 A_Scream\n\t\tBOH3 F 8 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBOH3 GGGGGG 8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3H\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.Cut:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 32, 0, random (0, 360), 2, random (0, 160))\n BBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Minigun:\n\tDeath.SSG:\n\tDeath.Railgun:\n TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_Jump(128, \"Death.Desintegrate\")\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Minigun\")\n\t\tGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 AA 0 A_CustomMissile (\"muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n TNT1 A 1 A_NoBlocking\n TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n\t TNT1 A 0 A_Stop\n TNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n BOSC ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n BOSB E -1\n Stop\n\n\t Death.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBARO JKL 2\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tGIBS Z 1\n\t\tGIBS Z -1\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t CurbstompMarine:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNTF A 8\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t\tKNTF BC 8 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"mUCHbLOOD3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF DDDD 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF EEEEFFFF 2 A_CustomMissile (\"XDeath1\", 38, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tKNTF GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\n\t\tGoto See2\n\n FatalityZombieman:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 A 8\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 BC 8\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 8 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 8\n\t\t3HF1 E 8\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 8\n\t\t3HF1 G 8\n\n TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 4\n\t\tGoto See2\n\n\tFatalitySergeant:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 I 8\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 I 8\n\n\t TNT1 AAAA 0 A_CustomMissile (\"Guts\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t 3HF1 J 8\n\n\t 3HF1 KLM 8\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\t3HF1 M 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 4\n Goto See2\n\n FatalityDemon:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF1 N 8\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t 3HF1 OPQ 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\n\tFatalityImp:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF2 ABABAB 4\n\n\t TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"Guts\", 42, 0, random (0, 360), 2, random (0, 160))\n\t 3HF2 CDE 8\n\n\t 3HF2 F 8 A_Chase(\"\",\"\")\n\t 3HF2 GHIJ 8\n\t TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n TNT1 A 0 A_TakeInventory(\"ImpFatality3\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\t}\n}\n\nActor DeadBaron: CurbstompedMarine\n{\n Radius 12\n Height 12\n Scale 1.1\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\nStates\n {\n Spawn:\n\t\tBADD F -1\n Stop\n\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop\n\n\tDeath:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\t\t}}\n\nActor DeadBaronHalfDown: DeadBaron\n{States{Spawn: BBO2 D -1\n\t\tStop\n\n\tDeath:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadBaronHalfUp: DeadBaron\n{States{Spawn: BTO2 D -1\nStop\n\n\t\tDeath:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop}}\n\nActor DeadBaronNoHead: DeadBaron\n{States{Spawn: BADH D -1\nStop\n\t\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t Stop\t}}\n\nActor DeadBaronBOH3D : DeadBaron\n{States{Spawn: BOH3 D -1\nStop\n\n\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 5, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\t}}\n\nActor DeadBaronBOH3H : DeadBaronBOH3D\n{States{Spawn: BOH3 H -1\nStop}}\n\nActor DeadBaronBDSSV : DeadBaron\n{States{Spawn: BDSS V -1\nStop\n\tDeath:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadBaronClassic: DeadBaron\n{States{Spawn: KSA8 G -1\nStop}}\n\nACTOR XDeathHalfBOH : DeadBaron\n{\n Radius 1\n Height 8\n Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n Goto Death\n Death:\n BTO2 AABBCC 4 A_CustomMissile(\"Green_Blood\",0,0,180,2)\n HPLA A 0 A_SpawnItem(\"DeadBaronHalfUp\",0,0,0,1)\n Stop\n }\n}\n\nACTOR DyingBaron1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tScale 1.1\n\tHealth 100\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 0.5\n\tDamagefactor \"Fatality\", 0.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16//255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOPAIN\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tGoto Death\n\n\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_PlaySound(\"baron/death\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tStop\n\n\tDeath.head:\n\t TNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n TNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t Stop\n\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Muchblood2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t Stop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Minigun\")\n\tGoto Death\n\tDeath.Minigun:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Xdeath2bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"Muchblood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 24, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tBBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tStop\n\t}\n}\n\nACTOR BaronAttack: BaronBall\n{\n\tRadius 24\n\tHeight 16\n\tDamageType BHFT\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 25\n Speed 28\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 BRIGHT\n TNT1 A 2 //A_PlaySound(\"weapons/gswing\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BaronAttackOnbarrel: BaronAttack\n{\n\tDamageType BHFTOnBarrel\n Damage 1\n}\n\nACTOR CallingTheBaronAFaggot: BaronBall\n{\n\tRadius 4\n\tHeight 4\n\tDamageType CallingTheBaronAFaggot\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage (random (2, 3))\n Speed 32\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nActor BaronBoss1: BaronofHell2\n{\n\tScale 1.3\n\tHeight 72\n\tHealth 4000\n\tSpeed 12\n\tPainChance 10\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 0.5\n\tDamagefactor \"Fatality\", 0.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tPainChance \"CallingTheBaronAFaggot\", 255\n\n\tMaxStepHeight 48\n\tMaxDropOffHeight 48\n\tTranslation \"16:47=22:47\", \"48:79=62:79\"\n\tObituary \"%o was brutalized by the Bruiser Brothers.\"\n\tStates\n{\nSpawn:\n\t\tBARO A 1\n\t\tTNT1 A 0 A_CheckSight(\"WAITING\")\n\t\tTNT1 A 0 ACS_EXecuteAlways(1622)\n\t\tTNT1 A 0 ACS_EXecuteAlways(1623)\n\t\tTNT1 A 0 A_changeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tGoto Stand\n\n\tWaiting:\n\t\t\tBARO A 1\n\t\t\tGoto Spawn\n\n\tStand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 72)\n\t\tBARO BB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tBARO B 10 A_Look\n\t\tGoto Stand\n\tSee:\n\t\tBARO A 0\n\t\t//TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO A 1\n BTS3 ABC 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBTS3 D 4\n\t\tBTS3 CBA 1\n\t\t//TNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 20, \"ForgetTarget\")\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO B 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO DD 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO AABBCCDD 3 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tGoto LookingForPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"LookingForPlayer\", 1)\n\t\tGoto LookingForPlayer\n\n\tRAGE:\n TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n BTS3 ABC 2 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBTS3 CBA 2 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t TNT1 A 0\n\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",10,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n BARO E 6\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\n\t\tBARO E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n Missile:\n\t\tBARO A 1\n\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\n\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 0, 5)\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBARO e 3 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"See4\")\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\t//BARO G 8 A_CustomMissile(\"ThrowedZombieMan2\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n SpecialAttack:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\n\t\tBARO R 3 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, -9, 11)\n\t\tBARO R 8 A_CustomMissile(\"BaronBall\", 36, 15, 0, 11)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\t\tGoto Missile+5\n\n\tRetreat:\n\t\tTNT1 A 0\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0\n\t\tGoto See2\n\n\tMissileBarrel:\n\t\tBOBA A 0\n\t\tBOBA A 1 A_Chase(\"\",\"\")\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBOBA ABC 4\n\t\tBOBA D 1\n\t\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 76,0)\n\t\tWaitingToThrow:\n\t\tBOBA D 8\n\t\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\t\tBOBA E 16\n\t\tBOBA D 8\n\n\t ThrowBarrel:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t BARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 46, 15, 0, 11)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tWithBarrelLookFOrTheplayer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tBARO P 2 A_Chase\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2Green\", 0, 0, 60)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\n\tDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tDeath2:\n\t\tBADD ABCD 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaron\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tXDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tRaise:\n BOSS O 8\n BOSS NMLKJI 8\n Goto See\n\n\tDeath.Desintegrate:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_Stop\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronOfHellHeadExplode\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 45, 0, random (0, 360), 2, random (10, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 45, 0, random (0, 360), 2, random (10, 80))\n BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBDSSV\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tGoto Missile\n\n Death.ExplosiveImpact:\n TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A 8 A_Scream\n\t\tBOH3 B 8 A_NoBlocking\n\t\tBOH3 CCCCCC 8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3D\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E 8 A_Scream\n\t\tBOH3 F 8 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBOH3 GGGGGG 8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3H\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.Cut:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 32, 0, random (0, 360), 2, random (0, 160))\n BBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Minigun:\n\tDeath.SSG:\n\tDeath.Railgun:\n TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_Jump(128, \"Death.Desintegrate\")\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Minigun\")\n\t\tGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 AA 0 A_CustomMissile (\"muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n TNT1 A 1 A_NoBlocking\n TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n\t TNT1 A 0 A_Stop\n TNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n BOSC ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n BOSB E -1\n Stop\n\n\t Death.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBARO JKL 2\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tGIBS Z 1\n\t\tGIBS Z -1\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t CurbstompMarine:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNTF A 15\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t\tKNTF BCD 8 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"mUCHbLOOD3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF DDDDDDDDDDDDDDDDDDDDDD 3 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF EEEFFFGGG 4 A_CustomMissile (\"XDeath1\", 38, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tKNTF GGGGGGGGGGGGGGGGGGGGGG 3 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\n\t\tGoto See2\n\n FatalityZombieman:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 A 20\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 BC 5\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 5 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 10\n\t\t3HF1 E 5\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 30\n\t\t3HF1 G 10\n\n TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 8 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8\n\t\tGoto See2\n\n\tFatalitySergeant:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 I 15\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 I 5\n\n\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t 3HF1 J 10\n\n\t 3HF1 KLM 15\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\t3HF1 M 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 8 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8\n Goto See2\n\n FatalityDemon:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF1 N 20\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t 3HF1 OPQQQ 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\n TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\n\tFatalityImp:\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF2 ABABAB 4\n\n\t TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n\t 3HF2 CDE 6\n\n\t 3HF2 F 1 A_Chase(\"\",\"\")\n\t 3HF2 FFF 15\n\t 3HF2 GGHHIJ 3\n\t TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n TNT1 A 0 A_TakeInventory(\"ImpFatality3\",1)\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n Goto See2\n\t\t}\n}\n\nActor BaronBoss2: BaronBoss1\n{\nStates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tBARO A 1\n\t\tTNT1 A 0 A_CheckSight(\"WAITING\")\n\t\tTNT1 A 0 ACS_EXecuteAlways(1624)\n\t\tTNT1 A 0 A_changeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tGoto Stand\n\nWaiting:\n\t\t\tBARO A 1\n\t\t\tGoto Spawn\n\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Belphegor.txt",
"contents": "ACTOR Belphegor2 : BaronofHell 2544\n{\n\t//$category \"BD Monsters\"\n Scale 1.2\n\tGame Doom\n GibHealth 25\n\t+NOICEDEATH\n Health 2500\n\tMass 2000\n\tObituary \"%o was no match for the Belphegor.\"\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+DONTHARMSPECIES\n\t+MISSILEMORE\n\tDeathHeight 4\n\tBurnHeight 0\n Speed 8\n\tFastSpeed 12\n\tSpecies \"BaronofHell\"\n\tRadius 24//62SpriteW(120%=74)\n\tHeight 71//74SpriteH(120%=89)\n\tTag \"Belphegor\"\n\tPainchance \"Slide\", 16\n\tStates\n\t{\n\tSpawn:\n\n\t\tBOS3 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 D 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Token1\", 1, \"See2\")\n\t\tBOS3 AAAA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 BBBB 2 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 CCCC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 BBBB 2 A_Chase\n\t\tLoop\n\n\tSee2:\n\t\tB0S3 PPP 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tB0S3 QQQ 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tB0S3 RRR 1 A_Chase\n\t\tLoop\n\n\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CHangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_CHangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Token1\", 1)\n\t\tB0S3 IJKL 3\n\t\tTNT1 A 0 A_PlaySound(\"baron/see\")\n\t\tB0S3 MNONMNOMN 3\n\t\tB0S3 LKJ 3\n\t\tGoto See2\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n BOS3 F 8\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tBOS3 H 8 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n\tMelee2:\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tBOS3 H 8 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n Missile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Token1\", 1, \"MissileAngry\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 F 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 8 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 47, 0, 0, 1)\n\t\tGoto See\n\n\t MissileAngry:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 FFFF 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 GGGG 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 0 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 47, 0, 0, 1)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 HHHH 1 A_Chase(\"\",\"\")\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfHealthLower(1000, \"Pain.Taunt\")\n\t\tBOS3 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 71)\n\t\tBOS3 E 3 A_Pain\n\t\tTNT1 A 0 A_Jump(32, \"Pain.Taunt\")\n\t\tGoto See\n Death.SSG:\n\tXDeath:\n\tDeath.Railgun:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 55)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightArm\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_bossdeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tBO3G ABCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadBelphegorXDeath\")\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath:\n\t BOS3 I 8 A_Scream\n\t\tBOS3 J 8 A_bossdeath\n\t\tBOS3 K 8 A_NoBlocking\n\t\tBOS3 L 8\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBelphegor\")\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.head:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6\", 82, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_bossdeath\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOS3 MNOPQR 8\n\t\tBOS3 R -1\n\t Stop\n\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n\t\tGoto See\n Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.Killme:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tGoto Missile\n\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n CurbstompMarine:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n BS3F AB 8\n\t BS3F CDEF 8\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBS3F HI 8\n\t\tBS3F J 4\n\t\tBS3F K 4\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS3F L 4\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\")\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto See\n\t}\n}\n\nACTOR BelphegorGreenPlasmaBall: BaronBall\n{\n\tRadius 10\n\tHeight 16\n\tSpeed 30\n\tFastSpeed 30\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n Damage (random(60,60))\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 1.6\n\tSeeSound \"baron/attack\"\n\tDeathSound \"FAREXPL\"\n\tDecal \"Scorch\"\n\tDamageType \"ExplosiveImpact\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem(\"GreenFlare22\",0,0)\n\t\tFRPG K 1 BRIGHT A_SpawnItemEx(\"GreenExplosionFlameTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tBFE1 A 0 Bright A_Explode(32, 96, 1)\n TNT1 AAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tFRPG BCDEF 2 Bright\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor DeadBelphegor: CurbstompedMarine\n{\n Radius 12\n Height 18\n Scale 1.2\n Mass 8000\n Health 1000\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tStates\n {\n Spawn:\n\t\tBOS3 l 1\n\t\tBOS3 l -1\n Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"Belphegor2\", 3)\n\t\tStop\n Death:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadBelphegorXDeath\")\n\t\t Stop\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\n\n\t\t}}\n\nActor DeadBelphegorXDeath: DeadBelphegor\n{\n\tHealth 5000\n\tStates\n {\n Spawn:\n\n\t\tBO3G E 1\n\t\tBO3G E -1\n Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"Belphegor2\", 3)\n\t\tStop\n Death:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t Stop\n\t\t }\n}\n\nActor FatalizedBelphegor: DeadBelphegor\n{\nStates\n {\n Spawn:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS4F JK 7\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"MuchBloodGreen\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS4F L -1\n Stop\n }}"
},
{
"source": "pk3",
"name": "BFG.txt",
"contents": "ACTOR BIG_FUCKING_GUN : BrutalWeapon\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SelectionOrder 2900\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"AmmoCell\"\n Inventory.PickupSound \"BFGREADY\"\n\t+FORCEXYBILLBOARD\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.NO_AUTO_SWITCH\n\tTag \"BFG 9000\"\n Inventory.PickupMessage \"$GOTBFG9000\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\tReload:\n\t\tBFGN A 1 A_WeaponReady\n BFGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BFGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBFGN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBFGN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBFGN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBFGN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tNoAmmo:\n\t\tBFGN A 1\n\t\tBFGN A 2 A_PlaySound(\"weapons/empty\", 4)\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tBFGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tBFGN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBFGN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tBFGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tBFGN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tBFGN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tBFGN A 0 A_ZoomFactor(1.0)\n\t\tBFGN A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBFSP A 0 offset(-9,32)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 13)\n\t\tBFGN A 0 offset(-9,32)\n\t\tBFSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tBFGN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBFGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BFGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n BFGN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tBFGN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 13)\n\t\tBFGN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBFSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tBFGN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBFGN A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tBFGN A 0 A_PlaySound(\"Tired\", 2)\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBFGN A 5 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBFGN A 5 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBFGN A 5 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBFGN A 5 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBFGN A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tBFSP A 1\n\t\tBFGN A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tBFGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tBFGS EDCBA 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tBFGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tBFGN A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tBFGN A 0 A_Giveinventory(\"BFGSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tBFGN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tBFGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBFGN A 0 A_GunFlash\n\t\tBFGS AAAAAAA 1 A_Raise\n BFGN A 0 A_PlaySound(\"BFGREADY\")\n\t\tSelectAnimation:\n\t\tBFGS ABCDE 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n\n\tFire:\n\t\tBFGN A 0\n\t\tBFGN A 0 A_JumpIfInventory(\"AmmoCell\",50,2)\n Goto NoAmmo\n\t\tBFGN A 0\n\t\tBFGN A 0 A_TakeInventory(\"AmmoCell\", 50)\n BFGN A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABCDABCDABCDABCDABCDABCDABCD 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n BFGA A 2 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n BFGN A 0 A_PlaySound(\"BFGFIRE\")\n BFGN A 0 A_Recoil(8)\n\n BFGN A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tBFGN A 0 A_JumpIfInventory(\"DMgame\", 1, 4)\n\t\tBFGN A 0 BRIGHT A_FireCustomMissile(\"BFGBall\")\n\t\tBFGN A 0\n\t\tGoto RecoilFire\n\t\tTNT1 AAA 0\n\t\tBFGN A 0 BRIGHT A_FireCustomMissile(\"BFGBallDM\")\n\n\tRecoilFire:\n\t\tBFGN A 0\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(-10 + pitch)\n\t\tRIFG A 0 A_SetPitch(pitch-10.0)\n\t\tBFGA B 2 BRIGHT A_SetPitch(pitch+2.0)\n\t\tBFGA CDCB 2 BRIGHT A_SetPitch(pitch+2.0)\n BFGN A 1\n\t\tBFGN A 8\n BFGN A 0 A_Refire\n\t\tGoto Ready3\n\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n +EXTREMEDEATH\n\tDamage (random(1500, 1500))\n Decal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n DamageType Desintegrate\n\tScale 0.7\n\tSpecies \"Marines\"\n\tHeight 1\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n States\n {\n Spawn:\n BFGN A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n BFS1 AB 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n Loop\n\n Death:\n BFGN A 0\n BFGN A 0 Radius_Quake(4,34,0,12,0)\n\tBFGN A 0 Radius_Quake(1,34,0,32,0)\n\tBFGN A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n\tBFGN A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySOund(\"BFGEXPL2\", 1)\n\tBFGN A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, -50, 0)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGN A 0 A_Explode(200,400,0)\n\tBFGB A 2 BRIGHT\n BFGB F 0 Bright A_BFGSpray(\"SuperBFGExtra\", 50)\n\tBFGB BCDEFG 2 Bright\n\tBFGN A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n TNT1 A 12\n Stop\n }\n}\n\nActor BFGBallDM : SuperBFGBall\n{\n\n\tSpecies \"NOne\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nActor AlphaBFGBAll : SuperBFGBall\n{\n\n\tScale 0.3\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tDeathSound \"Explosion\"\n\tDamage (random(100, 150))\n States\n {\n\tDM:\n\t\tBFGN A 0\n\t\tBFGN A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tBFGN A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tBFGN A 0\n\t\tBFGN A 0 ACS_NamedExecuteAlways(\"CheckIfDM\", 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n BFS1 AB 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n Loop\n\n Death:\n BFGN A 0\n\tBFGN A 0 A_Explode(35,100,0)\n\tGoto Death2\n\n Death2:\n BFGN A 0 Radius_Quake(2,34,0,12,0)\n BFGN A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t BFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nActor AlphaBFGBAll2 : AlphaBFGBAll\n{\n\n\tScale 0.15\n\tSpeed 50\n\tDamagetype \"Extreme\"\n\tDeathSound \"Explosion\"\n\tDamage (random(200, 250))\n\tStates\n\t{\n\t Death:\n BFGN A 0\n\tBFGN A 0 A_Explode(100,200,0)\n\tGoto Death2\n\t}\n}\n\nActor FriendlyBFGBAll : SuperBFGBall\n{\n Damagetype \"FriendBullet\"\n\t+EXTREMEDEATH\n States\n {\n Death:\n BFGN A 0\n //BFGN A 0 Radius_Quake(4,34,0,12,0)\n\n\tBFGN A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\tBFGN A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n BFGN A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t BFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGN A 0 A_Explode(120,350,0)\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n\tBFGN A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nActor BFGTrailParticle\n{\n Height 0\n Radius 0\n Mass 0\n Speed 3\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n RenderStyle Add\n Scale 0.05\n States\n {\n Spawn:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n -NoGravity\n +LowGravity\n +DontSplash\n +DoomBounce\n BounceFactor 0.5\n RenderStyle Add\n Scale 0.04\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticleFast: BFGDeathParticle\n{\n Speed 10\n Scale 0.1\n States\n {\n Spawn:\n Death:\n\tSPKG A 11 BRIGHT\n SPKG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nActor BFGDeathParticleSuperFast: BFGDeathParticleFast\n{\n Speed 20\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n +NoBlockMap\n +NoGravity\n RenderStyle Add\n +FORCERADIUSDMG\n +THRUGHOST\n Alpha 0.75\n Damage 2\n Scale 0.6\n Radius 1\n Height 1\n DamageType \"Desintegrate\"\n States\n {\n Spawn:\n BFE2 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFGB ABCDEFGHIJK 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n stop\n }\n}\n\nActor SuperBFGExtraGiant : SuperBFGExtra\n{\n Scale 2.9\n States\n {\n Spawn:\n BFE2 A 0\n BFGB ABCDEFGH 2 Bright\n\tStop\n}}\n\nActor BFGExtraParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +DontSplash\n +NoInteraction\n RenderStyle Add\n Scale 0.035\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR GreenShockWave\n{\n Speed 0\n Height 64\n Radius 32\n Scale 2.25\n RenderStyle add\n Alpha 0.9\n +DROPOFF\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SHOK A 1 BRIGHT\n Goto Death\n Death:\n SHOK BCDEFGHIJKLMNOPQR 1 BRIGHT A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR WhiteShockWave: GreenShockwave\n{\nScale 2.0\nAlpha 0.12\n States\n {\n Spawn:\n SHWK A 1\n SHWK CEGIKMOQ 1 A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR WhiteShockWaveBig: WhiteShockWave\n{\nScale 3.0\n}\n\nACTOR WhiteShockWaveSmall: WhiteShockWave\n{\nScale 1.0\n}\n\nACTOR BFGFOG\n{\n Radius 1\n Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t\tTNT1 A 2\n BFOG ABCDEF 1 BRIGHT\n\t\tStop\n }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 0.5\n}\n\nActor BFGDeathParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n States\n {\n Spawn:\n BFGN A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n BFGN A 0\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NOGRAVITY\n +DontSplash\n +FORCEXYBILLBOARD\n RenderStyle Add\n Scale 0.04\n Speed 24\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "BFG10k.txt",
"contents": "Actor BFG10k : BrutalWeapon\n{\n\tRadius 20\n\tHeight 20\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"AmmoCell\"\n\tWeapon.Kickback 100\n\tWeapon.SelectionOrder 3000\n\tInventory.Pickupmessage \"$GOTBFG10K\"\n\tInventory.PickupSound \"BFGREADY\"\n\tObituary \"%o was blasted by %k's BFG10K\"\n\tDecal BFGLightning\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.NO_AUTO_SWITCH\n States\n {\n\tSpawn:\n\t\tBFG2 A -1\n\t\tStop\n\n\tReady:\n\tReady3:\n\tSteadY:\n\t\tBG2G A 0\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G B 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G C 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G D 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tDeselect:\n\t\tBG2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tBG2G EEEEEEE 1 BRIGHT A_Lower\n\t\tLoop\n\n Select:\n\tBG2G A 0 A_Giveinventory(\"GoSpecial\",1)\n \tBG2G A 0 A_Takeinventory(\"FistsSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"SawSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"SSGSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n BG2G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"BFGSelected\",1)\n\tBG2G A 0 A_Giveinventory(\"BFG10kSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\n SelectAnimation:\n BG2G EEEEEE 1 BRIGHT A_Raise\n\tBG2G A 0 A_GunFlash\n\tBG2G A 0 A_PlaySound(\"BFGREADY\", 3)\n\tBG2G E 1 BRIGHT\n Goto Ready\n\n Fire:\n\tBG2G A 0 A_JumpIfInventory(\"AmmoCell\",5,1)\n\tGoto Ready\n BG2G E 20 BRIGHT A_PlaySound(\"10KSTART\", 4)\n BG2G FGHIJ 2 BRIGHT\n Goto Hold\n\n Hold:\n\tBG2G A 0 A_JumpIfInventory(\"AmmoCell\",5,1)\n\tGoto Ready\n BG2G K 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tBG2G A 0 A_PlaySound(\"10KFIRE\", 1)\n\tBG2G A 0 A_JumpIfInventory(\"DMgame\", 1, 10)\n BG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_Ball\",frandom(-1.4,1.4),1,0,0,0,frandom(-1.4,1.4))\n BG2G M 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\tRIFG A 0 A_SetPitch(pitch-5.0)\n\tRIFG A 0 A_SetPitch(pitch-5.0)\n\tBG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+1.0)\n BG2G N 0 A_ReFire\n BG2G O 30 A_PlaySound(\"10KSTOP\", 4)\n Goto Ready\n\tBG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_BallDM\",frandom(-1.4,1.4),1,0,0,0,frandom(-1.4,1.4))\n BG2G M 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\tRIFG A 0 A_SetPitch(pitch-5.0)\n\tRIFG A 0 A_SetPitch(pitch-5.0)\n\tBG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+1.0)\n BG2G N 0 A_ReFire\n BG2G O 35 A_PlaySound(\"10KSTOP\", 4)\n Goto Ready\n\n CheckSprint:\n\t\tBG2G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tBG2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tBG2G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tBG2G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tBG2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tBG2G A 0 A_ZoomFactor(1.0)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBG2G A 0 offset(-9,32)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 16)\n\t\tBG2G A 0 offset(-9,32)\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBG2G A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tBG2G A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)\n\t\tBG2G C 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)\n\t\tBG2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 16)\n\t\tBG2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBG2G C 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)\n\t\tBG2G C 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBG2G C 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tBG2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBG2G A 1 BRIGHT\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tBG2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tBG2G A 1 BRIGHT\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n }\n}\n\nACTOR BFG10K_Ball: FastProjectile\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 200\n\tDamage (random(300, 300))\n DamageType Extreme\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\t+SPECTRAL\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Marines\"\n\tScale 1.0\n\trenderstyle ADD\n\talpha 0.99\n\tScale 0.4\n\tDeathSound \"weapons/plasmax\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\n\tSpawn:\n BFS1 AB 1 BRIGHT A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tBFE1 A 3 Bright\n\t\tBG2G A 0 A_SpawnItem(\"RocketExplosion\")\n\t\tBG2G A 0 Radius_Quake(3, 2, 0, 12, 0)\n\t\tBG2G A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBFE1 BCDEF 2 Bright\n\t\tBG2G A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor BFG10K_BallDM : BFG10K_Ball\n{\n\n\tSpecies \"None\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR GreenExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n DamageType Flames\n Scale 2.0\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n EXPG ABCDEFG 3 BRIGHT\n Stop\n\t}\n}\n\nACTOR GreenExplosionFireSmall: GreenExplosionFire\n{\n Scale 0.6\n}"
},
{
"source": "pk3",
"name": "Bike.txt",
"contents": "//Sergeant Mark IV's bike.\n//Special thanks to Doomero.\n//If you want to modify and reuse this on your wad, please ask me first.\n\nActor LongFly : Inventory\n{\ninventory.maxamount 20\n}\n\nActor TurnCounter : Inventory\n{\ninventory.maxamount 6\n}\n\nActor AlreadyStoped : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Speed : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"$GOTCLIP\"\n\tInventory.Amount 0\n\tInventory.MaxAmount 202\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 202\n\tInventory.Icon \"KMPHA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tKMPH A -1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBike : PlayerPawn\n{\n\tSpeed 0\n\tHealth 220\n\tRadius 16\n\tHeight 56\n\tMass 320\n\tPainChance 255\n\tScale 1.0\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"FriendBullet\", 0.0\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 0.0\tDamagefactor \"HeadKick\", 0.0\n\tDamagefactor \"HelperMarineFatallity\", 0.0\tDamagefactor \"KillMe\", 0.0\tDamagefactor \"Leg\", 0.0\n\tDamagefactor \"MonsterKnocked\", 0.0\tDamagefactor \"PussyGrab\", 100.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"Taunt\", 0.0\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\n\n\tDamageType \"BikeHealthCalculation\"\n\tPlayer.MorphWeapon \"BikeHUD\"\n\t+SOLID\n\t+MTHRUSPECIES\n\t+DONTHURTSPECIES\n\t+THRUGHOST\n\t+THRUSPECIES\n\t-NOSKIN\n\t-PICKUP\n\t+FORCERADIUSDMG\n\tGibHealth 10\n\tStates\n\t{\n\tSentback:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\tBIKE A 15\n\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\tGoto Stay\n\n\tPain.CrashStrong:\n\tPain.Kick:\n\t\tBIKE A 0\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Speed\", 60, \"CrashOut\")\n\t\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 64)\n\t\tBIKE A 0 A_PlaySOund(\"EBIKECLS\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 36, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 10, 1)\n\t\tGoto SentBack\n\t\tTNT1 A 0 A_Recoil(20)\n\t\tBIKE A 15\n\t\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tGoto Stay\n\n\tFullRepairs:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Print(\"Bike Repaired!\")\n\t\tTNT1 A 0 HealThing(100)\n\t\tBIKE A 1\n\t\tGOto Stay\n\n\tPain.CrashLeft:\n\t\tBIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_SetAngle(-5 + angle)\n\t\tBIKE A 1\n\t\tBIKE A 0 A_PlaySOund(\"BIKECLW\", 3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0) // (angle, force, nolimit, tid)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 15, 2)\n\t\tGoto SentBack\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 30, \"Accelerate\")\n\t\tGoto Stay\n\n\tPain.CrashRight:\n\t\tBIKE A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tBIKE A 1 A_SetAngle(5 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_PlaySOund(\"BIKECLW\", 3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0) // (angle, force, nolimit, tid)\n\n\t\tBIKE A 0 A_SetAngle(5 + angle)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 15, 1)\n\t\tGoto SentBack\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 30, \"Accelerate\")\n\t\tGoto Stay\n\n\tSpawn:\n\tStartBike:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"IsAVehicle\", 1)\n\t TNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedJump\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BackPedal\", 1)\n\t\tBIKE A 1\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Crashed\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"BIKESTRT\")\n\t\tBIKE A 20\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Crashed\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto Stay\n\n\tStay:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tBIKE A 2\n\t\t//TNT1 A 0 A_GiveInventory(\"BikeHUD\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 3)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 2, \"Accelerate\")\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tLoop\n\tBackPedal:\n\t BIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, \"Brake\")\n\t BIKE A 0 A_Recoil(1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"BackPedal\")\n\t\tGoto Stay\n\n\tTurnRightBackPedal:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SetAngle(1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnLeftBackPedal:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnRightPedal:\n\t\tBIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t BIKE A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnLeftPedal:\n\t\tBIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t BIKE A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tTNT1 A 0 A_SetAngle(1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tBrake:\n\t BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 20)\n\t\tBIKE A 0 A_PlaySound(\"BIKESK\", 2, 1, 1)\n\t\tBIKE A 3\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackpedal\n\t\tBIKE A 0\n\t\tGoto Accelerate\n\n\tStartBackpedal:\n\t\tBIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"AlreadyStoped\", 1, \"BackPedal\")\n\t\tBIKE A 12\n\t\tBIKE A 0 A_GiveInventory(\"AlreadyStoped\", 1)\n\t\tGoto Backpedal\n\n\tNoTurn:\n\t BIKE A 0\n\t BIKE A 0 A_TakeInventory(\"Speed\", 100)\n\t BIKE A 2\n\t BIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t BIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t Goto Stay\n\n\tTurnRight:\n\t BIKE A 0\n\n\t\tBIKE A 0 A_GiveInventory(\"TurnCounter\", 1)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\t//BIKE A 0 A_jumpIfInventory(\"Speed\", 1,1)\n\t\t//BIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto TurnRightNoAcceleration\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnRightSlow\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tEasyTurnRightSlow:\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto NoTurn\n\t TNT1 A 0 A_SetAngle(-2 + angle)\n\n\t\tBIKE C 1\n\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-2 + angle)\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-2 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Accelerate\n\tTurnLeft:\n\t BIKE A 0\n\t\tBIKE A 0 A_GiveInventory(\"TurnCounter\", 1)\n\t\t//BIKE A 0 A_jumpIfInventory(\"Speed\", 1,1)\n\t\t//BIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto TurnLeftNoAcceleration\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnLeftSlow\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(2 + angle)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tEasyTurnLeftSlow:\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto NoTurn\n\n\t TNT1 A 0 A_SetAngle(2 + angle)\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t TNT1 A 0 A_SetAngle(2 + angle)\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(2 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Accelerate\n\n\tTurnRightNoAcceleration:\n\t BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto TurnRightPedal\n\t TNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnRightNoAcceleration\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tEasyTurnRightNoAcceleration:\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t BIKE A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnLeftNoAcceleration:\n\t BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto TurnLeftPedal\n\t TNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnLeftNoAcceleration\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\tEasyTurnLeftNoAcceleration:\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t BIKE A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnRightBrake:\n\t BIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 14)\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackPedal\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_PlaySound(\"BIKESK1\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnLeftBrake:\n\t BIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 14)\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackPedal\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_PlaySound(\"BIKESK1\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tAccelerate:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tBIKE A 1\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_TakeInventory(\"AlreadyStoped\")\n\t\tBIKE A 0 A_CheckFloor(\"StartAcceleration\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SetPitch(-0.3 + pitch)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 90, \"SendFlying3\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 60, \"SendFlying2\")\n\n\tSendFlying1:\n\t\tBIKE A 0 A_Recoil(-12)\n\t\tGoto Fly\n\tSendFlying2:\n\t\tBIKE A 0 A_Recoil(-16)\n\t\tGoto Fly\n\tSendFlying3:\n\t\tBIKE A 0 A_Recoil(-20)\n\t\tGoto Fly\n\n\tFly:\n\t TNT1 A 0\n\t\tBIKE A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tBIKE A 0 A_GiveInventory(\"LongFly\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1D\", 2, 1, 1)\n\t\tBIKE A 0 A_CheckFloor(\"Land\")\n\t\tLoop\n\n\tLand:\n\t BIKE A 0\n\n\t\tBOLE A 0 A_SetPitch(0)\n\t\tBIKE A 0 A_SpawnItem(\"BikeBounceSound\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"LongFly\", 7, 6)\n\t\tBIKE A 0 A_TakeInventory(\"LongFly\", 20)\n\t\tGoto StartAcceleration\n\t\tTNT1 AAAAA 0\n\t\tBIKE A 0 A_TakeInventory(\"LongFly\", 20)\n\t\tBIKE A 0 A_SpawnItem(\"QuakeCamera\")\n\t\tBIKE A 0 A_SpawnItem(\"BikeBounceSound2\")\n\n\t\tTNT1 AAAA 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 AAAAAA 0 A_SetPitch(+1.5 + pitch)\n\t\tBIKE A 3\n\t\tTNT1 AAAAAA 0 A_SetPitch(-1.5 + pitch)\n\t\tBIKE A 1 A_SetPitch(0)\n\t\tGoto StartAcceleration\n\n\tStartAcceleration:\n\t BIKE A 0\n\t\tBIKE A 0 ThrustThingZ(0,-15,0,1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_GiveInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 20, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -20, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 30, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -30, 2, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 200, \"Speed20\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 190, \"Speed19\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 180, \"Speed18\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 170, \"Speed17\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 160, \"Speed16\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 150, \"Speed15\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 140, \"Speed14\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 130, \"Speed13\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 120, \"Speed12\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 110, \"Speed11\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 100, \"Speed10\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 90, \"Speed9\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 80, \"Speed8\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 70, \"Speed7\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 60, \"Speed6\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 50, \"Speed5\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 40, \"Speed4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 30, \"Speed3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 20, \"Speed2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 10, \"Speed1\")\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed1:\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed2:\n\t\tTNT1 A 0 A_Recoil(-3)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed3:\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed4:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed5:\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed6:\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed7:\n\t\tTNT1 A 0 A_Recoil(-9)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontDevastative\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed8:\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontDevastative\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed9:\n\t\tTNT1 A 0 A_Recoil(-11)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed10:\n\t\tTNT1 A 0 A_Recoil(-13)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed11:\n\t\tTNT1 A 0 A_Recoil(-14)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed12:\n\t\tTNT1 A 0 A_Recoil(-15)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed13:\n\t\tTNT1 A 0 A_Recoil(-17)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed14:\n\t\tTNT1 A 0 A_Recoil(-18)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed15:\n\t\tTNT1 A 0 A_Recoil(-19)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed16:\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed17:\n\t\tTNT1 A 0 A_Recoil(-22)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed18:\n\t\tTNT1 A 0 A_Recoil(-23)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed19:\n\t\tTNT1 A 0 A_Recoil(-24)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed20:\n\t\tTNT1 A 0 A_Recoil(-25)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tFinishSpeed:\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 2)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tGoto FinishSpeed+3\n\t\tBIKE A 0 A_PlaySound(\"BIKE1A\", 2, 1, 1)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tBIKE A 0\n\t\tGoto Stay\n\n\tPain.BikeHealthCalculation:\n\tBIKE A 1\n\tGoto StartBike\n\n\tPain:\n\t\tPLAY G 0\n\t\tBIKE A 1 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory(\"LongFly\", 1, \"Fly\")\n\t\tGoto Stay\n\tDeath:\n\t\tTNT1 A 0\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_TakeInventory(\"BikeHUD\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUSE\", 1)\n\t\tTNT1 A 0 A_jumpIfInventory(\"Speed\", 10, \"DieFast\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KnockBike\")\n\t\tPLAY IJKLM 6\n\t\tPLAY N -1\n\t\tStop\n\n\tDieFast:\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KnockBike\")\n\t\tBIKE A 0 ThrustThingZ(0,15,0,1)\n\t\tBKX2 ABCDEFGHI 4 A_Recoil(-3)\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"BikeHUD\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUSE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Crashed\", 1, \"DieFast\")\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"CrashMetalShards\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces1\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces2\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces3\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces4\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tBKX1 A 2\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tBIKE A 0 ThrustThingZ(0,100,0,1)\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX1 ABCDEFGHIJKLMNOP 1\n\t\tGoto XDeathSentFlying\n\n\tXDeathSentFlying:\n\t BKX1 ABCDEFGHIJKLMNOP 2 A_CheckFloor(\"XDeathLand\")\n\t\tLoop\n\n\tXDeathLand:\n\t BIKE A 0 ThrustThingZ(0,40,0,1)\n\tXDeathLand1:\n\t BKX2 AB 2\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX2 CEDFGHI 2 A_CheckFloor(\"XdeathLand2\")\n\t\tLoop\n\n\tXDeathLand2:\n\t\tBIKE A 0 ThrustThingZ(0,20,0,1)\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX2 ABCDEF 4\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tPLAY N 25 A_NoBlocking\n\t\tPLAY N -1\n\t\tStop\n\n\tExitVehicle:\n\tBIKE A 1\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_SpawnItemEx (\"TransferPlayerOutOfVehicle\", -64, 0, 4)\n\tBIKE A 4\n\tTNT1 A 0 A_JumpIfInventory(\"CanLeaveVehicle\", 1, \"CanExit\")\n\tTNT1 A 0 A_Print(\"Can't leave from this direction\", 1)\n\tGoto Stay\n\n\tCanExit:\n\tTNT1 A 0\n\tTNT1 A 2 A_TakeInventory(\"IsAVehicle\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tTNT1 A 0 A_SpawnItemEx (\"Bike\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tGoto FinishExit\n\n\tFInishExit:\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 AAA 10 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tGoto Stay\n\t}\n}\n\nACTOR BikeHUD : BrutalWeapon\n{\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"Speed\"\n\tWeapon.SelectionOrder 9999\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\tSelect:\n\t\tBKHU A 1 A_Raise\n\t\tTNT1 AAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Ready\n\tReady:\n\t TNT1 A 0\n\t\tBIKE A 0 A_SetPitch(0)\n\t\tBIKE A 0 SetPlayerProperty(0,1,4)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBKHU A 1\n\tReady2:\n\t\tBIKE A 0 A_JumpIfInventory(\"Crashed\",1, \"Crashed\")\n\t\tBIKE A 0 A_JumpIfInventory(\"MaxLeft\",1, \"MaxLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"MaxRight\",1, \"MaxRight\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\",1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\",1, \"TurnRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tBKHU A 1 A_WeaponReady\n\t\tLoop\n\tTurnLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeRollLeft\", 0, 0, 0, 0)\n\t\tBKHL AB 1\n\t\tBIKE A 0 A_GiveInventory(\"MaxLeft\", 1)\n\t\tBKHL C 1\n\t\tGoto MaxLeft\n\n\tMaxLeft:\n\t BIKE A 0\n\t\t//BIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, 1)\n\t\tGoto StopTurningLeft\n\n\t\tBKHL C 1\n\t\tGoto Ready2\n\n\tStopTurningLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeStopLeft\", 0, 0, 0, 0)\n\t\tBKHL BA 1\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBKHU A 2\n\t\tGoto Ready2\n\n\tTurnRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeRollRight\", 0, 0, 0, 0)\n\t\tBKHR AB 1\n\t\tBIKE A 0 A_GiveInventory(\"MaxRight\", 1)\n\t\tBKHR C 1\n\t\tGoto MaxRight\n\n\tMaxRight:\n\t BIKE A 0\n\t\t//BIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, 1)\n\t\tGoto StopTurningRight\n\t\tBKHR C 1\n\t\tGoto Ready2\n\n\tStopTurningRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeStopRight\", 0, 0, 0, 0)\n\t\tBKHR BA 1\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBKHU A 2\n\t\tGoto Ready2\n\n\tStopTurning:\n\tBIKE A 0\n\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\tGoto Ready2\n\n\tDeselect:\n\t\tBKHL A 1 A_Lower\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tLoop\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\n\tCrashed:\n\t TNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUse\", 1)\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 100\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Ready2\n\n\tFire:\n\t\tTNT1 A 1\n\t\tGoto Ready2\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"FlashOn\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tTNT1 A 1\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"PitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"PitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"PitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"PitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tPitChFront:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(-6)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken\", 20)\n\t\tGoto Flash\n\n\tLampPitChFront:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-6)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken\", 20)\n\t\tGoto Flash\n\n\tPitChFrontHard:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(-12)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken2\", 20)\n\t\tGoto Flash\n\n\tLampPitChFrontHard:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-12)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken2\", 20)\n\t\tGoto Flash\n\n\tPitChBack:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(6)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken\", 20)\n\t\tGoto Flash\n\n\tLampPitChBack:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(6)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken\", 20)\n\t\tGoto Flash\n\n\tPitChBackHard:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(12)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken2\", 20)\n\t\tGoto Flash\n\n\tLampPitChBackHard:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(12)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken2\", 20)\n\t\tGoto Flash\n\n\tFlashOn:\n\t TNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 5)\n Goto Ready\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 5)\n Goto Ready\n\n\tLightEnd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n//Base vehicle Actor\n\nACTOR BikePowerup : PowerupGiver\n{\n Powerup.Type \"BikeSwitch\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Health 100\n GibHealth 1\n Scale 0.7\n +SHOOTABLE\n +NOBLOOD\n +FIXMAPTHINGPOS\n +NORADIUSDMG\n Mass 999999999\n Height 96\n Radius 32\n damagefactor \"stomp\", 0\n damagefactor \"normal\", 0.5\n painchance 255\n GibHealth 10\n States\n {\n\n Spawn:\n BIKP A 10\n\tBIKE A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n NULL A 0 A_JumpIf (momZ == 0, \"Spawn2\")\n\tBIKE A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n TNT1 A 1\n\tBIKP A 1\n BIKP ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 1\n\tBIKP A 1 A_ChangeFlag(\"THRUACTORS\", 0)\n\tGoto Spawn2\n\n Spawn2:\n\tBIKP A 2\n\tBIKE A 0 A_jumpifhealthlower(20, 2)\n\tBIKE A 0 A_Jump(256, 6)\n\tTNT1 AA 0\n\tBIKE A 0 A_Jump(256, 10)\n\tTNT1 AAA 0\n\tBIKE A 0 A_jumpifhealthlower(50, 2)\n\tBIKE A 0 A_Jump(256, 6)\n\tTNT1 AA 0\n\tTNT1 AAAAAA 0\n\tLoop\n\tBIKE A 0\n\n Death:\n XDeath:\n TNT1 A 1\n\tBIKE A 0 A_SpawnItem(\"BigExplosion1112\")\n\tBIKE A 0 A_PlaySound(\"weapons/explode\")\n\tBIKE A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tBIKE A 0 A_Scream\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tELEC A 0 A_Explode(100, 250)\n\tTNK1 B 500\n\tTNK1 B 2000\n\tTNT1 A -1\n\tStop\n\n}\n}\n\nACTOR Bike: Tank 7265\n{\n Health 220\n GibHealth 1\n Scale 0.5\n Height 32\n Radius 32\n Mass 220\n States\n {\n Spawn:\n\t TNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetNewTankDirection\", 0, 0, 0, 0)//Check vehicle initial angle.\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tGoto StandingHere\n\n\t StandingHere:\n\t\tBIKP A 1\n\t\tLoop\n\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTNK1 C 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tBIKP A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"BikePowerup\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"BikeMorpher\", 1)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBIKP A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tBIKP A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tBIKP A 1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 1\n\t\tBIKE A 0 A_NoBlocking\n\t\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"CrashMetalShards\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces1\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces2\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces3\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces4\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Repair:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\t TNT1 A 0 HealThing(7)\n\t\t TNK1 T 1\n\t\t TNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\t Goto StandingHere\n\t}\n}\n\nACTOR PowerBikeSwitch : PowerMorph {PowerMorph.PlayerClass \"PlayerBike\"}\n\nACTOR BikeMorpher : CustomInventory\n{\n States\n {\n PickUp:\n TNT1 A 1\n TNT1 A 0 ACS_NamedExecuteAlways(\"BDEnterTank\", 0, 0, 0, 0)//Get into Bike\n TNT1 A 0 A_GiveInventory(\"TankMorphActivation\")\n TNT1 A 0 A_SpawnItem(\"CancelTeleportFog\")\n TNT1 A 1\n Stop\n }\n }"
},
{
"source": "pk3",
"name": "BURN.txt",
"contents": "actor GenericBurningGuy\n{\n\tRadius 1\n\tHeight 1\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\t+NOICEDEATH\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 BRIGHT\n\t\tBUR2 A 1 BRIGHT\n\t\tBUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n\t\t//TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n\t\tBURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n\t\tBURN V -1\n\n\t\tSpawn2:\n\t\tTNT1 A 0 BRIGHT\n\t\t//TNT1 A 0 A_PlaySound(\"DSFDTHG\")\n\t\tTNT1 A 0 BRIGHT\n\t\tBUR2 A 1 BRIGHT\n\t\tBUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n\t\t//TNT1 A 0 A_PlaySound(\"DSFDTHG\")\n\t\tBURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n\t\tBURN V -1\n\t\tStop\n\t}\n}\n\nACTOR BurnParticles\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n Speed 0\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n +NODAMAGETHRUST\n +NOCLIP\n DamageType Fire\n\t+NOBLOOD\n\t+NOBLOODDECALS\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n XDT3 A 0 A_Explode(3,30)\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFireTrail324\", 0, 0, random (0, 360), 2, random (0, 130))\n\t\tTNT1 A 3\n\t\tstop\n }\n}\n\nACTOR SmallBurnParticles: BurnParticles\n{\n\tDamageType Burn\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n XDT3 A 0 A_Explode(2,30)\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFlameTrails\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tstop\n }\n}\n\nACTOR BurnParticlesNoDamage: BurnParticles\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"FlameTrails\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tstop\n }\n}\n\nACTOR BurnDamageSmall: BurnParticles\n{\n+NODAMAGETHRUST\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tXDT3 A 0 A_Explode(5,60)\n\t\tstop\n }\n}\n\nACTOR BurnDamageLarge: BurnParticles\n{\n+NODAMAGETHRUST\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tXDT3 A 0 A_Explode(12,120)\n\t\tstop\n }\n}\n\nactor BurningZombieOld\n{\n\tRadius 1\n\tHeight 1\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBUR2 A 1 BRIGHT\n\t\tBUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n\t\tBURN V -1\n\t\tStop\n\t}\n}\n\nactor DesintegratedHuman\n{\n\tRadius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\n\tScale 0.7\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Guts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 30, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodSplinter\", 0, 0, random (0, 360), 2, random (0, 35))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 0, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 0, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_SetAngle(random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredLarge\", 32, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredLarge\", -32, -32)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodmistBig\", 56, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 56, 0, random (0, 360), 2, random (40, 90))\n\t\tID50 ABCDEF 7\n\t\tStop\n\t}\n}\n\nactor BurningImp\n{\n\tRadius 1\n\tHeight 1\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tIZD4 CCC 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 CCC 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTROO LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n\t\tBOSB F -1\n\t\tStop\n\t}\n}\n\nactor BurningDemon2\n{\n\tRadius 22\n\tHeight 52\n\t+NOTELEPORT\n\t+SHOOTABLE\n\t+MOVEWITHSECTOR\n\t+SOLID\n\t+NOBLOCKMONST\n\tPainChance 0\n\tSpeed 15\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tdamagefactor \"Shrapnel\", 0.3\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"SSG\", 5.0\n\tdamagefactor \"Explosive\", 5.0\n\tdamagefactor \"ExplosiveImpact\", 2.0\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tCRB7 M 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 N 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 O 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 P 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_playsound (\"demon/pain\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 7, \"GotoDeath\")\n\t\tLoop\n\n\t\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"BurnedDemon\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tStop\n\n\t\tXDeath:\n\t\tDeath.SSG:\n\t\tDeath.Explosive:\n\t\tTNT1 A 0 A_NOBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,26,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n\t}\n}\n\nActor BurnedDemon\n{\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\t\tSpawn:\n\t\tCRB7 Q 2\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_playsound (\"demon/death\")\n\t\tCRB7 QQQQ 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 RRRR 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tCARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile (\"SmallSmoke\", 35, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tCARB J -1\n\t\tStop\n\t}\n}\n\nACTOR DyingZombiemanInFlames\n{\n Radius 12\n Height 30\n Speed 5\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n\t+NOICEDEATH\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t-SOLID\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n States\n {\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tZMAB A 1 A_Look\n\t\tLoop\n\n\t\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Playsound(\"BurnZom\")\n\t\tGoto See2\n\n\t\tSee2:\n\t\tZMAB A 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tZMAB A 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tZMAB B 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tZMAB B 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 5, \"GotoDeath\")\n\t\tLoop\n\n\t\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n\t\tStop\n\n\t\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tCRS2 A 5\n\t\tCRS2 A -1\n\t\tStop\n\n\t\tDeath.Stomp:\n\t\tDeath.SSG:\n\t\tXDeath:\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,15,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR DyingSergeantNoLegInFlames\n{\n Radius 12\n Height 30\n Speed 5\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+NOICEDEATH\n\t+FRIGHTENED\n\t-SOLID\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n States\n {\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Playsound(\"BurnZom\")\n\t\tZMAB A 1 A_Look\n\t\tLoop\n\n\t\tSee:\n\t\tSMBM A 5 A_Chase\n\t\tTNT1 A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSMBM A 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSMBM B 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSMBM B 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\t\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_Scream\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBRZ3 H -1\n\t\tStop\n\n\t\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tCRS2 A 5\n\t\tCRS2 A -1\n\t\tStop\n\n\t\tDeath.Stomp:\n\t\tDeath.SSG:\n\t\tXDeath:\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,15,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR BurningZombie\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n\tdamagefactor \"Flame\", 0.0\n\tdamagefactor \"Head\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+NOICEDEATH\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t+DONTSPLASH\n\t+NOTARGET\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\tMass 999999\n States\n {\n\t\tSpawn:\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\t\tSuffer:\n\t\tBDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 5, \"Death\")\n\t\t//TNT1 A 0 A_JumpIf(momz < 5, \"Falling\")\n\t\tLoop\n\n\t\tFalling:\n\t\tBDT2 AA 1 Bright\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 BB 1 Bright\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 CC 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 DD 1 Bright\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\t\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0\n\t\tGoto Looping\n\n\t\tLooping:\n\t\tBDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\t\tFallDeath:\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,28,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tBDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tNJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX A -1\n\t\tStop\n\n\t\tDeath2:\n\t\tBDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tNJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX B -1\n\t\tStop\n\n\t\tXDEATH:\n\t\tDEATH.SSG:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,28,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n }\n}\n\nACTOR BurningCacodemon\n{\n Radius 12\n Height 56\n Speed 3\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\t+NOICEDEATH\n\tdamagefactor \"Burn\", 0.5\n\tdamagefactor \"Fire\", 0.5\n\tdamagefactor \"Flames\", 0.5\n\tdamagefactor \"Flame\", 0.5\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tbloodtype \"Blue_Blood\"\n\tbloodcolor DarkBlue\n\tMONSTER\n\t-COUNTKILL\n\t+FLOAT\n\t+NOGRAVITY\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t+DONTSPLASH\n\tGravity 1.0\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMass 100\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD NN 1 Bright A_Chase(\"\", \"\")\n\t\tGoto Suffer\n\n\tSuffer:\n HEAD EE 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"FireballExplosionFlamesBig\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD EE 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 7, \"Death\")\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tLoop\n\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tHEAD P 1 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tHEAD PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 12 A_CustomMissile(\"FireballExplosionFlamesBig\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD P 1 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tHEAD PPPPPPPPPPPPPPPPPPPPPPPP 6 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD P -1\n Stop\n }\n}\n\nACTOR BurningZombieMan\n{\n Radius 8\n Height 48\n Speed 3\n\tHealth 30\n\tGibHealth 25\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n\tdamagefactor \"Flame\", 0.0\n\tdamagefactor \"Head\", 0.0\n\tdamagefactor \"Ice\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t+NOTARGET\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\tMass 999999\n States\n {\n Spawn:\n BRZ1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n BRZ3 AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0\n\t\tGoto Looping\n\n\tLooping:\n\t BDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_Jump(256, \"Death1\", \"Death2\", \"Death3\")\n\t\tGoto Death1\n\n\tDeath1:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n Stop\n\n\tDeath2:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 I -1\n Stop\n\n\tDeath3:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"DyingZombiemanInFlames\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n }\n}\n\nACTOR BurningShotgunguy: BurningZombieMan\n{\n States\n {\n\tSpawn:\n BRZ1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n BRZ3 AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\n\tDeath:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_Jump(256, \"Death1\", \"Death2\", \"Death3\")\n\t\tGoto Death1\n\n\tDeath1:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n Stop\n\n\tDeath2:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 I -1\n Stop\n\n\tDeath3:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"DyingSergeantNoLegInFlames\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n Stop\n }\n}\n\nACTOR BurningChaingunGuy: BurningZombieMan\n{\n States\n {\n\tSpawn:\n BRZ1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n CPBR AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n CPBR BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tCPBR CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n CPBR BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 5, \"Death\")\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n Stop\n }\n}\n\nACTOR BurningImpRunning: BurningZombieMan\n{\n States\n {\n\tSpawn:\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n TRBR AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TRBR BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTRBR CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TRBR DDD 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\tDeath:\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n TNT1 A 0 A_SpawnItem(\"BurningImp\")\n\t\tStop\n }\n}\n\nACTOR BurningDemon: BurningZombieMan\n{\n States\n {\n\tSpawn:\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n SBRG AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_playsound (\"demon/pain\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SBRG BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSBRG CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SBRG DDD 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 7, \"Death\")\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"BurnedDemon\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tStop\n\n\tXDeath:\n\tDeath.SSG:\n\tDeath.Explosive:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NOBlocking\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n }\n}\n\nACTOR BurningZombieManSimple: BurningZombieMan\n{\n Speed 1\n\tStates\n {\n Spawn:\n BRZ5 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n BRZ5 AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ5 CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 DDD 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\t BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 EEE 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\t BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 FFF 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\t}\n}\n\nACTOR XDeathBurnedLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB E 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB E -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB F 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB F -1\n Stop\n }\n}\n\nACTOR XDeathBurnedSkull\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n BURN B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n BURN B 1\n BURN B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB D 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB G 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB G -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB H 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB H -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB I 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB I -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB A 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB A -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat3\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB C 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB C -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat1\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB P 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB Q 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}\n\nACTOR Ashes1: XDeath1\n{\n Speed 5\n\tGravity 0.2\n DeathSound \"none\"\n\tSeeSound \"none\"\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\tBounceFactor 0.01\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t ASHZ ABCB 3\n Loop\n Death:\n ASHZ B 400\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}\n\nACTOR Ashes2: XDeath1\n{\n Speed 5\n\tGravity 0.2\n\t+DONTSPLASH\n DeathSound \"none\"\n\tSeeSound \"none\"\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t ASHY ABCB 3\n Loop\n Death:\n ASHY B 400\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Cacodemo.txt",
"contents": "ACTOR Cacodemon_ : Cacodemon Replaces Cacodemon\n{\n\tGame Doom\n\tbloodtype \"Blue_Blood\", \"BlueSawBlood\", \"BlueSawBlood\"\n\tbloodcolor \"Blue\"\n\tSpawnID 19\n GibHealth 25\n\tRadius 28\n\tHeight 56\n\tMass 400\n\tSpeed 10\n\tHealth 400\n\tPainChance 128\n\n\tDamagefactor \"Avoid\", 1.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Burn\", 0.5\n\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\tDamagefactor \"GreenFire\", 0.5\n\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Avoid\", 128\tPainChance \"Head\", 255\n\tPainChance \"Taunt\", 255\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\n\tMonster\n\tScale 0.9\n\t+FLOAT +NOGRAVITY +FORCEXYBILLBOARD\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"$OB_CACO\"\n\tHitObituary \"$OB_CACOHIT\"\n\tDropItem \"HealthPlusNoCount\" 16\n\tDeathHeight 4\n\tBurnHeight 0\n\tTag \"Cacodemon\"\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t HEAD A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n HEAD A 15 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t HEAD A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n HEAD A 15 A_FaceTarget\n Goto Missile\n\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaCacoDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tHEAD A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tHEAD A 1 A_Look\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"FatalityMarine\")\n\t\tGoto Stand\n\n\tStand:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\n\tSearchPlayer:\n\t TNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 40)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 30)\n\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\n\t\tTNT1 A 0 A_Jump(128, \"SearchPlayer\")\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tGoto SearchPlayer\n\n\tSee:\n\t\tTNT1 A 0 A_CheckSight(\"See2\")\n\t\tHEAD A 2 A_Chase\n\t\tHEAD AA 2 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(99, \"Melee\")\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 1)\n\t\tLoop\n\n\tSee2:\n\t\tHEAD AAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"SearchPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tHEAD AAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"SearchPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"SearchPlayer\")\n\t\tGoto See\n\n\tMissile:\n\t\tTNT1 A 0 A_Stop\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t TNT1 A 0 A_JumpIfCloser(140, \"Melee\")\n TNT1 A 0 A_Jump (198, 3)\n Goto Avoid\n TNT1 AAA 0\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 BRIGHT A_CustomMissile(\"CacodemonBall\", 34, 0, 0, 0)\n\t\tGoto See\n\n\tMelee:\n\t\tHEAD B 4 A_Facetarget\n\t\tHEAD C 4 A_Recoil(-5)\n\t\tTNT1 A 0 A_CustomMissile(\"CacodemonBite\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Fatality_Marine\", 1, \"FatalityMarine\")\n\t\tHEAD D 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"FatalityMarine\")\n\tGoto See\n\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n\t\tHEAD F 6\n\t\tGoto See\n\n\tPain.Kick:\n\tPain.HeavyImpact:\n TNT1 A 0 A_FaceTarget\n\t\tHEAD E 6 A_Recoil(5)\n\t\tHEAD E 6 A_Pain\n\t\tHEAD F 10\n\t\tGoto See\n\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n TNT1 A 0 A_Jump (128, 3)\n Goto Avoid\n TNT1 AAA 0\n\t\tHEAD F 6\n Goto See\n\n\tPain.Cut:\n\tPain.Saw:\n\t\tTNT1 A 0 A_Stop\n\t\tHEAD EF 6\n Goto See\n\n\tAvoid:\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n\n\t\tHEAD B 5 A_FaceTarget\n\t\tHEAD C 5 A_FaceTarget\n\t\tHEAD D 5 BRIGHT A_HeadAttack\n\t\t Goto See\n\n Death.Shotgun:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(500, \"Death.Brutal\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath:\n\t\tHEAD G 3 A_Scream\n\t\tHEAD H 3 A_NoBlocking\n\t\t//TNT1 A 0 A_CustomMissile(\"CacodemonEyeBall\", 50, 0, 0)\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n HEAD IJK 4\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n TNT1 A 0 A_SpawnItem (\"DeadCacoDemon1\", 1)\n\t\tTNT1 A -1\n Stop\n\n\tDeathlulz:\n\t\tH3D2 A 6 A_Scream\n\t\tH3D2 B 6 A_NoBlocking\n\t\tH3D2 CD 6\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n H3D2 E 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n TNT1 A 0 A_SpawnItem (\"DeadCacoDemon1\", 1)\n\t\tTNT1 A -1\n Stop\n\n\t Death.Fatality:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.SSG\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_Jump(128,5)\n TNT1 A 0 A_GiveToTarget(\"CacoDemonFatality\", 1)\n Stop\n TNT1 AAAAAAA 0\n TNT1 A 0 A_GiveToTarget(\"CacoDemonFatality2\", 1)\n TNT1 A 1\n TNT1 A 0\n\t\tStop\n\n\tDeath.saw:\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tHEDC AB 9\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"SawedCacodemon\", 1)\n\t\tTNT1 C -1\n Stop\n\n\tDeath.cut:\n\tDeath.ExplosiveImpact:\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CCD3 A 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tTNT1 A -1\n Stop\n\tDeath.Minigun:\n\t\tTNT1 O 0 A_Jump(64, 2)\n\t\tGoto Death.Brutal\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n CCD3 A 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tTNT1 A -1\n Stop\n\n\tDeath.Brutal:\n\tDeath.Blast:\n\tDeath.Railgun:\n\tTNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\tTNT1 A 0 A_Scream\n\tTNT1 O 0 A_NoBlocking\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\tTNT1 A 0 A_CustomMissile (\"XDeath2bBlue\", 25, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 25, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (160, 210), 2, random (30, 60))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (160, 210), 2, random (30, 60))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (0, 360), 2, random (0, 160))\n\tCCD1 A 0\n\tTNT1 A 0 A_SpawnItem(\"BrutalizedCacodemon1\")\n\tTNT1 A 1\n\tTNT1 A -1\n\tStop\n\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Stop\n\t\tCACB AA 0 A_CustomMissile (\"XDeathBurnedBlueMeat1\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB AA 0 A_CustomMissile (\"XDeathBurnedBlueMeat2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\n\tFallAndBurn:\n\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n CACB B 8 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n CACB B -1\n Stop\n\n Death.fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"BurningCacoDemon\")\n Stop\n\n\tDeath.Explosives:\n\tXDeath:\n\tDeath.Desintegrate:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"CacoXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.SSG:\n\tDeath.ExtremePunches:\n\tTNT1 A 0\n\tCCD3 A 1 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Scream\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 50, 0, random (0, 360), 2, random (0, 50))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (140, 230), 2, random (30, 60))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (140, 230), 2, random (30, 60))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (140, 230), 2, random (30, 60))\n\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath2\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath1\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AA 0 A_CustomMissile (\"CacoXDeath5\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (160, 200), 2, random (20, 40))\n\tCCD3 A 1 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_SpawnItem(\"DeadHalfCacoDemon\")\n\tTNT1 A -1\n\tStop\n\n\t Raise:\n HEAD L 8 A_UnSetFloorClip\n HEAD KJIHG 8\n Goto See\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SpawnItem(\"BodyRemovalThing\")\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"CacoDemon\")\n Stop\n\nFatalityMarine:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\tCFPF A 8\n\tTNT1 A 0 A_PlaySound(\"DSFDTHE\")\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\tCFPF B 8\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\tCFPF C 8\n\n\tCFPF B 8\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\tCFPF C 9\n\n\tCFPF B 8\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\tCFPF C 8\n\n\tTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n\tTNT1 A 0 A_SpawnItem(\"RipGuts\", 0, 40)\n\tTNT1 A 0 A_SpawnItem (\"PlayerJustGotCutInHalf\", 1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto See\n\nDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenCacodemon\")\n\tStop\n\nDeath.Massacre:\n\tGoto Death\n\n\t}\n}\n\n//===========================================================================\n//\n// Cacodemon plasma ball\n//\n//===========================================================================\nACTOR CacodemonBall_ Replaces CacodemonBall\n{\n\tGame Doom\n\tSpawnID 126\n\tRadius 6\n\tHeight 6\n\tSpeed 14\n\tFastSpeed 18\n\tDamage (random(30,30))\n\tProjectile\n\t+RANDOMIZE\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha 0.95\n damagetype Plasma\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tDecal \"Scorch\"\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tPBAL DE 2 BRIGHT\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"ShoqueAzul\", 3, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"FireBallExplosionFlames\", 1, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BluePlasmaFire\", 1, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"BDExplosionparticlesSmall\", 10, 0, random (0, 180), 2, random (40, 90))\n\t\tTNT1 AAA 1 A_SpawnItem(\"RedFlare\")\n\t\tStop\n\t}\n}\n\nACTOR Shoque\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 2\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n\tRenderStyle Add\n Scale 0.7\n\tGravity 0\n\tAlpha 0.5\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n SHOQ ABCDEFG 1 BRIGHT\n Stop\n\t}\n}\n\nACTOR ShoqueAzul\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n\tRenderStyle Add\n Scale 1.0\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n SH1K ABCDEFG 2 BRIGHT\n Stop\n\t}\n}\n\nACTOR CacoXdeath1\n{\ntranslation \"168:191=192:207\"\n Radius 8\n Height 8\n Speed 9\n Scale 1.1\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\nDecal BlueBloodSplat\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BlueBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP1 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP1 B 2002\n Stop\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CacoXdeath1b: CacoXdeath1 { Speed 6}\n\nACTOR CacoXdeath2: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP1 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP1 C 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath2b: CacoXdeath2 { Speed 7}\n\nACTOR CacoXdeath3: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n\tScale 0.9\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP2 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP2 B 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath3b: CacoXdeath3 { Speed 7}\n\nACTOR CacoXdeath4: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n\tScale 0.9\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP2 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP2 C 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath4b: CacoXdeath4 { Speed 7}\n\nACTOR CacoXdeath5: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP3 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP3 B 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath5b: CacoXdeath5 { Speed 7}\n\nACTOR CacoXdeath6: CacoXDeath1\n{\nScale 0.9\nGravity 0.6\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP4 ABCDEFG 4 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP4 H 2002\n Stop\n }\n}\n\nACTOR CacoXdeath6b: CacoXdeath6 { Speed 7}\n\nACTOR CacoXdeath7: CacoXDeath1\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BlueBloodSplat\nScale 0.9\nSpeed 16\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP5 C 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n\tSpawn2:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP5 D 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP5 A 2002\n Stop\n\t Death2:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP5 B 2002\n Stop\n }\n}\n\nACTOR CacoXdeath7b: CacoXdeath7 { Speed 7}\n\nACTOR HalfCacodemon\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFactor 0.5\n\tScale 0.9\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tCACX ABCDEFGH 2 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t CACX I -1\n\t\tStop\n }\n}\n\nActor DeadCacoDemon1: CurbstompedMarine Replaces DeadCacodemon\n{\n Radius 12\n Height 24\n Scale 0.9\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n bloodtype \"Blue_Blood\", \"BlueSawBlood\", \"BlueSawBlood\"\n bloodcolor darkblue\n Mass 10000\n Health 300\n damagefactor \"CrushedBodies\", 500.0\n\tStates\n {\n Spawn:\n\t\tHEAD L -1\n Stop\n Death:\n \t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath7b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath1b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath2b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath3b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath4b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath6b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1Blue\",30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood2Blue\", 30, 0, random (0, 360), 2, random (0, 50))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadHalfCacoDemon\")\n Stop\n\tDeath.cut:\n\tDeath.ExplosiveImpact:\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CACL A 1\n TNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 3)\n Stop\n Death.Plasma: Death.Plasma2:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat1\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat2\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB B -1\n Stop\n\n\tDeath.Fire: Death.Burn: Death.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tCACB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n CACB B -1\n Stop\n\n\tDeath.CrushedBodies:\n\tCrush:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SetAngle(0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1Blue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 5, random (-40, 40), random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1Blue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 5, random (-40, 40), random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 1 A_XScream\n\t\tCRS2 B -1\n\t\tStop\n\n\t\t}}\n\nActor DeadHalfCacoDemon: DeadCacoDemon1\n{Health 200 States{Spawn:\n CCD3 B -1\n Stop\n\n\t Death:\n\t Death.Cut:\n\t Death.Minigun:\n \t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath1b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath2b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath3b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath4b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath5b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1Blue\",30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood2Blue\", 30, 0, random (0, 360), 2, random (0, 50))\n Stop\n\t }}\n\nActor DeadCacoDemon2: DeadCacoDemon1\n{Health 200 States{Spawn:\n CCD2 B -1\n Stop\n\t }}\n\nActor DeadCacoDemon3: DeadCacoDemon1\n{Health 200 States{Spawn:\n CCD1 C -1\n Stop\n\t }}\n\n\tActor SawedCacoDemon: DeadCacoDemon1\n{Health 400 States{Spawn:\n HEDC C -1\n Stop\n Death.Cut: Death.Minigun:\t Death:\n\t\t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath7b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath1b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath2b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath3b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath4b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath6b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1Blue\",30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 30, 0, random (0, 360), 2, random (0, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood2Blue\", 30, 0, random (0, 360), 2, random (0, 50))\n\t\t Stop}}\n\nACTOR CacodemonBite: ImpAttack\n{\n +THRUGHOST\n\tDamageType HKFT\n Damage 5\n}\n\nACTOR BrutalizedCacodemon1: DeadCacodemon1\n{\n\tRadius 24\n\tHeight 65\n\tHealth 20\n\tScale 0.9\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(96, \"NoSuffer\")\n\tTNT1 A 0 A_Jump(64, \"Fall\")\n\tCCD1 AAEEAAEEAAAAEEAAEEAA 5 A_CustomMissile (\"Blue_BloodTrails\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFall:\n\tTNT1 AAAAA 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tCCD1 ABC 6\n\tTNT1 A 0 A_SpawnItem(\"DeadCacodemon3\")\n\tStop\n\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 30, 0, random (0, 360), 2, random (0, 50))\n\tCCD2 A 10\n\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tTNT1 A 0 A_SpawnItem(\"BrutalizedCacodemon2\")\n\tStop\n\n\tNoSuffer:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 40, 0, random (0, 360), 2, random (0, 160))\n\tCCD2 B 6\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"DeadCacoDemon2\")\n\tStop\n}}\n\nACTOR BrutalizedCacodemon2: BrutalizedCacodemon1\n{\n\tHeight 50\n\tStates\n\t{\n\tSpawn:\n\tCCD2 AEAEAEAEAEAEAEAE 5 A_CustomMissile (\"Blue_BloodTrails\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tCCD2 B 6\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"DeadCacodemon2\")\n\tStop\n\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AA 0 A_CustomMissile (\"CacoXDeath6\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 30, 0, random (0, 360), 2, random (0, 50))\n\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tCCD3 A 10\n\tTNT1 A 0 A_SpawnItem(\"DeadHalfCacoDemon\")\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "CapturedMarine.txt",
"contents": "Actor CapturedMarine Replaces Blursphere\n{\n\tRadius 24\n Height 48\n Speed 0\n\t+THRUACTORS\n States\n\t\t{\n\t\t\tSpawn:\n\t\t\tCAPT A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDDisableFriendlyMarines\")\n\t\t\tCAPT A 2\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EvidenceCheckerInvisibility\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_JumPIfInventory(\"Clip2\", 1, \"Invisibility\")\n\t\t\tTNT1 A 0 A_Jump(255, \"RifleMarine\", \"RifleMarine\", \"ShotgunMarine\", \"ShotgunMarine\", \"MinigunMarine\", \"PlasmaMarine\")\n\n\t\tRifleMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarineBase\")\n\t\t\tStop\n\n\t\tShotgunMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarineShotgun\")\n\t\t\tStop\n\n\t\tMinigunMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarineMinigun\")\n\t\t\tStop\n\n\t\tPlasmaMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarinePlasma\")\n\t\t\tStop\n\n\t\tInvisibility:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SuperBlursphere\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\n\t\t}\n}\n\nACTOR CapturedMarineBase\n{\n Radius 24\n Height 48\n Speed 0\n Health 100\n\tScale 1.0\n +SHOOTABLE\n\t+FLOORCLIP\n +SOLID\n\t+FRIENDLY\n\t-COUNTKILL\n\t+FLOORCLIP\n Painchance 255\n DamageType Taunt\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"FriendBullet\", 0.0\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 0.0\tDamagefactor \"HeadKick\", 0.0\n\tDamagefactor \"HelperMarineFatallity\", 0.0\tDamagefactor \"KillMe\", 0.0\tDamagefactor \"Leg\", 0.0\n\tDamagefactor \"MonsterKnocked\", 0.0\tDamagefactor \"PussyGrab\", 100.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"Taunt\", 0.0\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 100.0\n\n\tDeathSound \"*death\"\n\tPainSound \"*pain50\"\n BloodType \"Brutal_Blood\"\n\tDropItem \"PoleWithNothing\" 255\n\tMass 999999\n States\n {\n Spawn:\n\t TNT1 A 0 A_Stop\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"CheckIfDM\", 0, 0, 0, 0)//Check if Coop\n\t\tTNT1 A 1\n\t\tGoto Spawn1\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"SuperBlursphere\")\n\t\tTNT1 A 5000\n\t\tLoop\n\n\tSpawn1:\n TNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tCAPT A 1 A_Stop\n CAPT ABCB 15 A_Stop\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle3\", 50, 0, 0, 2, 90)\n TNT1 A 0 A_SpawnItem (\"KillMe\")\n Loop\n\n Spawn2:\n CAPT A 5\n Goto Spawn1\n\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAllies\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Rifle\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n\tConversion:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"WolfensteinSS\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"teleportfog\")\n TNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\nPain:\nPain.Blast:\nPain.ExplosiveImpact:\nPain.Explosive:\nPain.Bullet:\nPain.SSG:\nPain.Minigun:\nPain.ImpFatalityMarine:\nPain.Rip:\n CAPT P 1\n\t\tTNT1 A 0 A_Stop\n CAPT P 5 A_Pain\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"EnemyIsArchvile\", 1, \"Conversion\")\n\t\tTNT1 A 0 A_Stop\n Goto AfterPain\n\n\t\tAfterPain:\n\t\tCAPT A 1 A_Stop\n CAPT ABCB 15 A_Stop\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle3\", 50, 0, 0, 2, 90)\n TNT1 A 0 A_SpawnItem (\"KillMe\")\n Loop\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PLAY O 2 A_FaceTarget\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PLAY OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PLAY U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\n Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"EnemyIsArchvile\", 1, \"Conversion\")\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\n\tTNT1 A 0\n\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"EnemyIsArchvile\", 1, \"Conversion\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n XPL6 F -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n }\n}\n\nACTOR CapturedMarineShotgun: CapturedMarineBase\n{\n\tTranslation \"112:127=96:111\"\n\tStates\n\t{\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesShotgun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Shotgun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n }\n}\n\nACTOR CapturedMarineMinigun: CapturedMarineBase\n{\n\tTranslation \"112:127=32:47\", \"48:79=64:79\"\n\tStates\n\t{\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n }\n}\n\nACTOR CapturedMarinePlasma: CapturedMarineBase\n{\n\ttranslation \"112:127=[0,128,192]:[0,0,0]\"\n\tStates\n\t{\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesPLasmagun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Plasmagun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n }\n}\n\nactor KillMe\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType KillMe\n+NOGRAVITY +NOTELEPORT +NODAMAGETHRUST\n+THRUGHOST +NORADIUSDMG +NOEXTREMEDEATH\n+FORCERADIUSDMG -BLOODSPLATTER +BLOODLESSIMPACT\nPROJECTILE\t+DEHEXPLOSION\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,500)\nStop\n }\n}\n\nactor BodyCrash1\n{\nRadius 16\nHeight 2\nDamageType Fall\n+NOTELEPORT\n+NODAMAGETHRUST\n+FORCERADIUSDMG\n-BLOODSPLATTER\n+BLOODLESSIMPACT\nPROJECTILE\n+MISSILE\n-NOGRAVITY\n-THRUACTORS\n+EXPLODEONWATER\nGravity 1.0\nSpeed 0\nDamage (random (90, 95))\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 4\nStop\n\nDeath:\nXDeath:\nTNT1 A 0 A_Explode(100,10)\nStop\n }\n}\n\nactor KillMeSmall: KillMe\n{\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,400)\nStop\n }\n}\n\nactor KillMeBot: KillMe\n{\n-FORCERADIUSDMG\ndamagetype \"KillMeBot\"\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,800)\nStop\n }\n}\n\nACTOR MarineSurvivor2: Marine 8756\n{\nSpeed 5\nHealth 6\n\tStates\n\t{\n Spawn:\n PLAY A 0\n TNT1 A 0 A_CheckSight(\"Spawn2\")\n PLAY A 0\n //TNT1 A 0 A_SpawnItem (\"GiantKillMe\")\n PLAY A 1 A_Chase\n Goto See\n\n Spawn2:\n PLAY A 1\n Goto Spawn\n\t}\n}\n\nACTOR MarinePunch: BaronBall\n{\n\tRadius 10\n\tHeight 18\n\tDamageType HelperMarineFatallity\n\tProjectile\n\t+RANDOMIZE\n Damage 10\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n +BLOODSPLATTER\n\tRenderStyle Add\n\tAlpha 0.6\n\tHitObituary \"$OB_IMPHIT\"\n Obituary \"$OB_IMPHIT\"\n\t+DONTHURTSPECIES\n\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n Speed 20\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\tDeath:\n TNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineGivingHealth\n{\nMONSTER\n-COUNTKILL\n+SOLID\n-SHOOTABLE\n+MISSILEMORE\n+MISSILEEVENMORE\nHealth 99999\nRadius 16\nHeight 52\nSpeed 0\nMeleeRange 28\n\tStates\n\t{\n\tSpawn:\n\tMR8S A 1 A_Look\n\tTNT1 A 0 A_CheckSight(\"GiveHealth\")\n\tTNT1 A 0 A_PlaySound(\"MRNGI2\")\n\tGoto See\n\n\tSee:\n\t\tMR8S AAAAABBBBB 5 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"GiveHealth\")\n\t\tLoop\n\n\tMissile:\n\tGiveHealth:\n\tMR8S A 1 A_FaceTarget\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItemEx(\"Stimpack\", 30, 0)\n\tTNT1 A 0 A_SpawnItem(\"Marine_Rifle\")\n\tStop\n}\n}\n\nACTOR BlurSphere2: BlurSphere //Replaces BlurSphere\n{\n-COUNTITEM\n\tStates\n\t{\n\tSpawn:\n\t\tPINS A 2 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarine\")\n\t\tStop\n\t}\n}\n\nActor PoleWithNothing\n{\n+NOBLOCKMAP\nMass 99999999\nStates\n{\nSpawn:\n TNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"PoleWithNothing2\", 0, -40)\n Stop\n}}\n\nActor PoleWithNothing2\n{\n+NOBLOCKMAP\nMass 99999999\nStates\n{\nSpawn:\n CAPT N 1 A_Stop\n CAPT N -1\n Stop\n}}\n\nactor MonsterSightAlert\n{\nMONSTER\n+THRUACTORS\nHealth 1\nDamageType \"Alert\"\n+SHOOTABLE\n+NOPAIN\n+MISSILE\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0\nTNT1 A 0 A_Explode(2,500, 0)\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nStop\n }\n}\n\nActor OrderTitle1\n{\n Height 1\n Radius 1\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +THRUACTORS\n +GHOST\n +THRUGHOST\n RenderStyle Add\n Scale 0.2\n Speed 1\n States\n {\n Spawn:\n CMMN A 2 BRIGHT\n\tCMMN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nActor OrderTitle2: OrderTitle1\n{\n States\n {\n Spawn:\n CMMN B 2 BRIGHT\n\tCMMN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nActor OrderTitle3: OrderTitle1\n{\n States\n {\n Spawn:\n CMMN C 2 BRIGHT\n\tCMMN CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 Bright A_FadeOut(0.04)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Casing.txt",
"contents": "ACTOR RifleCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",1,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR PistolCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"PistolCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR ShotCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ShotgunCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nActor SSGCaseSpawner : ShotcaseSpawn\n{\n\t\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\t\t\tTNT1 A 1\n\t\t\t\tGoto Death\n\t\tDeath:\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"ShotgunCasing\",0,0,random(80,100),2,random(50,70))\n\t\t\t\tStop\n\t\t}\n}\n\nACTOR SlugCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"SlugShellCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR SSGSlugCaseSpawner : SlugCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"SlugShellCasing\",0,0,random(80,100),2,random(50,70))\n\t\tStop\n\t}\n}\n\nACTOR SlugShellCasing\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.25\n +DOOMBOUNCE\n -CANBOUNCEWATER\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 2\n BounceFactor 0.3\n DeathSound \"weapons/shell\"\n BounceSound \"weapons/shell\"\n States\n {\n Spawn:\n CAS4 AABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1 A_CustomMissile(\"CasingSmoke\", 0, 0, random(0, 360), 2, random(85, 90))\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n\t TNT1 A 0 A_SpawnItem(\"MicroSmokeColumn\")\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n CAS4 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CAS4 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CAS4 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CAS4 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CAS4 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n CAS4 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n CAS4 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n CAS4 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyDrumSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyDrum\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}\n\nACTOR EmptyDrum\n{\n Height 12\n Radius 2\n Speed 4\n Scale 0.7\n +DOOMBOUNCE\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n BounceFactor 0.3\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n DRUM ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n DRUM A 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyPistolClipSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyPistolClip\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}\n\nACTOR EmptyPistolClip\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n BounceFactor 0.3\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n PCAS ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n PCAS G 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR 50CaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",-2,0,random(80,100),2,random(40,80))\n\t\tTNT1 A 1 A_CustomMissile(\"MGLinks\",-4,0,random(80,100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nACTOR 50CaseSpawn2: 50CaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",-2,0,random(-80,-100),2,random(40,80))\n\t\tTNT1 A 1 A_CustomMissile(\"MGLinks\",-4,0,random(-80,-100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nACTOR MastermindCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"20mmBrass\",-5,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR AutoCannonCaseSpawn: MastermindCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"40mmBrass\",-5,0,random(-80,-100),2,random(30,50))\n\t\tStop\n\t}\n}\n\nACTOR EmptyBrass\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.15\n +DOOMBOUNCE\n -CANBOUNCEWATER\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n +FLOORCLIP\n +THRUACTORS\n Mass 0\n BounceFactor 0.3\n DeathSound \"weapons/casing\"\n BounceSound \"weapons/casing\"\n States\n {\n Spawn:\n //C4S3 FGHABCDEFGHABCDEFGH 3\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n\t C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n STOP\n\n Death:\n C4S3 I 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n C4S3 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 I -1\n Loop\n Rest2:\n C4S3 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 J -1\n Loop\n Rest3:\n C4S3 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 K -1\n Loop\n Rest4:\n C4S3 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 L -1\n Loop\n Rest5:\n C4S3 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 M -1\n Loop\n Rest6:\n C4S3 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 I -1\n Loop\n Rest7:\n C4S3 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 J -1\n Loop\n Rest8:\n C4S3 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 K -1\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nActor EnemyMinigunBrass: EmptyBrass\n{\n\tStates\n\t\t{\n\t\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t\t}\n}\n\nACTOR PistolCasing: EMptyBrass\n{\n\n Scale 0.1\n States\n {\n Spawn:\n\t TNT1 A 0\n\n C4S1 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n STOP\n\n Death:\n C4S1 I 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\")\n Goto Rest1\n Rest1:\n C4S1 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n C4S1 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n C4S1 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n C4S1 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n C4S1 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR MGLinks: EMptyBrass\n{\n\n Scale 0.25\n States\n {\n Spawn:\n\t TNT1 A 0\n\n CLIN ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1\n STOP\n\n Death:\n CLIN A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\")\n Goto Rest1\n Rest1:\n CLIN F 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CLIN B 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CLIN F 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CLIN B 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CLIN F 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR 20mmBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.5\n}\n\nACTOR 40mmBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.8\nDeathSound \"40mmcasing\"\nBounceSound \"None\"\n}\n\nACTOR underwaterEmptyBrass: EmptyBrass\n{\n Speed 0\n -BOUNCEONWALLS\n Mass 1\n DeathSound \"none\"\n BounceSound \"none\"\n States\n {\n Spawn:\n BLUD C 0 ThrustThingZ (0,7,1,0)\n C4S3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t C4S3 EFGH 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n C4S3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t C4S3 EFGH 3\n\t TNT1 A 0 A_SpawnItem(\"BUBULZ\")\n Loop\n }\n}\n\nACTOR ShotgunCasing\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.25\n +DOOMBOUNCE\n -CANBOUNCEWATER\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n //+CANBOUNCEWATER\n //+DONTSPLASH\n Mass 2\n BounceFactor 0.3\n DeathSound \"weapons/shell\"\n BounceSound \"weapons/shell\"\n States\n {\n Spawn:\n C4S2 AABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1 A_CustomMissile(\"CasingSmoke\", 0, 0, random(0, 360), 2, random(85, 90))\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n\t TNT1 A 0 A_SpawnItem(\"MicroSmokeColumn\")\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n C4S2 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n C4S2 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n C4S2 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n C4S2 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n C4S2 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n C4S2 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n C4S2 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n C4S2 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyClip\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n BounceFactor 0.3\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n ECLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n ECLI G 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyRocketChamber\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 1\n BounceFactor 0.3\n DeathSound \"weapons/barrelpain\"\n BounceSound \"weapons/barrelpain\"\n States\n {\n Spawn:\n TNT1 A 0\n RCSE ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n RCSE G 600\n Loop\n }\n}\n\nACTOR EmptyCell\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.7\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n BounceFactor 0.3\n +GHOST\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n ECEL ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n ECEL A 600\n Loop\n }\n}\n\nACTOR RocketCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyRocketChamber\",0,0,random(80,100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyCell\",0,0,random(80,100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR EmptyClipSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyClip\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "ChaingunMarine.txt",
"contents": "ACTOR PrePlacedMarineMinigun Replaces MarineChaingun\n{\nTranslation \"112:127=32:47\", \"48:79=64:79\"\nMONSTER\nHeight 56\nRadius 16\n-COUNTKILL\n States\n\t{\n\tSpawn:\n\tPL42 A 1\n\tTNT1 A 0 A_NoBlocking\n\tPL42 A 1\n\tTNT1 A 0 A_SpawnItemEx (\"Marine_MinigunSpawn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nACTOR Marine_Minigun1PathfinderNew: Marine1Pathfinder\n{\n-FRIENDLY\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"MarineAdd\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"FriendlymarineTFog\")\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunSpawn: RedTorch\n{\n Radius 10\n Height 48\n\tMONSTER\n\t-SHOOTABLE\n\t-COUNTKILL\n\t-FRIENDLY\n\tTranslation \"112:127=32:47\", \"48:79=64:79\"\n\tStates\n {\n Spawn:\n\t PL42 A 10\n\t\tPL42 A 1 A_CheckSight(\"DontSpawn\")\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_Look\n\tSee:\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\tDontSpawn:\n\t PL42 A 1\n\t\tGoto Spawn\n }\n}\n\nACTOR Marine_Minigun: Marine_Rifle\n{\n\t//Translation \"152:159=[64,64,64]:[0,0,0]\", \"128:143=[80,80,80]:[0,0,0]\", \"112:127=[174,0,0]:[49,0,0]\", \"48:79=64:79\"\n\tDropItem \"DropedChaingunSpawner\"\n\tTranslation \"112:127=32:47\", \"48:79=64:79\"\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 50, 0, 0, 2, 90)\n\t\tPL42 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MinigunMarineGuarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPL42 A 1 A_Look\n\t\tGoto See\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\t//NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tBecomeEnemy23:\n\t\tPL42 A 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\n\tFollowPlayer:\n\t TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tPL42 A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tPL42 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\t////TNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(800, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n\t\t//TNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_MinigunPathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tWaits:\n\t\tPL42 H 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\n\t\tPL42 H 8 A_Stop\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWT\", 2)\n\t\tPL42 H 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tWaits3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 50, 3)\n\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWC\", 2)\n\t\tPL42 H 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tPL42 A 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"MRNGI1\")\n\t\tPL42 I 30\n\t\tTNT1 A 0 A_GiveToTarget(\"Clip2\", 100)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"Stimpack\", 40, 0)\n\t\tGoto Waits\n\n\tMissile:\n //PL42 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\t//TNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\tMissile2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\t//TNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(500, \"Retreat\")\n\tPain.Avoid:\n\t\tTNT1 A 0 A_Jump(256, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto StrafeLeft\n\n\tRetreat:\n TNT1 A 0\n\t\tPL42 A 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPL42 B 3\n TNT1 A 0 A_Recoil(5)\n\t\tPL42 CD 3 A_FaceTarget\n\t\tGoto MIssile2\n\n\tMeleeAttack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")\n\t\tPLAM A 4 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tPLAM A 1 A_FaceTarget\n\t\tPLAM B 4 A_CustomMissile(\"MarinePunch\",40,0,0,0)\n\t\tPLAM B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\tGoto See\n\n\tPain:\n\t PL42 G 3\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tPL42 G 3 A_Pain\n\t\tGoto FollowPlayer\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PL42 O 2 A_FaceTarget\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PL42 OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PL42 U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\t}\n}\n\nACTOR MinigunMarineGuarding: Marine_Minigun\n{\n\tFastSpeed 0\n\tMaxStepHeight 0\n\t+FRIENDLY\n\t+MISSILEMORE\n\t+NODROPOFF\n\t+MISSILEEVENMORE\n\t+SHOOTABLE\n\tSpeed 0\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineFollow\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 50, 0, 0, 2, 90)\n\t\tPL42 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPL42 E 1 A_Look\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tPL42 EEEEEEEEEEHHHHHHHHH 1 A_Chase\n\t\tTNT1 A 0 A_ClearTarget\n\t\tLoop\n\n\tMissile:\n //PL42 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\n\tMissile2:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPL42 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto See\n\n\tPain:\n\t PL42 G 3\n\t\tPL42 G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(128, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\t}\n}\n\nACTOR Marine_MinigunPathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 8000.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n +DONTSPLASH\n\t-SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 Thing_ChangeTID(0,98)\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t TNT1 A 0 A_Recoil(-4)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf(momx == 0, \"CheckAgain\")\n\tSpawnMarine:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"FriendlymarineTFog\")\n\t\tStop\n\tCheckAgain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIF(momy == 0, \"See\")\n\t\tGoto SpawnMarine\n\t}\n}\n\nACTOR Marine_MinigunAdd: Marine1Pathfinder\n{\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 200\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineMinigun\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigunActivate\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineMinigunActivate: Marine1Pathfinder\n{\n-FRIENDLY\n-SHOOTABLE\nScale 1.0\nSpeed 1\nMaxTargetRange 90000\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeFromTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunSpawnChecker\n{\nMONSTER\n-COUNTKILL\n+FRIENDLY\n-SOLID\n-SHOOTABLE\nHealth 1\nRadius 16\nHeight 52\nDamagetype \"SpawnMarine\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Explode(25, 40)\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "ClassicWeapons.txt",
"contents": "ACTOR ClassicWeapon : Weapon\n{\n //Weapon.BobRangeX 0.5\n //Weapon.BobRangeY 0.5\n //Weapon.BobSpeed 3.0\n //Weapon.BobStyle InverseSmooth\n VisibleToPlayerClass Purist\n Inventory.ForbiddenTo BDoomer, Doomer2, TacticalDoomer\n\tStates\n\t{\n\tGoingToReady:\n\tSelectingAnimation:\n\t\t TNT1 A 2\n\t\t TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"ExecuteDownedEnemy\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"Kicking\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"Taunting\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"TossGrenade\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"IsRunning\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\t TNT1 AAAA 1 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto GoingToReady\n\n\tWEaponActions:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t TNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t TNT1 A 1\n\t\t TNT1 A 0 A_Jump(255, \"Ready3\")\n\t\t TNT1 A 1\n\t\tLoop\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"FlashOn\")\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tFlashOn:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 5)\n\n Goto Flash\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 5)\n Goto Flash\n\n\tRifleBash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tRIBA ACE 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tRIBA G 5\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRIBA FEDCBA 1\n\t\tTNT1 AAAA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"RifleBash\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto SelectingAnimation\n\n\tDoKick:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RifleSelected\", 1, \"RifleBash\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto SelectingAnimation\n\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n Taunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\n TNT1 A 10\n\t\tFVCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FVCK B 1 A_PlaySound(\"FUCK\", 2)\n FVCK CD 1 A_AlertMonsters\n\t\tFVCK E 15 A_Takeinventory(\"Taunting\",1)\n FVCK DCBA 1\n TNT1 A 10\n\n\t\tGoto GoingToReady\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tNULL A 0 ACS_NamedExecuteAlways(\"BDStartCamera\", 0, 0, 0, 0)//Start Camera\n\t\tTNT1 ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\t MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tTNT1 A 0 A_Jump(256, \"Ready3\")\n\t\tTNT1 AAAAA 0\n\t\tPRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tPRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tPRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tPRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto GoingToReady\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto GoingToReady\n\n\tDoExecution:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteBashWall\", 1, \"BashWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteStompWall\", 1, \"StompWall\")\n\n\t\tTNT1 A 0 A_SetPitch(80)\n\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Jump(256, \"Execution1\", \"Execution2\", \"Execution3\")\n\n\tStompwall:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_SetPitch(10)\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tKICK JKLMN 1 A_Recoil(-1)\n RIFF A 0 A_FireCustomMissile(\"ExecutionAttackStompWall\", 0, 0, 0, -7)\n\n KICK OOO 2 A_Recoil(-1)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 1\n\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tTNT1 A 5\n\t\tGoto FinishExecution+8\n\n\tBashwall:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n\t\tIEHW A 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tIEHW A 8\n\t\tIEHW AAA 1 A_SetAngle(angle+6)\n\t\tIEHW BCDEF 1 A_SetAngle(angle+6)\n\t\tIEHW G 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tIEHW FG 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tIEHW FG 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_CustomMissile(\"ImpHeadExplode\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_CustomMissile(\"XDeath2\", 48, 0, 45, 2)\n\t\tTNT1 AAA 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\t\tIEHW LMNO 1\n\t\tIEHW O 6\n\t\tIEHW PQRST 2 A_SetAngle(angle-4)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImp_NoHead\")\n\t\tTNT1 AAA 1 A_SetAngle(angle-3)\n\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution+8\n\n\tExecuteAirStomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_GiveInventory(\"IsExecutingOnAir\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 10, 0, 1)\n\t\tSTOM ABCCCCC 1 A_SetPitch(80)\n\t\tSTOM CCCCCCCCCCC 1 A_CheckFloor(\"DoAirStomp\")\n\tDoAirStomp:\n\t\tRIFF AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n STOM D 5\n\t\tTNT1 A 0 ThrustThingZ(0, 20, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsExecutingOnAir\", 1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tGoto FinishExecution\n\n\tExecution1:\n\t\tKICK BCD 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tRIFF A 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tExecution2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tPUN4 B 1 A_Stop\n PUN4 C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN4 D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN4 E 3 A_Stop\n\t\tPUN4 DCB 2 A_Stop\n\t\tPUN3 A 1 A_Stop\n PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN3 E 3 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\n\t\tPUN4 B 1 A_Stop\n PUN4 C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN4 D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN4 E 3 A_Stop\n\t\tPUN4 DCB 2 A_Stop\n\t\tPUN3 A 1 A_Stop\n PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN3 E 3 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\n\t\tPUN4 B 1 A_Stop\n PUN4 C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN4 D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN4 E 3 A_Stop\n\t\tPUN4 DCB 2 A_Stop\n\n\t\tTNT1 A 1\n\t\tPUN3 A 1 A_Stop\n PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n\t\tPUN3 E 6 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tExecution3:\n\n\t\tKIKF ABC 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tKIKF D 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"ExecutionAttackFatality\", 0, 0, 0, 0)\n\t\tKIKF DDDDDDD 1 A_SetPitch(Pitch-10)\n\t\tKIKF ECBA 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 5\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tGoto GoingToReady\n\n\tFinishExecution:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 1 A_SetPitch(Pitch-10)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tGoto GoingToReady\n\t}\n}\n\nACTOR ClassicFist : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 4\n\tWeapon.Kickback 100\n\tObituary \"$OB_MPFIST\"\n\tTag \"$TAG_FIST\"\n\t+WEAPON.MELEEWEAPON\n\n\t+WEAPON.NOALERT\n\tTag \"Fists\"\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\n\t\tPKFS A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tLoop\n\tFire:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"Fire2\")\n\t\tPKFS B 1 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tPKFS CD 1\n\t\tPKFS E 2 A_FireCustomMissile(\"MeleeStrike2\", 0, 0, 0, -5)\n\t\tPKFS FGHIJKL 2\n\t\tGoto Ready\n\tFire2:\n\t\tPKFS B 1 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPKFS CD 1\n\t\tPKFS E 2 A_FireCustomMissile(\"MeleeStrike1Smash\", 0, 0, 0, -5)\n\t\tPKFS FGHIJK 2\n\t\tGoto Ready\n\t}\n}\n\nACTOR ClassicSaw : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 2\n\tWeapon.UpSound \"weapons/sawup\"\n\tWeapon.ReadySound \"none\"\n\tInventory.PickupMessage \"$GOTCHAINSAW\"\n\tObituary \"$OB_MPCHAINSAW\"\n\tTag \"$TAG_CHAINSAW\"\n\t+WEAPON.MELEEWEAPON\n\tTag \"Chainsaw\"\n\t+WEAPON.AXEBLOOD\n\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sawidle\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n\t\tVSAW ABAB 2 A_WeaponReady\n\t\tLoop\n\n\tReady.Blood:\n\t\tVSRW ABAB 2 A_WeaponReady\n\n\t\tGoto Ready\n\n\tReady.BlueBlood:\n\t\tVSBW ABAB 2 A_WeaponReady\n\t\tGoto Ready\n\n\tReady.GreenBlood:\n\t\tVSGW ABAB 2 A_WeaponReady\n\t\tGoto Ready\n\n\tDeselect:\n\t\tVSAW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tVSAW A 1 A_Raise\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tVSAW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 1, \"SSawPuff\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.Blood:\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tVSRW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 1, \"SSawPuff\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.BlueBlood:\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tVSBW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 1, \"SSawPuff\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tVSGW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 1, \"SSawPuff\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPistol : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"clip2\"\n\tObituary \"$OB_MPPISTOL\"\n\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Pistol\"\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tTag \"$TAG_PISTOL\"\n\tStates\n\t{\n\tReady:\n\tReady3:\n\n\t\tPKPI A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t\tPKPI A 1 A_Lower\n\n\t\tLoop\n\tSelect:\n\t\tPKPI A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireBullets (3, 1, 1, 25, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n PKPI F 1 BRIGHT\n\t\tPKPI CDE 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPKPI D 1\n\t\tPKPI C 1 A_WeaponReady(1)\n\t\tPKPI B 0 A_WeaponReady(1)\n\t\tPKPI A 5 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\n \tSpawn:\n\t\tPIST G 0\n\t\tPIST G -1\n\t\tStop\n\n\t}\n}\n\nACTOR ClassicSMG : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"clip2\"\n\tObituary \"$OB_MPPISTOL\"\n\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Sub-Machinegun\"\n\tInventory.Pickupmessage \"You got the Sub-Machinegun!\"\n\tTag \"$TAG_PISTOL\"\n\tStates\n\t{\n\tReady:\n\tReady3:\n\n\t\tVSMG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t\tVSMG A 1 A_Lower\n\n\t\tLoop\n\tSelect:\n\t\tVSMG A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireBullets (5, 3, -1, 20, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n VSMG B 1 BRIGHT\n\t\tVSMG E 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\n\t\tTNT1 A 0 A_FireBullets (9, 3, -1, 20, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n VSMG C 1 BRIGHT\n\t\tVSMG E 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\n\t\tTNT1 A 0 A_FireBullets (9, 3, -1, 20, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n VSMG D 1 BRIGHT\n\t\tVSMG E 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n \tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\t}\n}\n\nACTOR ClassicShotgun : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoType \"AmmoShell\"\n\n\tTag \"Shotgun\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tObituary \"$OB_MPSHOTGUN\"\n\tTag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\tReady3:\n\n\t\tPKSG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\n\t\tPKSG A 1 A_Lower\n\n\t\tLoop\n\tSelect:\n\t\tPKSG A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\n\t\tLoop\n\tFire:\n\t\tPKSG A 1\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5),0,0,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (5.5, 1.0, 5, 14, \"ShotgunPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireBullets (2.0, 1.0, 4, 14, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tPKSG B 2 BRIGHT A_SetPitch(-4.0 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.97)\n\t\tPKSG C 1\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tPKSG CDDE 1 A_SetPitch(1.0 + pitch)\n\t\tPKSG A 4\n\t\tPKSG FGHI 1\n\t\tTNT1 A 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, -4, -4)\n\t\tSHTG A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tPKSG JKKLLMMMLLKKJIHGF 1\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_Refire\n\t\tPKSG A 10 A_WeaponReady\n\t\tGoto Ready\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicSSG : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"AmmoShell\"\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n\tTag \"$TAG_SUPERSHOTGUN\"\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Super Shotgun\"\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\n\t\tPKSS A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t\tPKSS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKSS A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tLoop\n\tFire:\n\t PKSS A 1\n\t\tTNT1 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,180)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10),0,0,-12,0,random(-3,3))\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, 9, 14, \"ShotgunPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireBullets (5.0, 2.0, 9, 14, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tTNT1 A 0 A_playsound(\"SSHFIRE\", 1)\n\t\tPKSS B 2 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tPKSS C 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tPKSS DEFAAA 1 A_SetPitch(1.0 + pitch)\n\t\tPKSS A 5\n\t\tTNT1 A 0 A_CheckReload\n\t\tPKSS GHIJKL 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshoto\", 4)\n\t\tPKSS MNOPQR 1\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tPKES S 4\n\t\tPKSS STUV 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\", 4)\n\t\tPKSS XWYZ 1\n\t\t//TNT1 A 10\n\t\tPKS2 ABCD 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\", 4)\n\t\tPKS2 EFG 2\n\t\tPKSS A 5\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicChaingun : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"clip2\"\n\tInventory.PickupMessage \"$GOTCHAINGUN\"\n\tObituary \"$OB_MPCHAINGUN\"\n\tTag \"Minigun\"\n\tTag \"$TAG_CHAINGUN\"\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\n\t\tPKCG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t\tPKCG A 1 A_Lower\n\n\t\tLoop\n\tSelect:\n\n\t\tPKCG A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 16, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n TNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"rIFLECaseSpawn\",5,0,12,-16)\n\t\tPKCG F 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tPKCG G 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tPKCG H 1 A_SetPitch(0.5 + pitch)\n\n\t\tTNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 16, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n TNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,12,-16)\n\t\tPKCG E 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tPKCG G 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tPKCG H 1 A_SetPitch(0.5 + pitch)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tPKCG ABCDAABBCCCDDDD 1 A_WeaponReady(1)\n\t\tGoto Ready\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\n\t}\n}\n\nACTOR ClassicRocketLauncher : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 1\n\tWeapon.AmmoType \"AmmoRocket\"\n\n\tTag \"Rocket Launcher\"\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\tTag \"$TAG_ROCKETLAUNCHER\"\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\n\t\tPKRL A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t\tPKRL A 1 A_Lower\n\n\t\tLoop\n\tSelect:\n\t\tPKRL A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\n\t\tLoop\n\tFire:\n\t\tPKRL BC 2 BRIGHT\n\t\tTNT1 A 0 A_PlaySound (\"DSRFIRE\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"WeakRocket\", 0, 1, 0, -10)\n\t\tTNT1 A 0 A_SetPitch(-2.0 + pitch)\n\t\tPKRL D 2 BRIGHT\n\t\tPKRL EFGHIJ 2 A_SetPitch(0.25 + pitch)\n\t\tPKRL AA 1 A_SetPitch(0.25 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaRifle : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"AmmoCell\"\n\n\tTag \"Plasma Rifle\"\n\tInventory.PickupMessage \"$GOTPLASMA\"\n\tTag \"$TAG_PLASMARIFLE\"\n\tStates\n\t{\n\tReady:\n\tReady3:\n\n\t\t3LSG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\n\t\t3LSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_GunFlash\n\t\t3LSG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ClassicPlasmaBall\", 0, 1, 0, -10)\n\t\t3LSF EF 1 BRIGHT\n\t\t3KPL A 1\n\t\tTNT1 A 0 A_Refire\n\t\t3KPL ABCDEFF 1\n\t\t3KPL G 6\n\t\t3KPL FFEDCBA 1\n\t\tGoto Ready\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaBall\n{\n\tGame Doom\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDamage 7\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tdamagetype Plasma\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"CheckIfDM\", 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n\t TNT1 A 1\n\t\tGoto Spawn2\n\tSpawn2:\n\t\tPLSS ABAB 1 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tLoop\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tPLSE ABC 2 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tPLSE DE 2 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tStop\n\t}\n}\n\nACTOR VanillaBFG9000 : ClassicWeapon\n{\n\tGame Doom\n\tHeight 20\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"AmmoCell\"\n\t+WEAPON.NOAUTOFIRE\n\tTag \"BFG 9000\"\n\tInventory.PickupMessage \"$GOTBFG9000\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\tReload:\n\t\tBFGN A 1 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tDeselect:\n\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBFGN A 1 A_Lower\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"BFGREADY\")\n\t\tSelectAnimation:\n\t\tBFGS ABCDE 1\n\t\tGoto Ready\n\n\tFire:\n TNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABCDABCDABCDABCD 1 BRIGHT\n\t\tBFGC ABCDABCDABCDABCD 1 BRIGHT\n BFGA A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_Recoil(8)\n //TNT1 A 0 A_ZoomFactor(1.3)\n\n TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"BFGBall\")\n\t\tTNT1 A 0\n\t\tGoto RecoilFire\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"BFGBallDM\")\n\n\tRecoilFire:\n\t\tBFGA B 2 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n BFGA CDEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n //TNT1 A 0 A_ZoomFactor(1.0)\n BFGN A 1 BRIGHT\n\t\tBFGN A 4\n TNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Comando.txt",
"contents": "ACTOR ChaingunGuy1: ChaingunGuy Replaces ChaingunGuy\n{\n\tHealth 80\n\tRadius 16\n\tHeight 49\n\tMass 100\n\tSpeed 5\n\tPainChance 255\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 100.0\n\tDamagefactor \"Repair\", 0.0\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\n\n\tPainChance \"Head\", 255\tPainChance \"PussyGrab\", 255\n\tPainChance \"Slide\", 255\tPainChance \"Stealth\", 255\tPainChance \"Taunt\", 255\n\n\tDamagetype \"Melee\"\n\tMonster\n\t//Translation \"192:207=176:191\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+FLOORCLIP\n +MISSILEMORE\n +MISSILEEVENMORE\n\t+RANDOMIZE\n\t+DOHARMSPECIES\n\tDeathHeight 4\n\tBurnHeight 0\n\tSpecies \"Zombies\"\n BloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tAttackSound \"weapons/minigunfire\"\n\tDropItem \"DropedChaingunSpawner\"\n\tObituary \"%o has been mowed down by a Zombie Commando.\"\n\tTag \"Minigun Zombie\"\n\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaChaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tMPOS A 1\n\t\tMPOS A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tMPOS A 0 A_GiveInventory(\"SKChaingunGuy\", 1)\n\t\tMPOS A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tGoto Stand\n\n\tSTAND:\n\t\tMPOS A 0\n\t\tMPOS A 0 A_CheckSight(\"Stand2\")\n MPOS A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 41,0)\n\t\tMPOS BB 9 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tMPOS B 15 A_Look\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tGoto Stand\n\n\tIdle:\n\tSearchForPlayer:\n\t\tTNT1 A 0 A_ClearTarget\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"SKChaingunguy\", 1)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS A 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS B 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS C 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS D 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\n\t\tTNT1 A 0 A_jump(128, \"SearchForPlayer\")\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS A 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS B 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS C 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS D 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tGoto SearchForPlayer\n\n\tSee:\n\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\tGoto SeeContinue\n\n\tSeeContinue:\n\t TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\n\tSeeContinuePart2:\n\t\tTNT1 A 0 A_GiveInventory(\"EverSeenTheplayer\", 1)\n //TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 12, \"SearchForPlayer\")\n\n\tSeeContinuePart36:\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS AAA 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS BBB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS CCC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"Idle\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"EverSeenThePlayer\", 1, \"SeeContinuePart2\")\n //TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS AAA 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS BBB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS CCC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS DDD 2 A_Chase\n\n TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tGoto SeeContinue\n\n\tMissile:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tMPOS E 6 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"SeeContinuePart36\")\n\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSTA\")\n\t\tMPOS E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 7 A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiring\", 1)\n\t\tTNT1 A 0\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\n MissileContinue:\n\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n MPOS H 1 BRIGHT A_CustomMissile(\"Tracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n\t\tMPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n MPOS H 1 BRIGHT A_CustomMissile(\"Tracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tTNT1 A 0 A_CposRefire\n\t\tGoto MissileContinue\n\n SpecialAttack:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 10 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n TNT1 A 0 A_CustomMissile(\"FireFightFlare\", 34, 10, 15, 25)\n\t\tMPOS F 10 //A_CustomMissile(\"CommandoGrenade\",10,0,0,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 10\n Goto SeeContinue\n\n\t Pain.Melee:\n\t\tMPOS G 4\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunGuy\", 1, \"GotoStealthKill\")\n \t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n MPOS G 4 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n Goto See\n\n\t Pain.Stealth:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunguy\", 1, \"GotoStealthKill\")\n //TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"GroundExecution\")\n\t\tGoto See\n\n\tGroundExecution:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteDownedZombieman\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n\t\tStop\n\n Pain:\n\t Pain.Cut:\n\t Pain.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Pain.IsFiring\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tMPOS G 2\n \t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n MPOS G 2 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n Goto SeeContinue\n\n\tPain.IsFiring:\n\tCPDR A 3 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT\n\tGoto MissileContinue\n\n\tPain.Slide:\n\tPain.HeavyImpact:\n\t\tMPOS G 1 A_Pain\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tMPOS G 6 ThrustThing(angle*256/360+128, 5, 0, 0)\n\t\tGoto Pain\n\n\tPain.Kick:\n\tPain.LowKick:\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tMPOS G 2 A_Recoil(5)\n\t\tCPBK ABC 2\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK BA 4\n\t\tMPOS G 4\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 0)\n\t\tGoto See\n\n\tDeath.MonsterShotgunBullet:\n\tDeath.Shotgun:\n\tDeath.HKFT:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 42, 0, random (170, 190), 2, random (0, 20))\n\t\tTNT1 A 0 A_JumpIfCloser(50, \"Death.SSG\")\n\t\tTNT1 A 0 A_Jump(24,\"Death.Arm\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Death.Rare\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM AB 4\n\t\tTNT1 A 0\n\t\tCPHM CD 4 A_JumpIf((MomY == 0), \"TakeASit\")\n\t\tCPHM EF 4\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Death.Rare\")\n\t\tTNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 40)\n\t\tTNT1 A 0 A_Jump(96,\"Death.Rare\")\n\t\tTNT1 A 0 A_Jump(64,\"Death.Arm\")\n CPOD A 8 A_Scream\n CPOD B 6 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n CPOD CDEFG 6\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy1\", 3)\n Stop\n\n\tDeath.Rare:\n\tTNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(2)\n\tCPDR A 3 A_Scream\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT\n\n\tCPDR A 3\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT\n\n\tCPDR C 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, -20)\n\tCPDR D 2 BRIGHT\n\n\tCPDR C 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, -20)\n\tCPDR D 2 BRIGHT\n\n\tCPDR E 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, 20)\n\tCPDR F 2 BRIGHT\n\n\tCPDR G 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -10, 2, 40)\n\tCPDR H 2 BRIGHT\n\n\tTNT1 A 0 A_Recoil(1)\n\tCPDR I 2\n\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASit\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -10, 2, 40)\n\tCPDR J 2 BRIGHT\n\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASit\")\n\n\tCPDR K 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 40)\n\tCPDR L 2 BRIGHT\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tCPDR M 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 20)\n\tCPDR N 2 BRIGHT\n\n\tCPDR M 2\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 20)\n\tCPDR N 2 BRIGHT\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDRO\")\n\tTNT1 A -1\n\tStop\n\n\tTakeASit:\n\t TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadChaingunguy_Slumped\", 10)\n\t\tStop\n\n\tDeath.OriginalGibz:\n\t TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t CPSC ABCDEFGH 4\n CPSC H 1\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_Half\", 3)\n\t\tStop\n\n\tDeath.DropedChaingunSpawner:\n\tDeath.Minigun:\n\tDeath.Arm:\n\t TNT1 A 0\n\t TNT1 AA 0 A_CustomMissile (\"BloodMist\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\n\t CPOD H 10 A_Scream\n\t\t CPOD I 5\n\t\t CPOD I 1 A_NoBlocking\n\t\t TNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\t TNT1 A 1 A_SpawnItem (\"BrutalizedCommando1\")\n\tStop\n\n XDeath:\n TNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"ChainXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tHeadExploder:\n\t\tTNT1 A 0 A_Jump(72, \"Death.HeadExplode\")\n\t\tGoto Death.HeadMinor\n\n Death.Head:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"MinigunSelected\", 1, \"Death.headExplode\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-30, \"Death.HeadExplode\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RandomHeadExploder\", 1, \"HeadExploder\")\n\tDeath.HeadMinor:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodMist\", 60, 0, random (0, 360), 2, random (30, 90))\n TNT1 AAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tCPHM I 6\n\t\tCPHM J 6 A_Scream\n\t\tCPHM C 6 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM DEF 6\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n Stop\n\n\t\t Death.Melee:\n\n\t\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunGuy\", 1, \"StealthKill\")\n\t\tDeath.Kick:\n\t\tDeath.HeavyImpact:\n\t\tCPHM A 9 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tCPHM B 9 A_Scream\n\t\tCPHM C 8 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM DEF 8\n TNT1 A 0\n TNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n Stop\n\n\tDeath.headExplode:\n\n TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem(\"ChaingunguyHeadExplode\", 0, 50)\n\t\tCPHS AAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedCommandoLostHead\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood3\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_XScream\n TNT1 A 0 A_SpawnItemEx (\"XDeathChaingunguyHeadBeheaded\", 50, 0, random (0, 360), 2, random (40, 90))\n\t\tCPHS AAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedCommandoLostHead2\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.cut:\n\tDeath.Saw:\n\t\tTNT1 O 0 A_Jump(220, 2)\n\t\tGoto Death\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGuts\", 0, 0, random (0, 360), 2, random (0, 160))\n\t CPSC ABCDEFGH 8\n CPSC H 1\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_Half\", 3)\n\t\tStop\n\n\tDeath.Shrapnel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(-50, 4)\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood\", 0, 32)\n\t\tTNT1 A 0 ThrustThingZ(0, 30, 0, 0)\n\t\tTNT1 A 0 A_Jump(128, \"Death.Head\")\n\t\tGoto Death\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact\", \"Death.Leg\")\n\t\tGoto Death\n\n\tDeath.ExplosiveImpact:\n\tDeath.Landmine:\n\tDeath.LandMine2:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2\", 0, 0, 40)\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t CPDE A 1 A_Scream\n\t CPDE A 1 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPDE A 2 A_CheckFloor (\"Dead.Landmine\")\n\t\tCPDE BCDEFGH 2 A_CheckFloor (\"Dead.Landmine\")\n\t\tCPDE A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_Spawnitem(\"DeadChaingunguyCPDEI\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDead.Landmine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Ploft\")\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tCPDE I 1\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDEI\")\n\t\tTNT1 A -1\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n\tDeath.Plasma: Death.Plasma2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tPBR1 A 6 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tPBR1 CCDD 3 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 EEFF 3 A_CustomMissile (\"BluePlasmaFireNonStatic\", 24, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 GG 3 A_CustomMissile (\"BluePlasmaFireNonStatic\", 22, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 H -1\n\t\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.fire:\n Death.burn:\n Death.flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"BurningcHAINGUNGUY\", 0, 10)\n Stop\n\n\tDeath.Throwable:\n\t\tGoto Death\n\n\tDeath.Desintegrate:\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tTNT1 A 0 A_Stop\n\t\tTGIB ABCDEFGHIJKLMNOPQ 4\n\t\tTGIB Q -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 22, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"IsPlayer\", 1, 1)\n\t\tGoto Death.ExplosiveImpact\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0\n TNT1 A 0 A_Jump(130,5)\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality\", 1)\n Stop\n TNT1 AAAAAAA 0\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality2\", 1)\n TNT1 A 1\n TNT1 A 0\n\t\tStop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0\n\t TNT1 A 1 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ComandoFatality\", 1)\n\t\tStop\n\n\t Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality\",1)\n Stop\n\n\tRaise:\n\t\tCPOS N 5\n\t\tCPOS MLKJIH 5\n\t\tGoto See\n\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM CDE 2\n\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ChaingunGuy\")\n Stop\n\n\t Death.ExtremePunches:\n\t\t TNT1 A 0\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeRight\", 1, \"HeavyPunchRight\")\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeLeft\", 1, \"HeavyPunchLeft\")\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeUpper\", 1, \"HeavyPunchUpper\")\n\t\t TNT1 A 0 A_XScream\n\t\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t TNT1 A 0 A_CustomMissile (\"ExtremePunchedChaingunguy\", 8, 0, random (175, 185), 2, random (10, 20))\n\t\t Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t MPSD A 1 A_Pain\n\t\tMPSD A 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2\", 0, 40)\n\n\t TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (170, 190), 2, random (0, 40))\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMist\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChaingunguyHeadOnXDeath\", 62, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"BrutalizedCommandoBlasted\")\n\t\tTNT1 A -1\n Stop\n\n\tGotoStealthKill:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Explode(100, 1, 1)\n\t\tTNT1 A 1\n\t\tGoto See\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 1)\n\tGoto Death\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKChaingunGuy\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenChaingunguy\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\tDeath.PussyGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"GrabbedAChaingunguy\", 1)\n Stop\n\t}\n}\n\nActor DeadChaingunGuy1: CurbstompedMarine\n{\n Radius 12\n Height 12\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crush\", 50.0\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n CPOD G -1\n Stop\n }}\n\nActor DeadChaingunGuy_NoHead: DeadChaingunGuy1\n{Health 200 States{Spawn:\n\t\tCPHD F -1\n Stop}}\n\n\t\tActor DeadChaingunGuy_NoHeadEXPLODED: DeadChaingunGuy1\n{Health 200 States{Spawn:\n\t\tCPHS F -1\n Stop}}\n\nActor DeadChaingunGuy_Half: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPSC H -1\n Stop}}\n\nActor DeadChaingunGuyCPDRO: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPDR O -1\n Stop}}\n\nActor BrutalizedDeadChaingunGuy: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CFTB C -1\n Stop}}\n\nActor SuperBrutalizedDeadChaingunGuy: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CFTB D -1\n Stop}}\n\nActor DeadChaingunGuy_KilledByMinorHead: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPHM F -1\n Stop}}\n\nactor BrutalizedDeadCommando1: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPOD L -1\n Stop }}\n\nactor BrutalizedCommandoLegs: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPOD S -1\nStop\nDeath:\nTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 45, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop }}\n\nActor DeadChaingunguy_Slumped: ZombiemanTorso\n{\n+NOPAIN\nHealth 200\nDamageFactor \"Head\", 15.0\n+NOBLOCKMONST\nHeight 22\nRadius 6\nScale 0.9\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tBR95 A 6\n\t\tTNT1 A 0 A_JumpIf(momx < 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momy < 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momx > 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momy > 0, \"LayDown\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HeadshotTarget20\", 0, 0, 22)\n\t\tBR95 A 16\n Loop\n\tLayDown:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy1\")\n\tStop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"ChainXDeath\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChaingunguyHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy_Slumped_NoHead\")\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t//TNT1 A 0 A_SpawnItem(\"DeadChaingunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}\n\nactor DeadChaingunguyMPSDD: DeadChaingunguy1\n{\n States\n {\n Spawn:\nMPSD D -1\n Stop }}\n\nactor DeadChaingunguyCPDEI: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPDE I -1\n Stop }}\n\nActor DeadChaingunguy_Slumped_NoHead: ZombiemanTorso\n{\n+NOPAIN\nHeight 22\nScale 0.9\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tBR95 B 100\n Loop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"ChainXDeath\")\n\t\tStop\n\tDeath:\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t//TNT1 A 0 A_SpawnItem(\"DeadChaingunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}"
},
{
"source": "pk3",
"name": "COMMANDS.txt",
"contents": "#library \"commands\"\n#include \"zcommon.acs\"\n\nScript 312 (void) NET\n{\n\tWhile(CheckInventory(\"PowerInvulnerable\") > 0)\n\t{\n\t\tDelay(1);\n\t}\n\tWhile(CheckInventory(\"GoFatality\") > 0)\n\t{\n\t\tDelay(1);\n\t\tif(GetActorProperty(0, APROP_INVULNERABLE) != 1)\n\t\t{\n\t\t\tSetActorProperty(0, APROP_INVULNERABLE, ON);\n\t\t}\n\t}\n\tSetActorProperty(0, APROP_INVULNERABLE, OFF);\n}\n\nScript 301 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"Kicking\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 302 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"Taunting\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 303 (VOID) NET\n{\n GiveInventory(\"Reloading\", 1);\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 309 (VOID) NET\n{\n GiveInventory(\"AmmoDroper\", 1);\n SetWeapon(\"AmmoDroper\");\n}\n\nScript 310 (VOID) NET\n{\n\tSetPlayerproperty(0, 1, PROP_INSTANTWEAPONSWITCH );\n\tSetWeapon(\"BrutalPistol\");\n\tSetWeapon(\"ClassicPistol\");\n\tdelay(5);\n\tSetPlayerproperty(0, 0, PROP_INSTANTWEAPONSWITCH );\n}\n\nScript 363 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"Unloading\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 313 (VOID) NET\n{\n GiveInventory(\"SwitchFlashlight\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 315 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"TossGrenade\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\n//TAUNTING\n\nScript 431 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"Salute1\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 432 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"Salute2\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 304 (VOID) NET\n{\n GiveInventory(\"BDWeaponAction\", 1);\n GiveInventory(\"AdvTaunting\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 305 (VOID) NET\n{\n GiveInventory(\"OneLiner\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\n//ROLLS\n\nScript 306 (VOID) NET\n{\n GiveInventory(\"RollLeft\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 307 (VOID) NET\n{\n GiveInventory(\"RollRight\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 308 (VOID) NET\n{\n GiveInventory(\"StartDualWield\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\n//==================================================================================================\n//SPRINTING\nscript \"CheckSprint\" ENTER\n{\n\n int buttonSpeed;\n\n while (TRUE)\n {\n buttonSpeed = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttonSpeed & BT_SPEED)\n{\n if (checkinventory(\"istacticalclass\") == 1) { GiveInventory(\"IsRunning\", 1); }\n GiveInventory(\"IsRunning2\", 1);\n delay(1);\n restart;\n}\n TakeInventory(\"IsRunning\", 1);\n TakeInventory(\"IsRunning2\", 1);\n delay(4);\n }\n\n}\n\nscript \"CheckPrimary\" ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_ALTATTACK)\n{\n GiveInventory(\"FiredSecondary\", 1);\n delay(1);\n restart;\n}\n TakeInventory(\"FiredSecondary\", 1);\n delay(4);\n }\n\n}\n\nscript \"CheckSecondary\" ENTER\n{\n int buttons2;\n\n while (TRUE)\n {\n buttons2 = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons2 & BT_ATTACK)\n{\n GiveInventory(\"FiredPrimary\", 1);\n delay(1);\n restart;\n}\n TakeInventory(\"FiredPrimary\", 1);\n delay(4);\n }\n}\n\nscript \"CheckCrouch\" ENTER\n{\n int buttons2;\n\n while (TRUE)\n {\n buttons2 = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons2 & BT_CROUCH)\n{\n GiveInventory(\"IsCrouching\", 1);\n delay(1);\n restart;\n}\n TakeInventory(\"IsCrouching\", 1);\n delay(4);\n }\n}\n\n//Faster\nscript 852 (void)\n{\n\t\tif (checkinventory(\"istacticalclass\") == 1) { SetActorProperty (0, APROP_Speed, 2.6); }\n\t\tdelay (12);\n\t\tif (checkinventory(\"istacticalclass\") == 1) { SetActorProperty (0, APROP_Speed, 1.3); }\n}\n\n//Slower\nscript 853 (void)\n{\n\tif (checkinventory(\"istacticalclass\") == 1) { SetActorProperty (0, APROP_Speed, 1.3); }\n\tdelay (1);\n}\n\nScript 395 (VOID) NET\n{\n\tSetActorProperty(0,APROP_HEALTH,(GetActorProperty(0,APROP_HEALTH)-5));\n\tDelay(1);\n}\n\n//==================================================================================================\n\n//Ammo Drop Counters\nScript 396 (VOID) NET\n{\n\tint ammoclip1 = CheckInventory(\"Clip1\");\n\tIf (CheckInventory(\"Clip1\") >= 100)\n\t{\n\t\tHudMessage(d:ammoclip1; HUDMSG_PLAIN, 0, CR_GREEN, 0.178, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"Clip1\") >= 50)\n\t{\n\t\tHudMessage(d:ammoclip1; HUDMSG_PLAIN, 0, CR_YELLOW, 0.178, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip1; HUDMSG_PLAIN, 0, CR_RED, 0.178, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip2 = CheckInventory(\"Mauser9mm\");\n\tIf (CheckInventory(\"Mauser9mm\") >= 100)\n\t{\n\t\tHudMessage(d:ammoclip2; HUDMSG_PLAIN, 0, CR_GREEN, 0.25, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"Mauser9mm\") >= 50)\n\t{\n\t\tHudMessage(d:ammoclip2; HUDMSG_PLAIN, 0, CR_YELLOW, 0.25, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip2; HUDMSG_PLAIN, 0, CR_RED, 0.25, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip3 = CheckInventory(\"AmmoMagnum\");\n\tIf (CheckInventory(\"AmmoMagnum\") >= 15)\n\t{\n\t\tHudMessage(d:ammoclip3; HUDMSG_PLAIN, 0, CR_GREEN, 0.322, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"AmmoMagnum\") >= 8)\n\t{\n\t\tHudMessage(d:ammoclip3; HUDMSG_PLAIN, 0, CR_YELLOW, 0.322, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip3; HUDMSG_PLAIN, 0, CR_RED, 0.322, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip4 = CheckInventory(\"AmmoShell\");\n\tIf (CheckInventory(\"AmmoShell\") >= 25)\n\t{\n\t\tHudMessage(d:ammoclip4; HUDMSG_PLAIN, 0, CR_GREEN, 0.394, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"AmmoShell\") >= 13)\n\t{\n\t\tHudMessage(d:ammoclip4; HUDMSG_PLAIN, 0, CR_YELLOW, 0.394, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip4; HUDMSG_PLAIN, 0, CR_RED, 0.394, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip5 = CheckInventory(\"Clip2\");\n\tIf (CheckInventory(\"Clip2\") >= 150)\n\t{\n\t\tHudMessage(d:ammoclip5; HUDMSG_PLAIN, 0, CR_GREEN, 0.466, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"Clip2\") >= 75)\n\t{\n\t\tHudMessage(d:ammoclip5; HUDMSG_PLAIN, 0, CR_YELLOW, 0.466, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip5; HUDMSG_PLAIN, 0, CR_RED, 0.466, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip6 = CheckInventory(\"BuzzSawAmmo\");\n\tIf (CheckInventory(\"BuzzSawAmmo\") >= 150)\n\t{\n\t\tHudMessage(d:ammoclip6; HUDMSG_PLAIN, 0, CR_GREEN, 0.538, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"BuzzSawAmmo\") >= 75)\n\t{\n\t\tHudMessage(d:ammoclip6; HUDMSG_PLAIN, 0, CR_YELLOW, 0.538, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip6; HUDMSG_PLAIN, 0, CR_RED, 0.538, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip7 = CheckInventory(\"AmmoRocket\");\n\tIf (CheckInventory(\"AmmoRocket\") >= 25)\n\t{\n\t\tHudMessage(d:ammoclip7; HUDMSG_PLAIN, 0, CR_GREEN, 0.61, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"AmmoRocket\") >= 13)\n\t{\n\t\tHudMessage(d:ammoclip7; HUDMSG_PLAIN, 0, CR_YELLOW, 0.61, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip7; HUDMSG_PLAIN, 0, CR_RED, 0.61, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip8 = CheckInventory(\"AmmoCell\");\n\tIf (CheckInventory(\"AmmoCell\") >= 150)\n\t{\n\t\tHudMessage(d:ammoclip8; HUDMSG_PLAIN, 0, CR_GREEN, 0.682, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"AmmoCell\") >= 75)\n\t{\n\t\tHudMessage(d:ammoclip8; HUDMSG_PLAIN, 0, CR_YELLOW, 0.682, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip8; HUDMSG_PLAIN, 0, CR_RED, 0.682, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip9 = CheckInventory(\"Gas\");\n\tIf (CheckInventory(\"Gas\") >= 500)\n\t{\n\t\tHudMessage(d:ammoclip9; HUDMSG_PLAIN, 0, CR_GREEN, 0.754, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"Gas\") >= 250)\n\t{\n\t\tHudMessage(d:ammoclip9; HUDMSG_PLAIN, 0, CR_YELLOW, 0.754, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip9; HUDMSG_PLAIN, 0, CR_RED, 0.754, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip10 = CheckInventory(\"GrenadeAmmo\");\n\tIf (CheckInventory(\"GrenadeAmmo\") >= 5)\n\t{\n\t\tHudMessage(d:ammoclip10; HUDMSG_PLAIN, 0, CR_GREEN, 0.826, 0.575, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"GrenadeAmmo\") >= 3)\n\t{\n\t\tHudMessage(d:ammoclip10; HUDMSG_PLAIN, 0, CR_YELLOW, 0.826, 0.575, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip10; HUDMSG_PLAIN, 0, CR_RED, 0.826, 0.575, 0.1, 2.0);\n\t}\n\n\tint ammoclip11 = GetActorProperty(0,APROP_Health);\n\tIf (GetActorProperty(0,APROP_Health) >= 100)\n\t{\n\t\tHudMessage(d:ammoclip11; HUDMSG_PLAIN, 0, CR_GREEN, 0.466, 0.725, 0.1, 2.0);\n\t}\n\tElse If (GetActorProperty(0,APROP_Health) >= 50)\n\t{\n\t\tHudMessage(d:ammoclip11; HUDMSG_PLAIN, 0, CR_YELLOW, 0.466, 0.725, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip11; HUDMSG_PLAIN, 0, CR_RED, 0.466, 0.725, 0.1, 2.0);\n\t}\n\n\tint ammoclip12 = CheckInventory(\"BasicArmor\");\n\tIf (CheckInventory(\"BasicArmor\") >= 100)\n\t{\n\t\tHudMessage(d:ammoclip12; HUDMSG_PLAIN, 0, CR_GREEN, 0.538, 0.725, 0.1, 2.0);\n\t}\n\tElse If (CheckInventory(\"BasicArmor\") >= 50)\n\t{\n\t\tHudMessage(d:ammoclip12; HUDMSG_PLAIN, 0, CR_YELLOW, 0.538, 0.725, 0.1, 2.0);\n\t}\n\tElse\n\t{\n\t\tHudMessage(d:ammoclip12; HUDMSG_PLAIN, 0, CR_RED, 0.538, 0.725, 0.1, 2.0);\n\t}\n\tDelay(1);\n}\n\n//INVISIBILITY\nScript 397 (VOID) NET\n{\n delay(2100);\n TakeInventory(\"IsInvisible\", 1);\n}\n\n//RAILGUN AIMING\nScript 398 (VOID) NET\n{\n delay(4200);\n TakeInventory(\"HasInfraRed\", 1);\n}\n\nScript 399 (VOID) NET\n{\nSetCVAR(\"chase\", 1);\ndelay(15);\nSetCVAR(\"chase\", 0);\n}\n\n#define SKILL_REALISM 32\n#define SKILL_BLACKMETAL 31\n\nscript 289 (void)\n{\n if (GameSkill () == SKILL_BLACKMETAL)\n SetActorProperty (0, APROP_Speed, 1.4);\n\n\t if (GameSkill () == SKILL_BLACKMETAL)\n\t\tGiveInventory(\"TurboReload\", 1);\n}\n\nScript \"MGGrenadeCheck\"(VOID)\n{\nif (checkinventory(\"FiredMGGrenade\") == 1) {\nsetfont(\"NoGren\");\nhudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.50, 0.90, 1.0);\ndelay(5);\n}\n}\n\nScript \"GetBerserkEffect\" (VOID) NET\n{\n FadeTo (255, 0, 0, 1.0, 0.25);\n Delay(10);\n FadeTo (255, 0, 0, 0.0, 4.0);\n}"
}
]
},
"maps": []
}