gvhv3b2-beta.pk3

PK3 74 MiB 0 map(s)

Counts

endoom0
graphics2
lumps3068
maps42
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "01dc975e-6cdd-4fec-b23e-358e20aede9a",
    "sha1": "3d02da27eabd6f5ca0704df2309d8dff5b3d1b55",
    "sha256": "b4a2f2352cbf64e63a4009197067a19b4687f3ee099fbd92baea6c3162653da4",
    "filenames": [
      "gvhv3b2-beta.pk3"
    ],
    "additional": {
      "engines": [
        "GZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-02-10 16:59:20",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "GVH00": "GVH00.png",
        "GVH01": "GVH01.png",
        "GVH02": "GVH02.png",
        "GVH03": "GVH03.png",
        "GVH04": "GVH04.png",
        "GVH05": "GVH05.png",
        "GVH06": "GVH06.png",
        "GVH07": "GVH07.png",
        "GVH08": "GVH08.png",
        "GVH09": "GVH09.png",
        "GVH10": "GVH10.png",
        "GVH11": "GVH11.png",
        "GVH12": "GVH12.png",
        "GVH13": "GVH13.png",
        "GVH14": "GVH14.png",
        "GVH15": "GVH15.png",
        "GVH16": "GVH16.png",
        "GVH17": "GVH17.png",
        "GVH18": "GVH18.png",
        "GVH19": "GVH19.png",
        "GVH20": "GVH20.png",
        "GVH21": "GVH21.png",
        "GVH22": "GVH22.png",
        "GVH23": "GVH23.png",
        "GVH24": "GVH24.png",
        "GVH25": "GVH25.png",
        "GVH26": "GVH26.png",
        "GVH27": "GVH27.png",
        "GVH28": "GVH28.png",
        "GVH29": "GVH29.png",
        "GVH30": "GVH30.png",
        "GVH31": "GVH31.png",
        "GVH32": "GVH32.png",
        "GVH33": "GVH33.png",
        "GVH34": "GVH34.png",
        "GVH35": "GVH35.png",
        "GVH36": "GVH36.png",
        "GVH37": "GVH37.png",
        "GVH38": "GVH38.png",
        "GVH39": "GVH39.png",
        "GVH40": "GVH40.png",
        "TITLEMAP": "TITLEMAP.png",
        "gvh00": "gvh00.png",
        "gvh01": "gvh01.png",
        "gvh02": "gvh02.png",
        "gvh03": "gvh03.png",
        "gvh04": "gvh04.png",
        "gvh05": "gvh05.png",
        "gvh06": "gvh06.png",
        "gvh07": "gvh07.png",
        "gvh08": "gvh08.png",
        "gvh09": "gvh09.png",
        "gvh10": "gvh10.png",
        "gvh11": "gvh11.png",
        "gvh12": "gvh12.png",
        "gvh13": "gvh13.png",
        "gvh14": "gvh14.png",
        "gvh15": "gvh15.png",
        "gvh16": "gvh16.png",
        "gvh17": "gvh17.png",
        "gvh18": "gvh18.png",
        "gvh19": "gvh19.png",
        "gvh20": "gvh20.png",
        "gvh21": "gvh21.png",
        "gvh22": "gvh22.png",
        "gvh23": "gvh23.png",
        "gvh24": "gvh24.png",
        "gvh25": "gvh25.png",
        "gvh26": "gvh26.png",
        "gvh27": "gvh27.png",
        "gvh28": "gvh28.png",
        "gvh29": "gvh29.png",
        "gvh30": "gvh30.png",
        "gvh31": "gvh31.png",
        "gvh32": "gvh32.png",
        "gvh33": "gvh33.png",
        "gvh34": "gvh34.png",
        "gvh35": "gvh35.png",
        "gvh36": "gvh36.png",
        "gvh37": "gvh37.png",
        "gvh38": "gvh38.png",
        "gvh39": "gvh39.png",
        "gvh40": "gvh40.png",
        "titlemap": "titlemap.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-02-10 16:59:20",
    "file": {
      "type": "PK3",
      "size": 77591026,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3d02da27eabd6f5ca0704df2309d8dff5b3d1b55/3d02da27eabd6f5ca0704df2309d8dff5b3d1b55.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "GVH00",
        "GVH01",
        "GVH02",
        "GVH03",
        "GVH04",
        "GVH05",
        "GVH06",
        "GVH07",
        "GVH08",
        "GVH09",
        "GVH10",
        "GVH11",
        "GVH12",
        "GVH13",
        "GVH14",
        "GVH15",
        "GVH16",
        "GVH17",
        "GVH18",
        "GVH19",
        "GVH20",
        "GVH21",
        "GVH22",
        "GVH23",
        "GVH24",
        "GVH25",
        "GVH26",
        "GVH27",
        "GVH28",
        "GVH29",
        "GVH30",
        "GVH31",
        "GVH32",
        "GVH33",
        "GVH34",
        "GVH35",
        "GVH36",
        "GVH37",
        "GVH38",
        "GVH39",
        "GVH40",
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 3068,
        "maps": 42,
        "palettes": 0
      },
      "engines_guess": [
        "GZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/achieve.txt",
        "contents": "actor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(800,0,0)\nTNT1 A 0 ACS_ExecuteAlways(977,0)\nstop\n}\n}\n\nactor KilledSjas : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor AchievementID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 99\n}\n\nactor KilledCreeper : KilledSjas\n{\n}\n\nactor KilledJitter : KilledSjas\n{\n}\n\nactor KilledMarine : KilledSjas\n{\n}\n\nactor KilledHunter : KilledSjas\n{\n}\n\nactor KilledCyborg : KilledSjas\n{\n}\n\nactor KilledCount : KilledSjas\n{\ninventory.maxamount 9999\n}\n\nactor AchievementFlag1 : KilledSjas\n{\n}\n\nactor KilledG : KilledCount\n{\n}\n\nactor KilledJ : KilledCount\n{\n}\n\nactor KilledJ2 : KilledCount//Required for Blizzard.\n{\n}\n\nactor Killedfire2 : KilledCount\n{\n}\n\nactor Killedice2 : KilledCount\n{\n}\n\nactor Killedlightning : KilledCount\n{\n}\n\nactor Crunched : KilledCount\n{\n}\n\nactor Unlock13 : CustomInventory // BALLS OF STEEL\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0)\nstop\n}\n}\n\nactor Unlock9 : CustomInventory // LOW BATTERY\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0,2)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/choke.txt",
        "contents": "actor Choke : PlayerPawn\n{\n\tHealth 150\n\tMass 500\n\tlimitedtoteam 1\n\tplayer.forwardmove 1.38\n\tplayer.sidemove 1.0\n\tPlayer.Maxhealth 125\n\tPlayer.DisplayName \"Choke\"\n\tplayer.startitem \"Choketeeth\"\n\tplayer.startitem \"AchievementID\", 1\n\tplayer.crouchsprite \"CHOK\"\n\tplayer.scoreicon \"CHOKEST\"\n\tplayer.soundclass \"choke\"\n\tdamagefactor \"Railgun\", 1.120\n\tPlayer.ColorRange 112, 127\n\t+NOSKIN\n\tscale 0.8\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tCHOK A 1\n\tCHOK A 0 ACS_Execute(984,0)\n\tGoto Spawn+1\n\tSee:\n\tCHOK ABAC 1\n\tGoto Spawn+1\n\tMissile:\n    CHOK E 0 A_SetTranslucent(1.0, 0)\n\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\tCHOK E 0 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\tCHOK EF 4 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\tCHOK A 8\n\tGoto Spawn+1\n\tSpit:\n\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\tCHOK E 5 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\tCHOK F 32 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\tCHOK G 33 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\tGoto Spawn+1\n\tVomit:\n\tCHOK F 10 A_TakeInventory(\"Clip\",99)\n\tCHOK E 23 A_TakeInventory(\"Clip\",99)\n\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\tGoto Spawn+1\n\tDeath:\n\tDeathAnim:\n\tCHOK E 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\tCHOK E 0 A_PlaySoundEx(\"chokedeath\", \"Body\")\n\tCHOK E 0 A_GiveToTarget(\"KilledChoke\",1)\n\tCHOK E 0 A_GiveToTarget(\"KilledMe\",1)\n\tCHOK HI 11\n\tCHOK E 0\n\tCHOK JK 11\n\tCHOK E 0\n\tCHOK Z -1\n\tStop\n\tDeath.Grenade:\n\tCHOK E 0 A_GiveToTarget(\"KilledG\",1)\n\tGoto DeathAnim\n\tDeath.CrapPlasma:\n\tCHOK E 0 A_GiveToTarget(\"Unlock9\",1)\n\tGoto DeathAnim\n\tDeath.Creeper:\n\tCHOK A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tCHOK A 0 ACS_ExecuteAlways(997,0)\n\tCHOK A 0 A_GiveToTarget(\"Creeperheal\",1)\n\tGoto DeathAnim\n\tDeath.ice2:\n\tCHOK A 0 A_GiveToTarget(\"Killedice2\",1)\n\tGoto DeathAnim\n\tDeath.fire2:\n\tCHOK A 0 A_GiveToTarget(\"Killedfire2\",1)\n\tGoto DeathAnim\n\tDeath.Railgun:\n\tCHOK A 0 A_GiveToTarget(\"Killedlightning\",1)\n\tGoto DeathAnim\n\t}\n}\n\nactor KilledChoke : KilledSjas\n{\n}\n\nActor Choketeeth : Weapon\n{\nWeapon.SlotNumber 1\ninventory.icon \"CHOKEATT\"\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Obituary \"%o was munched by %k\"\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Spawn:\n      CHOK L 1\n      Stop\n   Ready:\n      CHOK L 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  CHOK L 1 A_Lower\n      Loop\n   Select:\n      CHOK L 1 A_Raise\n      Goto Select\n   Fire:\n     CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\",1,\"Cancel\")\n\t CHOK L 0 A_Playweaponsound(\"chokeattack\")\n\t CHOK L 1 A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-50, 135) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 5 offset (0, 32)\n\t goto Ready\n   Altfire:\n     CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\",1,\"Cancel\")\n     CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 ACS_ExecuteAlways(983,0)//SetPlayerProperty(0, 1, 0)\n\t CHOK L 0 A_PlayWeaponSound(\"chokeswallow\")\n\t CHOK L 2 offset (0, 35)\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 2 offset (0, 25)\n\t CHOK L 2 offset (0, 20)\n\t CHOK L 2 offset (0, 15)\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 25 offset (0, 5) A_GiveInventory(\"ChokeCancelCheck\",1)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 5)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 offset (0, 5) A_FireCustomMissile(\"Chokeball\", 0, 0 ,0)\n\t CHOK L 1 offset (0, 55) A_PlayWeaponSound(\"chokespit\")\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 135)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 10 offset (0, 32) A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 15 offset (0, 32) ACS_ExecuteAlways(982,0)//SetPlayerProperty(0, 0, 0)\n\t Goto Ready\n    Cancel:\n\t CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 0 A_PlayWeaponSound(\"chokevomit\")\n\t CHOK L 0 offset (0, 55) A_FireCustomMissile(\"VomitFake\",0,0,0,0)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 1 offset (0, 60)\n\t CHOK L 1 offset (0, 65)\n\t CHOK L 0 ACS_ExecuteAlways(982,0)\n\t CHOK L 1 offset (0, 70)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 80)\n\t CHOK L 1 offset (0, 85)\n\t CHOK L 1 offset (0, 90)\n\t CHOK LLLLLLLLLLLLLLLLLLLLLLLLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomit\",random(-20,20),0,0,3)\n\t CHOK L 10 offset (0, 95)\n\t CHOK L 2 offset (0, 90)\n\t CHOK L 2 offset (0, 85)\n\t CHOK L 2 offset (0, 80)\n\t CHOK L 2 offset (0, 75)\n\t CHOK L 2 offset (0, 70)\n\t CHOK L 2 offset (0, 65)\n\t CHOK L 2 offset (0, 60)\n\t CHOK L 2 offset (0, 55)\n\t CHOK L 2 offset (0, 32)\n\t Goto Ready\n   }\n}\n\nactor ChokeVomit\n{\nSpeed 1\nheight 2\ndamage (3)\nradius 2\nscale 0.2\nrenderstyle translucent\nalpha 0.8\nPROJECTILE\n+RIPPER\n-NOGRAVITY\n+BLOODLESSIMPACT\nStates\n{\nSpawn:\nVFX6 A 0\nVFX6 A 5 A_Recoil(random(-12,-22))\nVFX6 ABCDE 5\nstop\n}\n}\n\nactor VomitFake\n{\nPROJECTILE\n-SOLID\n+NOGRAVITY\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nACTOR ChokeCancelCheck : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nActor ChokeAttack\n{\n//PROJECTILE\n+NOGRAVITY\n+THRUGHOST\n+FORCERADIUSDMG\nSpeed 25\nRadius 2\nHeight 2\nObituary \"%o was munched by %k\"\ndamagetype \"Choke\"\ndamage 0\n+RIPPER\nStates{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Recoil(-25)\nGoto Death\nDeath:\nTNT1 A 1 A_Explode(9, 52, 0)\nStop\n}\n}\n\nactor Chokeball\n{\nPROJECTILE\nSpeed 50\n-NOGRAVITY\nScale 0.8\n+LOWGRAVITY\ndecal \"BloodSplat\"\ndamagetype \"SjasScream\"\nObituary \"%o was stained by %k's blood ball.\"\nDamage 3\nHeight 5\nRadius 6\nreactiontime 8\nStates\n{\nSpawn:\nBLBA AAAA 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\nBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\nBLBA BBBB 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\nBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\nBLBA CCCC 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\nBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\nBLBA DDDD 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\nBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\nBLBA A 0 A_CountDown\nLoop\nDeath:\nVFX6 A 0 A_JumpIfInventory(\"ChokeDist\",11,\"Far\")\nVFX6 A 0 A_Stop\nVFX6 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nVFX6 A 0 A_Explode(125, 88, 0)\nNULL A 0 A_PlaySound(\"gibbage/xsplat\")\nNULL A 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\nNULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\nNULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\nNULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\nNULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\nVFX6 A 3 A_FadeOut(0.08)\nVFX6 A 0 A_TakeFromTarget(\"ChokeDist\",999)\nVFX6 BCDE 3 A_FadeOut(0.08)\nStop\nFar:\nVFX6 A 0 A_GiveToTarget(\"ChokeDist\",1)\nGoto Death+1\n}\n}\n\nactor ChokeDist : KilledSjas\n{\ninventory.amount 1\ninventory.maxamount 99999\n}"
      },
      {
        "source": "pk3",
        "name": "actors/creeper.txt",
        "contents": "actor Creeper : PlayerPawn\n{\n\tHealth 70\n\tMass 80\n\tlimitedtoteam 1\n\tbloodcolor \"Green\"\n\theight 18\n\tradius 13\n\tplayer.attackzoffset 8\n\tplayer.forwardmove 0.58\n\tplayer.sidemove 0.58\n\tplayer.viewheight 16\n\tPlayer.Maxhealth 70\n\tPlayer.DisplayName \"Creeper\"\n\tPlayer.ColorRange 112, 127\n\tplayer.soundclass \"creeper\"\n\tplayer.startitem \"CreeperWeapon\"\n\tdamagefactor \"Railgun\", 2.0\n\tplayer.startitem \"GhoulAmmo\", 3\n\tplayer.crouchsprite \"CRE6\"\n\tplayer.scoreicon \"CREEPST\"\n\t+NOICEDEATH\n\t//player.jumpz 9\n\t+NOSKIN\n\t+DONTBLAST\n\t+SHADOW\n\t+FORCEXYBILLBOARD\n\tscale 0.4\n\tStates\n\t{\n\tSpawn:\n\tCRE6 A 0 A_StopSoundEx(\"Body\")\n\tCRE8 A 45 A_SetShadow\n\tCRE6 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\tCRE6 A 0 A_JumpIfInventory(\"GhoulAmmo\", 3, \"Spawn\")\n\tCRE6 A 0 ACS_Execute(987,0)\n\tLoop\n\tSee:\n\tCRE6 A 0 A_PlaysoundEx(\"creeperact\", \"Body\")\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tCRE6 A 3 A_SetShadow\n\tCRE7 A 3 A_SetShadow\n\tLoop\n\tMissile:\n\tCRE6 A 2 A_SetShadow\n\tCRE6 A 2 A_SetShadow\n\tGoto Spawn\n\tPain:\n\tCRE6 A 0 A_GiveInventory(\"Creeperpainboost\",1)\n\tCRE6 A 8 A_PlaySoundEx(\"creeperpain\", \"Body\")\n\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\tCRE6 Z 0 A_TakeInventory(\"KilledCount\",999)\n\tCRE6 Z 0 A_GiveToTarget(\"KilledMe\",1)\n\tCRE6 Z 0 A_GiveToTarget(\"KilledCreeper\",1)\n\tCRE6 Z 0 A_SpawnItem(\"Creeperdeath\")\n\tCRE6 Z 1 A_NoBlocking\n\tCRE6 Z 1 A_Fall\n\tCRE6 Z -1\n\tStop\n\tDeath.CrapPlasma:\n\tCRE6 Z 0 A_GiveToTarget(\"Unlock9\",1)\n\tGoto DeathAnim\n\tDeath.Creeper:\n\tCRE6 Z 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tCRE6 Z 0 ACS_ExecuteAlways(997,0)\n\tCRE6 Z 0 A_GiveToTarget(\"Creeperheal\",1)\n\tGoto DeathAnim\n\tDeath.Grenade:\n\tCRE6 Z 0 A_GiveToTarget(\"KilledG\",1)\n\tGoto DeathAnim\n\tDeath.ice2:\n\tCRE6 Z 0 A_GiveToTarget(\"Killedice2\",1)\n\tGoto DeathAnim\n\tDeath.fire2:\n\tCRE6 Z 0 A_GiveToTarget(\"Killedfire2\",1)\n\tGoto DeathAnim\n\tDeath.Railgun:\n\tCRE6 Z 0 A_GiveToTarget(\"Killedlightning\",1)\n\tGoto DeathAnim\n\t}\n}\n\nACTOR Creeperdeath\n{\nHeight 10\nRadius 10\n- SOLID\nScale 0.5\nalpha 1.0\nrenderstyle translucent\nSpeed 5\nStates\n{\nSpawn:\nCREE D 0\nCREE D 0 A_Playsound(\"creeperdie\")\nCREE D 1 A_FadeOut(0.05)\nCREE D 0 A_SpawnItemEx (\"Creeperdeathfx\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nCREE D 0 A_Wander\nGoto spawn+2\n}\n}\n\nactor Creeperdeathfx\n{\n+NOGRAVITY\n- SOLID\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nStop\n}\n}\n\nActor CreeperWeapon : Weapon\n{\nWeapon.SlotNumber 1\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   +WEAPON.MELEEWEAPON\n   inventory.icon \"CREEPATT\"\n   Obituary \"%k sucked out %o's soul.\"\n   //Weapon.AmmoType \"GhoulAmmo\"\n   Weapon.AmmoType2 \"GhoulAmmo\"\n   Weapon.AmmoGive 0\n   //Weapon.AmmoUse 0\n   Weapon.AmmoUse2 1\n   Weapon.Kickback 0\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   Weapon.YAdjust 0\n   States\n   {\n   Spawn:\n      TNT1 A 1\n      Stop\n   Ready:\n      CREW A 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  CREW A 1 A_Lower\n      Loop\n   Select:\n      CREW A 1 A_Raise\n      Goto Select\n   Fire:\n     CREW A 0 A_FireCustomMissile(\"CreeperAttack\", 0,0,0,0)\n\t CREW ABCDEFGH 1\n\t CREW IJKLMNO 3\n\t goto Ready\n   Altfire:\n   \t CREW A 0 A_JumpIfNoAmmo(4)\n     CREW A 0 A_FireCustomMissile(\"CreeperBall\",0,1,0,0)\n     CREW AON 3\n\t CREW MNO 4\n\t Goto Ready\n   }\n}\n\nactor CreeperBall\n{\nspeed 42\ndamage 1\ndamagetype \"Creepstun\"\nobituary \"%k was patient enough to kill %o with %p balls.\"\nheight 8\nradius 10\nrenderstyle add\nscale 0.6\nalpha 1.0\nPROJECTILE\ndecal \"Creeperballdecal\"\nseesound \"CreeperBall\"\ndeathsound \"CreeperBallD\"\nStates\n{\nSpawn:\nSRBA ABCD 3 A_FadeOut(0.06)\nLoop\nDeath:\nSRBA EFGHIJ 3 bright A_SetTranslucent(1.0, 1)\nStop\n}\n}\n\nactor CreeperAttack\n{\nspeed 40\nHeight 5\nObituary \"%k sucked out %o's soul.\"\ndamage 210\ndamagetype \"Creeper\"\nRadius 4\nPROJECTILE\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 2\nStop\n}\n}\n\nactor Creeperpainboost : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration 21\n  powerup.color \"00 00 00\", 0.0\n  powerup.type \"Speed\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n    TNT1 A 6\n    loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/cyborg.txt",
        "contents": "actor Cyborg : PlayerPawn\n{\nHealth 100\nRadius 16\nHeight 56\n+NOICEDEATH\n+NODAMAGETHRUST\n+GHOST\n+QUICKTORETALIATE\nlimitedtoteam 0\nmass 500\nbloodtype \"BulletPuff\"\nscale 0.92\nPainChance 256\nplayer.forwardmove 0.8\nplayer.sidemove 0.8\nplayer.soundclass \"cyborg\"\nplayer.viewheight 48\nPlayer.ColorRange 112, 127\ndamagefactor \"Creepstun\", 3.2\n+NOSKIN\nPlayer.DisplayName \"cyborg\"\nPlayer.StartItem \"CyborgPlasma\"\nPlayer.StartItem \"CyborgJetpackItem\"\nPlayer.StartItem \"CyborgCharge\", 100\nPlayer.StartItem \"CyborgFuel\", 150\nplayer.scoreicon \"CYBORGST\"\nStates\n{\nSpawn:\nROB1 D 0 SetPlayerProperty(0, 0, 3)\nROB1 D 15\nROB1 D 0 A_JumpIf (momz!=0, \"Spawn\")\nROB1 D 0 A_JumpIfInventory(\"CyborgCharge\", 100, \"Spawn\")\nROB1 D 0 ACS_ExecuteAlways(996,0)\nROB1 D 0 //A_PlaySoundEx(\"weapons/cyborgcharge\", \"Body\")\nROB1 D 0 A_GiveInventory(\"CyborgCharge\",5)\nLoop\nROB1 D 1\nLoop\nSee:\nROB1 A 0 SetPlayerProperty(0, 0, 3)\nROB1 EEBB 3\nROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nROB1 CCDD 3\nROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nGoto Spawn+7\nMissile:\nROB1 G 18\nGoto Spawn\nPain.Choke:\nTNT1 A 0 A_GiveToTarget(\"Health\",2)\nPain:\nROB1 H 4 A_Pain\nGoto Spawn\nPain.Creepstun:\nROB1 H 0 A_Pain\nROB1 H 18 ACS_ExecuteAlways(986,0)\nGoto Spawn\nDeath.Creepstun:\nROB1 A 0 A_GiveToTarget(\"CreepGotya\",1)\ngoto DeathAnim\nDeath.SjasScream:\nROB1 D 0 A_GiveToTarget(\"KilledJ\",1)\nROB1 D 0 A_GiveToTarget(\"KilledJ2\",1)\nGoto DeathAnim\nDeath:\nDeathAnim:\nROB1 A 0 A_TakeInventory(\"KilledCount\",999)\nROB1 A 0 A_ChangeFlag(\"LOWGRAVITY\",0)\nROB1 D 0 A_GiveToTarget(\"KilledMe\",1)\nROB1 D 0 A_GiveToTarget(\"KilledCyborg\",1)\nROB1 A 0 SetPlayerProperty(0, 0, 3)\nROB1 J 6\nROB1 K 6 A_PlayerScream\nROB1 L 5\nROB1 M 5 A_NoBlocking\nROB1 NOP 5\nROB1 Q 6\nROB1 R -1\nStop\nDeath.Creeper:\nROB1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\nROB1 A 0 ACS_ExecuteAlways(997,0)\nROB1 A 0 A_GiveToTarget(\"Creeperheal\",1)\nGoto DeathAnim\nDeath.Choke:\nTNT1 A 0 A_GiveToTarget(\"Health\",15)\nDeath.Jitter:\nROB1 D 0 A_GiveToTarget(\"Crunched\",1)\nROB1 D 0 A_GiveToTarget(\"KilledMe\",1)\nROB1 D 0 A_GiveToTarget(\"KilledCyborg\",1)\nROB1 H 1 A_PlaySound(\"weapons/grenadeexplode\")\nNULL A 0 A_SkullPop(\"Custom_BloodySkull3\")\nNULL A 0 A_NoBlocking\n// Unleash The Gibs!\nNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\nNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\nNULL A -1\nStop\n}\n}\n\nactor CyborgPlasma : Weapon\n{\nWeapon.SelectionOrder 100\nWeapon.AmmoUse 1\nWeapon.SlotNumber 1\nWeapon.AmmoUse2 2\nWeapon.AmmoGive 50\nWeapon.AmmoType \"CyborgCharge\"\nWeapon.AmmoType2 \"CyborgFuel\"\ninventory.icon \"CYBWEP\"\nInventory.PickupMessage \"You got the cyborg's arm!.. somehow?\"\nObituary \"%o was devastated by %k's plasma.\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\n+WEAPON.ALT_AMMO_OPTIONAL\n+DONTBLAST\nscale 0.6\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nReady:\nSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\nSABS A 1 A_WeaponReady\nLoop\nSelect:\nSABS A 1 A_Raise\nLoop\nDeselect:\nSABS A 1 A_Lower\nLoop\nFire:\nSABS A 0 ACS_ExecuteAlways(999,0)\nSABS A 1 A_JumpIfInventory(\"CyborgCharge\", 1, \"Normalshot\")\nWeakshot:\nSABA A 1 SetPlayerProperty(0, 0, 3)\nSABA B 3 A_FireCustomMissile(\"CyborgPlasmaBallWeak\", 0, 0, 11 ,3 )\nSABA C 2\nSABA D 3\nSABS A 3 A_Refire\nGoto Ready\nNormalshot:\nSABA A 1 SetPlayerProperty(0, 0, 3)\nSABA B 2 A_FireCustomMissile(\"CyborgPlasmaBall\", 0, 1, 11 ,3 )\nSABA C 1\nSABA D 1\nSABS A 1 A_Refire\nGoto Ready\nAltfire:\nSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\nSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 1, \"Jetpack\")\nSABS A 0 ACS_ExecuteAlways(999,0)\nSABS A 0 SetPlayerProperty(0, 0, 3)\nSABS A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Item\")\nGoto Ready\nJetpack:\nSABS A 0 ACS_ExecuteAlways(998,0)\nSABS A 0 SetPlayerProperty(0, 1, 3)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\nSABS A 3 A_TakeInventory(\"CyborgFuel\",1)\nSABS A 0 A_ReFire\nSABS AAAA 1 A_WeaponReady\nSABS A 0 ACS_ExecuteAlways(999,0)\nSABS A 0 SetPlayerProperty(0, 0, 3)\nGoto Ready\nDashcheck:\nSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\nSABS A 1 A_JumpIf(z-floorz>8,\"Ready\")\nSABS A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Jetpack\")\nSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 4, \"Dash\")\nGoto Ready\nDash:\nSABS A 0 A_PlaySoundEx(\"weapons/cyborgdash\",\"Item\")\nSABS A 0 SetPlayerProperty(0, 0, 3)\nSABS A 0 A_Stop\nSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\nSABS A 0 A_Stop\nSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\nSABS A 0 A_Stop\nSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\nSABS A 0 A_Stop\nSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\nGoto Dashupward\nDashupward:\nSABS A 0 SetPlayerProperty(0, 1, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",1)\nSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 0 SetPlayerProperty(0, 0, 0)\nSABS A 5 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",0)\nSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\nGoto Ready\nDashforward:\nSABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",1)\nSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(10,36)\nSABS A 1 offset(15,40)\nSABS A 1 offset(20,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(25,48)\nSABS A 1 offset(30,52)\nSABS A 1 offset(35,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(40,60)\nSABS A 1 offset(45,64)\nSABS A 1 offset(50,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(55,72)\nSABS A 1 offset(60,76)\nSABS A 1 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 0 SetPlayerProperty(0, 0, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",0)\nSABS A 14 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 1 offset(60,76)\nSABS A 1 offset(55,72)\nSABS A 1 offset(50,68)\nSABS A 1 offset(45,64)\nSABS A 1 offset(40,60)\nSABS A 1 offset(35,56)\nSABS A 1 offset(30,52)\nSABS A 1 offset(25,48)\nSABS A 1 offset(20,44)\nSABS A 1 offset(15,40)\nSABS A 1 offset(10,36)\nSABS A 1 offset(5,32)\nSABS A 3 offset(0,32)\nSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\nGoto Ready\nDashback:\nSABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",1)\nSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-4,36)\nSABS A 1 offset(-6,40)\nSABS A 1 offset(-8,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-10,48)\nSABS A 1 offset(-12,52)\nSABS A 1 offset(-14,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-16,60)\nSABS A 1 offset(-18,64)\nSABS A 1 offset(-20,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-22,72)\nSABS A 1 offset(-24,76)\nSABS A 1 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 0 SetPlayerProperty(0, 0, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",0)\nSABS A 14 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 1 offset(-24,76)\nSABS A 1 offset(-22,72)\nSABS A 1 offset(-20,68)\nSABS A 1 offset(-18,64)\nSABS A 1 offset(-16,60)\nSABS A 1 offset(-14,56)\nSABS A 1 offset(-12,52)\nSABS A 1 offset(-10,48)\nSABS A 1 offset(-8,44)\nSABS A 1 offset(-6,40)\nSABS A 1 offset(-4,36)\nSABS A 1 offset(-2,32)\nSABS A 3 offset(0,32)\nSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\nGoto Ready\nDashleft:\nSABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",1)\nSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(12,36)\nSABS A 1 offset(18,40)\nSABS A 1 offset(24,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(30,48)\nSABS A 1 offset(36,52)\nSABS A 1 offset(42,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(48,60)\nSABS A 1 offset(54,64)\nSABS A 1 offset(60,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(66,72)\nSABS A 1 offset(72,76)\nSABS A 1 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 0 SetPlayerProperty(0, 0, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",0)\nSABS A 14 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 1 offset(72,76)\nSABS A 1 offset(66,72)\nSABS A 1 offset(60,68)\nSABS A 1 offset(54,64)\nSABS A 1 offset(48,60)\nSABS A 1 offset(42,56)\nSABS A 1 offset(36,52)\nSABS A 1 offset(30,48)\nSABS A 1 offset(24,44)\nSABS A 1 offset(18,40)\nSABS A 1 offset(12,36)\nSABS A 1 offset(6,32)\nSABS A 3 offset(0,32)\nSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\nGoto Ready\nDashright:\nSABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",1)\nSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-8,36)\nSABS A 1 offset(-12,40)\nSABS A 1 offset(-16,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-20,48)\nSABS A 1 offset(-24,52)\nSABS A 1 offset(-28,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-32,60)\nSABS A 1 offset(-36,64)\nSABS A 1 offset(-40,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 1 offset(-44,72)\nSABS A 1 offset(-48,76)\nSABS A 1 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\nSABS A 0 SetPlayerProperty(0, 0, 0)\n//SABS A 0 A_ChangeFlag(\"NODAMAGE\",0)\nSABS A 14 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\nSABS A 1 offset(-48,76)\nSABS A 1 offset(-44,72)\nSABS A 1 offset(-40,68)\nSABS A 1 offset(-36,64)\nSABS A 1 offset(-32,60)\nSABS A 1 offset(-28,56)\nSABS A 1 offset(-24,52)\nSABS A 1 offset(-20,48)\nSABS A 1 offset(-16,44)\nSABS A 1 offset(-12,40)\nSABS A 1 offset(-8,36)\nSABS A 1 offset(-4,32)\nSABS A 3 offset(0,32)\nSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\nGoto Ready\n}\n}\n\nactor CyborgJetpackItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVBAR\n+INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nUse:\nTNT1 A 0 A_GiveInventory(\"CyborgDashcheck\",1)\nfail\n}\n}\n\nACTOR CyborgCharge : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Cell charge!\"\n  Inventory.Amount 100\n  Inventory.MaxAmount 100\n  Ammo.BackpackAmount 100\n  Ammo.BackpackMaxAmount 100\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR CyborgFuel : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Fuel charge!\"\n  Inventory.Amount 150\n  Inventory.MaxAmount 150\n  Ammo.BackpackAmount 150\n  Ammo.BackpackMaxAmount 150\n  Inventory.Icon \"FUELA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor CyborgDashcheck : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor CyborgPlasmaBall\n{\nscale 0.8\nrenderstyle add\nalpha 0.95\nPROJECTILE\ndecal \"plasmadecal\"\ndamagetype \"Plasma\"\nspeed 30\nradius 12\nheight 6\nDamage 6\nseesound \"weapons/cyborgplasmafire\"\ndeathsound \"weapons/cyborgplasmahit\"\nStates\n{\nSpawn:\nSBLL ABCDEFGHIJ 1 bright\nLoop\nDeath:\nSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor CyborgPlasmaBallWeak : CyborgPlasmaBall\n{\ndecal \"plasmadecal3\"\ndamagetype \"CrapPlasma\"\nradius 5\nheight 3\nDamage 2\nSpeed 35\nscale 0.25\n}\n\nACTOR SmokeLarge : BulletPuff\n{\n+CLIENTSIDEONLY\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 ThrustThingZ(0,1,1,0)\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey : BulletPuff\n{\n+CLIENTSIDEONLY\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound(\"weapons/cyborgjetpack\")\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/engineer.txt",
        "contents": "actor Engineer : PlayerPawn\n{\n+NOSKIN\n+NOICEDEATH\n+NODAMAGETHRUST\n+GHOST\n+QUICKTORETALIATE\nlimitedtoteam 0\nplayer.soundclass \"engin\"\nplayer.displayname \"Engineer\"\nplayer.startitem \"AchievementID\", 2\nplayer.startitem \"NailGun\", 1\nplayer.startitem \"SteamCannon\", 1\nplayer.startitem \"SteamAmmo\", 5\nplayer.startitem \"SawAmmo\", 15\nplayer.startitem \"SawLauncher\", 1\nPlayer.ColorRange 112, 127\nplayer.scoreicon \"ENGINST\"\ndamagefactor \"Grenade\", 0.3\nmass 400\nStates\n{\nSpawn:\nGO99 A 1\nLoop\nSee:\nGO99 AB 5\nGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nGO99 CD 5\nGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nGoto Spawn\nMissile:\nGO99 E 12\nGoto Spawn\nMelee:\nGO99 F 6 BRIGHT\nGoto Missile\nPain.Choke:\nTNT1 A 0 A_GiveToTarget(\"Health\",2)\nPain:\nGO99 G 4 A_Pain\nGO99 G 4\nGoto Spawn\nPain.Creepstun:\nGO99 G 0 A_Pain\nGO99 G 18 ACS_ExecuteAlways(986,0)\nGoto Spawn\nDeath.Creeper:\nGO99 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\nGO99 A 0 A_GiveToTarget(\"Creeperheal\",1)\nGO99 A 0 ACS_ExecuteAlways(997,0)\nGoto DeathAnim\nDeath.Creepstun:\nGO99 A 0 A_GiveToTarget(\"Unlock13\",1)\nGO99 A 0 A_GiveToTarget(\"CreepGotya\",1)\nGoto DeathAnim\nDeath.SjasScream:\nGO99 A 0 A_GiveToTarget(\"KilledJ\",1)\nGO99 A 0 A_GiveToTarget(\"KilledJ2\",1)\nGoto DeathAnim\nDeath:\nDeathAnim:\nGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\nGO99 A 0 A_GiveToTarget(\"KilledEngineer\",1)\nGO99 H 5 //ACS_ExecuteAlways(972,0)\nGO99 I 5 A_PlayerScream\nGO99 J 5 A_NoBlocking\nGO99 KLM 5\nGO99 N -1\nstop\nDeath.Choke:\nTNT1 A 0 A_GiveToTarget(\"Health\",15)\nDeath.Jitter:\nGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\nGO99 A 0 A_GiveToTarget(\"KilledEngineer\",1)\nGO99 A 0 A_GiveToTarget(\"Crunched\",1)\nGO99 G 1 A_PlaySound(\"gibbage/xsplat\")\nNULL A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\nNULL A 0 A_PlaySound(\"gibbage/playergib\")\nNULL A 0 A_NoBlocking\n// Unleash The Gibs!\nNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\nNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\nNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\nNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\nNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\nNULL A -1\nStop\n}\n}\n\nactor KilledEngineer : KilledSjas\n{\n}\n\nactor NailGun : Weapon\n{\n  obituary \"%o was pummeled by %k's Nail Gun.\"\n  radius 20\n  height 16\n  Weapon.SlotNumber 1\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the Nail Gun!\"\n  weapon.selectionorder 100\n  weapon.kickback 100\n  +INVENTORY.UNDROPPABLE\n  inventory.icon \"NAILGG\"\n  +WEAPON.NOAUTOAIM\n  +WEAPON.DONTBOB\n  states\n  {\n  Spawn:\n    LIBG X 1\n    stop\n  Ready:\n    LIBG A 1 A_WeaponReady\n    loop\n  Deselect:\n    LIBG A 1 A_Lower\n    loop\n  Select:\n    LIBG A 1 A_Raise\n    loop\n  Fire:\n    LIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n    LIBG A 1 A_FireCustomMissile(\"Nail\", random(-1,1), 0, 10, 2)\n\tLIBG E 1//2\n\tLIBG D 1//2\n\tLIBG C 1//2\n\tLIBG B 2//2\n    LIBG A 2//1\n\tLIBG A 0 A_ReFire\n    goto Ready\n  Altfire:\n    LIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n    LIBG D 1 offset(12,-16) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, 8)\n\tLIBG E 1 offset(8,-6)\n\tLIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n\tLIBG D 1 offset(4,-4) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, 3)\n\tLIBG E 1 offset(0,6)\n\tLIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n\tLIBG D 1 offset(4,16) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, -3)\n\tLIBG E 1 offset(8,36)\n\tLIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n\tLIBG D 1 offset(12,56) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, -8)\n\tLIBG E 14 offset(12,56)//18\n\tLIBG D 2 offset(10,50)\n\tLIBG C 2 offset(8,44)\n\tLIBG B 2 offset(6,38)\n    LIBG B 2 offset(4,32) A_ReFire\n    goto Ready\n  }\n}\n\nactor Nail : FastProjectile\n{\ntranslation \"168:191=80:95\"\nPROJECTILE\nSpeed 38\nscale 0.8\ndecal \"BulletChip\"\ndamagetype \"fire2\"\nRadius 8\nHeight 4\nDamage (19)//26\nStates\n{\nSpawn:\nTNT1 A 1\nNAIL A 1\nGoto Spawn+1\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor Nail2 : Nail\n{\nDamage (17)//26\nSpeed 65\n}\n\nactor SawLauncher : Weapon\n{\n  obituary \"%o was ripped to shreds by %k's Buzz Saws.\"\n  radius 20\n  height 16\n  //decal \"BulletChip\"\n  inventory.pickupmessage \"You got the Buzz Saw Launcher!\"\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  weapon.ammotype \"SawAmmo\"\n  weapon.ammouse1 1\n  weapon.ammotype2 \"SawAmmo\"\n  weapon.ammouse2 1\n  weapon.ammogive 8\n  Weapon.SlotNumber 2\n  +INVENTORY.UNDROPPABLE\n  //Weapon.AmmoUse2 1\n  //Weapon.AmmoType2 \"HollyAmmo\"\n  inventory.icon \"BLADL\"\n  +WEAPON.NOAUTOAIM\n  +WEAPON.DONTBOB\n  states\n  {\n  Spawn:\n    METB M 1\n    stop\n  Ready:\n    METB A 1 A_WeaponReady\n    loop\n  Deselect:\n\tMETB A 1 A_Lower\n\tGoto Deselect\n  Deselect2:\n    METB A 1 A_Lower\n    loop\n  Select:\n    METB A 1  A_Raise\n    loop\n  Fire:\n   METB ABC 3\n   METB D 3 A_PlayWeaponSound(\"SawClick\")\n   Goto Hold\nAltfire:\n    METB ABC 3\n\tMETB D 3 A_PlayWeaponSound(\"SawClick\")\n\tMETB A 10  A_FireCustomMissile(\"BuzzSaw\", random(-3,3), 1, 6, 0)\n    goto Ready\n  Hold:\n   METB D 1\n   METB D 0 A_Refire\n   METB D 0 A_PlayWeaponSound(\"SawThrow\")\n   METB A 10 A_FireCustomMissile(\"BuzzSawThrown\", 0, 1, 6, 0)\n   goto Ready\n  }\n}\n\nactor BuzzSawThrown\n{\nPROJECTILE\nobituary \"%o was ripped to shreds by %k's Buzz Saws.\"\n+RIPPER\nDamage 8\nHeight 5\nRadius 5\nSpeed 50\ndamagetype \"ice2\"\nscale 0.5\n+BLOODLESSIMPACT\n+RIPPER\nStates\n{\nSpawn:\nMETB E 0\nMETB E 0 A_PlaySoundEx(\"SawAir\",\"voice\")\nMETB EFGHIJKL 2\nloop\nDeath:\nMETB L 0 A_SpawnItemEx(\"BuzzSaw\",0,0,0,0,0,-1)\nstop\n}\n}\n\nactor BuzzSaw\n{\nPROJECTILE\n-NOGRAVITY\nobituary \"%o fell over %k's Buzz Saw.\"\nSpeed 10\nHeight 5\nradius 5\nscale 0.5\ndamage (15)\ndamagetype \"ice2\"\n+BLOODLESSIMPACT\n+RIPPER\nStates\n{\nSpawn:\nMETB IJKLEFGH 1\nMETB H 1 A_JumpIf(waterlevel == 2, \"Death2\")\nMETB H 0 A_GiveInventory(\"Clip\",1)\nMETB H 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\nGoto Spawn+8\nDeath:\nMETB H 0 A_PlaySound(\"SawHit\")\nMETB H 0 A_CustomMissile(\"SawSpike\", 0, 0, 0, 0)\nstop\nDeath2:\nMETB H 1\nstop\n}\n}\n\nactor SawSpike\n{\nSpeed 0\nPROJECTILE\n+NOCLIP\nobituary \"%o fell over %k's Buzz Saw.\"\ndamagefactor \"Jitterskull\", 0.0\ndamagefactor \"SjasScream\", 0.0\nDamage 3\nradius 5\nscale 0.5\ndamagetype \"ice2\"\nheight 5\n-NOGRAVITY\n+DONTBLAST\n+THRUGHOST\nreactiontime 3600\nStates\n{\nSpawn:\nMETB H 20\nMETB H 0 A_ChangeFlag(\"NOCLIP\",0)\nMETB H 1 A_CountDown\nGoto Spawn+2\nDeath:\nMETB H 1\nstop\n}\n}\n\nactor SteamCannon : Weapon\n{\n  obituary \"%o choked on %k's Steam Cannon.\"\n  radius 20\n  height 16\n  Weapon.SlotNumber 3\n  inventory.pickupmessage \"You got the Steam Cannon!\"\n  weapon.selectionorder 300\n  weapon.kickback 100\n  weapon.ammotype1 \"SteamAmmo\"\n  weapon.ammouse1 1\n  weapon.ammotype2 \"SteamAmmo\"\n  weapon.ammouse2 1\n  weapon.ammogive 8\n  inventory.icon \"LAVAG\"\n  +INVENTORY.UNDROPPABLE\n  //Weapon.AmmoUse2 4\n  //Weapon.AmmoType2 \"StarAmmo\"\n  +WEAPON.NOAUTOAIM\n  +WEAPON.DONTBOB\n  states\n  {\n  Spawn:\n    EMBP A 1\n    stop\n  Ready:\n    EMBR AAAABBBBCCCCDDDDCCCCBBBB 1 A_WeaponReady\n    loop\n  Deselect:\n    EMBR A 1 A_Lower\n    loop\n  Select:\n    EMBR A 1 A_Raise\n    loop\n  Fire:\n    EMBR A 0 A_PlaySoundEx(\"SteamLaunch\",\"Voice\")\n\tEMBR A 0 A_FireCustomMissile(\"SteamProjectile\", 0, 1, 0, 2)\n\tEMBR K 3\n\tEMBR L 4\n\tEMBR A 10\n\tEMBR A 0 A_PlayWeaponSound(\"SteamWhistle\")\n\tEMBR FGHIJA 3\n    EMBR A 0 A_ReFire\n    goto Ready\n  Altfire:\n    EMBR A 0 A_PlaySoundEx(\"SteamLaunch\",\"Voice\")\n\tEMBR A 0 A_FireCustomMissile(\"SteamProjectile2\", 0, 1, 0, 2)\n\tEMBR K 3\n\tEMBR L 4\n\tEMBR A 10\n\tEMBR A 0 A_PlayWeaponSound(\"SteamWhistle\")\n\tEMBR FGHIJA 3\n    EMBR A 0 A_ReFire\n    goto Ready\n  }\n}\n\nactor SteamProjectile\n{\nPROJECTILE\n+SKYEXPLODE\nDamage 0\nSpeed 30\nHeight 8\ndamagetype \"Grenade\"\nRadius 8\nscale 0.5\nrenderstyle translucent\ndeathsound \"SteamHit\"\nscale 1.6\nalpha 1.0\nStates\n{\nSpawn:\n//EBMP ABCDE\nEMBP A 2 bright A_SpawnItemEx(\"FallingSteamDamage\", 0, 0, 0, 0, 0, -30, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner\", 0, 0, 0, 0, 0, 0, 0)\nEMBP B 2 bright A_SpawnItemEx(\"FallingSteamDamage\", 0, 0, 0, 0, 0, -30, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner\", 0, 0, 0, 0, 0, 0, 0)\nEMBP C 2 bright A_SpawnItemEx(\"FallingSteamDamage\", 0, 0, 0, 0, 0, -30, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner\", 0, 0, 0, 0, 0, 0, 0)\nEMBP D 2 bright A_SpawnItemEx(\"FallingSteamDamage\", 0, 0, 0, 0, 0, -30, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner\", 0, 0, 0, 0, 0, 0, 0)\nEMBP E 2 bright A_SpawnItemEx(\"FallingSteamDamage\", 0, 0, 0, 0, 0, -30, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner\", 0, 0, 0, 0, 0, 0, 0)\nloop\nDeath:\nTNT1 A 0 A_SpawnItem(\"SteamExplode\")\nTNT1 A 0 A_Explode(30, 128, 1)\nstop\n}\n}\n\nactor SteamProjectile2\n{\nPROJECTILE\n+SKYEXPLODE\n-NOGRAVITY\ngravity 2.0\n+HEXENBOUNCE\nbouncefactor 0.0\nwallbouncefactor 0.0\nDamage 0\nSpeed 18\nHeight 8\ndamagetype \"Grenade\"\nRadius 8\nscale 0.5\nrenderstyle translucent\ndeathsound \"SteamHit\"\nscale 1.6\nalpha 1.0\nreactiontime 4\nStates\n{\nSpawn:\n//EBMP ABCDE\nEMBP A 2 bright A_SpawnItemEx(\"GroundSteamDamage\", 0, 0, 8, 0, 0, 0, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner2\", 0, 0, 0, 0, 0, 0, 0)\nEMBP B 2 bright A_SpawnItemEx(\"GroundSteamDamage\", 0, 0, 8, 0, 0, 0, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner2\", 0, 0, 0, 0, 0, 0, 0)\nEMBP C 2 bright A_SpawnItemEx(\"GroundSteamDamage\", 0, 0, 8, 0, 0, 0, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner2\", 0, 0, 0, 0, 0, 0, 0)\nEMBP D 2 bright A_SpawnItemEx(\"GroundSteamDamage\", 0, 0, 8, 0, 0, 0, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner2\", 0, 0, 0, 0, 0, 0, 0)\nEMBP E 2 bright A_SpawnItemEx(\"GroundSteamDamage\", 0, 0, 8, 0, 0, 0, 0)\nEMBP A 0 bright A_SpawnItemEx(\"AshSpawner2\", 0, 0, 0, 0, 0, 0, 0)\nEMBP A 0 A_CountDown\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_SpawnItem(\"SteamExplode\")\nTNT1 A 0 A_Explode(30, 128, 1)\nstop\n}\n}\n\nactor GroundSteamDamage\n{\ndamagetype \"Grenade\"\n-SOLID\n+NOGRAVITY\n-NOBLOCKMAP\nradius 20\nheight 20\ndamage 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(5,158,0)\nstop\n}\n}\n\nactor AshSpawner\n{\n-SOLID\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"BurningAsh\",0,0,0,random(-10,10),random(10,-10),-5)\nstop\n}\n}\n\nactor AshSpawner2 : AshSpawner\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"BurningAsh\",0,0,0,random(-10,10),random(10,-10),random(8,15))\nstop\n}\n}\n\nactor BurningAsh\n{\n+CLIENTSIDEONLY\nPROJECTILE\nDamage 0\n+RIPPER\n+BRIGHT\n+DOOMBOUNCE\nbouncefactor 0.5\nbouncecount 3\ngravity 1.8\n-NOGRAVITY\nrenderstyle add\nalpha 0.8\nscale 0.2\n+BLOODLESSIMPACT\nStates\n{\nSpawn:\nEMBP A 0 A_PlaySoundEx(\"STEAM\",\"Voice\")\nGLO6 A 4\nGLO6 A 0 A_SpawnItemEx(\"SmokeSmall\")\nGLO6 A 0 A_SpawnItemEx(\"FireySmall\")\nloop\n}\n}\n\nactor SmokeSmall : SmokeLarge\n{\nscale 0.1\n}\n\nACTOR FireySmall : Firey\n{\nscale 0.1\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 //A_PlaySound(\"weapons/cyborgjetpack\")\n\t\tGoto See\n\t\t}\n}\n\nactor FallingSteamDamage\n{\ndamagetype \"Grenade\"\nPROJECTILE\n-NOBLOCKMAP\nradius 20\nheight 20\ndamage 0\nStates\n{\nSpawn:\nTNT1 A 2 A_Explode(3,200,0)\nloop\nDeath:\nTNT1 A 2 A_Explode(11,200,0)\nstop\n}\n}\n\nactor SteamExplode\n{\n+CLIENTSIDEONLY\ndamagetype \"Grenade\"\n+NOINTERACTION\nradius 1\nheight 1\n- SOLID\n//translation \"176:191=160:167\"\n+NOGRAVITY\nalpha 0.9\nrenderstyle translucent\nStates\n{\nSpawn:\nMISL B 0\nMISL B 0 A_PlaySound(\"SteamExplode\")\nMISL BCDE 10 bright\nstop\n}\n}\n\nactor SteamAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor SawAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nACTOR Custom_EngineerBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        GO99 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n\t    GO99 Z 0 A_GiveInventory(\"RocketAmmo\",1)\n        GO99 Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        GO99 ZZZ 5\n        GO99 ZZZZ 5\n        loop\n       Death:\n\tGO99 Z 0 A_Jump (16,4)\n        GO99 Z 0 A_Jump (32,4)\n        GO99 Z 0 A_Jump (64,4)\n        GO99 Z 0 A_Jump (128,4)\n        GO99 Z -1 A_CheckPlayerDone\n        Wait\n        GO99 Z -1 A_CheckPlayerDone\n        Wait\n        GO99 Z -1 A_CheckPlayerDone\n        Wait\n        GO99 Z -1 A_CheckPlayerDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/frostbite.txt",
        "contents": "//XMAS CLASSES\n\nactor FrostBite : PlayerPawn\n{\n    Health 120\n    Mass 9000\n    limitedtoteam 1\n    player.forwardmove 0.85\n    player.sidemove 0.85\n    Player.Maxhealth 120\n    Player.DisplayName \"FrostBite\"\n\tbloodcolor \"Blue\"\n    player.startitem \"FrostTeeth\"\n\tplayer.startitem \"FrostAmmo\", 50\n\tplayer.startitem \"BlueArmor2\", 1\n    player.crouchsprite \"FROB\"\n    player.soundclass \"frost\"\n\tplayer.startitem \"AchievementID\", 2\n\t//player.jumpz 7\n\tbloodtype \"IceChunkFB3\"\n    Player.ColorRange 112, 127\n    +NOSKIN\n\t//+BRIGHT\n\tgravity 0.9\n\trenderstyle translucent\n\tplayer.scoreicon \"FROSTST\"\n    scale 0.24\n    +NOICEDEATH\n    States\n    {\n    Spawn:\n    TNT1 A 0\n    FROB A 1 //A_SetTranslucent(0.50, 0)\n    Goto Spawn+1\n    See:\n    FROB A 2 A_SetTranslucent(0.50, 0)\n    FROB A 2 A_SetTranslucent(0.55, 0)\n    FROB A 2 A_SetTranslucent(0.60, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    FROB A 2 A_SetTranslucent(0.65, 0)\n    FROB A 2 A_SetTranslucent(0.70, 0)\n    FROB A 2 A_SetTranslucent(0.75, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    FROB A 2 A_SetTranslucent(0.80, 0)\n    FROB A 2 A_SetTranslucent(0.85, 0)\n    FROB A 2 A_SetTranslucent(0.90, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    FROB A 2 A_SetTranslucent(0.95, 0)\n    FROB A 2 A_SetTranslucent(1.0, 0)\n    FROB A 2 A_SetTranslucent(0.95, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    FROB A 2 A_SetTranslucent(0.90, 0)\n    FROB A 2 A_SetTranslucent(0.85, 0)\n    FROB A 2 A_SetTranslucent(0.80, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    FROB A 2 A_SetTranslucent(0.75, 0)\n    FROB A 2 A_SetTranslucent(0.70, 0)\n    FROB A 2 A_SetTranslucent(0.65, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    FROB A 2 A_SetTranslucent(0.60, 0)\n    FROB A 2 A_SetTranslucent(0.55, 0)\n    FROB A 2 A_SetTranslucent(0.50, 0)\n\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n    Goto Spawn+1\n    Missile:\n\tFROB A 0 A_JumpIfInventory(\"Clip\",1,\"Breath\")\n    FROB A 0 A_SetTranslucent(1.0, 0)\n    FROB BBBB 1 A_JumpIfInventory(\"Clip\",1,\"Breath\")\n\tFROB CD 4\n    FROB D 0 //A_CustomMissile(\"IceShat\")\n    FROB EFEA 3\n    Goto Spawn+1\n\tBreath:\n\tFROB D 18 bright\n\tFROB CB 4 bright\n\tGoto Spawn\n    Death:\n    DeathAnim:\n\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\tSANT A 0 A_GiveToTarget(\"KilledFrost\",1)\n\tFROB A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\tFROB A 0 A_PlaySoundEx(\"FrostDeath\", \"Body\")\n\tFROB A 0 A_Fall\n\tFROB A 0 A_SpawnItemEx(\"LargeBurst\",0,0,0,0,0,0,0,32)\n\tFROB ZZZZZZ 6 A_SpawnItemEx(\"FrostDeathFX\",0,0,32,1,0,2,random(0,360),32)\n    FROB A 0 //A_GiveToTarget(\"KilledFrost\",1)\n    FROB Z -1\n    Stop\n    Death.Grenade:\n    FROB A 0 A_GiveToTarget(\"KilledG\",1)\n    Goto DeathAnim\n    Death.CrapPlasma:\n    FROB A 0 A_GiveToTarget(\"Unlock9\",1)\n    Goto DeathAnim\n    Death.Creeper:\n    FROB A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n    FROB A 0 ACS_ExecuteAlways(997,0)\n    FROB A 0 A_GiveToTarget(\"Creeperheal\",1)\n    Goto DeathAnim\n    Death.ice2:\n    FROB A 0 A_GiveToTarget(\"Killedice2\",1)\n    Goto DeathAnim\n    Death.fire2:\n    FROB A 0 A_GiveToTarget(\"Killedfire2\",1)\n    Goto DeathAnim\n    Death.Railgun:\n    FROB A 0 A_GiveToTarget(\"Killedlightning\",1)\n    Goto DeathAnim\n    }\n}\n\nactor BlueArmor2 : BlueArmor\n{\ninventory.icon \"FROZS\"\n}\n\nactor KilledFrost : KilledSjas\n{\n}\n\nActor FrostDeathFX\n{\n-SOLID\n+CLIENTSIDEONLY\n+NOGRAVITY\nrenderstyle add\nalpha 0.9\nscale 2.5\nStates\n{\nSpawn:\nPLSS JKLMNOP 5 A_FadeOut(0.05)\nPLSS QRSTUVWX 4 A_FadeOut(0.05)\nstop\n}\n}\n\nActor LargeBurst\n{\nRadius 40\nHeight 80\n- SOLID\n+NOGRAVITY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"FrostBurst\")\nTNT1 A 1 A_Burst(\"IceChunkFB2\")\nstop\n}\n}\n\nActor IceChunkFB\n{\nRadius 3\nHeight 4\n+CLIENTSIDEONLY\n- SOLID\n-NOGRAVITY\nStates\n{\nSpawn:\nICEC A 0\nICEC A 0 A_Recoil(-5)//ThrustThingZ(0,random(1,15),0,0)\nICEC AAAABCD 3\nStop\n}\n}\n\nActor IceChunkFB2\n{\nRadius 3\nHeight 4\n+CLIENTSIDEONLY\n- SOLID\n+LOWGRAVITY\n-NOGRAVITY\nStates\n{\nSpawn:\nICEC A 0\nICEC A 0 ThrustThingZ(0,random(1,15),0,0)\nICEC ABCD 30\nStop\n}\n}\n\nActor IceChunkFB3\n{\nRadius 3\nHeight 4\n+CLIENTSIDEONLY\n- SOLID\n-NOGRAVITY\nStates\n{\nSpawn:\nICEC A 0\nICEC A 0 ThrustThingZ(0,random(1,15),0,0)\nICEC A 0 ThrustThing(random(0,256),random(1,8))\nICEC ABCD 4\nStop\n}\n}\n\nactor FrostTwinkle\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nRadius 3\nHeight 3\n+NOGRAVITY\nrenderstyle add\n- SOLID\nStates\n{\nSpawn:\nTGLT F 0 bright\nTGLT F 0 bright A_PlaySound(\"FrostTwinkle\")\nTGLT FGHIFGHIFGHIFGHI 2 bright A_FadeOut(0.02)\nstop\n}\n}\n\nActor FrostAmmo : Ammo\n{\ninventory.amount 50\ninventory.maxamount 50\ninventory.icon \"FROSAM\"\n}\n\nActor FrostTeeth : Weapon\n{\n+WEAPON.DONTBOB\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Weapon.SlotNumber 1\n   Weapon.AmmoType \"FrostAmmo\"\n   Weapon.AmmoGive 1\n   Weapon.AmmoUse 1\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   inventory.icon \"FROSTATT\"\n   States\n   {\n   Spawn:\n      FROB V 1\n      Stop\n   Ready:\n      FROB VVVVVVVVVVVVVVVVVVV 1 A_WeaponReady\n\t  FROB VVVVVVV 1 A_WeaponReady\n      FROB V 0 A_GiveInventory(\"FrostAmmo\",1)\n\t  FROB V 0 A_GiveInventory(\"ArmorBonus\",1)\n      Goto Ready+19\n   Deselect:\n      FROB V 0 A_StopSoundEx(\"Weapon\")\n      FROB V 1 A_Lower\n      Loop\n   Select:\n      FROB V 1 A_Raise\n      Goto Select\n   Fire:\n     FROB V 0 A_Playweaponsound(\"FrostChomp\")\n\t FROB V 0 A_Recoil(-20)\n     FROB V 2 offset (0, 55)\n     FROB V 2 offset (0, 65)\n     FROB V 2 offset (0, 75)\n     FROB V 2 offset (0, 95)\n     FROB V 2 offset (0, 105)\n     FROB V 2 offset (0, 135)\n\t FROB V 0 A_Stop\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 0 A_JumpIfInventory(\"Crunched\",1,\"Take\")\n\t FROB V 0 A_Playweaponsound(\"FrostTeeth\")\n     FROB V 3 offset (0, 38) A_FireCustomMissile(\"FrostAttack\", 0, 0 ,0)\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n     FROB V 3 offset (0, 29)\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n     FROB V 3 offset (0, 34)\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 3\n\t FROB V 3 A_Refire\n\t FROB V 0 A_TakeInventory(\"Crunched\",999)\n     goto Ready\n   Take:\n     FROB V 0 A_TakeInventory(\"Crunched\",999)\n\t Goto Fire+14\n   Altfire:\n     FROB V 0 A_GiveInventory(\"Clip\",1)\n     FROB V 0 A_PlaySoundEx(\"FrostBreathStart\",\"Weapon\")\n     FROB V 3 offset (0, 55)\n     FROB V 3 offset (0, 75)\n     FROB V 3 offset (0, 105)\n     FROB V 4 offset (0, 135)\n     FROB V 0 A_JumpIfInventory(\"FrostAmmo\",1,\"Return\")\n     FROB V 4 offset (0, 135)\n     FROB V 0 A_Refire\n\t //FROB V 0 A_TakeInventory(\"KilledJ\",999)\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 0 A_PlaySoundEx(\"FrostBreathEnd\",\"Weapon\")\n     FROB V 1 offset (0, 135)\n     FROB V 1 offset (0, 105)\n     FROB V 1 offset (0, 75)\n     FROB V 1 offset (0, 55)\n     FROB V 0 offset (0, 34)\n\t FROB V 0 A_TakeInventory(\"KilledJ2\",255)\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n     Goto Ready\n  AltHold:\n     FROB V 0 A_GiveInventory(\"RocketAmmo\",1)\n\t FROB V 0 A_JumpIfInventory(\"RocketAmmo\",5,\"BreathSound\")\n     FROB V 0 A_JumpIfInventory(\"FrostAmmo\",1,\"AltReturn\")\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 16 A_PlaySoundEx(\"FrostBreathFail\",\"Weapon\")\n     FROB V 4 offset (0, 135)\n     FROB V 0 A_Refire\n\t //FROB V 0 A_TakeInventory(\"KilledJ\",999)\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 0 A_PlaySoundEx(\"FrostBreathEnd\",\"Weapon\")\n     FROB V 1 offset (0, 135)\n     FROB V 1 offset (0, 105)\n     FROB V 1 offset (0, 75)\n     FROB V 1 offset (0, 55)\n\t FROB V 0 A_TakeInventory(\"KilledJ2\",255)\n     FROB V 0 offset (0, 34) //A_ClearRefire\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n     Goto Ready\n  Return:\n     FROB V 0 //A_PlaySoundEx(\"FrostBreathMid\", \"Weapon\")\n\t FROB V 0 offset (0, 135) A_FireCustomMissile(\"FrozenWind\",random(-15,15),1,0)\n\t Goto Altfire+7\n  BreathSound:\n     FROB V 0 A_PlaySoundEx(\"FrostBreathMid\", \"Weapon\")\n\t FROB V 0 A_TakeInventory(\"RocketAmmo\",5)\n\t Goto AltHold+2\n  AltReturn:\n     FROB V 0 offset (0, 135) A_FireCustomMissile(\"FrozenWind\",random(-15,15),0,0)\n\t FROB V 0 A_TakeInventory(\"FrostAmmo\",1)\n\t Goto AltHold+5\n   }\n}\n\nActor FrostAttack\n{\n//PROJECTILE\n+NOGRAVITY\n+THRUGHOST\n+FORCERADIUSDMG\nSpeed 10\nRadius 2\nHeight 2\nObituary \"%o got frost bite from %k.\"\ndamagetype \"Jitter\"\ndamage 0\n+RIPPER\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nGoto Death\nDeath:\nTNT1 A 1 A_Explode(90, 110, 0)\nStop\n}\n}\n\nactor FrozenWind\n{\nPROJECTILE\n+RIPPER\nDamage 1\nSpeed 21\nRadius 12\nrenderstyle add\ndamagetype \"SjasScream\"\nObituary \"%o got the chills from %k's frozen wind.\"\nalpha 0.8\nscale 2.0\nHeight 20\n+DOOMBOUNCE\n+BLOODLESSIMPACT\nStates\n{\nSpawn:\nPLSS J 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS K 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS L 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS M 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS N 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS O 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS P 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS Q 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS R 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS S 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS T 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS U 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS V 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS W 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nPLSS X 5 A_FadeOut(0.05)\nPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\nstop\nDeath:\nPLSS X 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/gbuster.txt",
        "contents": "actor ghostbuster : PlayerPawn\n{\nHealth 100\nRadius 16\nHeight 56\nMass 400\n+GHOST\n+QUICKTORETALIATE\nlimitedtoteam 0\nplayer.sidemove 1.03\nPainChance 255\nplayer.soundclass \"peter\"\nPlayer.ColorRange 128, 151\nplayer.startitem \"AchievementID\", 1\n+NOSKIN\nplayer.scoreicon \"GHOSTBS\"\n+NOICEDEATH\nPlayer.DisplayName \"Ghostbuster\"\nPlayer.StartItem \"GhostBusterPlasma\"\nPlayer.StartItem \"GhostBusterTraps\"\nPlayer.StartItem \"ProtonCharge\", 150\nPlayer.StartItem \"TrapAmmo\", 10\nPlayer.StartItem \"GBCancelItem\"\nStates\n{\nSpawn:\nPETE A 0 SetPlayerProperty(0, 0, 3)\nPETE A 15 ACS_Execute(984,0)\nPETE A 0 A_JumpIf (momz>0, \"Spawn\")\nPETE A 0 A_JumpIfInventory(\"ProtonCharge\", 150, \"Spawn\")\nPETE A 0 ACS_ExecuteAlways(996,0)\nPETE A 0 //A_PlaySoundEx(\"weapons/cyborgcharge\", \"Body\")\nPETE A 0 A_GiveInventory(\"ProtonCharge\", 15)//20\nLoop\nPETE A 1\nLoop\nSee:\nPETE A 0 SetPlayerProperty(0, 0, 3)\nPETE AB 4 ACS_Execute(984,0)\nPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nPETE CD 4\nPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nGoto Spawn+7\nPain.Creepstun:\nPETE G 0 A_Pain\nPETE G 18 ACS_ExecuteAlways(986,0)\nGoto Spawn\nMissile:\nPETE E 12\nPETE E 6\nGoto Spawn\nPain.Choke:\nTNT1 A 0 A_GiveToTarget(\"Health\",2)\nPain:\nPETE G 0 A_Pain\nPETE G 18\nGoto Spawn\nDeath.Creeper:\nPETE A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\nPETE A 0 A_GiveToTarget(\"Creeperheal\",1)\nPETE A 0 ACS_ExecuteAlways(997,0)\nGoto DeathAnim\nDeath.Creepstun:\nPETE A 0 A_GiveToTarget(\"Unlock13\",1)\nPETE A 0 A_GiveToTarget(\"CreepGotya\",1)\nGoto DeathAnim\nDeath.SjasScream:\nPETE A 0 A_GiveToTarget(\"KilledJ\",1)\nPETE A 0 A_GiveToTarget(\"KilledJ2\",1)\nGoto DeathAnim\nDeath:\nDeathAnim:\nPLAY A 0 A_TakeInventory(\"KilledCount\",999)\nPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY A 0 A_GiveToTarget(\"KilledGBuster\",1)\nPETE H 7 A_GiveInventory(\"RocketAmmo\",1)\nPETE I 7 A_PlayerScream\nPETE J 5 A_NoBlocking\nPETE KLM 5\nPETE N -1\nStop\nDeath.Choke:\nTNT1 A 0 A_GiveToTarget(\"Health\",15)\nDeath.Jitter:\nPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY A 0 A_GiveToTarget(\"KilledGBuster\",1)\nPLAY A 0 A_GiveToTarget(\"Crunched\",1)\nPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\nPETE G 5 A_PlaySound(\"gibbage/xsplat\")\nNULL A 0 A_PlaySound(\"gibbage/playergib\")\nNULL A 0 A_NoBlocking\n// Unleash The Gibs!\nNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\nNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\nNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\nNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\nNULL A 0 A_SkullPop(\"Custom_GBBloodySkull\")\nNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\nNULL A -1\nStop\n}\n}\n\nactor GBCancelItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVBAR\n+INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nUse:\nTNT1 A 0 A_GiveInventory(\"GBCancel\",1)\nfail\n}\n}\n\nactor GBCancel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor UpgradeSound : CustomInventory\n{\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_PlaySoundEx(\"gbupgrade\",\"Voice\")\nstop\n}\n}\n\nactor KilledGBuster : KilledSjas\n{\n}\n\nACTOR Custom_GBBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        PETE O 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n\t    PETE O 0 A_GiveInventory(\"RocketAmmo\",1)\n        PETE O 5 A_Custommissile(\"Blood\", -5,0,0)\n        PETE OOO 5\n        PETE OOOO 5\n        loop\n       Death:\n\tPETE Z 0 A_Jump (16,4)\n        PETE O 0 A_Jump (32,4)\n        PETE O 0 A_Jump (64,4)\n        PETE O 0 A_Jump (128,4)\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n\t}\n}\n\nactor GhostBusterTraps : Weapon\n{\nWeapon.SlotNumber 2\nWeapon.SelectionOrder 100\ninventory.icon \"GBTRAPZ\"\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 0\nWeapon.AmmoType2 \"TrapAmmo\"\nobituary \"%o caught in one of %k's ghost traps.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Ghost Traps!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\n+ALT_AMMO_OPTIONAL\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nSelect:\nTRAP C 0 A_Raise\nTRAP C 1 A_Raise\nLoop\nDeselect:\nTRAP C 0 A_Lower\nTRAP C 1 A_Lower\nLoop\nReady:\nTRAP C 1 A_WeaponReady\nloop\nFire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"RaiseDet\")\nTRAP C 0 A_PlaySoundEx(\"weapons/trapdetonate\",\"Voice\")\nTRAP D 5 A_GiveInventory(\"DetonateCheck\",1)\nTRAP C 10 A_TakeInventory(\"DetonateCheck\",999)\nGoto Ready\nAltfire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"NewTrap\")\nTRAP C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRAP C 0 A_GiveInventory(\"GhostTrapCheck\",1)\nTRAP C 1 offset (0, 40)\nTRAP C 1 offset (0, 50)\nTRAP C 1 offset (0, 60)\nTRAP C 1 offset (0, 70)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 90)\nGoto NewTrap\nNewTrap:\nTRAP A 1 offset (0, 60) A_JumpIfNoAmmo(\"RaiseDet\")\nTRAP A 1 offset (0, 50)\nTRAP A 1 offset (0, 40)\nTRAP A 0 offset (0, 0) A_TakeInventory(\"TrapAmmo\",1)\nTRAP B 1 offset (0, 0) A_SpawnItemEx(\"GhostTrap\", 16, 4, 32, 6, 0, 0, 0, 16, 0)\nTRAP B 1 offset (0, 20)\nTRAP B 1 offset (0, 30)\nTRAP B 1 offset (0, 40)\nTRAP B 1 offset (0, 50)\nTRAP B 1 offset (0, 60)\nTRAP B 1 offset (0, 70)\nTRAP B 1 offset (0, 80)\nTRAP B 1 offset (0, 90)\nTRAP B 1 offset (0, 100)\nTNT1 AAA 1 offset (0, 100) A_WeaponReady\nGoto RaiseDet\nRaiseDet:\nTRAP C 1 offset (0, 110) A_TakeInventory(\"GhostTrapCheck\",999)\nTRAP C 1 offset (0, 100)\nTRAP C 1 offset (0, 90)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 70)\nTRAP C 1 offset (0, 60)\nTRAP C 1 offset (0, 50)\nTRAP C 1 offset (0, 40)\nGoto Ready\nNoAmmo:\nTRAP C 15 A_PlaySoundEx(\"weapons/grenadeno\",\"Voice\")\nGoto Ready\n}\n}\n\nactor GhostBusterPlasma : Weapon\n{\nWeapon.SlotNumber 1\nWeapon.SelectionOrder 100\ninventory.icon \"GBGUN1\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 200\nWeapon.AmmoType \"ProtonCharge\"\nobituary \"%o was zapped by %k's proton pack.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Proton Pack!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 0, 8, 3)\nPACK D 1 A_Refire\nPACK D 3 A_ClearReFire\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK D 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nPACK CBA 1\ngoto Ready+9\nAltfire:\nPACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\nPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\nGoto Ready+9\nTransform:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\nDowngrade:\nPACK A 0 A_TakeInventory(\"GBCancel\")\nGoto Ready+9\n}\n}\n\nactor AbsorbCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor GhostBusterEcho : GhostBusterPlasma\n{\nWeapon.AmmoUse 4//6\ninventory.icon \"GBGUN3\"\nstates\n{\nSpawn:\nTNT1 A 1\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK T 3\nPACK U 2\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK O 0 A_PlaySoundEx(\"echoshot\",\"Weapon\")\nPACK U 1 A_FireCustomMissile(\"EchoShot\", 0, 1, 0, 3)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 3 offset (0, 32)\nPACK D 0 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK U 1 A_Refire\nPACK T 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterBone : GhostBusterPlasma\n{\nWeapon.AmmoUse 30//40\ninventory.icon \"GBGUN4\"\nstates\n{\nSpawn:\nTNT1 A 1\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK M 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nGoto Hold\nHold:\nPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK P 0 A_PlayWeaponSound(\"boneshot\")\nPACK P 3 offset (30, 62) A_RailAttack(80, 8, 1, \"white\", \"none\", 1)\nPACK P 3 offset (20, 52)\nPACK P 3 offset (10, 47)\nPACK P 3 offset (0, 37)\nPACK P 6 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK P 3 A_Refire\nPACK Q 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK P 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterBlood : GhostBusterPlasma\n{\nWeapon.AmmoUse 2\ninventory.icon \"GBGUN5\"\nstates\n{\nSpawn:\nTNT1 A 1\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK N 3\nPACK O 2\nGoto Hold\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 1, 0, 3)\nPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\nPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\nPACK O 1 A_Refire\nPACK N 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterIce : GhostBusterPlasma\n{\nWeapon.AmmoUse 6//8\ninventory.icon \"GBGUN6\"\nstates\n{\nSpawn:\nTNT1 A 1\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nGoto Hold\nHold:\nPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\nPAC2 E 0 A_TakeInventory(\"ProtonCharge\",8)\nTNT1 A 0 A_PlayWeaponSound(\"icerain\")\nPAC2 ABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nPAC2 E 3 A_Refire\nPAC2 E 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPAC2 E 0 A_ClearReFire\nPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor IceFallSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"IceFall\",1,0,-1,0,0,-22)\nstop\n}\n}\n\nactor IceFall\n{\nHeight 5\nRadius 5\nscale 0.4\nBounceFactor 0.3\nBounceCount 4\nPROJECTILE\nDamage 5\n-NOGRAVITY\nSpeed 46\nreactiontime 30\nStates\n{\nSpawn:\nBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nloop\nDeath:\nBNT2 A 0 A_PlaySound(\"imp/shotx\")\nBNT2 A 0 A_Explode(20, 80, 0)\nBNT2 ABCDEF 3 bright\nstop\n}\n}\n\nactor IceFallTrail\n{\n+CLIENTSIDEONLY\n-SOLID\nscale 0.4\n+NOGRAVITY\n+BRIGHT\nHeight 0\nRadius 0\nrenderstyle add\nalpha 0.8\nStates\n{\nSpawn:\nBNT2 G 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor IceFallTrail2 : IceFallTrail\n{\nStates\n{\nSpawn:\nBNT2 H 1 A_FadeOut(0.1)\nstop\n}\n}\n\nactor GhostBusterSoul : GhostBusterPlasma\n{\nWeapon.AmmoUse 7//10\ninventory.icon \"GBGUN2\"\nstates\n{\nSpawn:\nTNT1 A 1\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK W 0 A_TakeInventory(\"ProtonCharge\",5)\nPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor SoulBlast\n{\nPROJECTILE\nscale 0.6\nSpeed 35\n+SEEKERMISSILE\nHeight\t7\nRadius\t6\nrenderstyle add\ndeathsound \"weapons/arrowexplode\"\nseesound \"gbsoul\"\nalpha 0.8\ntranslation \"112:127=80:111\"\ndamage 5\nstates\n{\nSpawn:\nSPIR P 0\nSPIR P 1 A_Jump(256,0,5,10,15,20,25)\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR P 0\ngoto Flying\nFlying:\nSPIR P 0 A_SpawnItem(\"SoulFadefx\")\nSPIR P 0 A_SeekerMissile (5, 15)\nSPIR P 1 A_BishopMissileWeave\nloop\nDeath:\nOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\nstop\n}\n}\n\nactor SoulFadefx\n{\n+CLIENTSIDEONLY\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.18\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=80:111\"\nStates\n{\nSpawn:\nOXPL ACEGIKM 1 A_FadeOut(0.2)\nstop\n}\n}\n\nactor EchoShot\n{\nRadius\t\t10\nSpeed\t\t25\nHeight\t\t10\ndamage (40)\nPROJECTILE\nrenderstyle none\nseesound \"echobounce\"\n+DOOMBOUNCE\nbouncecount 3\nbouncefactor 1.0\nreactiontime 80\nwallbouncefactor 1.0\nstates\n{\nSpawn:\nTNT1 A 0 A_CountDown\nTNT1 A 1 A_SpawnItem(\"EchoWave\")\nloop\n}\n}\n\nactor EchoWave\n{\n+CLIENTSIDEONLY\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.2\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=224:231\"\nstates\n{\nSpawn:\nPR2E OMKIGECA 1 bright A_FadeOut(0.04)\nstop\n}\n}\n\nACTOR Bloodslime\n{\nRadius\t\t6\nHeight\t\t12\nSpeed\t\t60\nDamage\t(9)//20\nPROJECTILE\n-NOGRAVITY\nrenderstyle translucent\nalpha 1.0\nSeeSound \"\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ThrustThingZ (0, random(0,8), random(0,1), 1)\nSLIM BC 3 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\nSLIM C 0 A_FadeOut(0.05)\nGoto Spawn+3\nDeath:\nTNT1 A 3 A_PlaySound(\"Slime1\")\nStop\n}\n}\n\nactor KilledMeGB : KilledMe replaces KilledMe\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(978,0,0)\nTNT1 A 0 ACS_ExecuteAlways(981,0,0)\nstop\n}\n}\n\nactor GhostTrapCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor DetonateCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR ProtonCharge : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 150\n  Inventory.MaxAmount 150//200\n  Ammo.BackpackAmount 150\n  Ammo.BackpackMaxAmount 200\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR TransformAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor GhostBusterBall\n{\ndecal \"ProtonDecal\"\nscale 0.8\nrenderstyle add\nalpha 0.95\nPROJECTILE\n+RANDOMIZE\ndamagetype \"Proton\"\nspeed 38\nradius 4\nheight 4\nDamage 2\nseesound \"weapons/protonpackfire\"\ndeathsound \"weapons/plasmax\"\nStates\n{\nSpawn:\nPROT AB 2 bright\nLoop\nDeath:\nPROT EFGHIJK 2 bright\nStop\n}\n}\n\nactor GhostTrap\n{\nradius 5\nscale 0.8\nheight 16\nrenderstyle translucent\nalpha 1.0\nPROJECTILE\n-CANBLAST\ndamagetype \"Grenade\"\n- NOLIFTDROP\n- NOGRAVITY\nObituary \"%o was caught in one of %k's ghost traps.\"\nStates\n{\nSpawn:\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2100,\"Spawn2\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nLoop\nSpawn2:\nGTRP E 0 A_SpawnItem(\"BulletPuff\",0,6)\nGTRP E 0 A_PlaySoundEx(\"weapons/trapzip\", \"Voice\")\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2275,\"Smoke\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nGoto Spawn2+2\nSmoke:\nGTRP H 0 A_PlaySoundEx(\"weapons/arrowexplode\", \"Voice\")\nGTRP H 0 A_SpawnItemEx(\"GBExplosion\", 0, 0, 8, 0, 0, 0, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 60\nGoto Fadeout\nDeath:\nGRTP E 0 A_PlaySound(\"weapons/traphit\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_ChangeFlag(\"MISSILE\",0)\nGTRP E 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\nGoto Spawn\nDeath2:\nGTRP A 0 A_PlaySound(\"weapons/trapcharge\")\nGTRP A 5\nGTRP A 0 A_PlaySound(\"weapons/trap\")\nGTRP A 5 A_SpawnItem(\"GhostTrapFX\")\nGTRP AAAAAAAAAAAAA 8 A_Explode(32, 128, 0)\nGTRP A 8\nGTRP H 20\nGoto Fadeout\nFadeout:\nGTRP H 1 A_FadeOut(0.05)\nLoop\n}\n}\n\nactor GBExplosion\n{\nrenderstyle translucent\nalpha 1.0\nscale 0.2\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\nACTOR GBSmokeLarge : BulletPuff\n{\n+CLIENTSIDEONLY\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR GBFirey : BulletPuff\n{\n+CLIENTSIDEONLY\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nactor Trapcount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2275\nstates\n{\nSpawn:\nPLAY A 1\nloop\n}\n}\n\nactor TrapAmmo : Ammo\n{\n  inventory.pickupmessage \"Picked up a new trap.\"\n  inventory.amount 1\n  inventory.maxamount 50\n  inventory.icon \"GTRPE0\"\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n    GTRP E -1\n    stop\n  }\n}\n\nactor GhostTrapFX\n{\n- SOLID\nscale 0.8\n//+NOGRAVITY\nrenderstyle add\nalpha 8.0\nheight 5\nradius 7\nStates\n{\nSpawn:\nGTRP BCDCDCDCDCDCDCDCDCDCDB 5 bright\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/gibs.txt",
        "contents": "// Nash blood, thanks to guess who: Nash!\n\nactor NashGore_Blood : Blood replaces Blood\n{\n\n states\n {\n  Spawn:\n  BLUD C 0\n  BLUD C 8 A_SpawnItemEx(\"NashGore_FlyingBlood\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n  BLUD B 8\n  BLUD A 8\n  stop\n }\n}\n\nactor NashGore_FlyingBlood\n{\n game Doom\n scale 0.75\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n\n +NOTELEPORT\n +NOBLOCKMAP\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckSight(\"Cheap\")\n  FBLD A 1 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n//  FBLD A 0 A_Fadeout(0.1)\n  loop\n Cheap:\n  FBLD A 8 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n//  FBLD A 0 A_Fadeout(0.1)\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor NashGore_BloodSpot\n{\n game Doom\n radius 12\n height 2\n mass 1\n\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n states\n {\n Spawn:\n  TNT1 A 0\n  TNT1 A 0 A_PlaySound(\"gibbage/blood\")\n  TNT1 A 0 A_Jump(64,4)\n  TNT1 A 0 A_Jump(128,4)\n  TNT1 A 0 A_Jump(192,4)\n  TNT1 A 0 A_Jump(255,4)\n  // make the blood spots stay on the ground. 1500 is the default duration.\n  BSPT A 100 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT B 100 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT C 100 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT D 100 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor NashGore_FlyingBloodTrail\n{\n game Doom\n scale 0.70\n mass 1\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n\n states\n {\n  Spawn:\n  BTRL A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL B 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL C 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL D 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor GIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n    states\n  {\n  Spawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/xsplat\")\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        Stop\n    }\n}\n\n// Individual Bits and Pieces\nactor GIB1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n\t renderstyle translucent\n alpha 1.0\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB1SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB1 B 5 //A_Fadeout(0.1)\n        GIB1 AB 5\n        loop\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB1 A 0 A_Jump (64,2)\n        GIB1 A 0 A_Jump (128,2)\n        GIB1 A 200\n        Stop\n        GIB1 B 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB2\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB2 A 0\n        GIB2 A 0 A_Jump(64,\"Alt\")\n        GIB2 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB2 A 0 A_SpawnItemEx (\"GIB2SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB2 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB2 B 5 ThrustThingZ(0,6,1,1)\n        GIB2 C 5\n        GIB2 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB2 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB2 A 0 A_Jump (32,3)\n        GIB2 A 0 A_Jump (64,3)\n        GIB2 A 0 A_Jump (128,3)\n        GIB2 A 200\n        Stop\n        GIB2 B 200\n        Stop\n        GIB2 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB3\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB3SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB3 B 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB3 C 5 ThrustThingZ(0,6,1,1)\n        GIB3 BC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB3 B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB3 B 0 A_Jump (64,2)\n        GIB3 B 0 A_Jump (128,2)\n        GIB3 B 200\n        Stop\n        GIB3 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB4\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB4SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB4 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB4 B 5 ThrustThingZ(0,6,1,1)\n        GIB4 C 5\n        GIB4 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB4 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB4 A 0 A_Jump (32,3)\n        GIB4 A 0 A_Jump (64,3)\n        GIB4 A 0 A_Jump (128,3)\n        GIB4 A 200\n        Stop\n        GIB4 B 200\n        Stop\n        GIB4 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB5\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB5SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB5 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB5 B 5 ThrustThingZ(0,6,1,1)\n        GIB5 C 5\n        GIB5 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB5 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB5 A 0 A_Jump (32,3)\n        GIB5 A 0 A_Jump (64,3)\n        GIB5 A 0 A_Jump (128,3)\n        GIB5 A 200\n        Stop\n        GIB5 B 200\n        Stop\n        GIB5 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\n//Actor-specific Carnage\n\nactor ZOMBIEMANLEG\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLEG A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLEG B 5 ThrustThingZ(0,6,1,1)\n        PLEG C 5\n        PLEG ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLEG C 0 A_Jump (32,3)\n        PLEG C 0 A_Jump (64,3)\n        PLEG C 0 A_Jump (128,3)\n        PLEG A -1\n        Stop\n        PLEG B -1\n        Stop\n        PLEG C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor SHOTGUYARM\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SARM A 0\n        SARM A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        SARM A 5 A_Custommissile(\"Blood\", -5,0,0)\n        SARM B 5 ThrustThingZ(0,6,1,1)\n        SARM C 5\n        SARM ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM A -1\n        Stop\n        SARM B -1\n        Stop\n        SARM C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor MARINEHEAD\n{\n\t renderstyle translucent\n alpha 1.0\n\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.6\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLHD A 0\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLHD B 5 ThrustThingZ(0,6,1,1)\n        PLHD CD 5\n        PLHD ABCD 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1\n        Stop\n        PLHD B -1\n        Stop\n        PLHD C -1\n        Stop\n        PLHD D -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\n// Gibs that go SPLAT instead of bounce.\n\nactor GIB1SPLAT : GIB1\n{\n\t-DOOMBOUNCE\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 200\n        Stop\n    }\n}\n\nactor GIB2SPLAT : GIB2\n{\n\t-DOOMBOUNCE\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 200\n        Stop\n    }\n}\n\nactor GIB3SPLAT : GIB3\n{\n\t-DOOMBOUNCE\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 200\n        Stop\n    }\n}\n\nactor GIB4SPLAT : GIB4\n{\n\t-DOOMBOUNCE\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 200\n        Stop\n    }\n}\n\nactor GIB5SPLAT : GIB5\n{\n\t-DOOMBOUNCE\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 200\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t-TELESTOMP\n\t+NOBLOCKMONST\n\t+NOSKIN\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    +DONTTRANSLATE // Enough flags?\n    SeeSound \"gibbage/xpart\"\n\tStates\n\t{\n    Spawn:\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PLHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLHD BCD 5\n        PLHD ABCD 5\n        loop\n       Death:\n\tPLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1 A_CheckPlayerDone\n        Wait\n        PLHD B -1 A_CheckPlayerDone\n        Wait\n        PLHD C -1 A_CheckPlayerDone\n        Wait\n        PLHD D -1 A_CheckPlayerDone\n\t}\n}\n\nACTOR Custom_BloodySkull2 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        HUNT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        HUNT Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        HUNT ZZZ 5\n        HUNT ZZZZ 5\n        loop\n       Death:\n\tHUNT Z 0 A_Jump (16,4)\n        HUNT Z 0 A_Jump (32,4)\n        HUNT Z 0 A_Jump (64,4)\n        HUNT Z 0 A_Jump (128,4)\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor CYBJUNK1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal None\n    bouncefactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        JUNK A 0\n        JUNK A 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK A 5\n        JUNK A 5 ThrustThingZ(0,6,1,1)\n        JUNK A 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK A 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK2 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK B 0\n        JUNK B 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK B 5\n        JUNK B 5 ThrustThingZ(0,6,1,1)\n        JUNK B 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK B 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK3 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK C 0\n        JUNK C 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK C 5\n        JUNK C 5 ThrustThingZ(0,6,1,1)\n        JUNK C 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK C 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK C 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK4 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK D 0\n        JUNK D 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK D 5\n        JUNK D 5 ThrustThingZ(0,6,1,1)\n        JUNK D 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK D 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK D 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK5 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK E 0\n        JUNK E 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK E 5\n        JUNK E 5 ThrustThingZ(0,6,1,1)\n        JUNK E 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK E 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK E 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor CYBGIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n    states\n  {\n  Spawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/cyborg\")\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull3 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ROB1 Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        ROB1 ZZZ 5\n        ROB1 ZZZZ 5\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n\t}\n}\n\nactor jitterchip\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +CLIENTSIDEONLY\n  RenderStyle Translucent\n  Alpha 0.5\n  renderstyle none\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n  PUFF A 0\n  PUFF A 0 A_PlaySoundEx(\"jitpain\", \"Body\")\n  PUFF A 0 A_SpawnItemEx(\"jitterchip2\",0,0,0,0,0,0,0,1,0)\n    PUFF A 4 bright\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nactor jitterchip2\n{\n\t renderstyle translucent\n alpha 1.0\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n\t+RIPPER\n\tscale 0.4\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+BLOODLESSIMPACT\n\tbouncefactor 0.1\n    -SOLID\n\treactiontime 35\n\t+CLIENTSIDEONLY\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    SeeSound \"skullchips\"\n    States\n    {\n    Spawn:\n        JCHP A 0\n        JCHP A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 ThrustThing(random(0,255), 4, 0, 0)\n\tNULL A 0 A_Jump(128, 6)\n\tNULL A 0 A_Jump(128, 4)\n\tNULL A 0 A_Jump(128, 5)\n        JCHP A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n        JCHP B 4 ThrustThingZ(0,random(1,6),1,1)\n\t\tJCHP CDE 4 A_Countdown\n\t\tGoto See+2\n    Death:\n        JCHP C 0 A_Jump (128,4)\n        JCHP C 0 A_Jump (128,6)\n        JCHP A 20\n\t\tJCHP A 3 A_FadeOut(0.01)\n        Goto Death+3\n        JCHP B 20\n\t\tJCHP B 3 A_FadeOut(0.01)\n        Goto Death+5\n        JCHP C 20\n\t\tJCHP C 3 A_FadeOut(0.01)\n        Goto Death+7\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/global.txt",
        "contents": "actor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 3\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor CreepGotya : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\nstop\n}\n}\n\nactor CreeperStunCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n+REFLECTIVE\n+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\ndamage 1\nstates\n{\nMissile:\nCPOS E 10 A_FaceTarget\nCPOS FE 4 bright A_MonsterRail\nCPOS F 1 A_CPosRefire\ngoto Missile+1\n}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\n}\n}\n\nactor Creeperheal : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(979,0,3)\nstop\n}\n}\n\nactor Creeperhealth : Health\n{\n//  inventory.pickupmessage \"Boo\"\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n\n}\n\nactor gibmeplz // Test the gibs\n{\ndamagetype \"Jitter\"\nPROJECTILE\nSpeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Explode(255,255,1)\nStop\n}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill\n{\nstates\n{\nSpawn:\nTROO EF 5\nTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\nloop\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead replaces Hissy\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}\n\nactor Clip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 250\nAmmo.BackpackAmount 10\nAmmo.BackpackMaxAmount 400\nstates\n{\nSpawn:\nTNT1 A 0\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/hunter.txt",
        "contents": "ACTOR HunterPlayer : PlayerPawn\n{\n+NOSKIN\n+QUICKTORETALIATE\nplayer.soundclass \"hunter\"\nlimitedtoteam 0\n  Speed 1\n  +NOICEDEATH\n  +NODAMAGETHRUST\n  +GHOST\n  Health 100\n  Radius 16\n  Height 56\n  player.forwardmove 1.18\n  player.sidemove 1.0\n  mass 400 // CHANGE THIS LATER COCKFACE\n  PainChance 256\n  Player.DisplayName \"Hunter\"\n  player.startitem \"Bow\", 1\n  player.startitem \"FireBow\", 1\n  player.startitem \"IceBow\", 1\n  player.startitem \"LightningBow\", 1\n  player.startitem \"ArrowSingle\", 30\n  player.scoreicon \"HUNTERST\"\n  Player.ColorRange 112, 127\n  damagefactor \"fire2\", 0.5\n  States\n  {\n  Spawn:\n    HUNT A 3\n    Loop\n  See:\n    HUNT ABCD 4\n    Loop\n  Missile:\n    HUNT E 12\n    Goto Spawn\n  Melee:\n    HUNT F 6\n    Goto Missile\n  Pain.Choke:\n    TNT1 A 0 A_GiveToTarget(\"Health\",2)\n  Pain:\n    HUNT G 4\n    HUNT G 4 A_Pain\n    Goto Spawn\nPain.Creepstun:\n\tHUNT G 0 A_Pain\n\tHUNT G 18 ACS_ExecuteAlways(986,0)\n\tGoto Spawn\n  Death.Creeper:\n\tHUNT A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tHUNT A 0 A_GiveToTarget(\"Creeperheal\",1)\n    HUNT A 0 ACS_ExecuteAlways(997,0)\n\tgoto DeathAnim\n  Death.Creepstun:\n\tHUNT A 0 A_GiveToTarget(\"Unlock13\",1)\n\tHUNT A 0 A_GiveToTarget(\"CreepGotya\",1)\n\tgoto DeathAnim\n  Death.SjasScream:\n  HUNT A 0 A_GiveToTarget(\"KilledJ\",1)\n  HUNT A 0 A_GiveToTarget(\"KilledJ2\",1)\n  Goto DeathAnim\n  Death:\n  DeathAnim:\n    HUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n    HUNT A 0 A_GiveToTarget(\"KilledHunter\",1)\n    HUNT H 8\n    HUNT I 8 A_PlayerScream\n    HUNT J 8 A_NoBlocking\n    HUNT KLM 8\n    HUNT N -1\n    Stop\n  Death.Choke:\n    TNT1 A 0 A_GiveToTarget(\"Health\",15)\n  Death.Jitter:\n    HUNT A 0 A_GiveToTarget(\"Crunched\",1)\n\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n    HUNT A 0 A_GiveToTarget(\"KilledHunter\",1)\n\tHUNT G 1 A_PlaySound(\"gibbage/xsplat\")\n\tNULL A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\tNULL A 0 A_NoBlocking\n\t// Unleash The Gibs!\n\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\tNULL A -1\n\tStop\n  }\n}\n\nACTOR Bow : Weapon 9901\n{\n    Inventory.PickupMessage \"You picked up the bow.\"\n    Obituary \"%o was pierced by %k's arrows.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n\t//Weapon.AmmoType2 \"ArrowSingle\"\n    Weapon.AmmoGive1 20\n    Weapon.AmmoUse1 1\n\tinventory.icon \"NBOW\"\n\t//Weapon.AmmoUse2 0\n    +NOALERT\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n    Radius 30\n\tHeight 10\n    Scale .20\n    States\n    {\n    Spawn:\n       BOWP A 1\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   //BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 A_JumpIfNoAmmo(\"FireSlow\")\n\t   BOWA H 0 //ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA H 0 //ACS_ExecuteAlways(999,0)\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tFireSlow:\n       BOWA HIJKL 7\n\t   BOWA L 4 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n    Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 20 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\tHold:\n       BOWA M 1\n       BOWA M 0 A_Refire\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_JumpIfNoAmmo(\"ShootSlow\")\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n       BOWA P 3\n\t   BOWA G 4 //ACS_ExecuteAlways(998,0)\n       Goto Ready+1\n\t   Flash:\n\t   TNT1 A 0 ACS_ExecuteAlways(993, 0, 0)\n\t   TNT1 A 19\n\t   Stop\n\tShootSlow:\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire2\", 0, 1, 8, 0)\n       BOWA P 6\n\t   BOWA G 8\n       Goto Ready+1\n\tFlash:\n\t   WHIT ABC 2 bright\n\t   WHIT A 0 A_PlaySoundEx(\"weapons/bowpowerup\",\"Weapon\")\n\t   WHIT A 0 A_SpawnItem(\"NormalRadius\",0 ,0, 0)\n\t   WHIT DE 1 bright\n\t   WHIT EFEF 2 bright\n\t   WHIT CBA 1 bright\n\t   Stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n    }\n}\n\nactor FireBow : Bow\n{\nObituary \"%o was scorched by %k's fire arrows.\"\n+WEAPON.NOAUTOAIM\nWeapon.SlotNumber 2\ninventory.icon \"FBOW\"\nStates\n{\n    Spawn:\n       BOWP A 1\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowfswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n\t   BOWA A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\t   Hold:\n\t   BOWA M 1 bright\n\t   BOWF E 0 A_Refire\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA O 0 A_FireCustomMissile(\"FlameArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n\t   BOWA A 0 A_GunFlash\n       BOWA P 18\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   RED5 ABC 2 bright\n\t   RED5 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\n\t   RED5 D 1 bright\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   RED5 DCBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL G 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 40 A_GunFlash\n\t   BOWA EFG 8\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nactor FireSpinAttack\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle add\nalpha 0.9\nStates\n{\nSpawn:\nHLFR ABCDEFGH 1 bright\nstop\n}\n}\n\nactor FireRadius\n{\n+NOBLOCKMAP\nObituary \"%o was burnt to death by %k's fire magic.\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5,128,0)\nTNT1 BCDE 1\nStop\n}\n}\n\nactor IceBow : Bow\n{\nWeapon.SlotNumber 3\nObituary \"%o was frozen by %k's ice arrows.\"\n+WEAPON.NOAUTOAIM\ninventory.icon \"IBOW\"\nStates\n{\n    Spawn:\n       BOWP A 1\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n\t   BOWA A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   BOWF E 0 A_Refire\n\t   BOWA H 0 A_Light0\n\t   BOWA H 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 11, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 5, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, 4)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, -4)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, random(5,11), random(-4,4))\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 25\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   BLU5 ABC 2 bright\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 D 1 bright\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL D 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL D 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 45 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nactor miniicespike\n{\nPROJECTILE\n+FLOORHUGGER\n+THRUGHOST\nspeed 0\nDamage 1\nradius 3\nheight 5\ndeathsound \"weapons/arrowshatter\"\nStates\n{\nSpawn:\nICEP N 0\nICEP N 0 A_PlaySound(\"weapons/icespike\")\nICEP N 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\nICEP NMLKJIHGFEDCB 1\nICEP A 35 A_ChangeFlag(\"NOBLOCKMAP\", 1)\nICEP N 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\nICEP BCDEFGHIJKLMN 1\nstop\nDeath:\nSHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\nstop\n}\n}\n\nactor IceRadius : FireRadius\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1// A_Explode(60,152,0)\nTNT1 BCDE 1\nStop\n}\n}\n\nactor LightningBow : Bow\n{\n+WEAPON.NOAUTOAIM\nWeapon.SlotNumber 4\nObituary \"%o was electrocuted by %k's lightning arrows.\"\ndecal \"LightningDecal\"\ninventory.icon \"LBOW\"\nStates\n{\n    Spawn:\n       BOWP A 1\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 5\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA A 0 A_GunFlash\n\tGoto Hold\n\t   Hold:\n\t   BOWA M 1 bright\n\t   BOWL A 0 A_Refire\n\t   BOWL A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t   //BOWA O 0 A_RailAttack(50, 8, 0, \"none\", \"yellow\", 0, 9999)\n\t   BOWA O 0 A_RailAttack(46, 8, 0, \"none\", \"yellow\", 0, 9999)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 31//28//17 - Makes it less spammy and more dangerous to use on close range.\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   YEL5 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   YEL5 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",0,0,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 EF 2 bright\n\t   YEL5 EF 2 bright\n\t   YEL5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 25 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nactor LightningSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 AAAAA 3 A_SpawnItemEx(\"LightningFall\",1,0,-1,0,0,-20)\nstop\n}\n}\n\nactor LightningFall\n{\nPROJECTILE\ndamage 3\nradius 8\n+RANDOMIZE\nheight 8\nrenderstyle add\ntranslation \"192:207=229:231\"\nalpha 0.8\nStates\n{\nSpawn:\nZAP6 MNO 2 bright\nloop\nDeath:\nFX16 A 0 A_PlaySound(\"weapons/lighthit\")\nFX16 A 0 A_Explode(12,125,0)\nFX16 GHIJK 2\nstop\n}\n}\n\nactor LightningRadius : FireRadius\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 1 A_Explode(15,152,0)\nStop\n}\n}\n\nactor LightningCheck : Inventory\n{\nInventory.amount 2\ninventory.maxamount 2\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nACTOR ArrowFire : FastProjectile\n{\n   Radius 4\n   Height 3\n   Speed 140\n   Scale .5\n   Damage (32)//7\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      Stop\n   }\n}\n\nACTOR ArrowFire2 : FastProjectile\n{\n   Radius 4\n   Height 3\n   Speed 140\n   Scale .5\n   Damage (32)\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1\n      Stop\n   }\n}\n\nACTOR FlameArrow\n{\n   Radius 3\n   Height 2\n   Speed 66\n   Decal \"Scorch\"\n   Scale .5\n   Damage 0\n   damagetype \"fire2\"\n   +DONTBLAST\n   Obituary \"%o was scorched by %k's fire arrows.\"\n   PROJECTILE\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   renderstyle translucent\n   alpha 1.0\n   SeeSound \"weapons/flamearrow\"\n   DeathSound \"weapons/arrowexplode\"\n   States\n   {\n   Spawn:\n      FARW A 2 bright A_SpawnItemEx(\"Flamearrowtrail\",0,0,0,0,0,0,0,128)\n\t  FARW A 0 A_Explode(12,80,0)\n\t  Loop\n   Death:\n      FARW A 0 A_Explode(60,100,1)\n\t  ARRW A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      HELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR IceArrow\n{\n   Radius 3\n   Height 2\n   Speed 38\n   decal icehit\n   Scale .5\n   Damage 6\n   +DONTBLAST\n   PROJECTILE\n   damagetype \"ice2\"\n   renderstyle add\n   alpha 0.8\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   renderstyle translucent\n   alpha 1.0\n   SeeSound \"weapons/icearrow\"\n   DeathSound \"weapons/arrowshatter\"\n   States\n   {\n   Spawn:\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Loop\n   Death:\n      ARRW A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nactor IceArrow2 : IceArrow\n{\n   Speed 38\n   Damage 6\n   States\n   {\n\tSpawn:\n\t  SHRD A 0\n\t  SHRD A 0 ThrustThingZ(0,random(0,5),random(0,1),1)\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Goto Spawn+2\n   Death:\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR LightningArrow : FastProjectile\n{\nPROJECTILE\ndamage 0\n+RIPPER\nheight 5\nradius 5\n+NOBLOOD\nspeed 500\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\nTNT1 A 0 A_GiveInventory(\"Clip\",1)\nTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\nStop\ngoaway:\nTNT1 A 0\nstop\n}\n}\n\nACTOR Flamearrowtrail\n{\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nalpha 0.7\nrenderstyle add\nStates\n{\nSpawn:\nWBAL CDE 4 bright\nStop\n}\n}\n\nACTOR Icearrowtrail\n{\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nalpha 0.9\nrenderstyle add\nscale 0.3\nStates\n{\nSpawn:\nCRYT ABCD 4 bright\nStop\n}\n}\n\nactor NormalRadius : FireRadius\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(60,152,0)\nTNT1 BCDE 1\nStop\n}\n}\n\nactor BotBow : Bow //The bow made for bots so they play a bit better.\n{\nWeapon.AmmoGive1 0\n    States\n    {\n    Spawn:\n       BOWP A -1\n       Stop\n    Ready:\n       BOWA H 0 ACS_ExecuteAlways(998,0)\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n       BOWA HIJKL 3\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n\t   BOWA L 2 A_Playsound(\"weapons/bowdraw\")\n\tGoto Hold\n\tHold:\n\t   BOWA M 0 A_JumpIfInventory(\"Huntermagic\", 3, \"Hold.Lightning\")\n\t   BOWA M 0 A_JumpIfInventory(\"Huntermagic\", 2, \"Hold.Ice\")\n\t   BOWA M 0 A_JumpIfInventory(\"Huntermagic\", 1, \"Hold.Fire\")\n       BOWA M 1\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n\t   BOWA O 0 A_GunFlash\n       BOWA P 12\n\t   BOWA G 4 ACS_ExecuteAlways(998,0)\n       Goto Ready\n\t   Flash:\n\t   TNT1 A 19\n\t   Stop\n\tHold.Fire:\n\t   BOWF D 0 A_Playweaponsound(\"weapons/bowonfire\")\n\t   BOWF DEC 3 bright offset (0, 32)\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"FlameArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 12\n\t   BOWA G 4\n\t   Goto Ready\n\tHold.Ice:\n\t   BOWI A 0 A_Playweaponsound(\"weapons/bowfreezing\")\n\t   BOWI ABC 2 bright offset (0, 32)\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-4,4), 0, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-4,4), 0, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-4,4), 0, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-4,4), 0, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-4,4), 0, 8, 0)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 2\n\t   BOWA G 2\n\t   Goto Ready\n\tHold.Lightning:\n\t   BOWL CBA 2 bright offset (0, 32)\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_RailAttack(50, 8, 0, \"none\", \"yellow\", 0, 999)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 22\n\t   BOWA G 4\n\t   Goto Ready\n    }\n}\n\nactor HunterMagic : Inventory\n{\ninventory.amount 1\ninventory.maxamount 5\n}\n\nACTOR ArrowSingle : Ammo 9902\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 40\n   Ammo.BackpackAmount 40\n   Ammo.BackpackMaxAmount 50\n   Inventory.PickupMessage \"You picked an Arrow\"\n   Inventory.Icon ARRWA3A7\n   +INVENTORY.IGNORESKILL\n   Scale .5\n   Radius 2\n   Height 2\n   States\n   {\n   Spawn:\n      ARRW A 700\n      Stop\n   }\n}\n\nACTOR Arrowdropped : CustomInventory\n{\n   Inventory.PickupMessage \"You picked an Arrow\"\n   Inventory.PickupSound \"misc/a_pkup\"\n   Scale .5\n   Radius 8\n   Height 2\n   States\n   {\n   Spawn:\n\tARRW A 800\n\tStop\n\tPickup:\n    TNT1 A 0 A_JumpIfInventory(\"Bow\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"ArrowSingle\", 1)\n    Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/jskull.txt",
        "contents": "actor Jitterskull : PlayerPawn\n{\n\tHealth 150\n\tlimitedtoteam 1\n\tMass 1500\n\tplayer.forwardmove 1.0\n\tplayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Jitterskull\"\n\tPlayer.ColorRange 112, 127\n\tplayer.soundclass \"jskull\"\n\tplayer.startitem \"JitterskullWeapon\"\n\tplayer.startitem \"GhoulAmmo\", 1\n\tplayer.crouchsprite \"\"\n\tbloodtype \"jitterchip\"\n\tplayer.scoreicon \"JSKULLST\"\n\tdamagefactor \"Railgun\", 1.6\n\tmaxstepheight 180\n\tscale 0.24\n\tdamagefactor \"ice\", 1.4\n\t+NOICEDEATH\n\t+FLOORHUGGER\n\tplayer.jumpz 0\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\tJSKL A 1\n\tloop\n\tSee:\n\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\tJSKL ABCBABCABCABCABC 1\n\tJSKL A 1 A_Recoil(-255)\n\tJSKL A 0 A_Stop\n\tGoto Spawn\n\tMissile:\n\tJSKL A 1\n\tJSKL A 1 A_JumpIfInventory(\"Clip\", 1, \"Dive\")\n\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\tJSKL ABCBABCABCABCABCABCABC 1 ACS_ExecuteAlways(998,0)\n\tGoto Spawn\n\tDive:\n\tJSKL D 16\n\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\tJSKL A 0 A_StopSoundEx(\"Voice\")\n\tJSKL D 0 A_TakeInventory(\"KilledCount\",999)\n\tJSKL D 0 A_GiveToTarget(\"KilledMe\",1)\n\tJSKL D 0 A_GiveToTarget(\"KilledJitter\",1)\n\tJSKL D 1 A_PlaySoundEx(\"skulldie\", \"Voice\")\n\tJSKL D 1 A_NoBlocking\n\tJSKL D 0 A_Fall\n\tJSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n\tJSKL ZZZZZZZZZZZ 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n\tJSKL Z -1\n\tStop\n\tDeath.CrapPlasma:\n\tJSKL D 0 A_GiveToTarget(\"Unlock9\",1)\n\tGoto DeathAnim\n\tDeath.Creeper:\n\tJSKL D 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tJSKL D 0 ACS_ExecuteAlways(997,0)\n\tJSKL D 0 A_GiveToTarget(\"Creeperheal\",1)\n\tGoto DeathAnim\n\tDeath.Grenade:\n\tJSKL D 0 A_GiveToTarget(\"KilledG\",1)\n\tGoto DeathAnim\n\tDeath.ice2:\n\tJSKL D 0 A_GiveToTarget(\"Killedice2\",1)\n\tGoto DeathAnim\n\tDeath.fire2:\n\tJSKL D 0 A_GiveToTarget(\"Killedfire2\",1)\n\tGoto DeathAnim\n\tDeath.Railgun:\n\tJSKL D 0 A_GiveToTarget(\"Killedlightning\",1)\n\tGoto DeathAnim\n\t}\n}\n\nActor JitterskullWeapon : Weapon\n{\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Weapon.SlotNumber 1\n   Inventory.PickupMessage \"\"\n   Obituary \"%o was crunched by %k\"\n   //Weapon.AmmoType \"GhoulAmmo\"\n   //Weapon.AmmoGive 100\n   //Weapon.AmmoUse 0\n   +WEAPON.NOAUTOAIM\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   inventory.icon \"SKULLATT\"\n   States\n   {\n   Spawn:\n      JTRM A 1\n      Stop\n   Ready:\n      JTRM A 0 ACS_ExecuteAlways(999,0)\n      JTRM A 1 A_WeaponReady\n      Goto Ready+1\n   Deselect:\n\t  JTRM A 1 A_Lower\n      Loop\n   Select:\n      JTRM A 1 A_Raise\n      Goto Select\n   Fire:\n     JTRM A 0 A_GiveInventory(\"Clip\",1)\n   \t JTRM A 0 A_Stop\n     JTRM A 0 A_Recoil(-56)\n\t JTRM A 0 A_Playweaponsound(\"skullattack\")\n\t JTRM A 0 SetPlayerProperty(0, 1, 0)\n\t //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_JumpIfInventory(\"Crunched\",1,\"BloodReturn\")\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM A 0 offset (0, 32)\n\t JTRM A 0 A_TakeInventory(\"Clip\",9999)\n\t JTRM A 0 A_JumpIfInventory(\"Crunched\",1,\"BloodDelay\")\n\t JTRM A 6 A_TakeInventory(\"Crunched\",999)\n\t JTRM A 13\n\t goto Ready\n\t BloodReturn:\n\t JTRM B 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM B 0 A_TakeInventory(\"Clip\",9999)\n\t goto BloodDelay\n\t BloodDelay:\n\t JTRM A 0 A_TakeInventory(\"Crunched\",999)\n\t JTRM B 2 offset (0, 32) A_PlaySoundEx(\"skulleating\",\"Voice\")\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 2 offset (5, 37)\n\t JTRM B 2 offset (10, 42)\n\t JTRM B 2 offset (15, 47)\n\t JTRM B 2 offset (10, 52)\n\t JTRM B 2 offset (5, 57)\n\t JTRM B 2 offset (0, 62)\n\t JTRM B 2 offset (-5, 57)\n\t JTRM B 2 offset (-10, 52)\n\t JTRM B 2 offset (-15, 47)\n\t JTRM B 2 offset (-10, 42)\n\t JTRM B 2 offset (-5, 37)\n\t JTRM B 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM C 2 offset (5, 37)\n\t JTRM C 2 offset (10, 42)\n\t JTRM C 2 offset (15, 47)\n\t JTRM C 2 offset (10, 52)\n\t JTRM C 2 offset (5, 57)\n\t JTRM C 2 offset (0, 62)\n\t JTRM C 2 offset (-5, 57)\n\t JTRM C 2 offset (-10, 52)\n\t JTRM C 2 offset (-15, 47)\n\t JTRM C 2 offset (-10, 42)\n\t JTRM C 2 offset (-5, 37)\n\t JTRM C 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM D 2 offset (5, 37)\n\t JTRM D 2 offset (10, 42)\n\t JTRM D 2 offset (15, 47)\n\t JTRM D 2 offset (10, 52)\n\t JTRM D 2 offset (5, 57)\n\t JTRM D 2 offset (0, 62)\n\t JTRM D 2 offset (-5, 57)\n\t JTRM D 2 offset (-10, 52)\n\t JTRM D 2 offset (-15, 47)\n\t JTRM D 2 offset (-10, 42)\n\t JTRM D 2 offset (-5, 37)\n\t JTRM D 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM E 2 offset (5, 37)\n\t JTRM E 2 offset (10, 42)\n\t JTRM E 2 offset (15, 47)\n\t JTRM E 2 offset (10, 52)\n\t JTRM E 2 offset (5, 57)\n\t JTRM E 2 offset (0, 62)\n\t JTRM E 2 offset (-5, 57)\n\t JTRM E 2 offset (-10, 52)\n\t JTRM E 2 offset (-15, 47)\n\t JTRM E 2 offset (-10, 42)\n\t JTRM E 2 offset (-5, 37)\n\t Goto Ready\n\tAltFire:\n\t JTRM A 0 A_Stop\n\t JTRM A 22\n\t JTRM A 0 A_ReFire\n\t JTRM A 1 ACS_ExecuteAlways(999,0)\n\t Goto Ready\n   }\n}\n\nActor JitterskullAttack\n{\nPROJECTILE\n+FORCERADIUSDMG\nSpeed 30\nRadius 2\nHeight 2\nObituary \"%o was crunched by %k\"\ndamagetype \"Jitter\"\ndamage 10\nStates{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Explode(55, 69, 0)//55//62//78\nTNT1 A 1 A_RadiusThrust(8000, 150, 0)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh01.txt",
        "contents": "ACTOR Logfire 9900\n{\n\tDecal\t\tBarrelScorch\n\tRadius\t\t4\n\tHeight\t\t6\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tGoto Active\n\tActive:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SmokeLarge2\",0,0,18,0,0,2,0,160,0)\n\t\tTNT1 AAAAAAA 1 A_SpawnItemEx(\"Firey2\",0,0,8,0,0,1,0,160,0)\n\t\tLOOP\n\t}\n}\n\nACTOR SmokeLarge2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.5\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.3\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh05.txt",
        "contents": "// A snow flake\nACTOR SnowFlake 24600\n{\n\tRadius 8\n\tHeight 1\n\tMass 5\n\tRenderStyle TRANSLUCENT\n\tAlpha 0.8\n\tScale 0.3\n\t+NOGRAVITY // Greater fall speed control\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+INVULNERABLE\n\t+NONSHOOTABLE\n\t+DONTSPLASH\n\t+CORPSE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNOW A 1\n\t\tWaggleChance:\n\t\t\tSNOW A 8 A_Jump(164,\"Waggle\")\n\t\t\tLoop\n\t\tWaggle:\n\t\t\tSNOW A 8 A_CStaffMissileSlither\n\t\t\tGoto WaggleChance\n\t\tCrash:\n\t\t\tSNOW A 16\n\t\t\tStop\n\t}\n}\n\n// Snow dropper 128x128\nACTOR SquareSnow 24602\n{\n\tRadius 16\n\tHeight 6\n\tRenderStyle NONE\n\t+ALLOWCLIENTSPAWN\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOTELEPORT\n\t+SPAWNCEILING\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t               random(0,128),\n\t\t\t\t               0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t       128) // client-side spawning flag\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowBig : SquareSnow 24603\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,256),\n\t\t\t\t\t\t0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowVeryBig : SquareSnow 24604\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\n// Snow dropper extremely big for skybox\nACTOR SquareSnowGigantic : SquareSnow 24605\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 16 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(256,512),\n\t\t\t\t\t\trandom(128,256),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh08.txt",
        "contents": "actor VolumetricFogSprite 28641\n{\nyscale 0.15\nrenderstyle Add\nalpha 1.0\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+ALLOWCLIENTSPAWN\n+NOINTERACTION\nstates\n\t{\n\tSpawn:\n\tFOG2 A -1\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh11.txt",
        "contents": "actor TREE 10242\n{\n  height 210\n  radius 10\n  +SOLID\n  states\n  {\n  Spawn:\n    PALM A -1\n    Stop\n  }\n}\n\nACTOR FireHydrant 10243\n{\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    FRHD A -1\n    Stop\n  }\n}\n\nACTOR TrashCan 10244\n{\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    TRCN A -1\n    Stop\n  }\n}\n\nactor DukeShip\n{\nHeight 5\nPROJECTILE\nspawnid 181\nradius 5\n+RIPPER\ndamage 200\nSpeed 50\nscale 3.0\nrenderstyle translucent\nalpha 1.0\nStates\n{\nSpawn:\nDSHI A 4 A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\nloop\nDeath:\nNKXP BCDEFGHIJKLMNOPQRSTUV 3 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor DukeExplode\n{\n-SOLID\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nobituary \"%o is going to make those alien bastards pay for shooting up duke's ride.\"\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP A 0 A_Explode(8000, 128,0)\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh13.txt",
        "contents": "//Blood Rain effects for Map01, borrowed NashGore base.\n\nactor BloodRainSpawner 15050 \t//Rain Object\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +CLIENTSIDEONLY\n   +NOCLIP\n   States\n   {\n\tSpawn:\n      TNT1 A 8 A_Jump(128, 1)\n      TNT1 A 8 A_SpawnItemEx(\"BloodRain\",random(32, -32),random(32, -32),0,8,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain 15051\n{\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpawner2 15052 \t//Rain Object 2\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 16 A_Jump(128, 1)\n\t  TNT1 A 16 A_Jump(64, 1)\n      TNT1 A 32 A_SpawnItemEx(\"BloodRain2\",random(32, -32),random(32, -32),0,0,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain2 15053\n{\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot2\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT A 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot2\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT AAAAAAAA 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  BSPT AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh16.txt",
        "contents": "ACTOR secondtree 28643\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN A -1\n    loop\n  }\n}\n\nACTOR thirdtree 28644\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN B -1\n    loop\n  }\n}\n\nACTOR Shtbagstree4 28642\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN C -1\n    loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh19.txt",
        "contents": "//Aztec Map Lights and Fog\nactor EerieRedLight 21000 //Special Glow for Aztec Eyes\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOCLIP\n   +NOBLOCKMAP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 1\n      loop\n   }\n}\n\nactor EerieRedLight2 21001 //Special Glow for Aztec Eyes\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOCLIP\n   +NOBLOCKMAP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 1\n      loop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh20.txt",
        "contents": "actor TallTree 10250\n{\n  height 144\n  radius 32\n  +SOLID\n  states\n  {\n  Spawn:\n    TREK A 5\n    loop\n  }\n}\n\nACTOR RainSpawner 10251\n{\n\t+Missile\n\t+NoClip\n\t+NoGravity\n\t+NoBlockMap\n        +SPAWNCEILING\n\t+CLIENTSIDEONLY\n\t+NONETID\n \tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 3 A_JumpIf(z >= ceilingz,1)\n\t\tTNT1 A 3 A_SpawnItemEx (\"RainDrop\", random(0,-128), random(0,-128), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0)\n \t\tgoto Spawn\n\t}\n\n}\n\nACTOR HRainSpawner 10253\n{\n\t+Missile\n\t+NoClip\n\t+NoGravity\n\t+NoBlockMap\n        +SPAWNCEILING\n \tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 3 A_JumpIf(z >= ceilingz,1)\n\t\tTNT1 A 3 A_SpawnItemEx (\"RainDrop\", random(0,-32), random(0,-32), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0)\n \t\tgoto Spawn\n\t}\n\n}\n\n//Simple rain drop\nACTOR RainDrop 10252\n{\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n        +SPAWNCEILING\n\t+DontSplash\n\txscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tRAIN A 1 A_JumpIf(waterlevel >= 1, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n\n}\n\n//Simple rain drop with sound\nACTOR RainDropS 10254\n{\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n        +SPAWNCEILING\n\t+DontSplash\n\txscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tRAIN A 1 A_JumpIf(waterlevel >= 1, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh22.txt",
        "contents": "actor DeadTree 10249\n{\n  height 45\n  radius 15\n  +SOLID\n  states\n  {\n  Spawn:\n    DTR3 A 5\n    loop\n  }\n}\n\nactor FATASSTree 10245\n{\n  height 80\n  radius 20\n  +SOLID\n  states\n  {\n  Spawn:\n    BTR2 A 5\n    loop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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