Raw model (for completeness)
{
"meta": {
"id": "01fa59f6-2a64-4ea2-a8fb-a42d1831f0b3",
"sha1": "9fd2cb96c414f61f0f5e1705c1c44e32ccf40cc7",
"sha256": "d1e36e53e705cc1672825f120a4836f9f8c443c49ec723d8e5490f08a83036a4",
"filenames": [
"morphclasses-v9-fixv3.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"HERETIC"
],
"filename": null,
"added": "2013-04-19 11:30:24",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-04-19 11:30:24",
"file": {
"type": "PK3",
"size": 38111199,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9fd2cb96c414f61f0f5e1705c1c44e32ccf40cc7/9fd2cb96c414f61f0f5e1705c1c44e32ccf40cc7.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 8050,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"HERETIC"
]
},
"text_files": [
{
"source": "pk3",
"name": "DOOMPLAY.txt",
"contents": "ACTOR ImmuneMarine : Playerpawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n +NORADIUSDMG\n DamageFactor \"Nukering\", 0.0\n DamageFactor \"AvaBall1\", 0.0\n DamageFactor \"AvaBall2\", 0.0\n DamageFactor \"AvaBall3\", 0.0\n DamageFactor \"AvaBall4\", 0.0\n DamageFactor \"hellshot2\",0.0\n DamageFactor \"BruiserFireSpawner\",0.0\n DamageFactor \"BruiserFire\",0.0\n DamageFactor \"ChaosRocket\",0.0\n DamageFactor \"Nukey\",0.0\n DamageFactor \"MortarSpawner\",0.0\n DamageFactor \"NukeBoomy\",0.0\n DamageFactor \"ChaosCharge\",0.0\n DamageFactor \"Nukey\",0.0\n DamageFactor \"NukeRing\",0.0\n DamageFactor \"HexMaker\",0.0\n Damagefactor \"HellFire\", 0.0\n Damagefactor \"HellGrenade\",0.0\n Damagefactor \"PyroBlast\",0.0\n Player.DisplayName \"ImmuneMarine2\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"Pistol\"\n Player.StartItem \"Fist\"\n Player.StartItem \"Clip\", 50\n Player.ColorRange 112, 127\n States\n {\n Spawn:\n PLAY A -1\n Loop\n See:\n PLAY ABCD 4\n Loop\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n Goto Missile\n Pain:\n PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Death:\n PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n PLAY H 5\n PLAY I 5 A_PlayerScream\n PLAY J 5 A_NoBlocking\n PLAY KLM 5\n PLAY N -1\n Stop\n XDeath:\n PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n AltSkinDeath:\n PLAY H 6\n PLAY I 6 A_PlayerScream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY MNO 6\n PLAY P -1\n Stop\n AltSkinXDeath:\n PLAY Q 5 A_PlayerScream\n PLAY R 0 A_NoBlocking\n PLAY R 5 A_SkullPop\n PLAY STUVWX 5\n PLAY Y -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "//===========================\n//======Dynamic Lights=======\n//===========================\n\nFlickerLight2 BruiserDemon\n{\nColor 1.0 0.6 0.0\nSize 70\nSecondarySize 95\nOffset 0 32 0\nInterval 2.0\n}\n\nPointlight BruiserDeath1\n{\nColor 1.0 0.8 0.0\nSize 128\nOffset 0 32 0\n}\n\nPointlight BruiserDeath2\n{\nColor 1.0 0.6 0.0\nSize 96\nOffset 0 32 0\n}\n\nPointlight BruiserDeath3\n{\nColor 0.6 0.4 0.0\nSize 72\nOffset 0 32 0\n}\n\nPointlight BruiserDeath4\n{\nColor 0.5 0.4 0.0\nSize 64\nOffset 0 32 0\n}\n\nPointlight BruiserDeath5\n{\nColor 0.4 0.2 0.0\nSize 56\nOffset 0 32 0\n}\n\nObject BruiserDemon\n{\nFrame BRUSA { Light BruiserDemon }\nFrame BRUSB { Light BruiserDemon }\nFrame BRUSC { Light BruiserDemon }\nFrame BRUSD { Light BruiserDemon }\nFrame BRUSE { Light BruiserDemon }\nFrame BRUSF { Light BruiserDemon }\nFrame BRUSG { Light BruiserDemon }\nFrame BRUSH { Light BruiserDemon }\nFrame BRUSI { Light BruiserDemon }\nFrame BRUSJ { Light BruiserDemon }\nFrame BRUSK { Light BruiserDemon }\nFrame BRUSL { Light BruiserDemon }\nFrame BRUSM { Light BruiserDemon }\nFrame BRUDA { Light BruiserDeath5 }\nFrame BRUDB { Light BruiserDeath4 }\nFrame BRUDC { Light BruiserDeath3 }\nFrame BRUDD { Light BruiserDeath2 }\nFrame BRUDE { Light BruiserDeath1 }\nFrame BRUDF { Light BruiserDeath1 }\nFrame BRUDG { Light BruiserDeath1 }\nFrame BRUDH { Light BruiserDeath1 }\nFrame BRUDI { Light BruiserDeath2 }\nFrame BRUDJ { Light BruiserDeath3 }\nFrame BRUDK { Light BruiserDeath4 }\nFrame BRUDL { Light BruiserDeath5 }\nFrame BRUDM { Light BruiserDeath5 }\nFrame BRUDN { Light BruiserDeath5 }\n}\n\nPointlight BruiserBall11\n{\nColor 0.6 0.3 0.0\nSize 64\n}\n\nPointlight BruiserBall12\n{\nColor 0.7 0.4 0.0\nSize 72\n}\n\nPointlight BruiserBall13\n{\nColor 0.6 0.4 0.0\nSize 88\n}\n\nPointlight BruiserBall14\n{\nColor 0.6 0.3 0.0\nSize 56\n}\n\nPointlight BruiserBall15\n{\nColor 0.55 0.25 0.0\nSize 48\n}\n\nPointlight BruiserBall16\n{\nColor 0.5 0.2 0.0\nSize 40\n}\n\nPointlight BruiserBall17\n{\nColor 0.45 0.15 0.0\nSize 32\n}\n\nPointlight BruiserBall18\n{\nColor 0.3 0.1 0.0\nSize 24\n}\n\nObject BruiserBall\n{\nFrame BRBAA { Light BruiserBall11 }\nFrame BRBAB { Light BruiserBall11 }\nFrame BRBAK { Light BruiserBall11 }\nFrame BRBAL { Light BruiserBall12 }\nFrame BRBAM { Light BruiserBall12 }\nFrame BRBAN { Light BruiserBall13 }\nFrame BRBAO { Light BruiserBall13 }\nFrame BRBAP { Light BruiserBall12 }\nFrame BRBAQ { Light BruiserBall12 }\nFrame BRBAR { Light BruiserBall11 }\nFrame BRBAS { Light BruiserBall14 }\nFrame BRBAT { Light BruiserBall15 }\nFrame BRBAU { Light BruiserBall16 }\nFrame BRBAV { Light BruiserBall17 }\nFrame BRBAW { Light BruiserBall18 }\n}\n\nPointlight BruiserBall21\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight BruiserBall22\n{\nColor 0.8 0.4 0.0\nSize 48\n}\n\nPointlight BruiserBall23\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointlight BruiserBall24\n{\nColor 0.4 0.0 0.0\nSize 16\n}\n\nObject BruiserBall2\n{\nFrame BRB2A { Light BruiserBall21 }\nFrame BRB2B { Light BruiserBall21 }\nFrame BRB2C { Light BruiserBall22 }\nFrame BRB2D { Light BruiserBall22 }\nFrame BRB2E { Light BruiserBall21 }\nFrame BRB2F { Light BruiserBall21 }\nFrame BRB2G { Light BruiserBall23 }\nFrame BRB2H { Light BruiserBall24 }\n}\n\nPointLight BruiserFire_1\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 20\n}\n\nPointLight BruiserFire_2\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 30\n}\n\nPointLight BruiserFire_3\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 40\n}\n\nPointLight BruiserFire_4\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 47\n}\n\nPointLight BruiserFire_5\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 54\n}\n\nPointLight BruiserFire_6\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 61\n}\n\nPointLight BruiserFire_7\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 66\n}\n\nPointLight BruiserFire_8\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 73\n}\n\nPointLight BruiserFire_9\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 76\n}\n\nPointLight BruiserFire_10\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 79\n}\n\nPointLight BruiserFire_11\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 80\n}\n\nPointLight BruiserFire_12\n{\nOffset 0 0 0\nColor 0.95 0.47 0.0\nSize 81\n}\n\nPointLight BruiserFire_13\n{\nOffset 0 0 0\nColor 0.9 0.43 0.0\nSize 82\n}\n\nPointLight BruiserFire_14\n{\nOffset 0 0 0\nColor 0.83 0.38 0.0\nSize 83\n}\n\nPointLight BruiserFire_15\n{\nOffset 0 0 0\nColor 0.75 0.34 0.0\nSize 84\n}\n\nPointLight BruiserFire_16\n{\nOffset 0 0 0\nColor 0.63 0.27 0.0\nSize 85\n}\n\nPointLight BruiserFire_17\n{\nOffset 0 0 0\nColor 0.55 0.21 0.0\nSize 86\n}\n\nPointLight BruiserFire_18\n{\nOffset 0 0 0\nColor 1.38 0.13 0.0\nSize 87\n}\n\nPointLight BruiserFire_19\n{\nOffset 0 0 0\nColor 0.15 0.04 0.0\nSize 88\n}\n\nObject BruiserFire\n{\nFrame XXBFA { Light BruiserFire_1 }\nFrame XXBFB { Light BruiserFire_2 }\nFrame XXBFC { Light BruiserFire_3 }\nFrame XXBFD { Light BruiserFire_4 }\nFrame XXBFE { Light BruiserFire_5 }\nFrame XXBFF { Light BruiserFire_6 }\nFrame XXBFG { Light BruiserFire_7 }\nFrame XXBFH { Light BruiserFire_8 }\nFrame XXBFI { Light BruiserFire_9 }\nFrame XXBFJ { Light BruiserFire_10 }\nFrame XXBFK { Light BruiserFire_11 }\nFrame XXBFL { Light BruiserFire_12 }\nFrame XXBFM { Light BruiserFire_13 }\nFrame XXBFN { Light BruiserFire_14 }\nFrame XXBFO { Light BruiserFire_15 }\nFrame XXBFP { Light BruiserFire_16 }\nFrame XXBFQ { Light BruiserFire_17 }\nFrame XXBFR { Light BruiserFire_18 }\nFrame XXBFS { Light BruiserFire_19 }\n}\n\n//===========================\n//========Brightmaps=========\n//===========================\n\nBrightMap Sprite BRUSA1\n{\nMap \"brightmaps/BMBRS1A1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA2A8\n{\nMap \"brightmaps/BMBRS1A2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA3A7\n{\nMap \"brightmaps/BMBRS1A3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA4A6\n{\nMap \"brightmaps/BMBRS1A4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA5\n{\nMap \"brightmaps/BMBRS1A5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB1\n{\nMap \"brightmaps/BMBRS1B1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB2B8\n{\nMap \"brightmaps/BMBRS1B2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB3B7\n{\nMap \"brightmaps/BMBRS1B3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB4B6\n{\nMap \"brightmaps/BMBRS1B4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB5\n{\nMap \"brightmaps/BMBRS1B5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC1\n{\nMap \"brightmaps/BMBRS1C1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC2C8\n{\nMap \"brightmaps/BMBRS1C2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC3C7\n{\nMap \"brightmaps/BMBRS1C3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC4C6\n{\nMap \"brightmaps/BMBRS1C4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC5\n{\nMap \"brightmaps/BMBRS1C5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD1\n{\nMap \"brightmaps/BMBRS1D1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD2D8\n{\nMap \"brightmaps/BMBRS1D2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD3D7\n{\nMap \"brightmaps/BMBRS1D3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD4D6\n{\nMap \"brightmaps/BMBRS1D4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD5\n{\nMap \"brightmaps/BMBRS1D5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE1\n{\nMap \"brightmaps/BMBRS1E1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE2\n{\nMap \"brightmaps/BMBRS1E2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE3\n{\nMap \"brightmaps/BMBRS1E3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE4\n{\nMap \"brightmaps/BMBRS1E4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE5\n{\nMap \"brightmaps/BMBRS1E5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE6\n{\nMap \"brightmaps/BMBRS1E6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE7\n{\nMap \"brightmaps/BMBRS1E7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE8\n{\nMap \"brightmaps/BMBRS1E8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF1\n{\nMap \"brightmaps/BMBRS1F1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF2\n{\nMap \"brightmaps/BMBRS1F2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF3\n{\nMap \"brightmaps/BMBRS1F3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF4\n{\nMap \"brightmaps/BMBRS1F4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF5\n{\nMap \"brightmaps/BMBRS1F5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF6\n{\nMap \"brightmaps/BMBRS1F6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF7\n{\nMap \"brightmaps/BMBRS1F7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF8\n{\nMap \"brightmaps/BMBRS1F8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG1\n{\nMap \"brightmaps/BMBRS1G1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG2\n{\nMap \"brightmaps/BMBRS1G2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG3\n{\nMap \"brightmaps/BMBRS1G3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG4\n{\nMap \"brightmaps/BMBRS1G4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG5\n{\nMap \"brightmaps/BMBRS1G5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG6\n{\nMap \"brightmaps/BMBRS1G6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG7\n{\nMap \"brightmaps/BMBRS1G7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG8\n{\nMap \"brightmaps/BMBRS1G8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH1\n{\nMap \"brightmaps/BMBRS1H1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH2\n{\nMap \"brightmaps/BMBRS1H2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH3\n{\nMap \"brightmaps/BMBRS1H3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH4\n{\nMap \"brightmaps/BMBRS1H4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH5\n{\nMap \"brightmaps/BMBRS1H5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH6\n{\nMap \"brightmaps/BMBRS1H6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH7\n{\nMap \"brightmaps/BMBRS1H7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH8\n{\nMap \"brightmaps/BMBRS1H8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI1\n{\nMap \"brightmaps/BMBRS1I1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI2\n{\nMap \"brightmaps/BMBRS1I2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI3\n{\nMap \"brightmaps/BMBRS1I3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI4\n{\nMap \"brightmaps/BMBRS1I4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI5\n{\nMap \"brightmaps/BMBRS1I5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI6\n{\nMap \"brightmaps/BMBRS1I6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI7\n{\nMap \"brightmaps/BMBRS1I7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI8\n{\nMap \"brightmaps/BMBRS1I8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ1\n{\nMap \"brightmaps/BMBRS1J1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ2\n{\nMap \"brightmaps/BMBRS1J2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ3\n{\nMap \"brightmaps/BMBRS1J3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ4\n{\nMap \"brightmaps/BMBRS1J4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ5\n{\nMap \"brightmaps/BMBRS1J5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ6\n{\nMap \"brightmaps/BMBRS1J6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ7\n{\nMap \"brightmaps/BMBRS1J7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ8\n{\nMap \"brightmaps/BMBRS1J8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK1\n{\nMap \"brightmaps/BMBRS1K1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK2K8\n{\nMap \"brightmaps/BMBRS1K2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK3K7\n{\nMap \"brightmaps/BMBRS1K3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK4K6\n{\nMap \"brightmaps/BMBRS1K4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK5\n{\nMap \"brightmaps/BMBRS1K5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL1\n{\nMap \"brightmaps/BMBRS1L1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL2L8\n{\nMap \"brightmaps/BMBRS1L2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL3L7\n{\nMap \"brightmaps/BMBRS1L3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL4L6\n{\nMap \"brightmaps/BMBRS1L4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL5\n{\nMap \"brightmaps/BMBRS1L5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM1\n{\nMap \"brightmaps/BMBRS1M1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM2M8\n{\nMap \"brightmaps/BMBRS1M2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM3M7\n{\nMap \"brightmaps/BMBRS1M3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM4M6\n{\nMap \"brightmaps/BMBRS1M4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM5\n{\nMap \"brightmaps/BMBRS1M5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN1\n{\nMap \"brightmaps/BMBRS1N1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN2\n{\nMap \"brightmaps/BMBRS1N2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN3\n{\nMap \"brightmaps/BMBRS1N3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN4\n{\nMap \"brightmaps/BMBRS1N4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN5\n{\nMap \"brightmaps/BMBRS1N5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN6\n{\nMap \"brightmaps/BMBRS1N6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN7\n{\nMap \"brightmaps/BMBRS1N7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN8\n{\nMap \"brightmaps/BMBRS1N8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDA0\n{\nMap \"brightmaps/BMBRS2A0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDB0\n{\nMap \"brightmaps/BMBRS2B0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDC0\n{\nMap \"brightmaps/BMBRS2C0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDD0\n{\nMap \"brightmaps/BMBRS2D0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDE0\n{\nMap \"brightmaps/BMBRS2E0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDF0\n{\nMap \"brightmaps/BMBRS2F0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDG0\n{\nMap \"brightmaps/BMBRS2G0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDH0\n{\nMap \"brightmaps/BMBRS2H0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDI0\n{\nMap \"brightmaps/BMBRS2I0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDJ0\n{\nMap \"brightmaps/BMBRS2J0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDK0\n{\nMap \"brightmaps/BMBRS2K0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDL0\n{\nMap \"brightmaps/BMBRS2L0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDM0\n{\nMap \"brightmaps/BMBRS2M0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDN0\n{\nMap \"brightmaps/BMBRS2N0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDO0\n{\nMap \"brightmaps/BMBRS2O0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDP0\n{\nMap \"brightmaps/BMBRS2P0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDQ0\n{\nMap \"brightmaps/BMBRS2Q0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDS0\n{\nMap \"brightmaps/BMBRS2S0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDT0\n{\nMap \"brightmaps/BMBRS2T0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUDU0\n{\nMap \"brightmaps/BMBRS2U0.png\"\nDisableFullBright\n}\n\nPointlight STracer1\n{\nColor 0.6 0.5 0.0\nSize 16\n}\n\nPointlight STracer2\n{\nColor 0.8 0.6 0.0\nSize 48\n}\n\nPointlight STracer3\n{\nColor 1.0 0.8 0.0\nSize 64\n}\n\nPointlight STracer4\n{\nColor 0.8 0.3 0.0\nSize 56\n}\n\nPointlight STracer5\n{\nColor 0.6 0.0 0.0\nSize 48\n}\n\nPointlight STracer6\n{\nColor 0.3 0.0 0.0\nSize 24\n}\n\nObject STracerPuff\n{\nFrame FTRA { Light STracer1 }\n}\n\nObject STracer\n{\nFrame FTRAK { Light STracer2 }\nFrame FTRAL { Light STracer3 }\nFrame FTRAM { Light STracer4 }\nFrame FTRAN { Light STracer5 }\nFrame FTRAO { Light STracer6 }\n}\n\nPointlight SmithExplode1\n{\nColor 1.0 0.8 0.0\nSize 56\n}\n\nPointlight SmithExplode2\n{\nColor 1.0 0.8 0.0\nSize 64\n}\n\nPointlight SmithExplode3\n{\nColor 1.0 0.8 0.0\nSize 72\nOffset 0 8 0\n}\n\nPointlight SmithExplode4\n{\nColor 1.0 0.8 0.0\nSize 80\nOffset 0 16 0\n}\n\nPointlight SmithExplode5\n{\nColor 1.0 0.8 0.0\nSize 88\nOffset 0 24 0\n}\n\nPointlight SmithExplode6\n{\nColor 1.0 0.8 0.0\nSize 96\nOffset 0 32 0\n}\n\nPointlight SmithExplode7\n{\nColor 1.0 0.8 0.0\nSize 104\nOffset 0 40 0\n}\n\nPointlight SmithExplode8\n{\nColor 1.0 0.8 0.0\nSize 112\nOffset 0 48 0\n}\n\nPointlight SmithExplode9\n{\nColor 1.0 0.8 0.0\nSize 128\nOffset 0 48 0\n}\n\nPointlight SmithExplode10\n{\nColor 1.0 0.8 0.0\nSize 136\nOffset 0 48 0\n}\n\nPointlight SmithExplode11\n{\nColor 1.0 0.8 0.0\nSize 96\nOffset 0 48 0\n}\n\nPointlight SmithExplode12\n{\nColor 1.0 0.8 0.0\nSize 80\nOffset 0 48 0\n}\n\nPointlight SmithExplode13\n{\nColor 1.0 0.8 0.0\nSize 64\nOffset 0 48 0\n}\n\nPointlight SmithExplode14\n{\nColor 1.0 0.8 0.0\nSize 56\nOffset 0 48 0\n}\n\nPointlight SmithExplode15\n{\nColor 1.0 0.8 0.0\nSize 48\nOffset 0 48 0\n}\n\nPointlight SmithExplode16\n{\nColor 1.0 0.8 0.0\nSize 40\nOffset 0 48 0\n}\n\nPointlight SmithExplode17\n{\nColor 1.0 0.8 0.0\nSize 32\nOffset 0 48 0\n}\n\nObject SmithFire\n{\nFrame MNSMA { Light SmithExplode1 }\nFrame MNSMB { Light SmithExplode2 }\nFrame MNSMC { Light SmithExplode3 }\nFrame MNSMD { Light SmithExplode4 }\nFrame MNSME { Light SmithExplode5 }\nFrame MNSMF { Light SmithExplode6 }\nFrame MNSMG { Light SmithExplode7 }\nFrame MNSMH { Light SmithExplode8 }\nFrame MNSMI { Light SmithExplode9 }\nFrame MNSMJ { Light SmithExplode10 }\nFrame MNSMK { Light SmithExplode11 }\nFrame MNSML { Light SmithExplode12 }\nFrame MNSMM { Light SmithExplode13 }\nFrame MNSMN { Light SmithExplode14 }\nFrame MNSMO { Light SmithExplode15 }\nFrame MNSMP { Light SmithExplode16 }\nFrame MNSMQ { Light SmithExplode17 }\n}\n\nPointlight PentaFire\n{\nColor 1.0 0.4 0.0\nSize 24\n}\n\nObject PentaFire\n{\nFrame CFCF { Light PentaFire }\n}\n\nObject PentaFire2\n{\nFrame CFCF { Light PentaFire }\n}\n\nPointlight HellShot1\n{\nColor 1.0 0.4 0.0\nSize 48\n}\n\nPointlight HellShot2Explode1\n{\nColor 1.0 0.0 0.0\nSize 16\n}\n\nPointlight HellShot2Explode2\n{\nColor 1.0 0.4 0.0\nSize 32\n}\n\nPointlight HellShot2Explode3\n{\nColor 1.0 0.6 0.0\nSize 48\n}\n\nPointlight HellShot2Explode4\n{\nColor 1.0 0.4 0.0\nSize 56\nOffset 0 16 0\n}\n\nPointlight HellShot2Explode5\n{\nColor 1.0 0.0 0.0\nSize 64\nOffset 0 24 0\n}\n\nPointlight HellShot2Explode6\n{\nColor 1.0 0.0 0.0\nSize 56\nOffset 0 32 0\n}\n\nPointlight HellShot2Explode7\n{\nColor 1.0 0.0 0.0\nSize 48\nOffset 0 32 0\n}\n\nPointlight HellShot2Explode8\n{\nColor 1.0 0.0 0.0\nSize 40\nOffset 0 32 0\n}\n\nPointlight HellShot2Explode9\n{\nColor 1.0 0.0 0.0\nSize 32\nOffset 0 32 0\n}\n\nPointlight HellShot2Explode10\n{\nColor 1.0 0.0 0.0\nSize 24\nOffset 0 32 0\n}\n\nObject HellShot2\n{\nFrame HEPA { Light HellShot1 }\nFrame HELXA { Light HellShot2Explode1 }\nFrame HELXB { Light HellShot2Explode2 }\nFrame HELXC { Light HellShot2Explode3 }\nFrame HELXD { Light HellShot2Explode4 }\nFrame HELXE { Light HellShot2Explode5 }\nFrame HELXF { Light HellShot2Explode6 }\nFrame HELXG { Light HellShot2Explode7 }\nFrame HELXH { Light HellShot2Explode8 }\nFrame HELXI { Light HellShot2Explode9 }\nFrame HELXJ { Light HellShot2Explode10 }\n}\n\nPointlight SmithDeathFire1\n{\nColor 0.9 0.9 0.0\nSize 44\n}\n\nPointlight SmithDeathFire2\n{\nColor 0.8 0.8 0.0\nSize 40\n}\n\nPointlight SmithDeathFire3\n{\nColor 0.7 0.7 0.0\nSize 36\n}\n\nPointlight SmithDeathFire4\n{\nColor 0.6 0.6 0.0\nSize 28\n}\n\nPointlight SmithDeathFire5\n{\nColor 0.5 0.5 0.0\nSize 24\n}\n\nPointlight SmithDeathFire6\n{\nColor 0.4 0.4 0.0\nSize 16\n}\n\nPointlight SmithDeathFire7\n{\nColor 0.2 0.2 0.0\nSize 12\n}\n\nObject SmithDeathFire\n{\nFrame FRFXJ { Light SmithDeathFire1 }\nFrame FRFXK { Light SmithDeathFire2 }\nFrame FRFXL { Light SmithDeathFire3 }\nFrame FRFXM { Light SmithDeathFire4 }\nFrame FRFXN { Light SmithDeathFire5 }\nFrame FRFXO { Light SmithDeathFire6 }\nFrame FRFXP { Light SmithDeathFire7 }\n}\n\nFlickerLight2 AvatarAttack11\n{\nColor 0.8 0.0 0.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 96 0\n}\n\nFlickerLight2 AvatarAttack12\n{\nColor 0.8 0.0 0.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 48 0\n}\n\nFlickerLight2 AvatarAttack21\n{\nColor 1.0 1.0 1.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 96 0\n}\n\nFlickerLight2 AvatarAttack22\n{\nColor 1.0 1.0 1.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 48 0\n}\n\nFlickerLight2 AvatarAttack31\n{\nColor 0.3 0.0 1.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 96 0\n}\n\nFlickerLight2 AvatarAttack32\n{\nColor 0.3 0.3 1.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 48 0\n}\n\nFlickerLight2 AvatarAttack41\n{\nColor 1.0 0.4 0.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 96 0\n}\n\nFlickerLight2 AvatarAttack42\n{\nColor 1.0 0.4 0.0\nSize 96\nSecondarySize 72\nInterval 1.0\nOffset 0 48 0\n}\n\nPointLight AvatarExplode1\n{\nColor 0.8 0.0 0.0\nSize 48\nOffset 0 48 0\n}\n\nPointLight AvatarExplode2\n{\nColor 0.8 0.0 0.0\nSize 192\nOffset 0 48 0\n}\n\nPointLight AvatarExplode3\n{\nColor 0.8 0.0 0.0\nSize 160\nOffset 0 48 0\n}\n\nPointLight AvatarExplode4\n{\nColor 0.8 0.0 0.0\nSize 128\nOffset 0 48 0\n}\n\nPointLight AvatarExplode5\n{\nColor 0.8 0.0 0.0\nSize 96\nOffset 0 48 0\n}\n\nPointLight AvatarExplode6\n{\nColor 0.8 0.0 0.0\nSize 64\nOffset 0 48 0\n}\n\nObject Avatar\n{\nFrame AVATE { Light AvatarAttack11 }\nFrame AVATF { Light AvatarAttack12 }\nFrame AVATG { Light AvatarAttack21 }\nFrame AVATH { Light AvatarAttack22 }\nFrame AVATI { Light AvatarAttack31 }\nFrame AVATJ { Light AvatarAttack32 }\nFrame AVATK { Light AvatarAttack41 }\nFrame AVATL { Light AvatarAttack42 }\nFrame AVATN { Light AvatarExplode1 }\nFrame AVATO { Light AvatarExplode2 }\nFrame AVATP { Light AvatarExplode3 }\nFrame AVATQ { Light AvatarExplode4 }\nFrame AVATR { Light AvatarExplode5 }\nFrame AVATS { Light AvatarExplode6 }\n}\n\nFlickerlight AvatarLightning\n{\nColor 0.8 0.0 0.0\nSize 48\nSecondarySize 52\nChance 0.7\n}\n\nObject RedLiteTop\n{\nFrame MLFX { light AvatarLightning }\nFrame MLF2 { light AvatarLightning }\n}\n\nObject RedLiteBot\n{\nFrame MLFX { Light AvatarLightning }\nFrame MLF2 { Light AvatarLightning }\n}\n\nObject LightningZap\n{\nFrame MLFX { Light AvatarLightning }\nFrame MLF2 { Light AvatarLightning }\n}\n\nPointlight AvatarElectroBall11\n{\nColor 0.4 0.4 1.0\nSize 80\n}\n\nPointlight AvatarElectroBall12\n{\nColor 0.2 0.2 1.0\nSize 80\n}\n\nPointlight AvatarElectroBall13\n{\nColor 0.3 0.3 1.0\nSize 104\n}\n\nPointlight AvatarElectroBall14\n{\nColor 0.5 0.5 1.0\nSize 120\n}\n\nPointlight AvatarElectroBall15\n{\nColor 0.2 0.2 0.7\nSize 56\n}\n\nPointlight AvatarElectroBall16\n{\nColor 0.1 0.1 0.3\nSize 48\n}\n\nObject AvaBall1\n{\nFrame AFX4A { Light AvatarElectroBall11 }\nFrame AFX4B { Light AvatarElectroBall11 }\nFrame AFX4C { Light AvatarElectroBall11 }\nFrame AFX4D { Light AvatarElectroBall11 }\nFrame AFX4E { Light AvatarElectroBall11 }\nFrame AFX4F { Light AvatarElectroBall11 }\nFrame AFX4G { Light AvatarElectroBall11 }\nFrame AFX4H { Light AvatarElectroBall11 }\nFrame AFX4I { Light AvatarElectroBall11 }\nFrame AFX4J { Light AvatarElectroBall12 }\nFrame AFX4K { Light AvatarElectroBall13 }\nFrame AFX4L { Light AvatarElectroBall14 }\nFrame AFX4M { Light AvatarElectroBall15 }\nFrame AFX4N { Light AvatarElectroBall16 }\n}\n\nPointlight AvatarElectroBall21\n{\nColor 0.4 0.4 1.0\nSize 80\n}\n\nPointlight AvatarElectroBall22\n{\nColor 0.2 0.2 1.0\nSize 40\n}\n\nPointlight AvatarElectroBall23\n{\nColor 0.3 0.3 1.0\nSize 64\n}\n\nPointlight AvatarElectroBall24\n{\nColor 0.5 0.5 1.0\nSize 72\n}\n\nPointlight AvatarElectroBall25\n{\nColor 0.2 0.2 0.7\nSize 24\n}\n\nPointlight AvatarElectroBall26\n{\nColor 0.1 0.1 0.3\nSize 16\n}\n\nObject AvaBall2\n{\nFrame AFX1A { Light AvatarElectroBall21 }\nFrame AFX1B { Light AvatarElectroBall21 }\nFrame AFX1C { Light AvatarElectroBall21 }\nFrame AFX4D { Light AvatarElectroBall21 }\nFrame AFX4E { Light AvatarElectroBall22 }\nFrame AFX4F { Light AvatarElectroBall23 }\nFrame AFX4G { Light AvatarElectroBall24 }\nFrame AFX4H { Light AvatarElectroBall25 }\nFrame AFX4I { Light AvatarElectroBall26 }\n}\n\nPointlight AvatarElectroBall31\n{\nColor 0.4 0.4 1.0\nSize 24\n}\n\nPointlight AvatarElectroBall32\n{\nColor 0.2 0.2 1.0\nSize 24\n}\n\nPointlight AvatarElectroBall33\n{\nColor 0.3 0.3 1.0\nSize 36\n}\n\nPointlight AvatarElectroBall34\n{\nColor 0.5 0.5 1.0\nSize 24\n}\n\nObject AvaBall3\n{\nFrame AFX2A { Light AvatarElectroBall31 }\nFrame AFX2B { Light AvatarElectroBall31 }\nFrame AFX2C { Light AvatarElectroBall31 }\nFrame AFX2D { Light AvatarElectroBall31 }\nFrame AFX2E { Light AvatarElectroBall32 }\nFrame AFX2F { Light AvatarElectroBall33 }\nFrame AFX2G { Light AvatarElectroBall34 }\n}\n\nPointlight AvatarElectroBall41\n{\nColor 0.4 0.4 1.0\nSize 16\n}\n\nPointlight AvatarElectroBall42\n{\nColor 0.2 0.2 1.0\nSize 16\n}\n\nPointlight AvatarElectroBall43\n{\nColor 0.3 0.3 1.0\nSize 24\n}\n\nPointlight AvatarElectroBall44\n{\nColor 0.5 0.5 0.8\nSize 16\n}\n\nPointlight AvatarElectroBall45\n{\nColor 0.1 0.1 0.5\nSize 8\n}\n\nObject AvaBall4\n{\nFrame AFX3A { Light AvatarElectroBall41 }\nFrame AFX3B { Light AvatarElectroBall41 }\nFrame AFX3C { Light AvatarElectroBall41 }\nFrame AFX3D { Light AvatarElectroBall41 }\nFrame AFX3E { Light AvatarElectroBall42 }\nFrame AFX3F { Light AvatarElectroBall43 }\nFrame AFX3G { Light AvatarElectroBall44 }\nFrame AFX3H { Light AvatarElectroBall45 }\n}\n\nPointlight AvatarFireball1\n{\nColor 0.5 0.2 0.0\nSize 32\n}\n\nPointlight AvatarFireball2\n{\nColor 0.8 0.4 0.0\nSize 40\n}\n\nPointlight AvatarFireball3\n{\nColor 1.0 0.6 0.0\nSize 48\n}\n\nPointlight AvatarFireball4\n{\nColor 0.8 0.4 0.0\nSize 56\n}\n\nPointlight AvatarFireball5\n{\nColor 0.5 0.25 0.0\nSize 48\n}\n\nPointlight AvatarFireball6\n{\nColor 0.3 0.1 0.0\nSize 32\n}\n\nObject AvaFireball\n{\nFrame AFX5A { Light AvatarFireball1 }\nFrame AFX5B { Light AvatarFireball1 }\nFrame AFX5C { Light AvatarFireball1 }\nFrame AFX5D { Light AvatarFireball2 }\nFrame AFX5E { Light AvatarFireball3 }\nFrame AFX5F { Light AvatarFireball4 }\nFrame AFX5G { Light AvatarFireball5 }\nFrame AFX5H { Light AvatarFireball6 }\n}\n\nPointlight AvatarHoly1\n{\nColor 1.0 1.0 1.0\nSize 64\n}\n\nPointlight AvatarHoly2\n{\nColor 1.0 1.0 1.0\nSize 80\n}\n\nPointlight AvatarHoly3\n{\nColor 1.0 1.0 1.0\nSize 96\n}\n\nPointlight AvatarHoly4\n{\nColor 1.0 1.0 1.0\nSize 72\n}\n\nPointlight AvatarHoly5\n{\nColor 1.0 1.0 1.0\nSize 56\n}\n\nPointlight AvatarHoly6\n{\nColor 1.0 1.0 1.0\nSize 24\n}\n\nObject HolyMissile2\n{\nFrame SPIRA { Light AvatarHoly1 }\nFrame SPIRB { Light AvatarHoly1 }\nFrame SPIRK { Light AvatarHoly2 }\nFrame SPIRL { Light AvatarHoly3 }\nFrame SPIRM { Light AvatarHoly4 }\nFrame SPIRN { Light AvatarHoly5 }\nFrame SPIRO { Light AvatarHoly6 }\n}\n\nPointlight AnnihilatorRocket1\n{\nColor 1.0 0.7 0.0\nSize 56\n}\n\nFlickerlight AnnihilatorRocket2\n{\nColor 1.0 0.7 0.0\nSize 64\nSecondarySize 72\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket3\n{\nColor 0.5 0.1 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket4\n{\nColor 0.3 0.0 0.0\nSize 96\nSecondarySize 104\nChance 0.3\n}\n\nObject Rocket2\n{\nFrame MISLA { Light AnnihilatorRocket1 }\nFrame MISLB { Light AnnihilatorRocket2 }\nFrame MISLC { Light AnnihilatorRocket3 }\nFrame MISLD { Light AnnihilatorRocket4 }\n}\n\nObject HomRocket1\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}\n\n//Brightmaps\n\nBrightMap Sprite ANNIA1C1\n{\nMap \"brightmaps/BMANNIA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIA2C8\n{\nMap \"brightmaps/BMANNIA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIA3C7\n{\nMap \"brightmaps/BMANNIA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIA4C6\n{\nMap \"brightmaps/BMANNIA4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIA7C3\n{\nMap \"brightmaps/BMANNIA7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIA8C2\n{\nMap \"brightmaps/BMANNIA8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIB1D1\n{\nMap \"brightmaps/BMANNIB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIB2D8\n{\nMap \"brightmaps/BMANNIB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIB3D7\n{\nMap \"brightmaps/BMANNIB3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIB5D5\n{\nMap \"brightmaps/BMANNIB5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIB7D3\n{\nMap \"brightmaps/BMANNIB7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIB8D2\n{\nMap \"brightmaps/BMANNIB8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIE1\n{\nMap \"brightmaps/BMANNIE1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIE2E8\n{\nMap \"brightmaps/BMANNIE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIE3E7\n{\nMap \"brightmaps/BMANNIE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIF1\n{\nMap \"brightmaps/BMANNIF1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIF2F8\n{\nMap \"brightmaps/BMANNIF2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIF3F7\n{\nMap \"brightmaps/BMANNIF3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIF4F6\n{\nMap \"brightmaps/BMANNIF4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIF5\n{\nMap \"brightmaps/BMANNIF5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIG1\n{\nMap \"brightmaps/BMANNIG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIG2G8\n{\nMap \"brightmaps/BMANNIG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIH0\n{\nMap \"brightmaps/BMANNIH0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNII0\n{\nMap \"brightmaps/BMANNII0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIJ0\n{\nMap \"brightmaps/BMANNIJ0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIK0\n{\nMap \"brightmaps/BMANNIK0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIL0\n{\nMap \"brightmaps/BMANNIL0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIM0\n{\nMap \"brightmaps/BMANNIM0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIN0\n{\nMap \"brightmaps/BMANNIN0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ANNIO0\n{\nMap \"brightmaps/BMANNIO0.png\"\nDisableFullBright\n}\n\nFlickerlight DiabloistFire1\n{\nColor 1.0 1.0 0.0\nSize 24\nSecondarySize 32\nChance 0.3\nOffset 0 8 0\n}\n\nFlickerlight DiabloistFire2\n{\nColor 1.0 1.0 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 24 0\n}\n\nFlickerlight DiabloistFire3\n{\nColor 1.0 1.0 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 32 0\n}\n\nFlickerlight DiabloistFire4\n{\nColor 0.8 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight DiabloistFire5\n{\nColor 0.8 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 48 0\n}\n\nFlickerlight DiabloistFire6\n{\nColor 0.6 0.6 0.0\nSize 48\nSecondarySize 56\nChance 0.3\nOffset 0 64 0\n}\n\nFlickerlight DiabloistFire7\n{\nColor 0.4 0.4 0.0\nSize 32\nSecondarySize 40\nChance 0.3\nOffset 0 72 0\n}\n\nFlickerlight DiabloistFire8\n{\nColor 0.2 0.2 0.0\nSize 16\nSecondarySize 24\nChance 0.3\nOffset 0 80 0\n}\n\nObject DFire\n{\nFrame HLFRA { Light DiabloistFire1 }\nFrame HLFRB { Light DiabloistFire2 }\nFrame HLFRC { Light DiabloistFire3 }\nFrame HLFRD { Light DiabloistFire4 }\nFrame HLFRE { Light DiabloistFire5 }\nFrame HLFRF { Light DiabloistFire6 }\nFrame HLFRG { Light DiabloistFire7 }\nFrame HLFRH { Light DiabloistFire8 }\n}\n\nPointLight DiabloistFlare1\n{\nColor 1.0 0.2 0.0\nSize 32\n}\n\nPointLight DiabloistFlare2\n{\nColor 1.0 0.4 0.0\nSize 48\n}\n\nPointLight DiabloistFlare3\n{\nColor 1.0 0.4 0.0\nSize 40\n}\n\nPointLight DiabloistFlare4\n{\nColor 0.8 0.3 0.0\nSize 32\n}\n\nPointLight DiabloistFlare5\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointLight DiabloistFlare6\n{\nColor 0.5 0.1 0.0\nSize 16\n}\n\nObject DFlare\n{\nFrame VBALA { Light DiabloistFlare1 }\nFrame VBALB { Light DiabloistFlare1 }\nFrame CBALC { Light DiabloistFlare2 }\nFrame CBALD { Light DiabloistFlare3 }\nFrame CBALE { Light DiabloistFlare4 }\nFrame CBALF { Light DiabloistFlare5 }\nFrame CBALG { Light DiabloistFlare6 }\n}\n\nPointlight DiabloistTracer1\n{\nColor 0.7 0.2 0.0\nSize 8\n}\n\nPointlight DiabloistTracer2\n{\nColor 0.8 0.5 0.0\nSize 16\n}\n\nPointlight DiabloistTracer3\n{\nColor 0.8 0.6 0.0\nSize 32\n}\n\nPointlight DiabloistTracer4\n{\nColor 0.8 0.5 0.0\nSize 28\n}\n\nPointlight DiabloistTracer5\n{\nColor 0.7 0.2 0.0\nSize 24\n}\n\nPointlight DiabloistTracer6\n{\nColor 0.7 0.2 0.0\nSize 20\n}\n\nPointlight DiabloistTracer7\n{\nColor 0.6 0.2 0.0\nSize 16\n}\n\nPointlight DiabloistTracer8\n{\nColor 0.5 0.1 0.0\nSize 12\n}\n\nPointlight DiabloistTracer9\n{\nColor 0.4 0.0 0.0\nSize 8\n}\n\nPointlight DiabloistTracer10\n{\nColor 0.3 0.0 0.0\nSize 4\n}\n\nPointlight DiabloistTracer11\n{\nColor 0.8 0.6 0.0\nSize 48\n}\n\nPointlight DiabloistTracer12\n{\nColor 1.0 0.8 0.0\nSize 64\n}\n\nPointlight DiabloistTracer13\n{\nColor 0.8 0.3 0.0\nSize 56\n}\n\nPointlight DiabloistTracer14\n{\nColor 0.6 0.0 0.0\nSize 48\n}\n\nPointlight DiabloistTracer15\n{\nColor 0.3 0.0 0.0\nSize 24\n}\n\nObject DTracer\n{\nFrame FTRAK { Light DiabloistTracer11 }\nFrame FTRAL { Light DiabloistTracer12 }\nFrame FTRAM { Light DiabloistTracer13 }\nFrame FTRAN { Light DiabloistTracer14 }\nFrame FTRAO { Light DiabloistTracer15 }\n}\n\nObject DTracerPuff\n{\nFrame FTRAA { Light DiabloistTracer1 }\nFrame FTRAB { Light DiabloistTracer2 }\nFrame FTRAC { Light DiabloistTracer3 }\nFrame FTRAD { Light DiabloistTracer4 }\nFrame FTRAE { Light DiabloistTracer5 }\nFrame FTRAF { Light DiabloistTracer6 }\nFrame FTRAG { Light DiabloistTracer7 }\nFrame FTRAH { Light DiabloistTracer8 }\nFrame FTRAI { Light DiabloistTracer9 }\nFrame FTRAJ { Light DiabloistTracer10 }\n}\n\nFlickerLight DMissileTrail1\n{\nColor 1.0 0.4 0.0\nSize 40\nSecondarySize 44\nChance 0.5\n}\n\nFlickerLight DMissileTrail2\n{\nColor 1.0 0.4 0.0\nSize 48\nSecondarySize 56\nChance 0.4\n}\n\nflickerlight DMissileTrail3\n{\nColor 1.0 0.4 0.0\nSize 64\nSecondarySize 72\nChance 0.4\n}\n\nFlickerLight DMissileTrail4\n{\nColor 0.7 0.2 0.0\nSize 48\nSecondarySize 56\nChance 0.4\n}\n\nFlickerLight DMissileTrail5\n{\nColor 0.5 0.1 0.0\nSize 32\nSecondarySize 40\nChance 0.4\n}\n\nFlickerLight DMissileTrail6\n{\nColor 0.2 0.0 0.0\nSize 24\nSecondarySize 32\nChance 0.4\n}\n\nObject FlamePuff2\n{\nFrame CFFXB { Light DMissileTrail2 }\nFrame CFFXC { Light DMissileTrail3 }\nFrame CFFXD { Light DMissileTrail3 }\nFrame CFFXE { Light DMissileTrail3 }\nFrame CFFXF { Light DMissileTrail3 }\nFrame CFFXG { Light DMissileTrail3 }\nFrame CFFXH { Light DMissileTrail3 }\nFrame CFFXI { Light DMissileTrail3 }\nFrame CFFXJ { Light DMissileTrail4 }\nFrame CFFXK { Light DMissileTrail5 }\nFrame CFFXL { Light DMissileTrail6 }\n}\n\nObject CFlameFloor\n{\nFrame CFFX { Light DMissileTrail1 }\n}\n\n//Brightmaps\n\nBrightMap Sprite DIABA1D1\n{\nMap \"brightmaps/BMDIABA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABA2D8\n{\nMap \"brightmaps/BMDIABA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABA7D3\n{\nMap \"brightmaps/BMDIABA7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABA8D2\n{\nMap \"brightmaps/BMDIABA8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABB1E1\n{\nMap \"brightmaps/BMDIABB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABB2E8\n{\nMap \"brightmaps/BMDIABB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABB8E2\n{\nMap \"brightmaps/BMDIABB8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABC1F1\n{\nMap \"brightmaps/BMDIABC1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABC2F8\n{\nMap \"brightmaps/BMDIABC2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABC8F2\n{\nMap \"brightmaps/BMDIABC8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG1\n{\nMap \"brightmaps/BMDIABG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG2\n{\nMap \"brightmaps/BMDIABG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG3\n{\nMap \"brightmaps/BMDIABG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG4\n{\nMap \"brightmaps/BMDIABG4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG5\n{\nMap \"brightmaps/BMDIABG5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG6\n{\nMap \"brightmaps/BMDIABG6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG7\n{\nMap \"brightmaps/BMDIABG7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABG8\n{\nMap \"brightmaps/BMDIABG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH1\n{\nMap \"brightmaps/BMDIABH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH2\n{\nMap \"brightmaps/BMDIABH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH3\n{\nMap \"brightmaps/BMDIABH3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH4\n{\nMap \"brightmaps/BMDIABH4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH5\n{\nMap \"brightmaps/BMDIABH5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH6\n{\nMap \"brightmaps/BMDIABH6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH7\n{\nMap \"brightmaps/BMDIABH7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABH8\n{\nMap \"brightmaps/BMDIABH8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI1\n{\nMap \"brightmaps/BMDIABI1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI2\n{\nMap \"brightmaps/BMDIABI2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI3\n{\nMap \"brightmaps/BMDIABI3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI4\n{\nMap \"brightmaps/BMDIABI4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI5\n{\nMap \"brightmaps/BMDIABI5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI6\n{\nMap \"brightmaps/BMDIABI6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI7\n{\nMap \"brightmaps/BMDIABI7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABI8\n{\nMap \"brightmaps/BMDIABI8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ1\n{\nMap \"brightmaps/BMDIABJ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ2\n{\nMap \"brightmaps/BMDIABJ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ3\n{\nMap \"brightmaps/BMDIABJ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ4\n{\nMap \"brightmaps/BMDIABJ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ5\n{\nMap \"brightmaps/BMDIABJ5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ6\n{\nMap \"brightmaps/BMDIABJ6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ7\n{\nMap \"brightmaps/BMDIABJ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABJ8\n{\nMap \"brightmaps/BMDIABJ8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK1\n{\nMap \"brightmaps/BMDIABK1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK2\n{\nMap \"brightmaps/BMDIABK2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK3\n{\nMap \"brightmaps/BMDIABK3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK4\n{\nMap \"brightmaps/BMDIABK4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK5\n{\nMap \"brightmaps/BMDIABK5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK6\n{\nMap \"brightmaps/BMDIABK6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK7\n{\nMap \"brightmaps/BMDIABK7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABK8\n{\nMap \"brightmaps/BMDIABK8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL1\n{\nMap \"brightmaps/BMDIABL1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL2\n{\nMap \"brightmaps/BMDIABL2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL3\n{\nMap \"brightmaps/BMDIABL3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL4\n{\nMap \"brightmaps/BMDIABL4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL5\n{\nMap \"brightmaps/BMDIABL5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL6\n{\nMap \"brightmaps/BMDIABL6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL7\n{\nMap \"brightmaps/BMDIABL7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABL8\n{\nMap \"brightmaps/BMDIABL8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM1\n{\nMap \"brightmaps/BMDIABM1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM2\n{\nMap \"brightmaps/BMDIABM2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM3\n{\nMap \"brightmaps/BMDIABM3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM4\n{\nMap \"brightmaps/BMDIABM4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM5\n{\nMap \"brightmaps/BMDIABM5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM6\n{\nMap \"brightmaps/BMDIABM6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM7\n{\nMap \"brightmaps/BMDIABM7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABM8\n{\nMap \"brightmaps/BMDIABM8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN1\n{\nMap \"brightmaps/BMDIABN1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN2\n{\nMap \"brightmaps/BMDIABN2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN3\n{\nMap \"brightmaps/BMDIABN3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN4\n{\nMap \"brightmaps/BMDIABN4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN5\n{\nMap \"brightmaps/BMDIABN5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN6\n{\nMap \"brightmaps/BMDIABN6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN7\n{\nMap \"brightmaps/BMDIABN7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABN8\n{\nMap \"brightmaps/BMDIABN8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO1\n{\nMap \"brightmaps/BMDIABO1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO2\n{\nMap \"brightmaps/BMDIABO3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO3\n{\nMap \"brightmaps/BMDIABO3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO4\n{\nMap \"brightmaps/BMDIABO4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO5\n{\nMap \"brightmaps/BMDIABO5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO6\n{\nMap \"brightmaps/BMDIABO6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO7\n{\nMap \"brightmaps/BMDIABO7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABO8\n{\nMap \"brightmaps/BMDIABO8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP1\n{\nMap \"brightmaps/BMDIABP1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP2\n{\nMap \"brightmaps/BMDIABP2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP3\n{\nMap \"brightmaps/BMDIABP3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP4\n{\nMap \"brightmaps/BMDIABP4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP5\n{\nMap \"brightmaps/BMDIABP5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP6\n{\nMap \"brightmaps/BMDIABP6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP7\n{\nMap \"brightmaps/BMDIABP7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABP8\n{\nMap \"brightmaps/BMDIABP8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABQ1\n{\nMap \"brightmaps/BMDIABQ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABQ2\n{\nMap \"brightmaps/BMDIABQ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABQ3\n{\nMap \"brightmaps/BMDIABQ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIABQ4\n{\nMap \"brightmaps/BMDIABQ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A1\n{\nMap \"brightmaps/BMDIA2A1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A2\n{\nMap \"brightmaps/BMDIA2A2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A3\n{\nMap \"brightmaps/BMDIA2A3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A4\n{\nMap \"brightmaps/BMDIA2A4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A5\n{\nMap \"brightmaps/BMDIA2A5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A6\n{\nMap \"brightmaps/BMDIA2A6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A7\n{\nMap \"brightmaps/BMDIA2A7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2A8\n{\nMap \"brightmaps/BMDIA2A8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B1\n{\nMap \"brightmaps/BMDIA2B1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B2\n{\nMap \"brightmaps/BMDIA2B2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B3\n{\nMap \"brightmaps/BMDIA2B3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B4\n{\nMap \"brightmaps/BMDIA2B4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B5\n{\nMap \"brightmaps/BMDIA2B5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B6\n{\nMap \"brightmaps/BMDIA2B6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B7\n{\nMap \"brightmaps/BMDIA2B7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2B8\n{\nMap \"brightmaps/BMDIA2B8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C1\n{\nMap \"brightmaps/BMDIA2C1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C2\n{\nMap \"brightmaps/BMDIA2C2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C3\n{\nMap \"brightmaps/BMDIA2C3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C4\n{\nMap \"brightmaps/BMDIA2C4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C5\n{\nMap \"brightmaps/BMDIA2C5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C6\n{\nMap \"brightmaps/BMDIA2C6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C7\n{\nMap \"brightmaps/BMDIA2C7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DIA2C8\n{\nMap \"brightmaps/BMDIA2C8.png\"\nDisableFullBright\n}\n\nPulselight AracnorbLight\n{\nColor 1.0 1.0 0.0\nSize 24\nSecondarySize 6\nInterval 3.0\n}\n\nObject AracnorbBall\n{\nFrame ACNF { Light AracnorbLight }\n}\n\nBrightMap Sprite ACNBB1\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC2C8\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC3C7\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC4C6\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC5\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC1\n{\nMap \"brightmaps/BMACNBC1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC2C8\n{\nMap \"brightmaps/BMACNBC2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC3C7\n{\nMap \"brightmaps/BMACNBC3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC4C6\n{\nMap \"brightmaps/BMACNBC4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC5\n{\nMap \"brightmaps/BMACNBC5.png\"\nDisableFullBright\n}\n\nPointlight ArchonComet1\n{\nColor 0.0 0.6 0.1\nSize 64\n}\n\nPointlight ArchonComet2\n{\nColor 0.0 0.8 0.2\nSize 128\n}\n\nPointlight ArchonComet3\n{\nColor 0.0 0.75 0.15\nSize 112\n}\n\nPointlight ArchonComet4\n{\nColor 0.0 0.5 0.05\nSize 104\n}\n\nPointlight ArchonComet5\n{\nColor 0.0 0.5 0.05\nSize 96\n}\n\nPointlight ArchonComet6\n{\nColor 0.0 0.5 0.05\nSize 64\n}\n\nObject ArchonComet\n{\nFrame ARCBA { Light ArchonComet1 }\nFrame ARCBB { Light ArchonComet1 }\nFrame ARCBC { Light ArchonComet1 }\nFrame ARCBJ { Light ArchonComet2 }\nFrame ARCBK { Light ArchonComet3 }\nFrame ARCBL { Light ArchonComet4 }\nFrame ARCBM { Light ArchonComet5 }\nFrame ARCBN { Light ArchonComet6 }\n}\n\nPointlight ArchonSoul1\n{\nColor 0.0 1.0 0.3\nSize 64\n}\n\nPointlight ArchonSoul2\n{\nColor 0.0 1.0 0.3\nSize 56\n}\n\nPointlight ArchonSoul3\n{\nColor 0.0 1.0 0.3\nSize 48\n}\n\nPointlight ArchonSoul4\n{\nColor 0.0 1.0 0.3\nSize 40\n}\n\nObject ArchonSoul\n{\nFrame BFX1A { Light ArchonSoul1 }\nFrame BFX1B { Light ArchonSoul2 }\nFrame BFX1C { Light ArchonSoul3 }\nFrame BFX1D { Light ArchonSoul4 }\n}\n\n//Brightmaps\n\nBrightMap Sprite BOS4A1C1\n{\nMap \"brightmaps/BMBOS4A1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A2C8\n{\nMap \"brightmaps/BMBOS4A2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A3C7\n{\nMap \"brightmaps/BMBOS4A3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A4C6\n{\nMap \"brightmaps/BMBOS4A4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A5C5\n{\nMap \"brightmaps/BMBOS4A5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A6C4\n{\nMap \"brightmaps/BMBOS4A6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A7C3\n{\nMap \"brightmaps/BMBOS4A7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4A8C2\n{\nMap \"brightmaps/BMBOS4A8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B1D1\n{\nMap \"brightmaps/BMBOS4B1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B2D8\n{\nMap \"brightmaps/BMBOS4B2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B3D7\n{\nMap \"brightmaps/BMBOS4B3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B4D6\n{\nMap \"brightmaps/BMBOS4B4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B5D5\n{\nMap \"brightmaps/BMBOS4B5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B6D4\n{\nMap \"brightmaps/BMBOS4B6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B7D3\n{\nMap \"brightmaps/BMBOS4B7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4B8D2\n{\nMap \"brightmaps/BMBOS4B8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E1I1\n{\nMap \"brightmaps/BMBOS4E1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E2I8\n{\nMap \"brightmaps/BMBOS4E2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E3I7\n{\nMap \"brightmaps/BMBOS4E3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E4I6\n{\nMap \"brightmaps/BMBOS4E4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E5I5\n{\nMap \"brightmaps/BMBOS4E5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E6I4\n{\nMap \"brightmaps/BMBOS4E6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E7I3\n{\nMap \"brightmaps/BMBOS4E7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4E8I2\n{\nMap \"brightmaps/BMBOS4E8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F1J1\n{\nMap \"brightmaps/BMBOS4F1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F2J8\n{\nMap \"brightmaps/BMBOS4F2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F3J7\n{\nMap \"brightmaps/BMBOS4F3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F4J6\n{\nMap \"brightmaps/BMBOS4F4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F5J5\n{\nMap \"brightmaps/BMBOS4F5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F6J4\n{\nMap \"brightmaps/BMBOS4F6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F7J3\n{\nMap \"brightmaps/BMBOS4F7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4F8J2\n{\nMap \"brightmaps/BMBOS4F8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G1K1\n{\nMap \"brightmaps/BMBOS4G1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G2K8\n{\nMap \"brightmaps/BMBOS4G2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G3K7\n{\nMap \"brightmaps/BMBOS4G3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G4K6\n{\nMap \"brightmaps/BMBOS4G4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G5K5\n{\nMap \"brightmaps/BMBOS4G5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G6K4\n{\nMap \"brightmaps/BMBOS4G6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G7K3\n{\nMap \"brightmaps/BMBOS4G7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4G8K2\n{\nMap \"brightmaps/BMBOS4G8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H1L1\n{\nMap \"brightmaps/BMBOS4H1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H2L8\n{\nMap \"brightmaps/BMBOS4H2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H3L7\n{\nMap \"brightmaps/BMBOS4H3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H4L6\n{\nMap \"brightmaps/BMBOS4H4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H5L5\n{\nMap \"brightmaps/BMBOS4H5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H6L4\n{\nMap \"brightmaps/BMBOS4H6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H7L3\n{\nMap \"brightmaps/BMBOS4H7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4H8L2\n{\nMap \"brightmaps/BMBOS4H8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4M1\n{\nMap \"brightmaps/BMBOS4M1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4M2M8\n{\nMap \"brightmaps/BMBOS4M2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4M3M7\n{\nMap \"brightmaps/BMBOS4M3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4M4M6\n{\nMap \"brightmaps/BMBOS4M4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4M5\n{\nMap \"brightmaps/BMBOS4M5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4N1\n{\nMap \"brightmaps/BMBOS4N1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4N2N8\n{\nMap \"brightmaps/BMBOS4N2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4N3N7\n{\nMap \"brightmaps/BMBOS4N3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4N4N6\n{\nMap \"brightmaps/BMBOS4N4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4N5\n{\nMap \"brightmaps/BMBOS4N5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4O1\n{\nMap \"brightmaps/BMBOS4O1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4O2O8\n{\nMap \"brightmaps/BMBOS4O2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4O3O7\n{\nMap \"brightmaps/BMBOS4O3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4O4O6\n{\nMap \"brightmaps/BMBOS4O4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4O5\n{\nMap \"brightmaps/BMBOS4O5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4P1\n{\nMap \"brightmaps/BMBOS4P1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4P2P8\n{\nMap \"brightmaps/BMBOS4P2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4P3P7\n{\nMap \"brightmaps/BMBOS4P3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4P4P6\n{\nMap \"brightmaps/BMBOS4P4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4P5\n{\nMap \"brightmaps/BMBOS4P5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q1\n{\nMap \"brightmaps/BMBOS4Q1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q2\n{\nMap \"brightmaps/BMBOS4Q2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q3\n{\nMap \"brightmaps/BMBOS4Q3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q4\n{\nMap \"brightmaps/BMBOS4Q4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q5\n{\nMap \"brightmaps/BMBOS4Q5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q6\n{\nMap \"brightmaps/BMBOS4Q6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q7\n{\nMap \"brightmaps/BMBOS4Q7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4Q8\n{\nMap \"brightmaps/BMBOS4Q8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4R0\n{\nMap \"brightmaps/BMBOS4R0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4S0\n{\nMap \"brightmaps/BMBOS4S0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4T0\n{\nMap \"brightmaps/BMBOS4T0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4U0\n{\nMap \"brightmaps/BMBOS4U0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BOS4V0\n{\nMap \"brightmaps/BMBOS4V0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRA1D1\n{\nMap \"brightmaps/BMARBRA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRA2A8\n{\nMap \"brightmaps/BMARBRA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRA3A7\n{\nMap \"brightmaps/BMARBRA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRA4A6\n{\nMap \"brightmaps/BMARBRA4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRA5D5\n{\nMap \"brightmaps/BMARBRA5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRB1E1\n{\nMap \"brightmaps/BMARBRB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRB2B8\n{\nMap \"brightmaps/BMARBRB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRB3B7\n{\nMap \"brightmaps/BMARBRB3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRB4B6\n{\nMap \"brightmaps/BMARBRB4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRC1F1\n{\nMap \"brightmaps/BMARBRC1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRC2C8\n{\nMap \"brightmaps/BMARBRC2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRC3C7\n{\nMap \"brightmaps/BMARBRC3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRC4C6\n{\nMap \"brightmaps/BMARBRC4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRC5F5\n{\nMap \"brightmaps/BMARBRC5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRD2D8\n{\nMap \"brightmaps/BMARBRD2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRD3D7\n{\nMap \"brightmaps/BMARBRD3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRD4D6\n{\nMap \"brightmaps/BMARBRD4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRE2E8\n{\nMap \"brightmaps/BMARBRE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRE3E7\n{\nMap \"brightmaps/BMARBRE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRE4E6\n{\nMap \"brightmaps/BMARBRE4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRF2F8\n{\nMap \"brightmaps/BMARBRF2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRF3F7\n{\nMap \"brightmaps/BMARBRF3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRF4F6\n{\nMap \"brightmaps/BMARBRF4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRG1\n{\nMap \"brightmaps/BMARBRG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRG2G8\n{\nMap \"brightmaps/BMARBRG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRG3G7\n{\nMap \"brightmaps/BMARBRG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRG4G6\n{\nMap \"brightmaps/BMARBRG4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRG5\n{\nMap \"brightmaps/BMARBRG5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRH1\n{\nMap \"brightmaps/BMARBRH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRH2H8\n{\nMap \"brightmaps/BMARBRH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRH3H7\n{\nMap \"brightmaps/BMARBRH3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRH4H6\n{\nMap \"brightmaps/BMARBRH4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRH5\n{\nMap \"brightmaps/BMARBRH5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRJ0\n{\nMap \"brightmaps/BMARBRJ0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRK0\n{\nMap \"brightmaps/BMARBRK0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRL0\n{\nMap \"brightmaps/BMARBRL0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRM0\n{\nMap \"brightmaps/BMARBRM0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP1\n{\nMap \"brightmaps/BMARBRP1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP2\n{\nMap \"brightmaps/BMARBRP2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP3\n{\nMap \"brightmaps/BMARBRP3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP4\n{\nMap \"brightmaps/BMARBRP4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP5\n{\nMap \"brightmaps/BMARBRP5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP6\n{\nMap \"brightmaps/BMARBRP6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP7\n{\nMap \"brightmaps/BMARBRP7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRP8\n{\nMap \"brightmaps/BMARBRP8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ1\n{\nMap \"brightmaps/BMARBRQ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ2\n{\nMap \"brightmaps/BMARBRQ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ3\n{\nMap \"brightmaps/BMARBRQ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ4\n{\nMap \"brightmaps/BMARBRQ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ5\n{\nMap \"brightmaps/BMARBRQ5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ6\n{\nMap \"brightmaps/BMARBRQ6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ7\n{\nMap \"brightmaps/BMARBRQ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRQ8\n{\nMap \"brightmaps/BMARBRQ8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR1\n{\nMap \"brightmaps/BMARBRR1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR2\n{\nMap \"brightmaps/BMARBRR2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR3\n{\nMap \"brightmaps/BMARBRR3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR4\n{\nMap \"brightmaps/BMARBRR4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR5\n{\nMap \"brightmaps/BMARBRR5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR6\n{\nMap \"brightmaps/BMARBRR6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR7\n{\nMap \"brightmaps/BMARBRR7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ARBRR8\n{\nMap \"brightmaps/BMARBRR8.png\"\nDisableFullBright\n}\n\nFlickerlight2 HellionG\n{\n Color 0.5 0.5 0.0\n Offset 0 40 0\n Size 25\n SecondarySize 30\n Interval 0.005\n}\n\nFlickerlight2 HellionH\n{\n Color 1.0 1.0 0.0\n Offset 0 50 0\n Size 32\n SecondarySize 42\n Interval 0.005\n}\n\nFlickerlight2 HellionI\n{\n Color 1.0 1.0 0.0\n Offset 0 45 0\n Size 45\n SecondarySize 50\n Interval 0.005\n}\n\nFlickerlight2 HellionJ\n{\n Color 0.9 0.9 0.0\n Offset 0 35 -5\n Size 55\n SecondarySize 58\n Interval 0.005\n}\n\nFlickerlight2 HellionK\n{\n Color 0.7 0.7 0.0\n Offset 0 32 -15\n Size 60\n SecondarySize 62\n Interval 0.005\n}\n\nFlickerlight2 HellionL\n{\n Color 0.2 0.2 0.0\n Offset 0 32 -15\n Size 62\n SecondarySize 63\n Interval 0.005\n}\n\nObject Hellion\n{\n Frame HELNG { Light HellionG }\n Frame HELNH { Light HellionH }\n Frame HELNI { Light HellionI }\n Frame HELNJ { Light HellionJ }\n Frame HELNK { Light HellionK }\n Frame HELNL { Light HellionL }\n}\n\nFlickerlight2 HellionballA\n{\n Color 1.0 1.0 0.0\n Offset 0 4 -8\n Size 30\n SecondarySize 40\n Interval 0.005\n}\n\nFlickerlight2 HellionballB\n{\n Color 1.0 1.0 0.0\n Offset 0 4 -8\n Size 35\n SecondarySize 45\n Interval 0.005\n}\n\nFlickerlight2 HellionballC\n{\n Color 1.0 1.0 0.0\n Offset 0 4 0\n Size 35\n SecondarySize 45\n Interval 0.005\n}\n\nFlickerlight2 HellionballD\n{\n Color 0.9 0.9 0.0\n Offset 0 4 0\n Size 32\n SecondarySize 42\n Interval 0.005\n}\n\nFlickerlight2 HellionballE\n{\n Color 0.8 0.8 0.0\n Offset 0 4 0\n Size 29\n SecondarySize 39\n Interval 0.005\n}\n\nFlickerlight2 HellionballF\n{\n Color 0.6 0.6 0.0\n Offset 0 4 0\n Size 26\n SecondarySize 36\n Interval 0.005\n}\n\nFlickerlight2 HellionballG\n{\n Color 0.4 0.4 0.0\n Offset 0 4 0\n Size 20\n SecondarySize 30\n Interval 0.005\n}\n\nFlickerlight2 HellionballH\n{\n Color 0.2 0.2 0.0\n Offset 0 4 0\n Size 10\n SecondarySize 20\n Interval 0.005\n}\n\nFlickerlight2 HellionballI\n{\n Color 0.1 0.1 0.0\n Offset 0 4 0\n Size 5\n SecondarySize 10\n Interval 0.005\n}\n\nFlickerlight2 HellionballJ\n{\n Color 0.8 0.8 0.0\n Offset 0 4 0\n Size 45\n SecondarySize 55\n Interval 0.005\n}\n\nFlickerlight2 HellionballK\n{\n Color 0.6 0.6 0.0\n Offset 0 4 0\n Size 55\n SecondarySize 60\n Interval 0.005\n}\n\nFlickerlight2 HellionballL\n{\n Color 0.4 0.4 0.0\n Offset 0 4 0\n Size 60\n SecondarySize 65\n Interval 0.005\n}\n\nFlickerlight2 HellionballM\n{\n Color 0.2 0.2 0.0\n Offset 0 4 0\n Size 65\n SecondarySize 68\n Interval 0.005\n}\n\nFlickerlight2 HellionballN\n{\n Color 0.1 0.1 0.0\n Offset 0 4 0\n Size 68\n SecondarySize 72\n Interval 0.005\n}\n\nObject Hellionball\n{\n Frame HLBLA { Light HellionballA }\n Frame HLBLB { Light HellionballB }\n Frame HLBLJ { Light HellionballJ }\n Frame HLBLK { Light HellionballK }\n Frame HLBLL { Light HellionballL }\n Frame HLBLM { Light HellionballM }\n Frame HLBLN { Light HellionballN }\n}\n\nObject Hellionpuff\n{\n Frame HLBLC { Light HellionballC }\n Frame HLBLD { Light HellionballD }\n Frame HLBLE { Light HellionballE }\n Frame HLBLF { Light HellionballF }\n Frame HLBLG { Light HellionballG }\n Frame HLBLH { Light HellionballH }\n Frame HLBLI { Light HellionballI }\n}\n\n//Brightmaps\n\nBrightMap Sprite HELNG1\n{\nMap \"brightmaps/BMHELNG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG2\n{\nMap \"brightmaps/BMHELNG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG3\n{\nMap \"brightmaps/BMHELNG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG4\n{\nMap \"brightmaps/BMHELNG4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG5\n{\nMap \"brightmaps/BMHELNG5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG6\n{\nMap \"brightmaps/BMHELNG6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG7\n{\nMap \"brightmaps/BMHELNG7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNG8\n{\nMap \"brightmaps/BMHELNG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH1\n{\nMap \"brightmaps/BMHELNH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH2\n{\nMap \"brightmaps/BMHELNH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH3\n{\nMap \"brightmaps/BMHELNH3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH4\n{\nMap \"brightmaps/BMHELNH4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH5\n{\nMap \"brightmaps/BMHELNH5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH6\n{\nMap \"brightmaps/BMHELNH6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH7\n{\nMap \"brightmaps/BMHELNH7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNH8\n{\nMap \"brightmaps/BMHELNH8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI1\n{\nMap \"brightmaps/BMHELNI1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI2\n{\nMap \"brightmaps/BMHELNI2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI3\n{\nMap \"brightmaps/BMHELNI3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI4\n{\nMap \"brightmaps/BMHELNI4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI5\n{\nMap \"brightmaps/BMHELNI5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI6\n{\nMap \"brightmaps/BMHELNI6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI7\n{\nMap \"brightmaps/BMHELNI7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNI8\n{\nMap \"brightmaps/BMHELNI8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ1\n{\nMap \"brightmaps/BMHELNJ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ2\n{\nMap \"brightmaps/BMHELNJ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ3\n{\nMap \"brightmaps/BMHELNJ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ4\n{\nMap \"brightmaps/BMHELNJ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ5\n{\nMap \"brightmaps/BMHELNJ5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ6\n{\nMap \"brightmaps/BMHELNJ6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ7\n{\nMap \"brightmaps/BMHELNJ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNJ8\n{\nMap \"brightmaps/BMHELNJ8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK1\n{\nMap \"brightmaps/BMHELNK1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK2\n{\nMap \"brightmaps/BMHELNK2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK3\n{\nMap \"brightmaps/BMHELNK3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK4\n{\nMap \"brightmaps/BMHELNK4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK5\n{\nMap \"brightmaps/BMHELNK5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK6\n{\nMap \"brightmaps/BMHELNK6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK7\n{\nMap \"brightmaps/BMHELNK7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNK8\n{\nMap \"brightmaps/BMHELNK8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL1\n{\nMap \"brightmaps/BMBLACK.png\" //This is so it doesn't show up as full bright when you have\"\nDisableFullBright //brightmaps enabled\n}\n\nBrightMap Sprite HELNL2\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL3\n{\nMap \"brightmaps/BMBLACK.png\"\"brightmaps/.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL4\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL5\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL6\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL7\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HELNL8\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nPointlight DKDart1\n{\nColor 0.6 0.0 0.0\nSize 32\n}\n\nPointlight DKDart2\n{\nColor 1.0 0.0 0.0\nSize 48\n}\n\nPointlight DKDart3\n{\nColor 1.0 0.2 0.2\nSize 56\n}\n\nPointlight DKDart4\n{\nColor 1.0 0.2 0.2\nSize 64\n}\n\nPointlight DKDart5\n{\nColor 0.8 0.0 0.0\nSize 64\n}\n\nPointlight DKDart6\n{\nColor 0.7 0.0 0.0\nSize 56\n}\n\nPointlight DKDart7\n{\nColor 0.7 0.0 0.0\nSize 48\n}\n\nPointlight DKDart8\n{\nColor 0.5 0.0 0.0\nSize 40\n}\n\nPointlight DKDart9\n{\nColor 0.5 0.0 0.0\nSize 32\n}\n\nPointlight DKDart10\n{\nColor 0.4 0.0 0.0\nSize 24\n}\n\nPointlight DKDart11\n{\nColor 0.3 0.0 0.0\nSize 16\n}\n\nObject DKDart\n{\nFrame DKATA { Light DKDart1 }\nFrame DKATB { Light DKDart1 }\nFrame DKATC { Light DKDart1 }\nFrame DKATD { Light DKDart2 }\nFrame DKATE { Light DKDart3 }\nFrame DKATF { Light DKDart4 }\nFrame DKATG { Light DKDart5 }\nFrame DKATH { Light DKDart6 }\nFrame DKATI { Light DKDart7 }\nFrame DKATJ { Light DKDart8 }\nFrame DKATK { Light DKDart9 }\nFrame DKATL { Light DKDart10 }\nFrame DKATM { Light DKDart11 }\n}\n\nPointlight FHeadShot1\n{\nColor 0.6 0.2 0.0\nSize 48\n}\n\nPointlight FHeadShot2\n{\nColor 1.0 0.5 0.0\nSize 64\n}\n\nPointlight FHeadShot3\n{\nColor 0.8 0.3 0.0\nSize 48\n}\n\nPointlight FHeadShot4\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight FHeadShot5\n{\nColor 0.4 0.1 0.0\nSize 24\n}\n\nPointlight FHeadShot6\n{\nColor 0.2 0.0 0.0\nSize 8\n}\n\nObject FHeadShot\n{\nFrame FHED { Light FHeadShot1 }\nFrame RIP1D { Light FHeadShot2 }\nFrame RIP1E { Light FHeadShot3 }\nFrame RIP1F { Light FHeadShot4 }\nFrame RIP1G { Light FHeadShot5 }\nFrame RIP1H { Light FHeadShot6 }\n}\n\nPointlight DKBolt1\n{\nColor 1.0 0.0 0.0\nSize 48\n}\n\nPointlight DKBolt2\n{\nColor 1.0 0.0 0.0\nSize 16\n}\n\nPointlight DKBolt3\n{\nColor 1.0 0.4 0.0\nSize 32\n}\n\nPointlight DKBolt4\n{\nColor 1.0 0.6 0.0\nSize 64\n}\n\nPointlight DKBolt5\n{\nColor 1.0 0.4 0.0\nSize 32\nOffset 0 16 0\n}\n\nPointlight DKBolt6\n{\nColor 1.0 0.0 0.0\nSize 16\nOffset 0 24 0\n}\n\nObject DKBolt\n{\nFrame BOLT { Light DKBolt1 }\nFrame HBALE { Light DKBolt2 }\nFrame HBALF { Light DKBolt3 }\nFrame HBALG { Light DKBolt4 }\nFrame HBALI { Light DKBolt5 }\nFrame HBALJ { Light DKBolt6 }\n}\n\nPointlight DKSword\n{\nColor 0.7 0.0 0.0\nSize 48\n}\n\nObject DKSword\n{\nFrame SWRDK { Light DKSword }\nFrame SWRDL { Light DKSword }\nFrame SWRDM { Light DKSword }\nFrame SWRDN { Light DKSword }\nFrame SWRDO { Light DKSword }\nFrame SWRDP { Light DKSword }\nFrame SWRDQ { Light DKSword }\nFrame SWRDR { Light DKSword }\nFrame SWRDS { Light DKSword }\nFrame SWRDT { Light DKSword }\n}\n\nFlickerLight2 DKFire1\n{\nColor 0.5 0.0 0.0\nSize 24\nSecondarySize 32\nInterval 1.4\n}\n\nPointlight DKFire2\n{\nColor 0.7 0.0 0.0\nSize 32\n}\n\nPointlight DKFire3\n{\nColor 0.5 0.0 0.0\nSize 18\nOffset 0 8 0\n}\n\nPointlight DKFire4\n{\nColor 0.3 0.0 0.0\nSize 8\nOffset 0 16 0\n}\n\nObject DKFire\n{\nFrame DKATN { Light DKFire1 }\nFrame DKATO { Light DKFire1 }\nFrame DKATP { Light DKFire1 }\nFrame DKATQ { Light DKFire1 }\nFrame DKATR { Light DKFire1 }\nFrame DKATS { Light DKFire1 }\nFrame DKATT { Light DKFire1 }\nFrame DKATU { Light DKFire2 }\nFrame DKATV { Light DKFire3 }\nFrame DKATW { Light DKFire4 }\n}\n\nBrightMap Sprite BSP2A1D1\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2A2A8\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2A3A7\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2A4A6\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2A5D5\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2G1\n{\nMap \"brightmaps/BMBSP2G1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2G2G8\n{\nMap \"brightmaps/BMBSP2G2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2G3G7\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2G4G6\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2G5\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2H1\n{\nMap \"brightmaps/BMBSP2H1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2H2H8\n{\nMap \"brightmaps/BMBSP2H2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2H3H7\n{\nMap \"brightmaps/BMBSP2H3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2H4H6\n{\nMap \"brightmaps/BMBSP2H4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2H5\n{\nMap \"brightmaps/BMBSP2H5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2Q1\n{\nMap \"brightmaps/BMBSP2Q1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2Q2Q8\n{\nMap \"brightmaps/BMBSP2Q2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2Q3Q7\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2Q4Q6\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2Q5\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2R1\n{\nMap \"brightmaps/BMBSP2R1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2R2R8\n{\nMap \"brightmaps/BMBSP2R2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2R3R7\n{\nMap \"brightmaps/BMBSP2R3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2R4R6\n{\nMap \"brightmaps/BMBSP2R4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BSP2R5\n{\nMap \"brightmaps/BMBSP2R5.png\"\nDisableFullBright\n}\n\nFlickerLight2 Afrit1\n{\nColor 0.7 0.4 0.0\nSize 96\nSecondarySize 128\nInterval 0.9\nOffset 0 24 0\n}\n\nPointLight Afrit2\n{\nColor 1.0 0.8 0.0\nOffset 0 32 0\nSize 96\n}\n\nPointLight Afrit3\n{\nColor 1.0 0.8 0.0\nOffset 0 32 0\nSize 72\n}\n\nPointLight Afrit4\n{\nColor 0.8 0.7 0.0\nOffset 0 36 0\nSize 64\n}\n\nPointLight Afrit5\n{\nColor 0.7 0.7 0.0\nOffset 0 40 0\nSize 56\n}\n\nPointLight Afrit6\n{\nColor 0.7 0.7 0.0\nOffset 0 42 0\nSize 48\n}\n\nPointLight Afrit7\n{\nColor 0.7 0.7 0.0\nOffset 0 44 0\nSize 40\n}\n\nPointLight Afrit8\n{\nColor 0.6 0.6 0.0\nOffset 0 48 0\nSize 36\n}\n\nPointLight Afrit9\n{\nColor 0.5 0.5 0.0\nOffset 0 52 0\nSize 32\n}\n\nPointLight Afrit10\n{\nColor 0.4 0.4 0.0\nOffset 0 58 0\nSize 24\n}\n\nPointLight Afrit11\n{\nColor 0.3 0.3 0.0\nOffset 0 64 0\nSize 16\n}\n\nObject Afrit\n{\nFrame FRITA { Light Afrit1 }\nFrame FRITB { Light Afrit1 }\nFrame FRITC { Light Afrit1 }\nFrame FRITD { Light Afrit1 }\nFrame FRITE { Light Afrit1 }\nFrame FRITF { Light Afrit1 }\nFrame FRITG { Light Afrit1 }\nFrame FRITH { Light Afrit1 }\nFrame FRITI { Light Afrit2 }\nFrame FRITJ { Light Afrit3 }\nFrame FRITK { Light Afrit4 }\nFrame FRITL { Light Afrit5 }\nFrame FRITM { Light Afrit6 }\nFrame FRITN { Light Afrit7 }\nFrame FRITO { Light Afrit8 }\nFrame FRITP { Light Afrit9 }\nFrame FRITQ { Light Afrit10 }\nFrame FRITR { Light Afrit11 }\nFrame FRITS { Light Afrit1 }\nFrame FRITT { Light Afrit1 }\nFrame FRITU { Light Afrit1 }\n}\n\nPointlight AfritBall1\n{\nColor 0.8 0.3 0.05\nSize 48\n}\n\nPointlight AfritBall2\n{\nColor 1.0 0.5 0.1\nSize 64\n}\n\nPointlight AfritBall3\n{\nColor 0.6 0.2 0.0\nSize 56\n}\n\nPointlight AfritBall4\n{\nColor 0.4 0.05 0.0\nSize 32\n}\n\nObject AfritBall\n{\nFrame FRTMA { Light AfritBall1 }\nFrame FRTMB { Light AfritBall1 }\nFrame FRTMC { Light AfritBall2 }\nFrame FRTMD { Light AfritBall3 }\nFrame FRTME { Light AfritBall4 }\n}\n\nPointlight Comet1\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight Comet2\n{\nColor 0.8 0.6 0.0\nSize 72\n}\n\nPointlight Comet3\n{\nColor 1.0 0.8 0.4\nSize 80\n}\n\nPointlight Comet4\n{\nColor 0.8 0.7 0.0\nSize 72\n}\n\nPointlight Comet5\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight Comet6\n{\nColor 0.4 0.2 0.0\nSize 56\n}\n\nPointlight Comet7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject Comet\n{\nFrame COMTA { Light Comet1 }\nFrame COMTB { Light Comet1 }\nFrame COMTC { Light Comet1 }\nFrame COMTD { Light Comet2 }\nFrame COMTE { Light Comet3 }\nFrame COMTF { Light Comet4 }\n}\n\nObject CometDeath\n{\nFrame COMTG { Light Comet5 }\nFrame COMTH { Light Comet6 }\nFrame COMTI { Light Comet7 }\n}\n\nPointlight HellFire\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 5\n}\n\nPointlight HellFire_2\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 15\n}\n\nPointlight HellFire_3\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 35\n}\n\nPointlight HellFire_4\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 34\n}\n\nPointlight HellFire_5\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 32\n}\n\nPointlight HellFire_6\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 30\n}\n\nPointlight HellFire_7\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 25\n}\n\nPointlight HellFire_8\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 20\n}\n\nPointlight HellFire_9\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 15\n}\n\nPointlight HellFire_10\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 5\n}\n\nPointlight HellFire_11\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 4\n}\n\nPointlight HellFire_12\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 3\n}\n\nPointlight HellFire_13\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 2\n}\n\nPointlight HellFire_14\n{\nColor 1.0 0.5 0.0\nOffset 0 0 0\nSize 1\n}\n\nObject HellFire2\n{\nFrame FRTFA { Light HellFire }\nFrame FRTFB { Light HellFire_2 }\nFrame FRTFC { Light HellFire_3 }\nFrame FRTFD { Light HellFire_4 }\nFrame FRTFE { Light HellFire_5 }\nFrame FRTFF { Light HellFire_6 }\nFrame FRTFG { Light HellFire_7 }\nFrame FRTFH { Light HellFire_8 }\nFrame FRTFI { Light HellFire_9 }\nFrame FRTFJ { Light HellFire_10 }\nFrame FRTFK { Light HellFire_11 }\nFrame FRTFL { Light HellFire_12 }\nFrame FRTFM { Light HellFire_13 }\nFrame FRTFN { Light HellFire_14 }\n}\n\nObject OrbitComet\n{\nFrame COMT { Light AfritBall1 }\n}\n\nObject OrbitComet2\n{\nFrame COMT { Light AfritBall1 }\n}\n\n//Dynamic Lights\n\nPointlight DCBMiss1\n{\nColor 0.0 1.0 0.0\nSize 40\n}\n\nPointlight DCBMiss12\n{\nColor 0.0 1.0 0.0\nSize 48\n}\n\nPointlight DCBMiss13\n{\nColor 0.0 0.9 0.0\nSize 44\n}\n\nPointlight DCBMiss14\n{\nColor 0.0 0.8 0.0\nSize 40\n}\n\nPointlight DCBMiss15\n{\nColor 0.0 0.7 0.0\nSize 36\n}\n\nPointlight DCBMiss16\n{\nColor 0.0 0.6 0.0\nSize 32\n}\n\nPointlight DCBMiss17\n{\nColor 0.0 0.5 0.0\nSize 28\n}\n\nPointlight DCBMiss18\n{\nColor 0.0 0.4 0.0\nSize 24\n}\n\nPointlight DCBMiss19\n{\nColor 0.0 0.3 0.0\nSize 20\n}\n\nPointlight DCBMiss110\n{\nColor 0.0 0.2 0.0\nSize 16\n}\n\nPointlight DCBMiss111\n{\nColor 0.0 0.1 0.0\nSize 12\n}\n\nObject DCBMiss1\n{\nFrame CBTSA { Light DCBMiss1 }\nFrame CBTSB { Light DCBMiss1 }\nFrame CBTSC { Light DCBMiss1 }\nFrame CBTSD { Light DCBMiss1 }\nFrame CBTSE { Light DCBMiss1 }\nFrame CBTSF { Light DCBMiss1 }\nFrame CBTSG { Light DCBMiss1 }\nFrame CBTSH { Light DCBMiss1 }\nFrame CBTSI { Light DCBMiss1 }\nFrame CBTSJ { Light DCBMiss1 }\nFrame CBTSK { Light DCBMiss12 }\nFrame CBTSL { Light DCBMiss13 }\nFrame CBTSM { Light DCBMiss14 }\nFrame CBTSN { Light DCBMiss15 }\nFrame CBTSO { Light DCBMiss16 }\nFrame CBTSP { Light DCBMiss17 }\nFrame CBTSQ { Light DCBMiss18 }\nFrame CBTSR { Light DCBMiss19 }\nFrame CBTSS { Light DCBMiss110 }\nFrame CBTST { Light DCBMiss111 }\nFrame CBTSU { Light DCBMiss111 }\nFrame CBTSV { Light DCBMiss111 }\nFrame CBTSW { Light DCBMiss111 }\n}\n\nPointlight DCBMiss2\n{\nColor 0.0 1.0 0.0\nSize 32\n}\n\nPointlight DCBMiss22\n{\nColor 0.0 1.0 0.0\nSize 36\n}\n\nPointlight DCBMiss23\n{\nColor 0.0 1.0 0.0\nSize 40\n}\n\nPointlight DCBMiss24\n{\nColor 0.0 0.9 0.0\nSize 36\n}\n\nPointlight DCBMiss25\n{\nColor 0.0 0.8 0.0\nSize 32\n}\n\nPointlight DCBMiss26\n{\nColor 0.0 0.7 0.0\nSize 30\n}\n\nPointlight DCBMiss27\n{\nColor 0.0 0.6 0.0\nSize 28\n}\n\nPointlight DCBMiss28\n{\nColor 0.0 0.5 0.0\nSize 26\n}\n\nPointlight DCBMiss29\n{\nColor 0.0 0.4 0.0\nSize 24\n}\n\nPointlight DCBMiss210\n{\nColor 0.0 0.3 0.0\nSize 22\n}\n\nPointlight DCBMiss211\n{\nColor 0.0 0.2 0.0\nSize 20\n}\n\nObject DCBMiss2\n{\nFrame THZ4A { Light DCBMiss2 }\nFrame FSFXD { Light DCBMiss22 }\nFrame FSFXE { Light DCBMiss23 }\nFrame FSFXF { Light DCBMiss24 }\nFrame FSFXG { Light DCBMiss25 }\nFrame FSFXH { Light DCBMiss26 }\nFrame FSFXI { Light DCBMiss27 }\nFrame FSFXJ { Light DCBMiss28 }\nFrame FSFXK { Light DCBMiss29 }\nFrame FSFXL { Light DCBMiss210 }\nFrame FSFXM { Light DCBMiss211 }\n}\n\nPointlight DCBMiss3M1\n{\nColor 0.0 1.0 0.0\nSize 20\n}\n\nPointlight DCBMiss3M2\n{\nColor 0.0 1.0 0.0\nSize 24\n}\n\nPointlight DCBMiss3M3\n{\nColor 0.0 1.0 0.0\nSize 20\n}\n\nPointlight DCBMiss3M4\n{\nColor 0.0 0.9 0.0\nSize 18\n}\n\nPointlight DCBMiss3M5\n{\nColor 0.0 0.8 0.0\nSize 16\n}\n\nPointlight DCBMiss3M6\n{\nColor 0.0 0.7 0.0\nSize 14\n}\n\nPointlight DCBMiss3M7\n{\nColor 0.0 0.6 0.0\nSize 12\n}\n\nPointlight DCBMiss3M8\n{\nColor 0.0 0.5 0.0\nSize 10\n}\n\nPointlight DCBMiss3M9\n{\nColor 0.0 0.4 0.0\nSize 8\n}\n\nPointlight DCBMiss3M10\n{\nColor 0.0 0.3 0.0\nSize 6\n}\n\nPointlight DCBMiss3M11\n{\nColor 0.0 0.2 0.0\nSize 4\n}\n\nObject DCBMiss3M\n{\nFrame FSFXN { Light DCBMiss3M1 }\nFrame FSFXO { Light DCBMiss3M2 }\nFrame FSFXP { Light DCBMiss3M3 }\nFrame FSFXD { Light DCBMiss3M4 }\nFrame FSFXQ { Light DCBMiss3M5 }\nFrame FSFXR { Light DCBMiss3M6 }\nFrame FSFXS { Light DCBMiss3M7 }\nFrame FSFXT { Light DCBMiss3M8 }\nFrame FSFXU { Light DCBMiss3M9 }\nFrame FSFXV { Light DCBMiss3M10 }\nFrame FSFXW { Light DCBMiss3M11 }\n}\n\nObject DCBMiss3MG\n{\nFrame FSFXN { Light DCBMiss3M1 }\nFrame FSFXO { Light DCBMiss3M2 }\nFrame FSFXP { Light DCBMiss3M3 }\nFrame FSFXD { Light DCBMiss3M4 }\nFrame FSFXQ { Light DCBMiss3M5 }\nFrame FSFXR { Light DCBMiss3M6 }\nFrame FSFXS { Light DCBMiss3M7 }\nFrame FSFXT { Light DCBMiss3M8 }\n}\n\nPointlight ThamuzDeath1\n{\nColor 0.0 0.8 0.0\nSize 50\n}\n\nPointlight ThamuzDeath2\n{\nColor 0.0 0.9 0.0\nSize 58\n}\n\nPointlight ThamuzDeath3\n{\nColor 0.0 1.0 0.0\nSize 62\n}\n\nPointlight ThamuzDeath4\n{\nColor 0.0 1.0 0.0\nSize 66\n}\n\nPointlight ThamuzDeath5\n{\nColor 0.0 1.0 0.0\nSize 62\n}\n\nPointlight ThamuzDeath6\n{\nColor 0.0 0.7 0.0\nSize 58\n}\n\nPointlight ThamuzDeath7\n{\nColor 0.0 0.4 0.0\nSize 50\n}\n\nPointlight ThamuzDeath8\n{\nColor 0.0 0.2 0.0\nSize 50\n}\n\nPointlight ThamuzAttack\n{\nColor 0.0 0.8 0.0\nSize 56\n}\n\nObject Thamuz\n{\nFrame DCYBF { Light ThamuzAttack }\nFrame DCYBH { Light ThamuzDeath1 }\nFrame DCYBI { Light ThamuzDeath2 }\nFrame DCYBJ { Light ThamuzDeath3 }\nFrame DCYBK { Light ThamuzDeath4 }\nFrame DCYBL { Light ThamuzDeath5 }\nFrame DCYBM { Light ThamuzDeath6 }\nFrame DCYBN { Light ThamuzDeath7 }\nFrame DCYBO { Light ThamuzDeath8 }\n}\n\n//Brightmaps\n\nBrightMap Sprite DCYBA1\n{\nMap \"brightmaps/BMDCYBA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBA2\n{\nMap \"brightmaps/BMDCYBA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBA3\n{\nMap \"brightmaps/BMDCYBA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBA7\n{\nMap \"brightmaps/BMDCYBA7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBA8\n{\nMap \"brightmaps/BMDCYBA8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBB1\n{\nMap \"brightmaps/BMDCYBB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBB2\n{\nMap \"brightmaps/BMDCYBB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBB3\n{\nMap \"brightmaps/BMDCYBB3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBB7\n{\nMap \"brightmaps/BMDCYBB7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBB8\n{\nMap \"brightmaps/BMDCYBB8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBC1\n{\nMap \"brightmaps/BMDCYBC1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBC2\n{\nMap \"brightmaps/BMDCYBC2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBC3\n{\nMap \"brightmaps/BMDCYBC3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBC7\n{\nMap \"brightmaps/BMDCYBC7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBC8\n{\nMap \"brightmaps/BMDCYBC8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBD1\n{\nMap \"brightmaps/BMDCYBD1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBD2\n{\nMap \"brightmaps/BMDCYBD2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBD3\n{\nMap \"brightmaps/BMDCYBD3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBD7\n{\nMap \"brightmaps/BMDCYBD7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBD8\n{\nMap \"brightmaps/BMDCYBD8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBE1\n{\nMap \"brightmaps/BMDCYBE1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBE2\n{\nMap \"brightmaps/BMDCYBE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBE3\n{\nMap \"brightmaps/BMDCYBE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBE7\n{\nMap \"brightmaps/BMDCYBE7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBE8\n{\nMap \"brightmaps/BMDCYBE8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF1\n{\nMap \"brightmaps/BMDCYBF1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF2\n{\nMap \"brightmaps/BMDCYBF2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF3\n{\nMap \"brightmaps/BMDCYBF3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF4\n{\nMap \"brightmaps/BMDCYBF4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF5\n{\nMap \"brightmaps/BMDCYBF5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF6\n{\nMap \"brightmaps/BMDCYBF6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF7\n{\nMap \"brightmaps/BMDCYBF7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBF8\n{\nMap \"brightmaps/BMDCYBF8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBG1\n{\nMap \"brightmaps/BMDCYBG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBG2\n{\nMap \"brightmaps/BMDCYBG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBG8\n{\nMap \"brightmaps/BMDCYBG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBJ0\n{\nMap \"brightmaps/BMDCYBJ0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBK0\n{\nMap \"brightmaps/BMDCYBK0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBL0\n{\nMap \"brightmaps/BMDCYBL0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBM0\n{\nMap \"brightmaps/BMDCYBM0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBN0\n{\nMap \"brightmaps/BMDCYBN0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite DCYBO0\n{\nMap \"brightmaps/BMDCYBO0.png\"\nDisableFullBright\n}\n\nObject FiendPlasmaBall\n{\n Frame APLSA { Light ARACHPLAS }\n Frame APLSB { Light ARACHPLAS }\n Frame APBXA { Light ARACHPLAS_X1 }\n Frame APBXB { Light ARACHPLAS_X2 }\n Frame APBXC { Light ARACHPLAS_X2 }\n Frame APBXD { Light ARACHPLAS_X3 }\n Frame APBXE { Light ARACHPLAS_X4 }\n}\n\nObject RemoteBomb\n{\n Frame MISLB { Light ROCKET_X1 }\n Frame MISLC { Light ROCKET_X2 }\n Frame MISLD { Light ROCKET_X3 }\n}\n\nPointLight SupremeFiendFire1\n{\nColor 0.2 0.8 0.2\nSize 72\nOffset 0 30 0\n}\n\nPointLight SupremeFiendFire2\n{\nColor 0.4 1.0 0.4\nSize 96\nOffset 0 30 0\n}\n\nPointlight SupremeFiendDie1\n{\nColor 0.7 0.2 0.0\nSize 80\n}\n\nPointlight SupremeFiendDie2\n{\nColor 1.0 0.4 0.0\nSize 88\n}\n\nPointlight SupremeFiendDie3\n{\nColor 1.0 0.6 0.0\nSize 96\n}\n\nPointlight SupremeFiendDie4\n{\nColor 0.8 0.3 0.0\nSize 88\n}\n\nPointlight SupremeFiendDie5\n{\nColor 0.6 0.2 0.0\nSize 80\n}\n\nPointlight SupremeFiendDie6\n{\nColor 0.4 0.0 0.0\nSize 88\n}\n\nPointlight SupremeFiendDie7\n{\nColor 0.2 0.0 0.0\nSize 72\n}\n\nObject SupremeFiend\n{\nFrame SUPRE { Light SupremeFiendFire1 }\nFrame SUPRF { Light SupremeFiendFire1 }\nFrame SUPRG { Light SupremeFiendDie1 }\nFrame SUPRH { Light SupremeFiendDie2 }\nFrame SUPRI { Light SupremeFiendDie3 }\nFrame SUPRJ { Light SupremeFiendDie4 }\nFrame SUPRK { Light SupremeFiendDie5 }\nFrame SUPRL { Light SupremeFiendDie6 }\nFrame SUPRM { Light SupremeFiendDie7 }\n}\n\nPointlight TorturedSoulBall\n{\nColor 0.0 1.0 0.0\nSize 25\n}\n\nPointlight TorturedSoulBall2\n{\nColor 0.0 1.0 0.0\nSize 30\n}\n\nPointlight TorturedSoulBall3\n{\nColor 0.0 0.7 0.0\nSize 25\n}\n\nPointlight TorturedSoulBall4\n{\nColor 0.0 0.4 0.0\nSize 20\n}\n\nObject TorturedSoulBall\n{\nFrame TRBLA { Light TorturedSoulBall }\nFrame TRBLB { Light TorturedSoulBall }\nFrame TRBLC { Light TorturedSoulBall2 }\nFrame TRBLD { Light TorturedSoulBall3 }\nFrame TRBLE { Light TorturedSoulBall4 }\n}\n\nPointlight TorturedSoulDeath1\n{\nColor 0.4 1.0 0.0\nSize 35\n}\n\nPointlight TorturedSoulDeath2\n{\nColor 0.5 1.0 0.0\nSize 45\n}\n\nPointlight TorturedSoulDeath3\n{\nColor 0.3 0.6 0.0\nSize 40\n}\n\nPointlight TorturedSoulDeath4\n{\nColor 0.2 0.4 0.0\nSize 40\n}\n\nPointlight TorturedSoulDeath5\n{\nColor 0.1 0.2 0.0\nSize 35\n}\n\nObject TorturedSoul\n{\nFrame TORTJ { Light TorturedSoulDeath1 }\nFrame TORTK { Light TorturedSoulDeath2 }\nFrame TORTL { Light TorturedSoulDeath3 }\nFrame TORTM { Light TorturedSoulDeath4 }\nFrame TORTN { Light TorturedSoulDeath5 }\n}\n\n//Dynamic Lights\n\nFlickerlight2 FireShot1\n{\nColor 1.0 0.8 0.0\nSize 25\nSecondarySize 30\nInterval 2\nOffset 0 0 0\n}\n\nPointlight FireShot2\n{\nColor 0.8 0.6 0.0\nSize 25\n}\n\nPointlight FireShot3\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight FireShot4\n{\nColor 0.4 0.2 0.0\nSize 21\n}\n\nObject FireShot\n{\nFrame FSHTA { Light FireShot1 }\nFrame FSHTB { Light FireShot1 }\nFrame FSHTC { Light FireShot2 }\nFrame FSHTD { Light FireShot3 }\nFrame FSHTE { Light FireShot4 }\n}\n\nPointlight EscapeExplosion1\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight EscapeExplosion2\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight EscapeExplosion3\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight EscapeExplosion4\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight EscapeExplosion5\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight EscapeExplosion6\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight EscapeExplosion7\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight EscapeExplosion8\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight EscapeExplosion9\n{\nColor 0.9 0.7 0.1\nSize 36\n}\n\nPointlight EscapeExplosion10\n{\nColor 0.9 0.7 0.1\nSize 32\n}\n\nPointlight EscapeExplosion11\n{\nColor 0.8 0.6 0.0\nSize 28\n}\n\nPointlight EscapeExplosion12\n{\nColor 0.8 0.6 0.0\nSize 26\n}\n\nPointlight EscapeExplosion13\n{\nColor 0.8 0.6 0.0\nSize 24\n}\n\nPointlight EscapeExplosion14\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight EscapeExplosion15\n{\nColor 0.6 0.4 0.0\nSize 22\n}\n\nPointlight EscapeExplosion16\n{\nColor 0.6 0.4 0.0\nSize 21\n}\n\nPointlight EscapeExplosion17\n{\nColor 0.4 0.2 0.0\nSize 20\n}\n\nPointlight EscapeExplosion18\n{\nColor 0.4 0.2 0.0\nSize 19\n}\n\nPointlight EscapeExplosion19\n{\nColor 0.2 0.0 0.0\nSize 18\n}\n\nPointlight EscapeExplosion20\n{\nColor 0.2 0.0 0.0\nSize 17\n}\n\nPointlight EscapeExplosion21\n{\nColor 0.2 0.0 0.0\nSize 16\n}\n\nObject EscapeExplosion\n{\nFrame NKXPB { Light EscapeExplosion1 }\nFrame NKXPC { Light EscapeExplosion2 }\nFrame NKXPD { Light EscapeExplosion3 }\nFrame NKXPE { Light EscapeExplosion4 }\nFrame NKXPF { Light EscapeExplosion5 }\nFrame NKXPG { Light EscapeExplosion6 }\nFrame NKXPH { Light EscapeExplosion7 }\nFrame NKXPI { Light EscapeExplosion8 }\nFrame NKXPJ { Light EscapeExplosion9 }\nFrame NKXPK { Light EscapeExplosion10 }\nFrame NKXPL { Light EscapeExplosion11 }\nFrame NKXPM { Light EscapeExplosion12 }\nFrame NKXPN { Light EscapeExplosion13 }\nFrame NKXPO { Light EscapeExplosion14 }\nFrame NKXPP { Light EscapeExplosion15 }\nFrame NKXPQ { Light EscapeExplosion16 }\nFrame NKXPR { Light EscapeExplosion17 }\nFrame NKXPS { Light EscapeExplosion18 }\nFrame NKXPT { Light EscapeExplosion19 }\nFrame NKXPU { Light EscapeExplosion20 }\nFrame NKXPV { Light EscapeExplosion21 }\n}\n\nPointlight FirebombExplosion11\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion12\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion13\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight FirebombExplosion14\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion15\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight FirebombExplosion16\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion17\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight FirebombExplosion18\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight FirebombExplosion19\n{\nColor 0.9 0.7 0.1\nSize 39\n}\n\nPointlight FirebombExplosion110\n{\nColor 0.9 0.7 0.1\nSize 38\n}\n\nPointlight FirebombExplosion111\n{\nColor 0.8 0.6 0.0\nSize 37\n}\n\nPointlight FirebombExplosion112\n{\nColor 0.7 0.5 0.0\nSize 36\n}\n\nPointlight FirebombExplosion113\n{\nColor 0.7 0.5 0.0\nSize 35\n}\n\nPointlight FirebombExplosion114\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion115\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion116\n{\nColor 0.5 0.3 0.0\nSize 35\n}\n\nPointlight FirebombExplosion117\n{\nColor 0.4 0.2 0.0\nSize 35\n}\n\nPointlight FirebombExplosion118\n{\nColor 0.3 0.1 0.0\nSize 35\n}\n\nPointlight FirebombExplosion119\n{\nColor 0.2 0.0 0.0\nSize 35\n}\n\nObject FirebombExplosion1\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion2\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion3\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nPointlight PyroBlast1\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBlast2\n{\nColor 1.0 0.8 0.0\nSize 48\n}\n\nPointlight PyroBlast3\n{\nColor 1.0 0.8 0.0\nSize 44\n}\n\nPointlight PyroBlast4\n{\nColor 0.9 0.7 0.0\nSize 40\n}\n\nPointlight PyroBlast5\n{\nColor 0.9 0.7 0.0\nSize 36\n}\n\nPointlight PyroBlast6\n{\nColor 0.8 0.6 0.0\nSize 32\n}\n\nPointlight PyroBlast7\n{\nColor 0.7 0.5 0.0\nSize 28\n}\n\nPointlight PyroBlast8\n{\nColor 0.6 0.4 0.0\nSize 24\n}\n\nPointlight PyroBlast9\n{\nColor 0.5 0.3 0.0\nSize 20\n}\n\nPointlight PyroBlast10\n{\nColor 0.4 0.2 0.0\nSize 16\n}\n\nPointlight PyroBlast11\n{\nColor 0.3 0.1 0.0\nSize 12\n}\n\nObject PyroBlast\n{\nFrame SBLLA { Light PyroBlast1 }\nFrame SBLLB { Light PyroBlast1 }\nFrame SBLLC { Light PyroBlast1 }\nFrame SBLLD { Light PyroBlast1 }\nFrame SBLLE { Light PyroBlast1 }\nFrame SBLLF { Light PyroBlast1 }\nFrame SBLLG { Light PyroBlast1 }\nFrame SBLLH { Light PyroBlast1 }\nFrame SBLLI { Light PyroBlast1 }\nFrame SBLLJ { Light PyroBlast1 }\nFrame SBLLK { Light PyroBlast2 }\nFrame SBLLL { Light PyroBlast3 }\nFrame SBLLM { Light PyroBlast4 }\nFrame SBLLN { Light PyroBlast5 }\nFrame SBLLO { Light PyroBlast6 }\nFrame SBLLP { Light PyroBlast7 }\nFrame SBLLQ { Light PyroBlast8 }\nFrame SBLLR { Light PyroBlast9 }\nFrame SBLLS { Light PyroBlast10 }\nFrame SBLLT { Light PyroBlast11 }\nFrame SBLLU { Light PyroBlast11 }\nFrame SBLLV { Light PyroBlast11 }\nFrame SBLLW { Light PyroBlast11 }\n}\n\nPointlight WalkFire\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire2\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire3\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight WalkFire4\n{\nColor 1.0 0.88 0.0\nSize 34\n}\n\nPointlight WalkFire5\n{\nColor 1.0 0.8 0.0\nSize 32\n}\n\nPointlight WalkFire6\n{\nColor 1.0 0.8 0.0\nSize 30\n}\n\nPointlight WalkFire7\n{\nColor 1.0 0.8 0.0\nSize 25\n}\n\nPointlight WalkFire8\n{\nColor 1.0 0.8 0.0\nSize 20\n}\n\nPointlight WalkFire9\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire10\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire11\n{\nColor 1.0 0.8 0.0\nSize 4\n}\n\nPointlight WalkFire12\n{\nColor 1.0 0.8 0.0\nSize 3\n}\n\nPointlight WalkFire13\n{\nColor 1.0 0.8 0.0\nSize 2\n}\n\nPointlight WalkFire14\n{\nColor 1.0 0.8 0.0\nSize 1\n}\n\nObject WalkFire\n{\nFrame FRTFA { Light WalkFire }\nFrame FRTFB { Light WalkFire2 }\nFrame FRTFC { Light WalkFire3 }\nFrame FRTFD { Light WalkFire4 }\nFrame FRTFE { Light WalkFire5 }\nFrame FRTFF { Light WalkFire6 }\nFrame FRTFG { Light WalkFire7 }\nFrame FRTFH { Light WalkFire8 }\nFrame FRTFI { Light WalkFire9 }\nFrame FRTFJ { Light WalkFire10 }\nFrame FRTFK { Light WalkFire11 }\nFrame FRTFL { Light WalkFire12 }\nFrame FRTFM { Light WalkFire13 }\nFrame FRTFN { Light WalkFire14 }\n}\n\nPointlight PyroBall\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight PyroBall2\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBall3\n{\nColor 0.9 0.7 0.0\nSize 38\n}\n\nPointlight PyroBall4\n{\nColor 0.8 0.6 0.0\nSize 36\n}\n\nPointlight PyroBall2\n{\nColor 0.6 0.4 0.0\nSize 34\n}\n\nPointlight PyroBall3\n{\nColor 0.4 0.2 0.0\nSize 32\n}\n\nPointlight PyroBall4\n{\nColor 0.2 0.0 0.0\nSize 30\n}\n\nObject PyroBall\n{\nFrame RBALA { Light PyroBall }\nFrame RBALB { Light PyroBall }\nFrame RBALD { Light PyroBall2 }\nFrame RBALE { Light PyroBall3 }\nFrame RBALF { Light PyroBall4 }\nFrame RBALG { Light PyroBall4 }\nFrame RBALH { Light PyroBall4 }\nFrame RBALI { Light PyroBall4 }\n}\n\nPointlight Comet1\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet2\n{\nColor 0.8 0.6 0.0\nSize 64\n}\n\nPointlight Comet3\n{\nColor 1.0 0.8 0.4\nSize 72\n}\n\nPointlight Comet4\n{\nColor 0.8 0.7 0.0\nSize 64\n}\n\nPointlight Comet5\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet6\n{\nColor 0.4 0.2 0.0\nSize 48\n}\n\nPointlight Comet7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject FallingComet\n{\nFrame COMTA { Light Comet1 }\nFrame COMTB { Light Comet1 }\nFrame COMTC { Light Comet1 }\nFrame COMTD { Light Comet2 }\nFrame COMTE { Light Comet3 }\nFrame COMTF { Light Comet4 }\n}\n\nObject CometDeath\n{\nFrame COMTG { Light Comet5 }\nFrame COMTH { Light Comet6 }\nFrame COMTI { Light Comet7 }\n}\n\nFlickerlight2 RainCometNull\n{\nColor 1.0 0.8 0.0\nSize 15\nSecondarysize 20\nInterval 2\nOffset 0 0 0\n}\n\nObject RainCometNull\n{\nFrame ZAP5A { Light RainCometNull }\nFrame ZAP5B { Light RainCometNull }\nFrame ZAP5C { Light RainCometNull }\nFrame ZAP5D { Light RainCometNull }\n}\n\n//Brightmaps\n\nBrightMap Sprite PYROA1C1\n{\nMap \"brightmaps/BMPYROA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA2C8\n{\nMap \"brightmaps/BMPYROA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA3C7\n{\nMap \"brightmaps/BMPYROA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA4C6\n{\nMap \"brightmaps/BMPYROA4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA5C5\n{\nMap \"brightmaps/BMPYROA5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA6C4\n{\nMap \"brightmaps/BMPYROA6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA7C3\n{\nMap \"brightmaps/BMPYROA7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROA8C2\n{\nMap \"brightmaps/BMPYROA8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB1D1\n{\nMap \"brightmaps/BMPYROB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB2D8\n{\nMap \"brightmaps/BMPYROB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB3D7\n{\nMap \"brightmaps/BMPYROB3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB4D6\n{\nMap \"brightmaps/BMPYROB4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB5D5\n{\nMap \"brightmaps/BMPYROB5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB6D4\n{\nMap \"brightmaps/BMPYROB6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB7D3\n{\nMap \"brightmaps/BMPYROB7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROB8D2\n{\nMap \"brightmaps/BMPYROB8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE1I1\n{\nMap \"brightmaps/BMPYROE1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE2I8\n{\nMap \"brightmaps/BMPYROE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE3I7\n{\nMap \"brightmaps/BMPYROE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE4I6\n{\nMap \"brightmaps/BMPYROE4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE5I5\n{\nMap \"brightmaps/BMPYROE5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE6I4\n{\nMap \"brightmaps/BMPYROE6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE7I3\n{\nMap \"brightmaps/BMPYROE7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROE8I2\n{\nMap \"brightmaps/BMPYROE8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF1J1\n{\nMap \"brightmaps/BMPYROF1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF2J8\n{\nMap \"brightmaps/BMPYROF2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF3J7\n{\nMap \"brightmaps/BMPYROF3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF4J6\n{\nMap \"brightmaps/BMPYROF4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF5J5\n{\nMap \"brightmaps/BMPYROF5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF6J4\n{\nMap \"brightmaps/BMPYROF6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF7J3\n{\nMap \"brightmaps/BMPYROF7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROF8J2\n{\nMap \"brightmaps/BMPYROF8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG1K1\n{\nMap \"brightmaps/BMPYROG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG2K8\n{\nMap \"brightmaps/BMPYROG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG3K7\n{\nMap \"brightmaps/BMPYROG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG4K6\n{\nMap \"brightmaps/BMPYROG4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG5K5\n{\nMap \"brightmaps/BMPYROG5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG6K4\n{\nMap \"brightmaps/BMPYROG6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG7K3\n{\nMap \"brightmaps/BMPYROG7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROG8K2\n{\nMap \"brightmaps/BMPYROG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH1L1\n{\nMap \"brightmaps/BMPYROH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH2L8\n{\nMap \"brightmaps/BMPYROH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH3L7\n{\nMap \"brightmaps/BMPYROH3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH4L6\n{\nMap \"brightmaps/BMPYROH4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH5L5\n{\nMap \"brightmaps/BMPYROH5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH6L4\n{\nMap \"brightmaps/BMPYROH6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH7l3\n{\nMap \"brightmaps/BMPYROH7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROH8L2\n{\nMap \"brightmaps/BMPYROH8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROM1\n{\nMap \"brightmaps/BMPYROM1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROM2M8\n{\nMap \"brightmaps/BMPYROM2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROM3M7\n{\nMap \"brightmaps/BMPYROM3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROM4M6\n{\nMap \"brightmaps/BMPYROM4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROM5\n{\nMap \"brightmaps/BMPYROM5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYRON1\n{\nMap \"brightmaps/BMPYRON1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYRON2N8\n{\nMap \"brightmaps/BMPYRON2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYRON3N7\n{\nMap \"brightmaps/BMPYRON3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYRON4N6\n{\nMap \"brightmaps/BMPYRON4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYRON5\n{\nMap \"brightmaps/BMPYRON5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROO1\n{\nMap \"brightmaps/BMPYROO1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROO2O8\n{\nMap \"brightmaps/BMPYROO2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROO3O7\n{\nMap \"brightmaps/BMPYROO3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROO4O6\n{\nMap \"brightmaps/BMPYROO4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROO5\n{\nMap \"brightmaps/BMPYROO5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROP1\n{\nMap \"brightmaps/BMPYROP1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROP2P8\n{\nMap \"brightmaps/BMPYROP2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROP3P7\n{\nMap \"brightmaps/BMPYROP3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROP4P6\n{\nMap \"brightmaps/BMPYROP4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROP5\n{\nMap \"brightmaps/BMPYROP5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ1\n{\nMap \"brightmaps/BMPYROQ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ2\n{\nMap \"brightmaps/BMPYROQ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ3\n{\nMap \"brightmaps/BMPYROQ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ4\n{\nMap \"brightmaps/BMPYROQ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ5\n{\nMap \"brightmaps/BMPYROQ5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ6\n{\nMap \"brightmaps/BMPYROQ6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ7\n{\nMap \"brightmaps/BMPYROQ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ8\n{\nMap \"brightmaps/BMPYROQ8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROR0\n{\nMap \"brightmaps/BMPYROR0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROS0\n{\nMap \"brightmaps/BMPYROS0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROT0\n{\nMap \"brightmaps/BMPYROT0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROU0\n{\nMap \"brightmaps/BMPYROU0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROV0\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROW0\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROX0\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROY0\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\nBrightMap Sprite PYROZ0\n{\nMap \"brightmaps/BMBLACK.png\"\nDisableFullBright\n}\n\n//Dynamic lights <-- cyBruiserdemon\n\nPointlight BruiserMissile\n{\nColor 1.0 0.5 0.0\nSize 25\n}\n\nPointlight BruiserMissile2\n{\nColor 1.0 0.5 0.0\nSize 35\n}\n\nPointlight BruiserMissile3\n{\nColor 0.7 0.3 0.0\nSize 25\n}\n\nPointlight BruiserMissile4\n{\nColor 0.4 0.1 0.0\nSize 20\n}\n\nPointlight CybruiserDeath1\n{\nColor 1.0 0.5 0.0\nSize 35\n}\n\nPointlight CybruiserDeath2\n{\nColor 1.0 0.5 0.0\nSize 40\n}\n\nPointlight CybruiserDeath3\n{\nColor 0.9 0.4 0.0\nSize 45\n}\n\nPointlight CybruiserDeath4\n{\nColor 0.7 0.2 0.0\nSize 35\n}\n\nPointlight CybruiserDeath5\n{\nColor 0.5 0.1 0.0\nSize 30\n}\n\nPointlight CybruiserDeath6\n{\nColor 0.3 0.0 0.0\nSize 25\n}\n\nPointlight CybruiserDeath7\n{\nColor 0.1 0.0 0.0\nSize 20\n}\n\nPointlight CybruiserDeath8\n{\nColor 0.1 0.0 0.0\nSize 15\n}\n\nObject Cybruiser\n{\nFrame BRUSK { Light CybruiserDeath1 }\nFrame BRUSL { Light CybruiserDeath2 }\nFrame BRUSM { Light CybruiserDeath3 }\nFrame BRUSN { Light CybruiserDeath4 }\nFrame BRUSO { Light CybruiserDeath5 }\nFrame BRUSP { Light CybruiserDeath6 }\nFrame BRUSQ { Light CybruiserDeath7 }\nFrame BRUSR { Light CybruiserDeath8 }\n}\n\nObject BruiserMissile\n{\nFrame FBRSA { Light BruiserMissile }\nFrame BAL3C { Light BruiserMissile2 }\nFrame BAL3D { Light BruiserMissile3 }\nFrame BAL3E { Light BruiserMissile4 }\n}\n\n//Brightmaps\n\nBrightMap Sprite BRUSA1\n{\nMap \"brightmaps/BMBRUSA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA2\n{\nMap \"brightmaps/BMBRUSA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA7\n{\nMap \"brightmaps/BMBRUSA7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA8\n{\nMap \"brightmaps/BMBRUSA8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB1\n{\nMap \"brightmaps/BMBRUSB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB2\n{\nMap \"brightmaps/BMBRUSB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB7\n{\nMap \"brightmaps/BMBRUSB7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB8\n{\nMap \"brightmaps/BMBRUSB8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC1\n{\nMap \"brightmaps/BMBRUSc1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC2\n{\nMap \"brightmaps/BMBRUSc2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC3\n{\nMap \"brightmaps/BMBRUSc3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC7\n{\nMap \"brightmaps/BMBRUSc7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC8\n{\nMap \"brightmaps/BMBRUSc8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD1\n{\nMap \"brightmaps/BMBRUSD1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD2\n{\nMap \"brightmaps/BMBRUSD2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD3\n{\nMap \"brightmaps/BMBRUSD3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD7\n{\nMap \"brightmaps/BMBRUSD7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD8\n{\nMap \"brightmaps/BMBRUSD8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE1\n{\nMap \"brightmaps/BMBRUSE1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE2\n{\nMap \"brightmaps/BMBRUSE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE3\n{\nMap \"brightmaps/BMBRUSE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE7\n{\nMap \"brightmaps/BMBRUSE7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE8\n{\nMap \"brightmaps/BMBRUSE8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF1\n{\nMap \"brightmaps/BMBRUSF1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF2\n{\nMap \"brightmaps/BMBRUSF2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF3\n{\nMap \"brightmaps/BMBRUSF3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF4\n{\nMap \"brightmaps/BMBRUSF4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF5\n{\nMap \"brightmaps/BMBRUSF5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF6\n{\nMap \"brightmaps/BMBRUSF6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF7\n{\nMap \"brightmaps/BMBRUSF7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF8\n{\nMap \"brightmaps/BMBRUSF8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG1\n{\nMap \"brightmaps/BMBRUSG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG2\n{\nMap \"brightmaps/BMBRUSG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG3\n{\nMap \"brightmaps/BMBRUSG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG8\n{\nMap \"brightmaps/BMBRUSG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH1\n{\nMap \"brightmaps/BMBRUSH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH2\n{\nMap \"brightmaps/BMBRUSH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH7\n{\nMap \"brightmaps/BMBRUSH7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH8\n{\nMap \"brightmaps/BMBRUSH8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI1\n{\nMap \"brightmaps/BMBRUSI1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI2\n{\nMap \"brightmaps/BMBRUSI2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI7\n{\nMap \"brightmaps/BMBRUSI7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI8\n{\nMap \"brightmaps/BMBRUSI8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ1\n{\nMap \"brightmaps/BMBRUSJ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ2\n{\nMap \"brightmaps/BMBRUSJ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ3\n{\nMap \"brightmaps/BMBRUSJ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ7\n{\nMap \"brightmaps/BMBRUSJ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ8\n{\nMap \"brightmaps/BMBRUSJ8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK0\n{\nMap \"brightmaps/BMBRUSK0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL0\n{\nMap \"brightmaps/BMBRUSL0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM0\n{\nMap \"brightmaps/BMBRUSM0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN0\n{\nMap \"brightmaps/BMBRUSN0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSO0\n{\nMap \"brightmaps/BMBRUSO0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSP0\n{\nMap \"brightmaps/BMBRUSP0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSQ0\n{\nMap \"brightmaps/BMBRUSQ0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite BRUSR0\n{\nMap \"brightmaps/BMBRUSR0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite FBRSA1\n{\nMap \"brightmaps/BMFBRSA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite FBRSA2A8\n{\nMap \"brightmaps/BMFBRSA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite FBRSA3A7\n{\nMap \"brightmaps/BMFBRSA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite FBRSA4A6\n{\nMap \"brightmaps/BMFBRSA4.png\"\nDisableFullBright\n}\n\nPointlight CyberBaronRocket1\n{\nColor 1.0 0.7 0.0\nSize 56\n}\n\nFlickerlight CyberBaronRocket2\n{\nColor 1.0 0.7 0.0\nSize 64\nSecondarySize 72\nChance 0.3\n}\n\nFlickerlight CyberBaronRocket3\n{\nColor 0.5 0.1 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerlight CyberBaronRocket4\n{\nColor 0.3 0.0 0.0\nSize 96\nSecondarySize 104\nChance 0.3\n}\n\nObject CyberAttack2\n{\nFrame MISLA { Light CyberBaronRocket1 }\nFrame MISLB { Light CyberBaronRocket2 }\nFrame MISLC { Light CyberBaronRocket3 }\nFrame MISLD { Light CyberBaronRocket4 }\n}\n\nPointlight CyberBaronExplode1\n{\nColor 0.7 0.0 0.0\nSize 32\nOffset 0 16 0\n}\n\nPointlight CyberBaronExplode2\n{\nColor 1.0 0.0 0.0\nSize 96\nOffset 0 24 0\n}\n\nPointlight CyberBaronExplode3\n{\nColor 0.8 0.0 0.0\nSize 64\nOffset 0 24 0\n}\n\nPointlight CyberBaronExplode4\n{\nColor 0.3 0.0 0.0\nSize 32\nOffset 0 24 0\n}\n\nObject CyberBaron\n{\nFrame CBOSK { Light CyberBaronExplode1 }\nFrame CBOSL { Light CyberBaronExplode2 }\nFrame CBOSM { Light CyberBaronExplode3 }\nFrame CBOSN { Light CyberBaronExplode4 }\n}\n\n// Superdemon fireball\npointlight SDEMONBALL\n{\n color 1.0 0.0 0.0\n size 64\n}\n\nflickerlight SDEMONBALL_X1\n{\n color 7.0 0.0 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight SDEMONBALL_X2\n{\n color 0.4 0.0 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight SDEMONBALL_X3\n{\n color 0.2 0.0 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject SuperDemonBall\n{\n frame BAL9A { light SDEMONBALL }\n frame BAL9B { light SDEMONBALL }\n\n frame BAL9C { light SDEMONBALL_X1 }\n frame BAL9D { light SDEMONBALL_X2 }\n frame BAL9E { light SDEMONBALL_X3 }\n}\n\nPointlight CacolichBall1\n{\nColor 0.3 0.8 0.3\nSize 48\n}\n\nPointlight CacolichBall2\n{\nColor 0.4 1.0 0.4\nSize 56\n}\n\nPointlight CacolichBall3\n{\nColor 0.4 1.0 0.4\nSize 64\n}\n\nPointlight CacolichBall4\n{\nColor 0.3 0.8 0.3\nSize 56\n}\n\nPointlight CacolichBall5\n{\nColor 0.2 0.5 0.2\nSize 48\n}\n\nPointlight CacolichBall6\n{\nColor 0.1 0.4 0.1\nSize 32\n}\n\nObject CacoLichBall\n{\nFrame CBALA { Light CacolichBall1 }\nFrame CBALB { Light CacolichBall1 }\nFrame CBALC { Light CacolichBall2 }\nFrame CBALD { Light CacolichBall3 }\nFrame CBALE { Light CacolichBall4 }\nFrame CBALF { Light CacolichBall5 }\nFrame CBALG { Light CacolichBall6 }\n}\n\nPointlight CacolichFlame1\n{\nColor 0.3 0.6 0.3\nSize 8\n}\n\nPointlight CacolichFlame2\n{\nColor 0.3 0.6 0.3\nSize 12\n}\n\nPointlight CacolichFlame3\n{\nColor 0.3 0.6 0.3\nSize 16\n}\n\nPointlight CacolichFlame4\n{\nColor 0.3 0.6 0.3\nSize 20\n}\n\nPointlight CacolichFlame5\n{\nColor 0.3 0.6 0.3\nSize 24\n}\n\nPointlight CacolichFlame6\n{\nColor 0.1 0.5 0.1\nSize 28\n}\n\nPointlight CacolichFlame7\n{\nColor 0.1 0.5 0.1\nSize 32\n}\n\nPointlight CacolichFlame8\n{\nColor 0.1 0.5 0.1\nSize 36\n}\n\nPointlight CacolichFlame9\n{\nColor 0.1 0.5 0.1\nSize 40\n}\n\nPointlight CacolichFlame10\n{\nColor 0.1 0.5 0.1\nSize 44\n}\n\nPointlight CacolichFlame11\n{\nColor 0.0 0.4 0.0\nSize 40\n}\n\nPointlight CacolichFlame12\n{\nColor 0.0 0.4 0.30\nSize 38\n}\n\nPointlight CacolichFlame13\n{\nColor 0.0 0.4 0.0\nSize 36\n}\n\nPointlight CacolichFlame14\n{\nColor 0.0 0.4 0.0\nSize 34\n}\n\nPointlight CacolichFlame15\n{\nColor 0.0 0.4 0.0\nSize 32\n}\n\nPointlight CacolichFlame16\n{\nColor 0.0 0.2 0.0\nSize 24\n}\n\nObject CacolichFlame\n{\nFrame CFIRA { Light CacolichFlame1 }\nFrame CFIRB { Light CacolichFlame2 }\nFrame CFIRC { Light CacolichFlame3 }\nFrame CFIRD { Light CacolichFlame4 }\nFrame CFIRE { Light CacolichFlame5 }\nFrame CFIRF { Light CacolichFlame6 }\nFrame CFIRG { Light CacolichFlame7 }\nFrame CFIRH { Light CacolichFlame8 }\nFrame CFIRI { Light CacolichFlame9 }\nFrame CFIRJ { Light CacolichFlame10 }\nFrame CFIRK { Light CacolichFlame11 }\nFrame CFIRL { Light CacolichFlame12 }\nFrame CFIRM { Light CacolichFlame13 }\nFrame CFIRN { Light CacolichFlame14 }\nFrame CFIRO { Light CacolichFlame15 }\nFrame CFIRP { Light CacolichFlame16 }\n}\n\nObject CacolichFlameFar\n{\nFrame CFIRA { Light CacolichFlame1 }\nFrame CFIRB { Light CacolichFlame2 }\nFrame CFIRC { Light CacolichFlame3 }\nFrame CFIRD { Light CacolichFlame4 }\nFrame CFIRE { Light CacolichFlame5 }\nFrame CFIRF { Light CacolichFlame6 }\nFrame CFIRG { Light CacolichFlame7 }\nFrame CFIRH { Light CacolichFlame8 }\nFrame CFIRI { Light CacolichFlame9 }\nFrame CFIRJ { Light CacolichFlame10 }\nFrame CFIRK { Light CacolichFlame11 }\nFrame CFIRL { Light CacolichFlame12 }\nFrame CFIRM { Light CacolichFlame13 }\nFrame CFIRN { Light CacolichFlame14 }\nFrame CFIRO { Light CacolichFlame15 }\nFrame CFIRP { Light CacolichFlame16 }\n}\n\nObject GasStream\n{\nFrame CFIRA { Light CacolichFlame1 }\nFrame CFIRB { Light CacolichFlame2 }\nFrame CFIRC { Light CacolichFlame3 }\nFrame CFIRD { Light CacolichFlame4 }\nFrame CFIRE { Light CacolichFlame5 }\nFrame CFIRF { Light CacolichFlame6 }\nFrame CFIRG { Light CacolichFlame7 }\nFrame CFIRH { Light CacolichFlame8 }\nFrame CFIRI { Light CacolichFlame9 }\nFrame CFIRJ { Light CacolichFlame10 }\nFrame CFIRK { Light CacolichFlame11 }\nFrame CFIRL { Light CacolichFlame12 }\nFrame CFIRM { Light CacolichFlame13 }\nFrame CFIRN { Light CacolichFlame14 }\nFrame CFIRO { Light CacolichFlame15 }\nFrame CFIRP { Light CacolichFlame16 }\n}\n\n//Dynamic Lights\n\nFlickerlight MolochScorch1\n{\nColor 1.0 0.5 0.0\nSize 24\nSecondarySize 32\nChance 0.3\nOffset 0 8 0\n}\n\nFlickerlight MolochScorch2\n{\nColor 1.0 0.5 0.0\nSize 28\nSecondarySize 36\nChance 0.3\nOffset 0 24 0\n}\n\nFlickerlight MolochScorch3\n{\nColor 1.0 0.5 0.0\nSize 32\nSecondarySize 40\nChance 0.3\nOffset 0 32 0\n}\n\nPointlight MolochScorch4\n{\nColor 0.8 0.6 0.0\nSize 48\n}\n\nPointlight MolochScorch5\n{\nColor 1.0 0.8 0.0\nSize 64\n}\n\nPointlight MolochScorch6\n{\nColor 0.8 0.3 0.0\nSize 56\n}\n\nPointlight MolochScorch7\n{\nColor 0.6 0.0 0.0\nSize 48\n}\n\nPointlight MolochScorch8\n{\nColor 0.3 0.0 0.0\nSize 24\n}\n\nObject MolochScorch\n{\nFrame HBFRA { Light MolochScorch1 }\nFrame HBFRB { Light MolochScorch2 }\nFrame HBFRC { Light MolochScorch3 }\nFrame HBFRD { Light MolochScorch4 }\nFrame HBFRE { Light MolochScorch5 }\nFrame HBFRF { Light MolochScorch6 }\nFrame HBFRG { Light MolochScorch7 }\nFrame HBFRH { Light MolochScorch8 }\n}\n\nPointlight MolochThunder1\n{\nColor 0.6 0.6 1.0\nSize 40\n}\n\nPointlight MolochThunder2\n{\nColor 0.5 0.5 0.9\nSize 40\n}\n\nPointlight MolochThunder3\n{\nColor 0.6 0.6 1.0\nSize 40\n}\n\nPointlight MolochThunder4\n{\nColor 0.5 0.5 0.9\nSize 40\n}\n\nPointlight MolochThunder5\n{\nColor 0.4 0.4 0.8\nSize 40\n}\n\nPointlight ThunderDeath1\n{\nColor 0.4 0.4 1.4\nSize 30\n}\n\nPointlight ThunderDeath2\n{\nColor 0.4 0.4 1.3\nSize 27\n}\n\nPointlight ThunderDeath3\n{\nColor 0.4 0.4 1.2\nSize 24\n}\n\nPointlight ThunderDeath4\n{\nColor 0.4 0.4 1.1\nSize 21\n}\n\nPointlight ThunderDeath5\n{\nColor 0.4 0.4 1.0\nSize 18\n}\n\nPointlight ThunderDeath6\n{\nColor 0.4 0.4 0.9\nSize 15\n}\n\nObject MolochThunderbolt\n{\nFrame ZAP7A { Light MolochThunder1 }\nFrame ZAP7B { Light MolochThunder2 }\nFrame ZAP7C { Light MolochThunder3 }\nFrame ZAP7D { Light MolochThunder4 }\nFrame ZAP7E { Light MolochThunder5 }\nFrame ZAP7F { Light ThunderDeath1 }\nFrame ZAP7G { Light ThunderDeath2 }\nFrame ZAP7H { Light ThunderDeath3 }\nFrame ZAP7I { Light ThunderDeath4 }\nFrame ZAP7J { Light ThunderDeath5 }\nFrame ZAP7K { Light ThunderDeath6 }\n}\n\nPointlight BoltFlash1\n{\nColor 0.0 0.0 1.7\nSize 28\n}\n\nPointlight BoltFlash2\n{\nColor 0.0 0.0 1.6\nSize 26\n}\n\nPointlight BoltFlash3\n{\nColor 0.0 0.0 1.6\nSize 24\n}\n\nPointlight BoltDeath1\n{\nColor 0.0 0.0 1.4\nSize 20\n}\n\nPointlight BoltDeath2\n{\nColor 0.0 0.0 1.3\nSize 17\n}\n\nPointlight BoltDeath3\n{\nColor 0.0 0.0 1.2\nSize 14\n}\n\nPointlight BoltDeath4\n{\nColor 0.0 0.0 1.1\nSize 11\n}\n\nPointlight BoltDeath5\n{\nColor 0.0 0.0 1.0\nSize 7\n}\n\nPointlight BoltDeath6\n{\nColor 0.0 0.0 0.9\nSize 4\n}\n\nObject ThunderFlash\n{\nFrame ZAP6A { Light BoltFlash1 }\nFrame ZAP6B { Light BoltFlash2 }\nFrame ZAP6C { Light BoltFlash3 }\nFrame ZAP1F { Light BoltDeath1 }\nFrame ZAP1E { Light BoltDeath2 }\nFrame ZAP1D { Light BoltDeath3 }\nFrame ZAP1C { Light BoltDeath4 }\nFrame ZAP1B { Light BoltDeath5 }\nFrame ZAP1A { Light BoltDeath6 }\n}\n\nPointlight HellEmberExplode1\n{\nColor 1.0 0.0 0.0\nSize 24\n}\n\nPointlight HellEmberExplode2\n{\nColor 1.0 0.4 0.0\nSize 32\n}\n\nPointlight HellEmberExplode3\n{\nColor 1.0 0.6 0.0\nSize 48\n}\n\nPointlight HellEmberExplode4\n{\nColor 1.0 0.4 0.0\nSize 56\nOffset 0 16 0\n}\n\nPointlight HellEmberExplode5\n{\nColor 1.0 0.0 0.0\nSize 64\nOffset 0 24 0\n}\n\nPointlight HellEmberExplode6\n{\nColor 1.0 0.0 0.0\nSize 56\nOffset 0 32 0\n}\n\nObject HellGrenade\n{\nFrame XPL1A { Light HellEmberExplode1 }\nFrame XPL1B { Light HellEmberExplode2 }\nFrame XPL1C { Light HellEmberExplode3 }\nFrame XPL1D { Light HellEmberExplode4 }\nFrame XPL1E { Light HellEmberExplode5 }\nFrame XPL1F { Light HellEmberExplode6 }\n}\n\nPointlight HellEmber1\n{\nColor 1.0 0.5 0.0\nSize 24\n}\n\nPointlight HellEmber2\n{\nColor 1.0 0.5 0.0\nSize 24\n}\n\nPointlight HellEmber3\n{\nColor 1.0 0.5 0.0\nSize 28\n}\n\nPointlight HellEmber4\n{\nColor 1.0 0.5 0.0\nSize 32\n}\n\nObject HellGrenadeEmber\n{\nFrame BAL3A { Light HellEmber1 }\nFrame BAL3B { Light HellEmber1 }\nFrame BAL3C { Light HellEmber2 }\nFrame BAL3D { Light HellEmber3 }\nFrame BAL3E { Light HellEmber4 }\n}\n\n//Brightmaps\n\nBrightMap Sprite MOLOG1\n{\nMap \"Brightmaps/BMMOLOG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite MOLOG2G8\n{\nMap \"Brightmaps/BMMOLOG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite MOLOG3G7\n{\nMap \"Brightmaps/BMMOLOG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite MOLOI1\n{\nMap \"Brightmaps/BMMOLOI1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite MOLOI2I8\n{\nMap \"Brightmaps/BMMOLOI2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite MOLOI3I7\n{\nMap \"Brightmaps/BMMOLOI3.png\"\nDisableFullBright\n}\n\n//Dynamic Lights\n\nPointLight DeathIncarnate\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 32\n}\n\nPointlight IncarnateExplode1\n{\nColor 0.8 0.0 0.0\nOffset 0 54 0\nSize 32\n}\n\nPointlight IncarnateExplode2\n{\nColor 0.85 0.0 0.0\nOffset 0 54 0\nSize 40\n}\n\nPointlight IncarnateExplode3\n{\nColor 0.9 0.0 0.0\nOffset 0 54 0\nSize 48\n}\n\nPointlight IncarnateExplode4\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 80\n}\n\nPointlight IncarnateExplode5\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 72\n}\n\nPointlight IncarnateExplode6\n{\nColor 0.7 0.0 0.0\nOffset 0 54 0\nSize 56\n}\n\nPointlight IncarnateExplode7\n{\nColor 0.5 0.0 0.0\nOffset 0 54 0\nSize 48\n}\n\nPointlight IncarnateExplode8\n{\nColor 0.3 0.0 0.0\nOffset 0 54 0\nSize 24\n}\n\nObject Incarnate\n{\nFrame INCAU { Light DeathIncarnate }\nFrame INCXA { Light IncarnateExplode1 }\nFrame INCXB { Light IncarnateExplode2 }\nFrame INCXC { Light IncarnateExplode3 }\nFrame INCXD { Light IncarnateExplode4 }\nFrame INCXE { Light IncarnateExplode5 }\nFrame INCXF { Light IncarnateExplode6 }\nFrame INCXG { Light IncarnateExplode7 }\nFrame INCXH { Light IncarnateExplode8 }\n}\n\nPointLight HadesSphere_1\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 10\n}\n\nPointLight HadesSphere_2\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 20\n}\n\nPointLight HadesSphere_3\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 30\n}\n\nPointLight HadesSphere_4\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 40\n}\n\nFlickerLight2 HadesSphere\n{\nColor 1.0 0.0 0.0\nOffset 0 8 0\nSize 50\nSecondarySize 70\nInterval 2.0\n}\n\nObject HS\n{\nFrame HADEE { Light HadesSphere_1 }\nFrame HADEF { Light HadesSphere_2 }\nFrame HADEG { Light HadesSphere_3 }\nFrame HADEH { Light HadesSphere_4 }\nFrame HADEA { Light HadesSphere }\nFrame HADEB { Light HadesSphere }\nFrame HADEC { Light HadesSphere }\nFrame HADED { Light HadesSphere }\nFrame HADEG { Light HadesSphere }\n}\n\nPointLight HadesBoom_1\n{\nColor 1.0 0.0 0.0\nOffset 0 14 0\nSize 80\n}\n\nPointLight HadesBoom_2\n{\nColor 0.9 0.0 0.0\nOffset 0 14 0\nSize 92\n}\n\nPointLight HadesBoom_3\n{\nColor 0.78 0.0 0.0\nOffset 0 14 0\nSize 96\n}\n\nPointLight HadesBoom_4\n{\nColor 0.56 0.0 0.0\nOffset 0 14 0\nSize 100\n}\n\nPointLight HadesBoom_5\n{\nColor 0.32 0.0 0.0\nOffset 0 14 0\nSize 110\n}\n\nObject HSBoom\n{\nFrame HADEM { Light HadesBoom_1 }\nFrame HADEN { Light HadesBoom_2 }\nFrame HADEO { Light HadesBoom_3 }\nFrame HADEP { Light HadesBoom_4 }\nFrame HADEQ { Light HadesBoom_5 }\n}\n\n//Brightmaps\n\nBrightMap Sprite INCAA1D1\n{\nMap \"brightmaps/BMINCAA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA2D8\n{\nMap \"brightmaps/BMINCAA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA3D7\n{\nMap \"brightmaps/BMINCAA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA4D6\n{\nMap \"brightmaps/BMINCAA4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA5D5\n{\nMap \"brightmaps/BMINCAA5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA6D4\n{\nMap \"brightmaps/BMINCAA6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA7D3\n{\nMap \"brightmaps/BMINCAA7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAA8D2\n{\nMap \"brightmaps/BMINCAA8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB1E1\n{\nMap \"brightmaps/BMINCAB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB2E8\n{\nMap \"brightmaps/BMINCAB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB3E7\n{\nMap \"brightmaps/BMINCAB3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB4E6\n{\nMap \"brightmaps/BMINCAB4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB5E5\n{\nMap \"brightmaps/BMINCAB5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB6E4\n{\nMap \"brightmaps/BMINCAB6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB7E3\n{\nMap \"brightmaps/BMINCAB7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAB8E2\n{\nMap \"brightmaps/BMINCAB8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC1F1\n{\nMap \"brightmaps/BMINCAC1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC2F8\n{\nMap \"brightmaps/BMINCAC2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC3F7\n{\nMap \"brightmaps/BMINCAC3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC4F6\n{\nMap \"brightmaps/BMINCAC4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC5F5\n{\nMap \"brightmaps/BMINCAC5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC6F4\n{\nMap \"brightmaps/BMINCAC6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC7F3\n{\nMap \"brightmaps/BMINCAC7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAC8F2\n{\nMap \"brightmaps/BMINCAC8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG1R1\n{\nMap \"brightmaps/BMINCAG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG2R8\n{\nMap \"brightmaps/BMINCAG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG3R7\n{\nMap \"brightmaps/BMINCAG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG4R6\n{\nMap \"brightmaps/BMINCAG4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG5R5\n{\nMap \"brightmaps/BMINCAG5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG6R4\n{\nMap \"brightmaps/BMINCAG6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG7R3\n{\nMap \"brightmaps/BMINCAG7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAG8R2\n{\nMap \"brightmaps/BMINCAG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH1S1\n{\nMap \"brightmaps/BMINCAH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH2S8\n{\nMap \"brightmaps/BMINCAH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH3S7\n{\nMap \"brightmaps/BMINCAH3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH4S6\n{\nMap \"brightmaps/BMINCAH4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH5S5\n{\nMap \"brightmaps/BMINCAH5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH6S4\n{\nMap \"brightmaps/BMINCAH6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH7S3\n{\nMap \"brightmaps/BMINCAH7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAH8S2\n{\nMap \"brightmaps/BMINCAH8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI1T1\n{\nMap \"brightmaps/BMINCAI1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI2T8\n{\nMap \"brightmaps/BMINCAI2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI3T7\n{\nMap \"brightmaps/BMINCAI3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI4T6\n{\nMap \"brightmaps/BMINCAI4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI6T4\n{\nMap \"brightmaps/BMINCAI6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI7T3\n{\nMap \"brightmaps/BMINCAI7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAI8T2\n{\nMap \"brightmaps/BMINCAI8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ1\n{\nMap \"brightmaps/BMINCAJ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ2\n{\nMap \"brightmaps/BMINCAJ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ3\n{\nMap \"brightmaps/BMINCAJ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ4\n{\nMap \"brightmaps/BMINCAJ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ5\n{\nMap \"brightmaps/BMINCAJ5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ6\n{\nMap \"brightmaps/BMINCAJ6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ7\n{\nMap \"brightmaps/BMINCAJ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ8\n{\nMap \"brightmaps/BMINCAJ8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK1\n{\nMap \"brightmaps/BMINCAK1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK2\n{\nMap \"brightmaps/BMINCAK2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK3\n{\nMap \"brightmaps/BMINCAK3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK4\n{\nMap \"brightmaps/BMINCAK4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK5\n{\nMap \"brightmaps/BMINCAK5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK6\n{\nMap \"brightmaps/BMINCAK6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK7\n{\nMap \"brightmaps/BMINCAK7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAK8\n{\nMap \"brightmaps/BMINCAK8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL1\n{\nMap \"brightmaps/BMINCAL1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL2\n{\nMap \"brightmaps/BMINCAL2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL3\n{\nMap \"brightmaps/BMINCAL3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL4\n{\nMap \"brightmaps/BMINCAL4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL5\n{\nMap \"brightmaps/BMINCAL5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL6\n{\nMap \"brightmaps/BMINCAL6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL7\n{\nMap \"brightmaps/BMINCAL7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAL8\n{\nMap \"brightmaps/BMINCAL8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU1\n{\nMap \"brightmaps/BMINCAU1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU2\n{\nMap \"brightmaps/BMINCAU2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU3\n{\nMap \"brightmaps/BMINCAU3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU4\n{\nMap \"brightmaps/BMINCAU4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU5\n{\nMap \"brightmaps/BMINCAU5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU6\n{\nMap \"brightmaps/BMINCAU6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU7\n{\nMap \"brightmaps/BMINCAU7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCAU8\n{\nMap \"brightmaps/BMINCAU8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXA0\n{\nMap \"brightmaps/BMINCXA0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXB0\n{\nMap \"brightmaps/BMINCXB0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXC0\n{\nMap \"brightmaps/BMINCXC0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXD0\n{\nMap \"brightmaps/BMINCXD0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXE0\n{\nMap \"brightmaps/BMINCXE0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXF0\n{\nMap \"brightmaps/BMINCXF0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXG0\n{\nMap \"brightmaps/BMINCXG0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXH0\n{\nMap \"brightmaps/BMINCXH0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXI0\n{\nMap \"brightmaps/BMINCXI0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite INCXJ0\n{\nMap \"brightmaps/BMINCXJ0.png\"\nDisableFullBright\n}\n\n//Dynamic Lights\n\nPointlight SoulHarvesterBall1\n{\nColor 1.0 0.8 0.3\nSize 40\n}\n\nPointlight SoulHarvesterBall2\n{\nColor 1.0 0.8 0.3\nSize 44\n}\n\nPointlight SoulHarvesterBall3\n{\nColor 1.0 0.8 0.3\nSize 48\n}\n\nPointlight SoulHarvesterBall4\n{\nColor 1.0 0.8 0.3\nSize 36\n}\n\nPointlight SoulHarvesterBall5\n{\nColor 1.0 0.8 0.3\nSize 32\n}\n\nPointlight SoulHarvesterBall6\n{\nColor 1.0 0.8 0.3\nSize 28\n}\n\nPointlight SoulHarvesterBall7\n{\nColor 1.0 0.8 0.3\nSize 24\n}\n\nPointlight SoulHarvesterBall8\n{\nColor 1.0 0.8 0.3\nSize 20\n}\n\nPointlight SoulHarvesterBall9\n{\nColor 1.0 0.8 0.3\nSize 16\n}\n\nObject SoulHarvesterBall\n{\nFrame SHBAA { Light SoulHarvesterBall1 }\nFrame SHBAB { Light SoulHarvesterBall1 }\nFrame SHBAC { Light SoulHarvesterBall2 }\nFrame SHBAD { Light SoulHarvesterBall3 }\nFrame SHBAE { Light SoulHarvesterBall2 }\nFrame SHBAF { Light SoulHarvesterBall1 }\nFrame SHBAG { Light SoulHarvesterBall4 }\nFrame SHBAH { Light SoulHarvesterBall5 }\nFrame SHBAI { Light SoulHarvesterBall6 }\nFrame SHBAJ { Light SoulHarvesterBall7 }\nFrame SHBAK { Light SoulHarvesterBall8 }\nFrame SHBAL { Light SoulHarvesterBall9 }\n}\n\nPointlight HellsFuryBall1\n{\nColor 0.8 0.0 0.00\nSize 48\n}\n\nPointlight HellsFuryBall2\n{\nColor 1.0 0.0 0.00\nSize 64\n}\n\nPointlight HellsFuryBall3\n{\nColor 0.8 0.0 0.00\nSize 56\n}\n\nPointlight HellsFuryBall4\n{\nColor 0.4 0.0 0.00\nSize 32\n}\n\nObject HellsFuryBall\n{\nFrame HFBBA { Light HellsFuryBall1 }\nFrame HFBBB { Light HellsFuryBall1 }\nFrame HFBBC { Light HellsFuryBall2 }\nFrame HFBBD { Light HellsFuryBall3 }\nFrame HFBBE { Light HellsFuryBall4 }\n}\n\n//Brightmaps\n\nBrightMap Sprite HFRYA1\n{\nMap \"brightmaps/BMHFRYA1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYA2A8\n{\nMap \"brightmaps/BMHFRYA2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYA3A7\n{\nMap \"brightmaps/BMHFRYA3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYA4A6\n{\nMap \"brightmaps/BMHFRYA4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYA5\n{\nMap \"brightmaps/BMHFRYA5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYB1\n{\nMap \"brightmaps/BMHFRYB1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYB2B8\n{\nMap \"brightmaps/BMHFRYB2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYB3B7\n{\nMap \"brightmaps/BMHFRYB3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYB4B6\n{\nMap \"brightmaps/BMHFRYB4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYB5\n{\nMap \"brightmaps/BMHFRYB5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYC1\n{\nMap \"brightmaps/BMHFRYC1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYC2C8\n{\nMap \"brightmaps/BMHFRYC2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYC3C7\n{\nMap \"brightmaps/BMHFRYC3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYC4C6\n{\nMap \"brightmaps/BMHFRYC4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYC5\n{\nMap \"brightmaps/BMHFRYC5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYD1\n{\nMap \"brightmaps/BMHFRYD1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYD2D8\n{\nMap \"brightmaps/BMHFRYD2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYD3D7\n{\nMap \"brightmaps/BMHFRYD3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYD4D6\n{\nMap \"brightmaps/BMHFRYD4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYD5\n{\nMap \"brightmaps/BMHFRYD5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE1\n{\nMap \"brightmaps/BMHFRYE1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE2\n{\nMap \"brightmaps/BMHFRYE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE3\n{\nMap \"brightmaps/BMHFRYE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE4\n{\nMap \"brightmaps/BMHFRYE4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE5\n{\nMap \"brightmaps/BMHFRYE5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE6\n{\nMap \"brightmaps/BMHFRYE6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE7\n{\nMap \"brightmaps/BMHFRYE7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYE8\n{\nMap \"brightmaps/BMHFRYE8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF1\n{\nMap \"brightmaps/BMHFRYF1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF2\n{\nMap \"brightmaps/BMHFRYF2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF3\n{\nMap \"brightmaps/BMHFRYF3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF4\n{\nMap \"brightmaps/BMHFRYF4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF5\n{\nMap \"brightmaps/BMHFRYF5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF6\n{\nMap \"brightmaps/BMHFRYF6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF7\n{\nMap \"brightmaps/BMHFRYF7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYF8\n{\nMap \"brightmaps/BMHFRYF8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG1\n{\nMap \"brightmaps/BMHFRYG1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG2\n{\nMap \"brightmaps/BMHFRYG2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG3\n{\nMap \"brightmaps/BMHFRYG3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG4\n{\nMap \"brightmaps/BMHFRYG4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG5\n{\nMap \"brightmaps/BMHFRYG5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG6\n{\nMap \"brightmaps/BMHFRYG6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG7\n{\nMap \"brightmaps/BMHFRYG7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYG8\n{\nMap \"brightmaps/BMHFRYG8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH1\n{\nMap \"brightmaps/BMHFRYH1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH2\n{\nMap \"brightmaps/BMHFRYH2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH3\n{\nMap \"brightmaps/BMHFRYH3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH4\n{\nMap \"brightmaps/BMHFRYH4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH5\n{\nMap \"brightmaps/BMHFRYH5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH6\n{\nMap \"brightmaps/BMHFRYH6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH7\n{\nMap \"brightmaps/BMHFRYH7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYH8\n{\nMap \"brightmaps/BMHFRYH8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYI0\n{\nMap \"brightmaps/BMHFRYI0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYJ0\n{\nMap \"brightmaps/BMHFRYJ0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYK0\n{\nMap \"brightmaps/BMHFRYK0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYL0\n{\nMap \"brightmaps/BMHFRYL0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYM0\n{\nMap \"brightmaps/BMHFRYM0.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP1\n{\nMap \"brightmaps/BMHFRYP1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP2\n{\nMap \"brightmaps/BMHFRYP2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP3\n{\nMap \"brightmaps/BMHFRYP3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP4\n{\nMap \"brightmaps/BMHFRYP4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP5\n{\nMap \"brightmaps/BMHFRYP5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP6\n{\nMap \"brightmaps/BMHFRYP6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP7\n{\nMap \"brightmaps/BMHFRYP7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYP8\n{\nMap \"brightmaps/BMHFRYP8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ1\n{\nMap \"brightmaps/BMHFRYQ1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ2\n{\nMap \"brightmaps/BMHFRYQ2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ3\n{\nMap \"brightmaps/BMHFRYQ3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ4\n{\nMap \"brightmaps/BMHFRYQ4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ5\n{\nMap \"brightmaps/BMHFRYQ5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ6\n{\nMap \"brightmaps/BMHFRYQ6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ7\n{\nMap \"brightmaps/BMHFRYQ7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite HFRYQ8\n{\nMap \"brightmaps/BMHFRYQ8.png\"\nDisableFullBright\n}\n\nFlickerLight2 ZombieTankAttack\n{\nColor 1.0 0.8 0.2\nSize 48\nSecondarySize 56\nInterval 1\nOffset 0 40 0\n}\n\nPointlight ZombieTankExplosion1\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight ZombieTankExplosion2\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight ZombieTankExplosion3\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight ZombieTankExplosion4\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight ZombieTankExplosion5\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight ZombieTankExplosion6\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight ZombieTankExplosion7\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight ZombieTankExplosion8\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight ZombieTankExplosion9\n{\nColor 0.9 0.7 0.1\nSize 36\n}\n\nPointlight ZombieTankExplosion10\n{\nColor 0.9 0.7 0.1\nSize 32\n}\n\nPointlight ZombieTankExplosion11\n{\nColor 0.8 0.6 0.0\nSize 28\n}\n\nPointlight ZombieTankExplosion12\n{\nColor 0.8 0.6 0.0\nSize 26\n}\n\nPointlight ZombieTankExplosion13\n{\nColor 0.8 0.6 0.0\nSize 24\n}\n\nPointlight ZombieTankExplosion14\n{\nColor 0.6 0.4 0.0\nSize 22\n}\n\nPointlight ZombieTankExplosion15\n{\nColor 0.6 0.4 0.0\nSize 20\n}\n\nPointlight ZombieTankExplosion16\n{\nColor 0.6 0.4 0.0\nSize 18\n}\n\nPointlight ZombieTankExplosion17\n{\nColor 0.4 0.2 0.0\nSize 16\n}\n\nPointlight ZombieTankExplosion18\n{\nColor 0.4 0.2 0.0\nSize 14\n}\n\nPointlight ZombieTankExplosion19\n{\nColor 0.2 0.0 0.0\nSize 12\n}\n\nPointlight ZombieTankExplosion20\n{\nColor 0.2 0.0 0.0\nSize 10\n}\n\nObject ZombieTankExplosion\n{\nFrame ZTXPA { Light ZombieTankExplosion1 }\nFrame ZTXPB { Light ZombieTankExplosion2 }\nFrame ZTXPC { Light ZombieTankExplosion3 }\nFrame ZTXPD { Light ZombieTankExplosion4 }\nFrame ZTXPE { Light ZombieTankExplosion5 }\nFrame ZTXPF { Light ZombieTankExplosion6 }\nFrame ZTXPG { Light ZombieTankExplosion7 }\nFrame ZTXPH { Light ZombieTankExplosion8 }\nFrame ZTXPI { Light ZombieTankExplosion9 }\nFrame ZTXPJ { Light ZombieTankExplosion10 }\nFrame ZTXPK { Light ZombieTankExplosion11 }\nFrame ZTXPL { Light ZombieTankExplosion12 }\nFrame ZTXPM { Light ZombieTankExplosion13 }\nFrame ZTXPN { Light ZombieTankExplosion14 }\nFrame ZTXPO { Light ZombieTankExplosion15 }\nFrame ZTXPP { Light ZombieTankExplosion16 }\nFrame ZTXPQ { Light ZombieTankExplosion17 }\nFrame ZTXPR { Light ZombieTankExplosion18 }\nFrame ZTXPS { Light ZombieTankExplosion19 }\nFrame ZTXPT { Light ZombieTankExplosion20 }\n}\n\nObject ZombieTank\n{\nFrame ZTNKD { Light ZombieTankAttack }\nFrame ZTNKE { Light ZombieTankAttack }\n}\n\nBrightMap Sprite ZTNKD1\n{\nMap \"brightmaps/BMZTNKD1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD2\n{\nMap \"brightmaps/BMZTNKD2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD3\n{\nMap \"brightmaps/BMZTNKD3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD4\n{\nMap \"brightmaps/BMZTNKD4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD5\n{\nMap \"brightmaps/BMZTNKD5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD6\n{\nMap \"brightmaps/BMZTNKD6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD7\n{\nMap \"brightmaps/BMZTNKD7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKD8\n{\nMap \"brightmaps/BMZTNKD8.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE1\n{\nMap \"brightmaps/BMZTNKE1.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE2\n{\nMap \"brightmaps/BMZTNKE2.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE3\n{\nMap \"brightmaps/BMZTNKE3.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE4\n{\nMap \"brightmaps/BMZTNKE4.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE5\n{\nMap \"brightmaps/BMZTNKE5.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE6\n{\nMap \"brightmaps/BMZTNKE6.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE7\n{\nMap \"brightmaps/BMZTNKE7.png\"\nDisableFullBright\n}\n\nBrightMap Sprite ZTNKE8\n{\nMap \"brightmaps/BMZTNKE8.png\"\nDisableFullBright\n}\n\nPointlight AcidBall\n{\nColor 0.0 0.1 0.0\nSize 20\n}\n\nPointlight AcidBall2\n{\nColor 0.0 0.1 0.0\nSize 22\n}\n\nPointlight AcidBall3\n{\nColor 0.0 0.6 0.0\nSize 24\n}\n\nPointlight AcidBall4\n{\nColor 0.0 0.4 0.0\nSize 18\n}\n\nObject AcidBall\n{\nFrame MTIFA { Light AcidBall }\nFrame MTIFB { Light AcidBall }\nFrame MTIFC { Light AcidBall2 }\nFrame MTIFD { Light AcidBall3 }\nFrame MTIFE { Light AcidBall4 }\n}\n\nPointlight MiniAcidBall\n{\nColor 0.0 0.1 0.0\nSize 10\n}\n\nPointlight MiniAcidBall2\n{\nColor 0.0 0.1 0.0\nSize 12\n}\n\nPointlight MiniAcidBall3\n{\nColor 0.0 0.6 0.0\nSize 14\n}\n\nPointlight MiniAcidBall4\n{\nColor 0.0 0.4 0.0\nSize 10\n}\n\nObject MiniAcidBall\n{\nFrame MTIFA { Light MiniAcidBall }\nFrame MTIFB { Light MiniAcidBall }\nFrame MTIFC { Light MiniAcidBall2 }\nFrame MTIFD { Light MiniAcidBall3 }\nFrame MTIFE { Light MiniAcidBall4 }\n}"
},
{
"source": "pk3",
"name": "Info.txt",
"contents": "Morphclasses is going to be Continuing as of now, if i have new monsters, if you guys have any suggestions let me know on irc, please contact me, on the Irc,\n\n #Trb and #Biohazard <- irc.zandronum.com <- if im not there. then i am on <-- you can host your own dedicated servers.\n #Mbc <- 2 networks you can choose from, elmerfudd.millbrochat.net <- daffyduck.millbrochat.net <- #mbc, <- main channel. if you do not see me on zandronum please join #mbc\n\nanyways, please suggest any monsters, upload them, and i will add it to my morphclasses.\n\nThere is over 80+ monsters you can choose from, Some monsters were taken from <Http://www.realm667.com/> <- Is available again.,\n\ndiabloist <- realm667\n\navatar <- realm667\n\narchnorb <- realm667\n\narachonbaron <- Realm667\n\nMaephisto <- Realm667\n\nHellion <- Realm667\n\nAfrit <- Realm667\n\nMore from realm667\n\nPlease suggest monsters if you have anything in common. please suggest them, if im not even on the irc please send to this email address\n\n Andrew81491@gmail.com\n\n <-- This PK3 was NOT mean't for deathmatch, as if there is alot of monsters. there are lots of monsters that are not balance. built for fun for Co-op ONLY.\n\nAnother information <-- Some monsters Does have damage, which is why i built the immunemarine. <- Please use it if you don't want to be damaged or whatnot.\n\nYou will be added to credits Names. <--- put your name when you are done, if I don't Get your name to this email. Andrew81491@gmail.com Then i cannot add the monster. So please supply your name.\n\nP.S.#2: Please choose your sounds, and your sprites. i can do the rest. and yes, i will be doing your monsters.\n\nIf you spot any bugs let me know. i will correct the problem. email me its above.\n\n Special Thanks Credits:\nEyesore\n\nNoirSuccubus\n\nGamenerd64\n\ndarklord\n\nEvilmonk\n\nWhoDaMan\n\nVirtue\n\nEriance\n\nDot\n\nJimmy\n\nZdude\n\nEspi\n\nEbola\n\nTormentor667\n\nNanami\n\nDBThanatos\n\nBlizzard (Diablo)\n\nJimmy\n\nEnjay\n\n GLDefs Designers\nSandypaper\n\nKeksdose\n\nJimmy\n\nZdude\n\nKeksdose\n\nDreadopp\n\n Bugs Spotted\nEyesore\n\nDot\n\nGamenerd64\n\n Infos\nDecorate: Enjay\nGLDEFs: Dreadopp, Sandypaper (Brightmaps)\nSounds: Id Software, 3DRealms\nSprites: Id Software, 3DRealms\nSprite Edit: Enjay\nIdea Base: Pig Tank from Duke Nukem 3D"
},
{
"source": "pk3",
"name": "INVENTOR.txt",
"contents": "actor uac : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ACBA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"uacbot1\")\n stop\n }\n}\n\nactor pain : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1AINA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"painelemental1\")\n stop\n }\n}\n\nactor fat : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ATTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Fatso1\")\n stop\n }\n}\n\nactor macher : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1BO8A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"giftmacher1\")\n stop\n }\n}\n\nactor Cath : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1DDMA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"catharsi1\")\n stop\n }\n}\n\nactor Caco : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1EADA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"cacodemon1\")\n stop\n }\n}\n\nactor Demo : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1EMOA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Demolisher1\")\n stop\n }\n}\n\nactor Vile : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ILEA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"archvile1\")\n stop\n }\n}\n\nactor sjas : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1JASA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"sjasface1\")\n stop\n }\n}\n\nactor revenant5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1KELA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"revenant1\")\n stop\n }\n}\n\nactor soul : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1KULA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"lostsoul1\")\n stop\n }\n}\n\nactor Clown : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1LOWA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Clowny1\")\n stop\n }\n}\n\nactor Inquis : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1OBA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Inquisitor1\")\n stop\n }\n}\n\nactor Hell : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1OS2A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Hellknight1\")\n stop\n }\n}\n\nactor zombieman5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"2OSSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_giveinventory(\"Zombieman1\")\n stop\n }\n}\n\nactor Baron : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"3OSSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"baronofhell1\")\n stop\n }\n}\n\nactor Mastermind : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1PIDA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_giveinventory(\"Spidermastermind1\")\n stop\n }\n}\n\nactor HMastermind : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"2PIDA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_giveinventory(\"headmastermind1\")\n stop\n }\n}\n\nactor chainguy : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1POSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"chaingunguy1\")\n stop\n }\n}\n\nactor imp7 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ROOA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_giveinventory(\"doomimp1\")\n stop\n }\n}\n\nactor Jitter : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1SKLA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Jitterskull1\")\n stop\n }\n}\n\nactor chainspider : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1SPIA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"chaingunspider1\")\n stop\n }\n}\n\nactor spidarach : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1SPIA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"arachnotron1\")\n stop\n }\n}\n\nactor fusespider : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"3SPIA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"fusionspider1\")\n stop\n }\n}\n\nactor WolfsteinSS : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1SWVA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"wolfensteinSS1\")\n stop\n }\n}\n\nactor Cyber : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1YBRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"cyberdemon1\")\n stop\n }\n}\n\nactor wiz : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ZRDA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"wizard1\")\n stop\n }\n}\nactor shotguy : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"3POSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Shotgunguy1\")\n stop\n }\n}\n\nactor Doubleguy : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"2POSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Doublechaingunguy1\")\n stop\n }\n}\n\nactor hect : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"HEC1A1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"hectebus1\")\n stop\n }\n}\n\nactor darki : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"DIM1A1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n scale .6\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"darkimp1\")\n stop\n }\n}\n\nactor superguy : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"GPO1A1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"supershotgunguy1\")\n stop\n }\n}\n\nactor head2 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"HED6A1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"abaddon1\")\n stop\n }\n}\n\nactor head3 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"HED5A1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"cacolantern1\")\n stop\n }\n}\n\n//On hold For now, when i get the proper commands for it.\nactor lich : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ICHA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"ironlich1\")\n stop\n }\n}\n\nactor Arachnophy : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"APYHH0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Arach1\")\n stop\n }\n}\n\nactor Mino : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"SMNTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Minotaur1\")\n stop\n }\n}\n\nactor Inferno : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"SRGJL0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ACB B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"infernodemon1\")\n stop\n }\n}\n\nactor WereDragonBeast : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1EASA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1EAS B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"beast1\")\n stop\n }\n}\n\nactor BelphegorMorph : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1OS3A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1EAS B 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"belphegor1\")\n stop\n }\n}\n\nactor ReaverMorph : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1OB1A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1OB1 A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Reaver1\")\n stop\n }\n}\n\nactor BruiserMorph : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1RUSA1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1OB1 A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Bruiserdemon1\")\n stop\n }\n}\n\nactor HellSmithMorph : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1SMTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1SMT A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"HellSmith1\")\n stop\n }\n}\n\nactor AvatarMorph : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1VATE0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1SMT A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Avatar1\")\n stop\n }\n}\n\nactor acolyte5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1AGRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1AGR A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"acolyte1\")\n stop\n }\n}\n\nactor Annihilator5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1NNIA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Annihilator1\")\n stop\n }\n}\n\nactor Hellsbattery5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ELBE0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Hellsbattery1\")\n stop\n }\n}\n\nactor Diabloist5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1IABA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Diabloist1\")\n stop\n }\n}\n\nactor Diabloist9\n {\n Speed 2\n damage 0\n projectile\n states\n {\n Spawn:\n TNT1 AAAAAAAAA 3\n TNT1 A 1 A_Spawnitem(\"Diabloist1\")\n Stop\n }\n}\n\nactor InsanitySpider5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1NSPA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"InsanitySpider1\")\n stop\n }\n}\n\nactor InsanityFlySpider5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1PYTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"InsanityFlySpider1\")\n stop\n }\n}\n\nactor Crusader5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1RO2A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Crusader1\")\n stop\n }\n}\n\nactor Ghoul5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1GHLA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Ghoul1\")\n stop\n }\n}\n\nactor Korax5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ORXA1\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ELB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Korax1\")\n stop\n }\n}\n\nactor Aracnorb5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1CNBA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1CNB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Aracnorb1\")\n stop\n }\n}\n\nactor Archonofhell5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1OS1C0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1CNB A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Archonofhell1\")\n stop\n }\n}\n\nactor Heresiarch5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ORCA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ORC A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Heresiarch1\")\n stop\n }\n}\n\nactor Bishop5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1ISHA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n 1ISH A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Bishop1\")\n stop\n }\n}\n\nactor Turret15 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"TURRE0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n TURR E 4 Bright\n loop\n Use:\n TNT1 A 1 A_Firecustommissile(\"Turret19\",0,0,0)\n stop\n }\n}\n\nactor Turret19\n {\n Speed 2\n damage 0\n projectile\n states\n {\n Spawn:\n TNT1 AAAAAAAAA 3\n TNT1 A 0 A_SpawnItem(\"Teleportfog\")\n TNT1 A 1 A_Spawnitem(\"Turret20\")\n Stop\n }\n}\n\nactor Scorpionmastermind5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"SCRPA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n SCRP A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Scorpionmastermind1\")\n stop\n }\n}\n\nactor Cybermastermind5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"CYMMA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n SCRP A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Cybermastermind1\")\n stop\n }\n}\n\nactor Cybermastermind9\n {\n Speed 2\n damage 0\n projectile\n states\n {\n Spawn:\n TNT1 AAAAAAAAA 3\n TNT1 A 1 A_Spawnitem(\"Cybermastermind1\")\n Stop\n }\n}\n\nactor Arachnobaron5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"ARBRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n ARBR A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Arachnobaron1\")\n stop\n }\n}\n\nactor Maephisto5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"MMDRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n ARBR A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Maephisto1\")\n stop\n }\n}\n\nactor Hellion5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"HELNA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Hellion1\")\n stop\n }\n}\n\nactor Choke5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"1HOUM0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Choke1\")\n stop\n }\n}\n\nactor Deathknight5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"DKNTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Deathknight1\")\n stop\n }\n}\n\nactor ArachnotronMK5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"BSP2A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"ArachnotronMK1\")\n stop\n }\n}\n\nactor afrit5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"FRITA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"afrit1\")\n stop\n }\n}\n\nactor Thamuz5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"DCYBA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Thamuz1\")\n stop\n }\n}\n\nactor Cardinal5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"CARDA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Cardinal1\")\n stop\n }\n}\n\nactor Knight5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"KNIGA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n HELN A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Knight1\")\n stop\n }\n}\n\nactor Cyberarach5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \".\"\n inventory.maxamount 1\n inventory.icon \"CYARA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n +FLOATBOB\n states\n {\n Spawn:\n CYAR A 4 Bright\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Cyberarach1\")\n stop\n }\n}\n\nactor Cyberarach9\n {\n Speed 2\n damage 0\n projectile\n states\n {\n Spawn:\n TNT1 AAAAAAAAA 3\n TNT1 A 1 A_Spawnitem(\"Cyberarach1\")\n Stop\n }\n}\n\nactor BloodBeast5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1BESA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"BloodBeast1\")\n stop\n }\n}\n\nactor Supremefiend5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1SUPRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Supremefiend1\")\n stop\n }\n}\n\nactor Hitlerghost5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1WHGTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Hitlerghost1\")\n stop\n }\n}\n\nactor Cyberimp5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1CIMPA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Cyberimp1\")\n stop\n }\n}\n\nactor TorturedSoul5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1TORTA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"torturedsoul1\")\n stop\n }\n}\n\nactor PyroDemon5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1PYROA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"PyroDemon1\")\n stop\n }\n}\n\nactor Cybruiser5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1RUSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n Scale .5\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Cybruiser1\")\n stop\n }\n}\n\nactor Cyberbaron5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1CBOSA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Cyberbaron1\")\n stop\n }\n}\n\nactor Superdemon5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"0UPRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Superdemon1\")\n stop\n }\n}\n\nactor cacolich5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1CALIA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"cacolich1\")\n stop\n }\n}\nactor Sorcerer15 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1SCRA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"sorcerer11\")\n stop\n }\n}\nactor Sorcerer25 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1SC2A0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"sorcerer21\")\n stop\n }\n}\nactor Moloch5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1OLOA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"moloch1\")\n stop\n }\n}\n\nactor Creeperghoul5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1CREEA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Creeperghoul1\")\n stop\n }\n}\n\nactor Demon5 : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1SARGA0\"\n Inventory.GiveQuest 1\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Demon1\")\n stop\n }\n}\n\nactor Demon6 : CustomInventory\n{\n +SHADOW\n RenderStyle OptFuzzy\n Alpha 0.5\n radius 20\n height 26\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"5ARGA0\"\n Inventory.GiveQuest 1\n Scale 0.5\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Demon4\")\n stop\n }\n}\n\nactor Incarnate5 : CustomInventory\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1INCAA0\"\n Inventory.GiveQuest 1\n Scale 0.5\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Incarnate1\")\n stop\n }\n}\nactor HellsFury5 : CustomInventory\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1HFRYA0\"\n Inventory.GiveQuest 1\n Scale 0.5\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Hellsfury1\")\n stop\n }\n}\n\nactor Zombietank5 : CustomInventory\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1ZTNKA0\"\n Inventory.GiveQuest 1\n Scale 0.5\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Zombietank1\")\n stop\n }\n}\nactor Lessermutant5 : CustomInventory\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 1\n inventory.icon \"1MUTAA0\"\n Inventory.GiveQuest 1\n Scale 0.5\n +ALWAYSPICKUP\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n BBES G 4\n loop\n Use:\n TNT1 A 1 A_Giveinventory(\"Lessermutant1\")\n stop\n }\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "Addplayerclass ImmuneMarine"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "GLOBAL"
},
{
"source": "pk3",
"name": "MONSTER2.txt",
"contents": "ACTOR Demolisher_\n{\nDecal bulletchip\nObituary \"%o felt the power of the Spider-Demolisher.\"\nHealth 6000\nRadius 90\nHeight 100\nMass 1000\nSpeed 16\nPainChance 10\nMONSTER\n+FLOORCLIP\n+BOSS\n+MISSILEEVENMORE\n+NOTELEPORT\n+NOBLOCKMONST\nSeeSound \"monster/demsit\"\nAttackSound \"spider/attack\"\nPainSound \"spider/pain\"\nDeathSound \"monster/demdth\"\nActiveSound \"spider/active\"\nStates\n {\n Spawn:\n DEMO AB 10 A_Look\n Loop\n See:\n DEMO A 3 A_Metal\n DEMO ABB 3 A_Chase\n DEMO C 3 A_Metal\n DEMO CDD 3 A_Chase\n DEMO E 3 A_Metal\n DEMO EFF 3 A_Chase\n Loop\n Missile:\n DEMO A 0 BRIGHT A_Jump (100,13)\n DEMO A 20 BRIGHT A_FaceTarget\n DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n DEMO T 4 BRIGHT A_FaceTarget\n DEMO T 4 BRIGHT A_FaceTarget\n DEMO T 5 BRIGHT A_FaceTarget\n DEMO T 5 BRIGHT A_FaceTarget\n DEMO T 5 BRIGHT A_FaceTarget\n DEMO T 5 BRIGHT A_FaceTarget\n DEMO U 10 BRIGHT A_CustomMissile (\"BFGBall8\",32,0,0)\n DEMO A 0 BRIGHT A_Jump (12,3)\n DEMO A 0 BRIGHT A_Jump (12,1)\n Goto Missile+2\n DEMO U 0 BRIGHT A_Spidrefire\n Goto see\n Missile2:\n DEMO A 20 BRIGHT A_FaceTarget\n DEMO G 0 BRIGHT A_SPosAttack\n DEMO G 0 BRIGHT A_SPosAttack\n DEMO G 4 BRIGHT A_SPosAttack\n DEMO H 0 BRIGHT A_SPosAttack\n DEMO H 0 BRIGHT A_SPosAttack\n DEMO H 4 BRIGHT A_SPosAttack\n DEMO H 1 BRIGHT A_SpidRefire\n Goto Missile2+1\n Pain:\n DEMO I 3\n DEMO I 3 A_Pain\n Goto See\n Death:\n DEMO J 20 Bright A_Scream\n DEMO K 10 Bright A_NoBlocking\n DEMO LMNOPQR 10 Bright\n DEMO S 30\n DEMO S -1 A_BossDeath\n Stop\n }\n}\n\nactor BFGBall8\n{\n Game Doom\n Radius 13\n Height 8\n Speed 25\n Damage 100\n Renderstyle Add\n Decal bfglightning\n Alpha 0.75\n DeathSound \"weapons/bfgx\"\n Projectile\n +RANDOMIZE\n +SEEKERMISSILE\n States\n {\n Spawn:\n BFS1 AB 3 bright A_Seekermissile(9999,9999)\n BFS1 AB 3 bright\n BFS1 AB 3 bright\n BFS1 AB 3 bright\n BFS1 AB 3 bright\n BFS1 AB 3 bright\n Goto spawn+8\n Death:\n BFE1 AB 8 bright\n BFE1 C 8 bright A_BFGSpray\n BFE1 DEF 8 bright\n stop\n }\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n +NOBLOCKMAP\n +NOCLIP\n}\n\nACTOR Sjasface_\n{\nfloatspeed 15\nSpeed 25\nMONSTER\nHealth 500\nAlpha 0.5\nmeleedamage 115\nPainchance 50\nRadius 20\nHeight 72\nCameraheight 32\nMass 9999999999999\nRENDERSTYLE TRANSLUCENT\nobituary \"%o was spooked by Sjas.\"\n+FLOAT\n+LOOKALLAROUND\n+NOGRAVITY\n//+NOCLIP\n+NOTELEOTHER\n//Seesound \"Sjassee\"\nBloodcolor Black\nPainchance 250\nStates\n{\nSpawn:\nSJAS A 1 A_Look\nLoop\nSee:\nSJAS BBBBBBBBBBBBBB 1 A_Chase\nSJAS A 0 A_Playsound(\"Sjasact\")\n\nLoop\nPain:\nSJAS B 5 A_Playsound(\"Sjaspain\")\nGoto See\nMelee:\nSJAS C 0 A_FaceTarget\nSJAS C 0 A_MeleeAttack\nSJAS C 0 A_VileAttack\nSJAS C 0 A_Playsound(\"Sjasattack\")\nSJAS CDCDCDCDCD 1\nSJAS C 10 //A_HideThing\nGoto See\nDeath:\nSJAS E 50 A_Playsound(\"Sjaspain\")\nSJAS EFEFEFEFEFEFEFEFEFEFEFEF 2 A_Playsound(\"Sjaspain\")\nSJAS FGFGFGFGFGFGFGFGFGFGFGFG 2 A_Playsound(\"Sjaspain\")\nSJAS GHGHGHGHGHGHGHGHGHGHGHGH 2 A_Playsound(\"Sjaspain\")\nSJAS F 50 A_Playsound(\"Sjaspain\")\nSJAS C 0 A_Playsound(\"Sjasdeath\")\nSJAS C 0 A_Fall\n \tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\nTNT1 A 30\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\nTNT1 A 30\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\nTNT1 A 50\nStop\n}\n}\n\nACTOR Jitterskull_\n{\nScale 0.13\nCameraheight 40\nHeight 70\nRadius 15\nSpeed 23\nDamage 115\nHealth 700\nMONSTER\n+NOBLOCKMONST\n+DROPOFF\n+LOOKALLAROUND\n+DONTSPLASH\nObituary \"%o was eaten by the jitterskull\"\npainchance 0\nmass 9999999999\nStates\n{\nSpawn:\nJSKL A 1 A_Look\nLoop\nSee:\nJSKL A 0 A_Stop\nJSKL A 0 A_PlaySound(\"skullact\")\nJSKL D 0 A_Chase\nJSKL ABCBABCBCBABABCBCBABABCBCBABCBCBA 1 A_FaceTarget\nJSKL A 0 A_JumpIfCloser(280, 21)\nJSKL AAAAAAAAAAAAAAAAAAAA 0 A_Chase\nLoop\nJSKL D 0 A_FaceTarget\n//JSKL DDD 0 A_Chase\nJSKL D 0 A_PlaySoundEx(\"skullattack\", \"Voice\",0)\nGoto Pain\nPain: // Actually his attacking state to prevent him randomly charging at you from afar\nJSKL D 0 A_FaceTarget\nJSKL D 1 A_SkullAttack\nJSKL D 0 A_JumpIfCloser(280, 2)\nJSKL D 1 A_Stop\nGoto See\nJSKL D 0\nLoop\nDeath:\nJSKL D 0 A_Playsound(\"skulldie\")\nJSKL DDDDDDDDDDDDD 4 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 0)\nTNT1 AAAAAAAAAAAA 4 A_CustomMissile(\"ArchvileFirex\", 0, 0, random(0,360), 0)\nTNT1 A 0 A_Fall\nStop\n}\n}\n\nactor clownyface_\n {\n Speed 15\n Scale 0.50\n Height 40\n Radius 40\n Meleerange 100\n Meleedamage 115\n health 700\n Obituary \"%o was eaten alive by the Clown-face.\"\n Seesound \"Laugh\"\n activesound \"Laugh\"\n Meleesound \"\"\n Deathsound \"\"\n Monster\n +FLOAT\n +NOGRAVITY\n States\n {\n Spawn:\n CLOW A 1 A_Look\n Loop\n See:\n CLOW A 1 A_Chase\n Loop\n Melee:\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW A 2 A_Facetarget\n CLOW B 2 A_Facetarget\n CLOW B 20 A_Meleeattack\n Goto see\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile(\"ArchvileFirex\", 0, 0, random(0,360), 0)\n TNT1 A -1\n Stop\n }\n}\n\nactor ChainGunSpider_\n{\n obituary \"%o was filled full of lead by an Arachnotron.\"\n health 700\n radius 46\n height 64\n mass 600\n speed 12\n painchance 20\n seesound \"CGunSpider/Sight\"\n painsound \"baby/pain\"\n deathsound \"CGunSpider/Death\"\n activesound \"baby/active\"\n attacksound \"CGunSpider/Attack\"\n decal \"bulletchip\"\n MONSTER\n +FLOORCLIP\n +NOBLOCKMONST\n states\n {\n Spawn:\n CSPI AB 10 A_Look\n loop\n See:\n CSPI A 20\n CSPI A 3 A_BabyMetal\n CSPI ABBCC 3 A_Chase\n CSPI D 3 A_BabyMetal\n CSPI DEEFF 3 A_Chase\n goto See+1\n Missile:\n CSPI A 20 bright A_FaceTarget\n CSPI G 4 bright A_Custombulletattack (22.5, 0, 3, random(1,5)*3, \"BulletPuff\",9000000,0)\n CSPI H 4 bright A_Custombulletattack (22.5, 0, 3, random(1,5)*3, \"BulletPuff\",9000000,0)\n CSPI H 0 bright A_SpidRefire\n goto Missile+1\n Pain:\n CSPI I 3\n CSPI I 3 A_Pain\n goto See+1\n Death:\n CSPI J 20 A_Scream\n CSPI K 7 A_NoBlocking\n CSPI LMNO 7\n CSPI P -1 A_BossDeath\n stop\n Raise:\n CSPI PONMLKJ 5\n goto See+1\n }\n}\n\nACTOR Catharsi_\n{\n OBITUARY \"%o was blasted by a catharsi.\"\n Health 120\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 140\n SEESOUND \"catharsi/sit\"\n PAINSOUND \"catharsi/pain\"\n DEATHSOUND \"catharsi/death\"\n ACTIVESOUND \"imp/active\"\n MONSTER\n +FloorClip\n states\n {\n Spawn:\n SDDM AB 10 A_Look\n Loop\n See:\n SDDM AABBCCDD 3 A_Chase\n Loop\n Missile:\n SDDM E 0 A_Jump(128, 15)\n SDDM E 4\n SDDM E 10 A_FaceTarget\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 0, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 8, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 12, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 16, 0)\n SDDM E 2\n Goto See\n SDDM E 4\n SDDM E 10 A_FaceTarget\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 0, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -8, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -12, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -16, 0)\n SDDM E 2\n Goto See\n Pain:\n SDDM G 3\n SDDM G 3 A_Pain\n Goto See\n Death:\n SDDM H 5\n SDDM I 5 A_Scream\n SDDM J 5 A_NoBlocking\n SDDM J 0 A_SpawnItem(\"CatharsiDetonator\", 0, 30)\n SDDM KLM 5\n SDDM N -1\n Stop\n XDeath:\n SDDM O 5\n SDDM P 5 A_XScream\n SDDM Q 5 A_NoBlocking\n SDDM RSTUV 5\n SDDM W -1\n Stop\n Raise:\n SDDM NMLKJIH 5\n Goto See\n }\n}\n\nACTOR CatharsiBall\n{\n Radius 6\n Height 8\n Speed 15\n Damage 3\n RENDERSTYLE Add\n SEESOUND \"catharsi/shotsit\"\n DEATHSOUND \"catharsi/shotdth\"\n PROJECTILE\n +Randomize\n Decal PlasmaScorchLower\n states\n {\n Spawn:\n SDFB A 4 BRIGHT\n Loop\n Death:\n SDFB BCDE 6 BRIGHT\n stop\n }\n}\n\nactor hitlerghost_\n {\n Obituary \"%o Was killed by the hitler ghost.\"\n Speed 3\n mass 100000\n height 64\n radius 16\n Health 9000\n Mass 90000000\n Decal doomimpscorch\n attacksound \"hitlerghost/attack\"\n Deathsound \"hitlerghost/death\"\n Seesound \"hitlerghost/sight\"\n monster\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOBLOCKMONST\n States\n {\n Spawn:\n WHGT A 1 Bright A_Look\n Loop\n See:\n WHGT AAAABBBBCCCCDDDD 1 Bright A_Chase\n Loop\n Missile:\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n WHGT A 1 Bright A_Facetarget\n WHGT E 0 A_Playsound(\"hitlerghost/attack\")\n WHGT E 1 Bright A_Custommissile(\"redball\",32,0,0)\n Goto see\n Death:\n WHGT F 6 Bright A_Scream\n WHGT GHIJ 6\n WHGT K -1 Bright A_Noblocking\n Stop\n Raise:\n WHGT KJIHG 6 Bright\n Goto see\n }\n}\n\nActor Giftmacher_\n{\n\tHealth 1200\n\tRadius 26\n\tHeight 56\n\tDeathHeight 0\n\tSpeed 3\n\tMass 10000\n\tPainchance 0\n Mass 90000000\n\tMONSTER\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOBLOCKMONST\n\tSeeSound \"bos8/sight\"\n\tDeathSound \"bos8/death\"\n\tObituary \"%o was killed by Otto Giftmacher.\"\n\tBloodColor \"FF 00 00\"\n\tDamage 4\n\tStates\n\t{\n\tSpawn:\n\t\tWBO8 A 5 Bright A_Look\n\t\tLoop\n\tSee:\n\t\tWBO8 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 Bright A_Chase\n\t\tLoop\n\tMissile:\n\t\tWBO8 E 10 Bright A_FaceTarget\n\t\tWBO8 F 5 BRIGHT A_CustomMissile (\"WRocket4\", 32, 0, 0)\n\t\tWBO8 E 5 Bright A_FaceTarget\n\t\tWBO8 E 0 A_CposRefire\n WBO8 E 0 A_Jump(80,10)\n\t\tWBO8 E 5 Bright A_FaceTarget\n\t\tWBO8 F 5 BRIGHT A_CustomMissile (\"WRocket4\", 32, 0, 0)\n\t\tWBO8 E 5 Bright A_FaceTarget\n WBO8 E 0 A_CposRefire\n WBO8 E 0 A_Jump(80,5)\n\t\tWBO8 E 5 Bright A_FaceTarget\n\t\tWBO8 F 5 Bright A_CustomMissile (\"WRocket4\", 32, 0, 0)\n\t\tWBO8 E 5 bright A_FaceTarget\n\t\tWBO8 E 0 A_CposRefire\n\t\tGoto see\n Gotosee:\n WBO8 E 0 Bright A_CposRefire\n Goto see\n\tPain:\n\t\tWBO8 A 6 Bright A_Pain\n\t\tGoto See\n\tDeath:\n\t\tWBO8 A 60 Bright A_Scream\n\t\tWBO8 GHI 5 Bright A_Noblocking\n\t\tWBO8 J -1\n\t\tStop\n Raise:\n WBO8 IHG 5 Bright\n goto see\n\t}\n}\n\nactor Wrocket4\n {\n Deathsound \"Wolfrocket/deathsound\"\n Seesound \"Wolfrocket/attacksound\"\n Speed 9\n Damage 12\n Height 10\n radius 8\n Projectile\n +NOBLOCKMONST\n States\n {\n Spawn:\n MIL1 A 0 A_PlaySound(\"Wolfrocket/attacksound\")\n MIL1 A 2 A_CustomMissile (\"smoke_9_\", -30, 0, 0)\n goto spawn+1\n Death:\n IPCT AB 5 Bright\n IPCT C 5 bright\n Stop\n }\n}\n\nactor UACBot_\n{\n obituary \"%o was cut down by a UAC Bot.\"\n health 3000\n radius 40\n height 110\n mass 3000\n speed 16\n painchance 20\n seesound \"uacbsee\"\n activesound \"uacbact\"\n deathsound \"uacbdth\"\n MONSTER\n +NOBLOOD\n +BOSS\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +MISSILEMORE\n states\n {\n Spawn:\n UACB G 10 A_Look\n loop\n See:\n UACB A 3 A_Hoof\n UACB A 3 A_Chase\n UACB B 3 A_Metal\n UACB BCC 3 A_Chase\n UACB D 3 A_Hoof\n UACB D 3 A_Chase\n UACB E 3 A_Metal\n UACB EFF 3 A_Chase\n loop\n Missile:\n UACB G 0 A_jump(128,\"grenade\",\"rocket\")\n UACB G 10 A_facetarget\n UACB H 3 bright A_sposattack\n UACB G 2 A_SpidRefire\n goto Missile+2\n Grenade:\n UACB G 6 A_facetarget\n UACB H 0 A_playsound(\"grenpop\",CHAN_AUTO)\n UACB IJ 3 A_facetarget\n UACB K 0 A_playsound(\"gren\")\n UACB K 6 bright A_custommissile(\"grenade\",106,0,0)\n UACB J 6 A_facetarget\n UACB K 0 A_playsound(\"gren\")\n UACB K 6 bright A_custommissile(\"grenade\",106,0,0)\n UACB J 6 A_facetarget\n UACB K 0 A_playsound(\"gren\")\n UACB K 6 bright A_custommissile(\"grenade\",106,0,0)\n UACB J 0 A_playsound(\"grenpop\",CHAN_AUTO)\n UACB JIG 3 A_facetarget\n Rocket:\n UACB G 6 A_facetarget\n UACB IJ 3 A_facetarget\n UACB H 0 A_playsound(\"grenpop\",CHAN_AUTO)\n UACB K 6 bright A_custommissile(\"rocket\",106,0,0)\n UACB J 6 A_facetarget\n UACB K 6 bright A_custommissile(\"rocket\",106,0,0)\n UACB J 6 A_facetarget\n UACB K 6 bright A_custommissile(\"rocket\",106,0,0)\n UACB H 0 A_playsound(\"grenpop\",CHAN_AUTO)\n UACB JIG 3 A_facetarget\n goto see\n Death:\n UACD K 0 bright\n\tUACD K 4 bright A_Scream\n UACD L 4 bright\n UACD MN 4 bright\n UACD O 4 A_NoBlocking\n UACD PQR 4\n UACD S 30\n\tUACD T 4 bright A_Scream\n\tUACD UVW 4 bright\n\tUACD XYZAB 2\n UACD C -1 A_BossDeath\n }\n}\n\nACTOR Arachnophyte_\n{\n //$Category monsters\n Health 500\n Radius 64\n Height 100\n Speed 6\n PainChance 15\n Mass 5000\n MONSTER\n +NoGravity\n +FloatBob\n +Float\n +NoRadiusDMG\n +FireResist\n SEESOUND \"arachnophyte/sight\"\n PAINSOUND \"arachnophyte/pain\"\n DEATHSOUND \"arachnophyte/death\"\n ATTACKSOUND \"spider/attack\"\n OBITUARY \"%o was perforated by an Arachnophyte.\"\n ExplosionDamage 128\n ExplosionRadius 255\n Decal Bulletchip\n states\n {\n Spawn:\n APYT A 0 A_PlaySound(\"arachnophyte/engine\")\n APYT ABABAB 4 A_Look\n Loop\n See:\n APYT A 0 A_PlaySound(\"arachnophyte/engine\")\n APYT AABBAABBAABB 2 A_Chase\n Loop\n Missile:\n APYT A 0 A_PlaySound(\"arachnophyte/engine\")\n APYT BABAB 4 A_FaceTarget\n APYT A 0 A_PlaySound(\"arachnophyte/engine\")\n APYT CD 4 A_SPosAttack\n APYT D 1 A_SpidRefire\n Goto Missile+6\n Pain:\n APYT A 1 A_Pain\n Goto See\n Death:\n APYT A 0 A_PlaySound(\"spider/death\")\n APYT A 4 A_Scream\n APYT B 4\n APYT E 8\n APYT F 8\n APYT G 6 A_Explode\n APYT H 6 A_Fall\n APYT I 6\n APYT J 6\n TNT1 J -1\n Stop\n }\n}\n\nactor InfernoDemon_ : Demon\n{\n Health 400\n Speed 14\n PainChance 160\n Obituary \"%o was scorched by an Inferno Demon.\"\n HitObituary \"%o was chomped by an Inferno Demon.\"\n States\n {\n Spawn:\n SRGF AB 10 A_Look\n Loop\n See:\n SRGF AABBCCDD 2 A_Chase\n Loop\n Missile:\n SRGF A 0 A_Jump(100,\"Missile1\")\n SRGF A 3 A_FaceTarget\n SRGF GE 3 A_FaceTarget\n SRGF F 0 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, -4, 1)\n SRGF F 0 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, 0, 1)\n SRGF F 4 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, 4, 1)\n SRGF GE 3 A_FaceTarget\n SRGF F 0 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, -4, 1)\n SRGF F 0 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, 0, 1)\n SRGF F 4 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, 4, 1)\n SRGF GE 3 A_FaceTarget\n SRGF F 0 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, -4, 1)\n SRGF F 0 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, 0, 1)\n SRGF F 4 Bright A_CustomMissile(\"DoomImpBall\", 28, 0, 4, 1)\n SRGF EG 10\n Goto See\n Missile1:\n SRGF A 0 A_Jump(100,\"Missile1\")\n SRGF A 3 A_FaceTarget\n SRGF GE 3 A_FaceTarget\n SRGF F 0 Bright A_CustomMissile(\"BaronBall\", 28, 0, -4, 1)\n SRGF F 0 Bright A_CustomMissile(\"BaronBall\", 28, 0, 0, 1)\n SRGF F 4 Bright A_CustomMissile(\"BaronBall\", 28, 0, 4, 1)\n SRGF GE 3 A_FaceTarget\n SRGF F 0 Bright A_CustomMissile(\"BaronBall\", 28, 0, -4, 1)\n SRGF F 0 Bright A_CustomMissile(\"BaronBall\", 28, 0, 0, 1)\n SRGF F 4 Bright A_CustomMissile(\"BaronBall\", 28, 0, 4, 1)\n SRGF GE 3 A_FaceTarget\n SRGF F 0 Bright A_CustomMissile(\"BaronBall\", 28, 0, -4, 1)\n SRGF F 0 Bright A_CustomMissile(\"BaronBall\", 28, 0, 0, 1)\n SRGF F 4 Bright A_CustomMissile(\"BaronBall\", 28, 0, 4, 1)\n SRGF EG 10\n Goto See\n Melee:\n SRGF EF 8 A_FaceTarget\n SRGF G 8 A_MeleeAttack\n Goto See\n Pain:\n SRGF G 2\n SRGF G 2 A_Pain\n Goto See\n Death:\n SRGF H 6\n SRGF I 10 A_Scream\n SRGF JKLM 4\n SRGF N -1 A_NoBlocking\n Stop\n Raise:\n SRGF MLKJ 4\n SRGR I 10\n SRGF H 6\n Goto See\n }\n}\n\nActor BruiserDemon_\n{\n //$Category Monsters\n Health 1500\n Radius 24\n Height 64\n Mass 2000\n Speed 8\n PainChance 15\n Monster\n +Boss\n +FloorClip\n +LookAllAround\n +MissileEvenMore\n +NoRadiusDmg\n MissileType BruiserBall\n SeeSound \"superbaron/scream\"\n PainSound \"superbaron/pain\"\n DeathSound \"superbaron/death\"\n ActiveSound \"superbaron/act\"\n MeleeSound \"baron/melee\"\n Obituary \"%o was slaughtered by a Bruiserdemon.\"\n HitObituary \"%o was cremated by a Bruiserdemon.\"\n MeleeDamage 20\n Scale 1.25\n States\n {\n Spawn:\n BRUS AB 10 Bright A_Look\n Loop\n See:\n BRUS AABBCCDD 3 Bright A_Chase\n Loop\n Melee:\n BRUS E 6 Bright A_FaceTarget\n BRUS F 6 Bright A_FaceTarget\n BRUS G 6 Bright A_ComboAttack\n Goto See\n Missile:\n BRUS E 0 Bright A_Jump(144, 8)\n BRUS EF 6 Bright A_FaceTarget\n BRUS G 6 Bright A_MissileAttack\n BRUS G 0 Bright A_Jump(96, 1)\n Goto See\n BRUS HI 6 Bright A_FaceTarget\n BRUS J 6 Bright A_MissileAttack\n Goto See\n BRUS E 0 Bright A_Jump(96, 20)\n BRUS E 6 Bright A_FaceTarget\n BRUS F 4 Bright A_FaceTarget\n BRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n BRUS G 0 Bright A_Jump(96, 1)\n Goto See\n BRUS H 6 Bright A_FaceTarget\n BRUS I 4 Bright A_FaceTarget\n BRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n Goto See\n BRUS KL 6 Bright A_FaceTarget\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n Goto See\n Pain:\n BRUS N 5 Bright A_Pain\n Goto See\n Death:\n BRUD A 6 Bright A_Scream\n BRUD BCD 4 Bright\n BRUD EFG 4 Bright\n BRUD H 4 Bright A_Fall\n BRUD IJKLMNOP 4 Bright\n BRUD QRSTUV 4\n BRUD W -1\n Stop\n }\n}\n\nACTOR Hellsmith8_\n{\nHealth 6000\nRadius 40\nHeight 110\nMass 5000\nSpeed 16\nPainChance 10\nMONSTER\nObituary \"%o was not match for the might of the Hellsmith.\"\nHitObituary \"%o was crushed under the Hellsmith's hoof.\"\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+FIRERESIST\n+NOTARGET\n+MISSILEEVENMORE\nDamage 30\nMeleeDamage 20\nMeleeRange 86\nSeeSound \"monster/smithw\"\nPainSound \"monster/smithp\"\nDeathSound \"monster/smithd\"\nActiveSound \"monster/smitha\"\nMeleeSound \"monster/hamhit\"\nSpawnID 179\nStates\n {\n Spawn:\n BSMT AB 10 A_Look\n Loop\n See:\n BSMT A 0 A_UnSetReflectiveInvulnerable\n BSMT A 3 A_Playsound (\"monster/fihoof\")\n BSMT ABB 3 A_Chase\n BSMT C 3 A_Playsound (\"monster/fihoof\")\n BSMT CDD 3 A_Chase\n Loop\n Melee:\n BSMT E 6 A_FaceTarget\n BSMT F 1 A_Playsound (\"monster/hamswg\")\n BSMT F 5 A_FaceTarget\n BSMT G 10 A_MeleeAttack\n BSMT B 0 A_Jump (192,1)\n Goto See\n BSMT J 6 A_FaceTarget\n BSMT K 1 A_Playsound (\"monster/hamswg\")\n BSMT K 5 A_FaceTarget\n BSMT L 10 A_MeleeAttack\n Goto See\n Missile:\n BSMT A 0 A_Jump(128,3)\n BSMT A 0 A_Jump(128,3)\n BSMT A 0\n goto Charge\n BSMT A 0\n goto Missile1\n BSMT A 0\n goto Missile2\n Charge:\n BSMT O 1 A_Playsound (\"weapons/suldth\")\n BSMT O 2 A_SetReflectiveInvulnerable\n BSMT O 2 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 4 A_SkullAttack\n BSMT O 0 A_SpawnItemEx(\"SmithGhost2\",0,0,0,0,0,0,0,128,0)\n BSMT O 0 A_Stop\n BSMT O 1\n Goto See\n Missile1:\n BSMT E 6 A_FaceTarget\n BSMT H 6 A_PlaySound (\"monster/hamswg\")\n BSMT N 0 A_PLaySound (\"weapons/hellfi\")\n BSMT I 0 A_CustomMissile (\"Hellshot2\",52,0,0)\n BSMT I 0 A_CustomMissile (\"Hellshot2\",52,0,8)\n BSMT I 12 A_CustomMissile (\"Hellshot2\",52,0,-8)\n BSMT I 0 A_Jump (128,8)\n BSMT B 6\n BSMT J 6 A_FaceTarget\n BSMT M 6 A_PlaySound (\"monster/hamswg\")\n BSMT N 1 A_PLaySound (\"weapons/hellfi\")\n BSMT N 0 A_CustomMissile (\"Hellshot2\",52,0,0)\n BSMT N 0 A_CustomMissile (\"Hellshot2\",52,0,8)\n BSMT N 11 A_CustomMissile (\"Hellshot2\",52,0,-8)\n BSMT N 0 A_Jump (128,1)\n Goto See\n BSMT N 0\n Goto Missile2\n Missile2:\n BSMT E 6 A_FaceTarget\n BSMT F 1 A_Playsound (\"monster/hamswg\")\n BSMT F 5 A_FaceTarget\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,15,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,30,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,45,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,60,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,75,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,90,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,105,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,120,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,135,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,150,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,165,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,180,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,195,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,210,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,225,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,240,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,255,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,270,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,285,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,300,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,315,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,330,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,345,0)\n BSMT G 0 A_CustomMissile(\"STracer\",0,0,0,0)\n BSMT G 10 A_Playsound(\"monster/hamflr\")\n BSMT B 0 A_Jump (128,1)\n Goto See\n BSMT N 0\n Goto Missile3\n Missile3:\n BSMT J 6 A_FaceTarget\n BSMT K 1 A_Playsound (\"monster/hamswg\")\n BSMT K 5 A_FaceTarget\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,15,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,30,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,45,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,60,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,75,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,90,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,105,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,120,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,135,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,150,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,165,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,180,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,195,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,210,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,225,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,240,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,255,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,270,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,285,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,300,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,315,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,330,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,345,0)\n BSMT L 0 A_CustomMissile(\"STracer\",0,0,0,0)\n BSMT L 10 A_Playsound(\"monster/hamflr\")\n Goto See\n Pain:\n BSMT P 10 A_Pain\n BSMT P 0 A_Jump (128,1)\n Goto See\n BSMT E 0 A_SetReflectiveInvulnerable\n BSMT E 6 A_FaceTarget\n BSMT F 1 A_Playsound (\"monster/hamswg\")\n BSMT F 5 A_FaceTarget\n BSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n BSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n BSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n BSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n BSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n BSMT G 1 A_Playsound (\"monster/hamflr\")\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT G 7 HealThing(20)\n BSMT B 0 A_UnSetReflectiveInvulnerable\n BSMT B 0 A_JumpIfHealthLower(1000,1)\n Goto See\n BSMT B 1 ACS_ExecuteAlways(100,0)\n Goto See\n Death:\n BSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-72,2)\n BSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-144,2)\n BSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-216,2)\n BSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-288,2)\n BSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,0,2)\n BSMT F 0 Radius_Quake(6,250,2,64,8)\n BSMT P 250 A_CustomMissile(\"SmithDFSpawner\",0,0,0,0)\n BSMT Q 6 A_CustomMissile(\"SmithHammer\",128,-40,-30,0)\n BSMT Q 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n BSMT R 6 A_Scream\n BSMT R 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n BSMT STU 6\n BSMT V 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n BSMT V 6 A_NoBlocking\n BSMT V 6\n BSMT X 6\n BSMT X 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n BSMT Y -1 A_BossDeath\n }\n}\n\nACTOR HellsBattery_\n{\nMONSTER\n+BOSS\n- FULLVOLACTIVE\n+FLOORCLIP\n+NORADIUSDMG\n+DONTMORPH\n+DONTSQUASH\n+DONTBLAST\n+DONTGIB\n+NOTELEOTHER\nHealth 4000\nSpeed 7\nRadius 48\nHeight 128\nScale 0.75\nPainChance 32\nPainSound \"hellsbattery\\pain\"\nSeeSound \"hellsbattery\\sight\"\nObituary \"%o was annihilated by Hell's Battery\"\nMass 5000\nStates\n{\nSpawn:\nHELB EE 10 A_Look\nLoop\nSee:\nHELB A 0 A_UnSetInvulnerable\nHELB A 0 A_PlaySound(\"hellsbattery\\hoof\")\nHELB AABB 6 A_Chase\nHELB C 0 A_PlaySound(\"hellsbattery\\hoof\")\nHELB CCDD 6 A_Chase\nGoto See+1\nMissile:\nHELB E 0 A_Jump(128, 7)\nHELB E 0 A_Jump(128, 1)\nGoto Melee\n\n//Chaos Rocket\nHELB E 10 A_FaceTarget\nHELB K 0 A_PlaySound(\"hellsbattery\\chaos\")\nHELB L 0 A_CustomMissile(\"ChaosRocket\", 127, 39, 0, 1)\nHELB L 8 A_CustomMissile(\"ChaosRocket\", 127, -39, 0, 1)\nHELB E 4 A_FaceTarget\nGoto See\n\nHELB E 10 A_SetInvulnerable\nHELB FGHIJ 10 A_FaceTarget\nHELB J 0 A_Jump(128, 8)\n\n//Battery\nHELB K 0 A_PlaySound(\"hellsbattery\\battery\")\nHELB K 0 A_CustomMissile(\"Nukey\", 109, 0, 0)\nHELB K 0 A_CustomMissile(\"Nukey\", 109, 11, -16)\nHELB K 8 BRIGHT A_CustomMissile(\"Nukey\", 109, -11, 16)\nHELB J 0 A_CustomMissile(\"CannonShell\", 96, 0, 180)\nHELB J 0 A_CustomMissile(\"CannonShell\", 96, 16, 160)\nHELB J 105 A_CustomMissile(\"CannonShell\", 96, -16, 200)\nGoto Pain+2\n\n//Hellfire Mortar\nHELB N 8 A_PlaySound(\"hellsbattery\\mortar\")\nHELB J 0 A_CPosRefire\nHELB J 24 A_CustomMissile(\"MortarSpawner\", 0, 0, 0)\nHELB J 10 A_FaceTarget\n\nHELB N 8 A_PlaySound(\"hellsbattery\\mortar\")\nHELB J 0 A_CPosRefire\nHELB J 24 A_CustomMissile(\"MortarSpawner\", 0, 0, 0)\nHELB J 10 A_FaceTarget\n\nHELB N 8 A_PlaySound(\"hellsbattery\\mortar\")\nHELB J 0 A_CPosRefire\nHELB J 24 A_CustomMissile(\"MortarSpawner\", 0, 0, 0)\nHELB J 10 A_FaceTarget\n\nHELB N 8 A_PlaySound(\"hellsbattery\\mortar\")\nHELB J 0 A_CPosRefire\nHELB J 24 A_CustomMissile(\"MortarSpawner\", 0, 0, 0)\nHELB J 10 A_FaceTarget\nGoto Pain+2\n\nMelee:\n//Plasma Cluster\nHELB E 2 A_FaceTarget\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 71, 39, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 71, -39, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 67, 32, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 67, -32, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 59, 32, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 59, -32, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 56, 39, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 56, -39, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 59, 46, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 59, -46, 0, 1)\nHELB M 0 BRIGHT A_CustomMissile(\"PlasmaBall\", 67, 46, 0, 1)\nHELB M 2 BRIGHT A_CustomMissile(\"PlasmaBall\", 67, -46, 0, 1)\nHELB E 0 A_CPosRefire\nLoop\n\nPain:\nHELB E 10 A_Pain\nHELB E 0 A_Jump(64, 6)\nGoto See\n\nHELB IHGF 10 A_FaceTarget\nHELB E 10 A_UnSetInvulnerable\nGoto See\n\nHELB E 10 A_FaceTarget\nHELB [ 5 BRIGHT\nHELC C 5 BRIGHT\nHELB ] 0 BRIGHT A_CustomMissile(\"HellsFury\", 0, -32, 32) //[TDA] I'm sure i've heard this name before....\nHELB ] 5 BRIGHT A_CustomMissile(\"HellsFury\", 0, 32, -32)\nHELC C 5\nHELB [ 5\nHELB E 10\nGoto See\n\nDeath:\nHELB E 5 A_Pain\nHELB E 0 A_FaceTarget\nHELB E 0 A_CustomMissile(\"Boomy\", 96, 16, -90)\nHELB E 4 A_CustomMissile(\"Boomy\", 64, -32, 90)\nNULL A 0 A_Spawnitem(\"HellsBatteryGore\")\nNULL A 8\nNULL P 1 A_NoBlocking\nNULL A 10\nNULL A -1\nStop\n}\n}\n\nACTOR HellsBatteryGore\n{\nMonster\n+BOSS\n- FULLVOLACTIVE\n+FLOORCLIP\n+NORADIUSDMG\n+DONTMORPH\n+DONTSQUASH\n+DONTBLAST\n+DONTGIB\n+NOTELEOTHER\nHealth 500\nSpeed 4\nRadius 48\nHeight 128\nScale 0.75\nPainChance 0\nPainSound \"hellsbattery\\pain\"\nDeathSound \"hellsbattery\\death\"\nObituary \"%o was annihilated by Hell's Battery\"\nMass 5000\nStates\n{\nSpawn:\nHELB OO 2 A_Look\nLoop\nSee:\nHELB P 0 A_CustomMissile(\"HBArm1\", 96, 16, -90)\nHELB P 0 A_CustomMissile(\"HBArm2\", 64, -32, 90)\n\nHELB Q 0 A_PlaySound(\"hellsbattery\\hoof\")\nHELB Q 0 A_Jump(128, 2)\nHELB Q 0 A_CustomMissile(\"HBBloodSplatterFX\", 96, 16, -90)\nHELB Q 5 A_Chase\nHELB Q 0 A_Jump(128, 2)\nHELB Q 0 A_CustomMissile(\"BloodSplatterFX2\", 64, -32, 0)\nHELB Q 5 A_Chase\nHELB Q 0 A_Jump(128, 2)\nHELB O 0 A_CustomMissile(\"HBBloodSplatterFX\", 96, 16, -90)\nHELB O 5 A_Chase\nHELB Q 0 A_Jump(128, 2)\nHELB O 0 A_CustomMissile(\"BloodSplatterFX2\", 64, -32, 0)\nHELB O 5 A_Chase\nHELB P 5 A_CustomMissile(\"HBBloodSplatterFX\", 96, 16, -90)\nHELB P 5 A_CustomMissile(\"BloodSplatterFX2\", 64, -32, 0)\nGoto See+2\n\nMissile:\nHELB O 10 A_FaceTarget\nHLB2 A 5 BRIGHT\nHLB2 B 5 BRIGHT\nHLB2 C 5 BRIGHT A_CustomMissile(\"HellsFury\", 0, 0, 0)\nHLB2 B 5\nHLB2 A 5\nHELB O 10\nGoto See+2\n\nDeath:\nHELB R 5 A_CustomMissile(\"BloodSplatterFX\", 112, 0, 0)\nHELB S 5 A_Scream\nHELB T 0 A_CustomMissile(\"Boomy\", 96, -32, 0)\nHELB T 5 A_CustomMissile(\"BloodSplatterFX\", 96, 0, 180)\nHELB U 5 A_CustomMissile(\"BloodSplatterFX\", 80, 0, 60)\nHELB T 0 A_CustomMissile(\"Boomy\", 32, 16, 0)\nHELB V 5 A_CustomMissile(\"BloodSplatterFX\", 64, 0, 240)\nNULL A 0 A_CustomMissile(\"NukeBoomy\", 0, 0, 0)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, 0)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, -30)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, 30)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, -60)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, 60)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, -90)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, 90)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, -120)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, 120)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, -150)\nNULL A 0 A_CustomMissile(\"NukeRing\", 0, 0, 150)\nHELB W 5 A_CustomMissile(\"BloodSplatterFX\", 48, 0, -60)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 0)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 30)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, -30)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 60)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, -60)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 90)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, -90)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 120)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, -120)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 150)\nHELB X 0 A_CustomMissile(\"BloodSplatterFX\", 32, 0, -150)\nHELB X 5 A_CustomMissile(\"BloodSplatterFX\", 32, 0, 180)\nHELB Y 5 A_Fall\nHELB Z -1\nStop\n}\n}\n\nACTOR HBArm1\n{\nRadius 8\nHeight 8\nSpeed 12\nPROJECTILE\n- NoGravity\n+LowGravity\n+DOOMBOUNCE\nDamage 0\nScale 0.75\nSeeSound \"hellsbattery\\gore\"\nStates\n{\nSpawn:\nHELG A 0 A_Jump(128, 2)\nHELG A 0 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nHELG A 4\nHELG A 0 A_Jump(128, 2)\nHELG A 0 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nHELG B 4\nHELG A 0 A_Jump(128, 2)\nHELG A 0 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nHELG C 4\nLoop\nDeath:\nHELG AA -1 A_Gravity\nStop\n}\n}\n\nACTOR HBArm2\n{\nRadius 8\nHeight 8\nSpeed 12\nPROJECTILE\n- NoGravity\n+LowGravity\n+DOOMBOUNCE\nDamage 0\nScale 0.75\nSeeSound \"hellsbattery\\gore\"\nStates\n{\nSpawn:\nHELG A 0 A_Jump(128, 2)\nHELG A 0 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nHELG D 4\nHELG A 0 A_Jump(128, 2)\nHELG A 0 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nHELG E 4\nHELG A 0 A_Jump(128, 2)\nHELG A 0 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nHELG F 4\nLoop\nDeath:\nHELG DD -1 A_Gravity\nStop\n}\n}\n\nACTOR HBBloodSplatterFX\n{\n+NONSHOOTABLE+NOTELEPORT+NOCLIP+NOBLOCKMAP+NOGRAVITY\nRenderStyle None\nStates\n{\nSpawn:\nNULL A 1\nNULL A 100 A_CustomMissile(\"BloodSplatterFX\", 0, 0, 180)\nStop\n}\n}\n\nACTOR Cyber2_\n{\nObituary \"The Cyber Annihilator blew %o away with its rockets.\"\nHealth 7000\nRadius 40\nHeight 110\nMass 1000\nSpeed 16\nPainChance 10\nMONSTER\n+NOTARGET\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+MISSILEEVENMORE\nSeeSound \"monster/annsit\"\nPainSound \"cyber/pain\"\nDeathSound \"monster/anndth\"\nActiveSound \"cyber/active\"\nStates\n {\n Spawn:\n ANNI AB 10 A_Look\n Loop\n See:\n ANNI A 3 A_Playsound (\"monster/anhoof\")\n ANNI ABBCC 3 A_Chase\n ANNI D 3 A_Playsound (\"monster/anhoof\")\n ANNI D 3 A_Chase\n Loop\n Missile:\n ANNI E 0 A_Jump (128,11)\n ANNI E 6 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n ANNI E 0 A_Jump (128,1)\n Goto See\n ANNI E 6 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n Goto See\n Pain:\n ANNI G 10 A_Pain\n Goto See\n Death:\n ANNI H 10 Bright\n ANNI I 10 Bright A_Scream\n ANNI JKL 10 Bright\n ANNI M 10 Bright A_NoBlocking\n ANNI NO 10 Bright\n ANNI P 30\n ANNI P -1 A_BossDeath\n }\n}\n\nActor Diabloist_ : Archvile 30112\n{\n Obituary \"%o got was set ablaze by a Diabloist.\"\n Health 1400\n Radius 20\n Height 56\n Mass 500\n Speed 15\n PainChance 10\n BloodColor \"08 08 08\"\n Monster\n +FireResist\n +FloorClip\n +NoTarget\n +NoRadiusDmg\n +MissileMore\n +Boss\n +DontHurtSpecies\n SeeSound \"Monster/diasit\"\n PainSound \"Monster/diapai\"\n DeathSound \"Monster/diadth\"\n ActiveSound \"Monster/diaact\"\n States\n {\n Spawn:\n DIAB AB 10 A_Look\n Loop\n See:\n DIAB AABBCCDDEEFF 2 A_Chase\n Loop\n Missile:\n DIAB G 0 Bright A_Jump(128, \"Missile2\")\n DIAB G 0 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 A_CustomMissile(\"DFire\", 32, 0, 0)\n DIAB H 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB G 0 Bright A_Jump(128, \"Missile3\")\n Goto See\n Missile2:\n DIAB N 5 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB P 5 Bright\n DIAB P 0 Bright A_Jump(64, \"Missile3\")\n DIAB P 0 Bright A_Jump(128, \"Missile4\")\n Goto See\n Missile3:\n DIAB GHIJKLM 5 Bright A_FaceTarget\n DIAB N 5 Bright A_FaceTarget\n DIAB O 1 Bright A_Playsound (\"weapons/firbfi\")\n DIAB O 4 Bright A_CustomMissile (\"DMissile\",32,0,0)\n DIAB P 5 Bright\n DIAB P 0 Bright A_Jump (128,1)\n Goto See\n Missile4:\n DIA2 A 8 Bright A_FaceTarget\n DIA2 B 8 Bright A_FaceTarget\n DIA2 C 0 Bright A_CustomMissile (\"DTracer\",0,-40,0)\n DIA2 C 8 Bright A_CustomMissile (\"DTracer\",0,40,0)\n Goto See\n Pain:\n DIAB Q 5\n DIAB Q 5 A_Pain\n Goto See\n Death:\n DIAB Q 7\n DIAB R 7 A_Scream\n DIAB S 7 A_NoBlocking\n DIAB TUVW 7\n DIAB XY 5\n DIAB Z -1\n Stop\n }\n}\n\nACTOR InsanityArachnophyte_\n{\n Health 1250\n Radius 64\n Height 100\n Speed 6\n PainChance 0\n Mass 1000\n MONSTER\n +NOGRAVITY\n +FLOATBOB\n +FLOAT\n SeeSound \"Spider/sight\"\n DeathSound \"Spider/death\"\n Obituary \"%o was nuked into oblivion by The Insanity Arachnophyte.\"\n States\n {\n Spawn:\n IPYT AB 4 A_Look\n Loop\n See:\n IPYT AABB 2 A_Chase\n Loop\n Missile:\n IPYT ABABA 4 A_FaceTarget\n IPYT C 2 A_FaceTarget\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 0)\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 10)\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, -10)\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 20)\n IPYT D 2 A_CustomMissile (\"InsanityPlasma\", 32, 0, -20)\n IPYT C 2 A_FaceTarget\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 0)\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 10)\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, -10)\n IPYT D 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 5)\n IPYT D 2 A_CustomMissile (\"InsanityPlasma\", 32, 0, -5)\n IPYT C 0 A_SpidRefire\n Goto Missile+5\n Death:\n IPYT E 8\n IPYT F 8 A_Scream\n IPYT G 6\n IPYT H 6 A_Fall\n IPYT I 6\n IPYT J 6\n Stop\n }\n}\n\nACTOR InsanitySpider_ : SpiderMastermind 9600\n{\n Speed 32\n Health 5000\n PainChance 1\n Radius 96\n MissileType InsanityPlasma\n Obituary \"%o was nuked into oblivion by the Insanty Spider.\"\n States\n {\n Spawn:\n INSP AB 10 A_Look\n Loop\n See:\n INSP A 3 A_Metal\n INSP ABB 3 A_Chase\n INSP C 3 A_Metal\n INSP CDD 3 A_Chase\n INSP E 3 A_Metal\n INSP EFF 3 A_Chase\n Loop\n Missile:\n INSP A 20 A_FaceTarget\n INSP G 2 A_FaceTarget\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 0)\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 10)\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, -10)\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 20)\n INSP H 2 A_CustomMissile (\"InsanityPlasma\", 32, 0, -20)\n INSP G 2 A_FaceTarget\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 0)\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 10)\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, -10)\n INSP H 0 A_CustomMissile (\"InsanityPlasma\", 32, 0, 5)\n INSP H 2 A_CustomMissile (\"InsanityPlasma\", 32, 0, -5)\n INSP G 0 A_SpidRefire\n Goto Missile+1\n Pain:\n INSP I 3\n INSP I 3 A_Pain\n Goto See\n Death:\n INSP J 20 A_Scream\n INSP K 10 A_Fall\n INSP LMNOPQR 10\n INSP S -1\n Stop\n }\n}\n\nACTOR Ghoul_\n{\n Height 64\n Mass 500\n Speed 8\n Health 1500\n PainChance 160\n Radius 24\n\tScale .5\n\tMONSTER\n Obituary \"%o swallowed a ghoul's insides.\"\n\tSeeSound \"ghoul/sight\"\n\tActiveSound \"ghoul/sight\"\n\tDeathSound \"ghoul/death\"\n States\n {\n Spawn:\n MONG A 10 A_Look\n Loop\n See:\n\t\tMONG AABBCCDD 3 A_Chase\n\t\tLoop\n Missile:\n\t MONG E 0 A_PlaySound(\"ghoul/sight\")\n MONG EEEE 5 A_FaceTarget\n\t\tMONG FG 6 A_FaceTarget\n\t\tMONG H 0 A_CustomMissile(\"GhoulBall\",32,0,0,0,0)\n\t\tMONG H 6 A_FaceTarget\n\t\tGoto See\n Pain:\n MONG A 6\n Goto See\n Death:\n MONG I 6 A_Scream\n MONG J 6 A_NoBlocking\n MONG KLMNO 6\n MONG P -1\n Stop\n }\n}\nACTOR GhoulBall\n{\n Radius 6\n Height 8\n Speed 10\n FastSpeed 20\n Damage 8\n Projectile\n +RANDOMIZE\n SeeSound \"ghoul/attack\"\n Scale .625\n States\n {\n Spawn:\n MBLL AB 4\n Loop\n Death:\n BAL9 CDE 4\n Stop\n }\n}\n\nactor Aracnorb_\n{\n MONSTER\n +NOGRAVITY\n +FLOAT\n +FLOATBOB\n Health 400\n Radius 24\n Height 56\n Mass 400\n Speed 12\n PainChance 150\n SeeSound \"aracnorb/sight\"\n ActiveSound \"baby/active\"\n PainSound \"baby/pain\"\n DeathSound \"aracnorb/death\"\n MeleeSound \"aracnorb/melee\"\n MeleeDamage 6\n MissileHeight 36\n MissileType AracnorbBall\n Obituary \"%o suffered psychic trauma from an aracnorb's brainwaves.\"\n HitObituary \"%o had %p skull chewed by an aracnorb.\"\n Scale 0.85\n States\n {\n Spawn:\n ACNB A 1 A_Look\n Loop\n See:\n ACNB A 2 A_Chase\n Loop\n Melee:\n ACNB AB 5\n ACNB C 6 A_MeleeAttack\n Goto See\n Missile:\n ACNB B 12 Bright A_FaceTarget\n ACNB C 2 Bright A_MissileAttack\n ACNB B 2 Bright\n ACNB D 0 A_Jump(32,\"See\")\n ACNB D 0 A_SpidRefire\n Goto Missile+1\n Pain:\n ACNF I 2\n ACNF I 2 A_Pain\n Goto See\n Death:\n ACNB D 0 A_ChangeFlag(\"FLOATBOB\",0)\n ACNB D 0 A_Scream\n\tACNB D 6 A_Fall\n ACNB D 1\n Wait\n Crash:\n ACNB EFG 6\n ACNB H -1\n Stop\n Raise:\n ACNB HGFEDA 8\n ACNB A 0 A_ChangeFlag(\"FLOATBOB\",1)\n\tGoto See\n }\n}\n\nActor ArchonOfHell_ : BaronOfHell 30104\n{\n Health 2000\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 20\n Monster\n MeleeDamage 10\n Obituary \"%o was no match for an archon of hell.\"\n HitObituary \"%o was ripped apart by an archon of hell.\"\n BloodColor \"20 60 20\"\n +NoTarget\n +FloorClip\n +MissileMore\n +NoRadiusDmg\n +Boss\n +DontHurtSpecies\n SeeSound \"monster/ar2sit\"\n PainSound \"baron/pain\"\n DeathSound \"monster/ar2dth\"\n MeleeSound \"baron/melee\"\n SpawnID 174\n States\n {\n Spawn:\n BOS4 AB 10 A_Look\n Loop\n See:\n BOS4 AABBCCDD 3 A_Chase\n Loop\n Missile:\n BOS4 B 0 A_Jump(128,15)\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 0 Bright A_CustomMissile(\"BaronBall\",28,0,0,0)\n BOS4 G 0 Bright A_CustomMissile(\"BaronBall\",28,0,-4,0)\n BOS4 G 3 Bright A_CustomMissile(\"BaronBall\",28,0,4,0)\n BOS4 H 3 Bright\n BOS4 H 0 A_Jump(64,8)\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 0 Bright A_CustomMissile(\"BaronBall\",28,0,0,0)\n BOS4 K 0 Bright A_CustomMissile(\"BaronBall\",28,0,-4,0)\n BOS4 K 3 Bright A_CustomMissile(\"BaronBall\",28,0,4,0)\n BOS4 L 3 Bright\n BOS4 L 0 A_Jump(64,1)\n Goto See\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_Jump(128,3)\n BOS4 O 4 Bright A_CustomMissile(\"ArchonComet\",28,0,0,0)\n BOS4 P 4 Bright\n Goto See\n BOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,-6,0)\n BOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,-4,0)\n BOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,-2,0)\n BOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,2,0)\n BOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,4,0)\n BOS4 O 3 Bright A_CustomMissile(\"BaronBall\",28,0,6,0)\n BOS4 P 3 Bright\n Goto See\n Melee:\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 3 Bright A_MeleeAttack\n BOS4 H 3 Bright\n BOS4 H 0 A_Jump(128,1)\n Goto See\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 3 Bright A_MeleeAttack\n BOS4 L 3 Bright\n BOS4 L 0 A_Jump(64,1)\n Goto See\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_MeleeAttack\n BOS4 O 3 Bright A_MeleeAttack\n BOS4 P 3 Bright\n Goto See\n Pain:\n BOS4 Q 2\n BOS4 Q 2 A_Pain\n Goto See\n Death:\n BOS4 R 6 Bright\n BOS4 S 6 Bright A_Scream\n BOS4 T 6 Bright\n BOS4 U 6 Bright A_NoBlocking\n BOS4 VW 6 Bright\n BOS4 X 6 Bright A_CustomMissile(\"ArchonSoul\",86,0,0,2,90)\n BOS4 YZ 6 Bright\n BOS4 [ 6 Bright A_Fall\n Stop\n }\n}\n\nactor tank_\n {\n Obituary \"%o was blown away By the Tank.\"\n Health 2000\n Mass 500000\n Speed 5\n height 80\n Radius 80\n Monster\n +NORADIUSDMG\n States\n {\n Spawn:\n TNK1 A 10 A_Look\n Loop\n See:\n TNK1 A 1 A_Chase\n Loop\n Missile:\n TNK1 A 5 A_Facetarget\n TNK1 B 0 A_Custommissile(\"rocket\",64,0,0)\n TNK1 B 5 A_Facetarget\n TNK1 A 5 A_Facetarget\n TNK1 B 0 A_Custommissile(\"rocket\",64,0,0)\n TNK1 B 5 A_Facetarget\n TNK1 A 5 A_Facetarget\n TNK1 A 0 A_Custommissile(\"rocket\",64,0,0)\n TNK1 B 5 A_Facetarget\n Goto See\n Death:\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNK1 A 0 A_Firecrackle\n TNK1 CDEFGHI 5\n TNT1 A -1\n Stop\n }\n}\n\nactor ScorpionMastermind_\n{\n\t//$Category \"ZDoom Monster pack\"\n Health 2000\n Radius 96\n Height 100\n Speed 12\n PainChance 50\n Mass 1000\n MONSTER\n +FLOORCLIP\n +BOSS\n +NORADIUSDMG\n SeeSound \"spider/sight\"\n PainSound \"spider/pain\"\n DeathSound \"spider/death\"\n ActiveSound \"spider/active\"\n Obituary \"%o was stung by a scorpion mastermind.\"\n States\n {\n Spawn:\n SCRP AB 10 A_Look\n Loop\n See:\n SCRP AABB 3 A_Chase\n SCRP B 0 A_PlaySound(\"spider/walk\")\n SCRP CCDD 3 A_Chase\n SCRP D 0 A_PlaySound(\"spider/walk\")\n Loop\n Missile:\n SCRP EE 10 Bright A_FaceTarget\n SCRP E 0 Bright A_Jump(128,4)\n SCRP FG 5 Bright A_SPosAttack\n SCRP G 1 Bright A_SpidRefire\n Goto Missile+3\n SCRP H 6 Bright A_CustomMissile(\"BlackRocket\", 24, 40, 0)\n SCRP IG 6 Bright A_FaceTarget\n SCRP H 6 Bright A_CustomMissile(\"BlackRocket\", 24, 40, 0)\n SCRP IG 6 Bright A_FaceTarget\n SCRP H 6 Bright A_CustomMissile(\"BlackRocket\", 24, 40, 0)\n SCRP IG 6 Bright A_FaceTarget\n SCRP H 6 Bright A_CustomMissile(\"BlackRocket\", 24, 40, 0)\n SCRP I 6 Bright A_FaceTarget\n SCRP A 24 Bright\n Goto See\n Pain:\n SCRP J 4\n SCRP K 4 A_Pain\n Goto See\n Death:\n SCRP L 8\n SCRP M 8 A_Scream\n SCRP N 6\n SCRP O 6 A_Fall\n SCRP P -1\n Stop\n }\n}\n\nactor BlackRocket\n{\n Radius 11\n Height 8\n Speed 20\n Damage 20\n PROJECTILE\n\tDecal \"Scorch\"\n SeeSound \"weapons/rocklf\"\n ExplosionRadius 128\n ExplosionDamage 128\n States\n {\n Spawn:\n NRKT A 1 Bright\n Loop\n Death:\n NRKT A 0 A_CustomMissile(\"BlackRocketExplosion\", 0, 0, 0)\n NRKT A 0\n Stop\n }\n}\n\nactor BlackRocketExplosion\n{\n +NOCLIP\n +NOGRAVITY\n RENDERSTYLE TRANSLUCENT\n ALPHA 0.75\n SeeSound \"weapons/rocklx\"\n States\n {\n Spawn:\n NRKT B 8 Bright\n NRKT C 6 Bright\n NRKT D 4 Bright\n Stop\n }\n}\n\nactor CyberMastermind_\n{\n\t//$Category \"ZDoom Monster pack\"\n Health 5000\n Radius 128\n Height 100\n Speed 12\n PainChance 30\n Mass 1000\n MONSTER\n +FLOORCLIP\n +BOSS\n +NORADIUSDMG\n SeeSound \"cyber/sight\"\n PainSound \"spider/pain\"\n DeathSound \"cyber/death\"\n ActiveSound \"spider/active\"\n Obituary \"%o was destroyed by a cyber mastermind.\"\n States\n {\n Spawn:\n CYMM AB 10 A_Look\n Loop\n See:\n CYMM AABB 3 A_Chase\n CYMM B 0 A_PlaySound(\"spider/walk\")\n CYMM CCDD 3 A_Chase\n CYMM D 0 A_PlaySound(\"spider/walk\")\n CYMM EEFF 3 A_Chase\n CYMM F 0 A_PlaySound(\"spider/walk\")\n Loop\n Missile:\n CYMM A 20 Bright A_FaceTarget\n CYMM GHGH 4 Bright A_SPosAttack\n CYMM H 0 A_FaceTarget\n CYMM I 0 A_CustomMissile(\"BlackRocket\", 32, 0, 0)\n CYMM IJ 4 Bright A_SPosAttack\n CYMM J 1 Bright A_SpidRefire\n Goto Missile+1\n Pain:\n CYMM K 4\n CYMM K 4 A_Pain\n Goto See\n Death:\n CYMM L 8\n CYMM M 8 A_Scream\n CYMM N 6\n CYMM O 6 A_Fall\n CYMM PQRST 6\n CYMM U -1\n Stop\n }\n}\n\nACTOR Arachnobaron_\n{\n Health 1200\n\tRadius 64\n\tHeight 70\n\tSpeed 12\n\tPainChance 0\n\tMass 1000\n SeeSound \"baron/sight\"\n \tPainSound \"baron/pain\"\n \tDeathSound \"arachnobaron/death\"\n \tActiveSound \"baby/active\"\n bloodcolor green\n\tMONSTER\n\t+FLOORCLIP\n +MISSILEMORE\n +MISSILEEVENMORE\n\t+DONTMORPH\n\tObituary \"%o was killed by an Arachnobaron.\"\n\tStates\n\t{\n\tSpawn:\n\t\tARBR AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tARBR A 3 A_BabyMetal\n\t\tARBR ABBCC 3 A_Chase\n\t\tARBR D 3 A_BabyMetal\n\t\tARBR DEEFF 3 A_Chase\n\t\tGoto See\n Missile:\n\t\tARBR A 0 BRIGHT A_Jump (127,\"Missile2\")\n ARBR A 20 BRIGHT A_FaceTarget\n\t\tARBR G 2 BRIGHT A_Custommissile (\"Arachnotronplasma\", 15, 0, 0)\n\t\tARBR H 2 BRIGHT\n\t\tARBR H 1 BRIGHT A_SpidRefire\n\t\tGoto Missile+2\n Missile2:\n\t\tARBR PQ 5 BRIGHT A_FaceTarget\n ARBR P 0 BRIGHT A_Custommissile (\"BaronBall\", 30, 0, 5)\n\t\tARBR Q 0 BRIGHT A_Custommissile (\"BaronBall\", 30, 0, 0)\n ARBR R 0 BRIGHT A_Custommissile (\"BaronBall\", 30, 0, -5)\n\t\tARBR R 5 BRIGHT A_FaceTarget\n\t\tGoto See+1\n\tDeath:\n\t\tARBR J 20 A_Scream\n\t\tARBR K 7 A_NoBlocking\n\t\tARBR LMNO 7\n\t\tARBR O -1 A_BossDeath\n\t\tStop\n Raise:\n\t\tARBR O 5\n\t\tARBR ONMLKJ 5\n\t\tGoto See+1\n\t}\n}\n\nactor Maephisto_\n{\n\n obituary \"%o was vaporised by a Maephisto.\"\n health 3500\n radius 50\n height 100\n mass 1000\n speed 10\n scale 0.8\n painchance 20\n seesound \"sight\"\n painsound \"pain\"\n deathsound \"death\"\n activesound \"idle\"\n MONSTER\n +BOSS\n +FLOORCLIP\n +NOBLOOD\n +NORADIUSDMG\n states\n {\n Spawn:\n MMDR E 10 A_Look\n loop\n See:\n MMDR AABBCCDD 4 A_Chase\n loop\n Missile:\n MMDR E 0 bright A_jump(256,\"chaingun\",\"bolt\",\"laser\")\n goto see\n Chaingun:\n MMDR E 10 A_facetarget\n MMDR H 0 A_playsound(\"chaingn\")\n MMDR H 4 bright A_CPosAttack\n MMDR I 4 bright A_CPosAttack\n MMDR H 4 bright A_CPosAttack\n MMDR I 4 bright A_CPosAttack\n MMDR I 0 A_jump(20,3)\n MMDR I 0 A_CPosRefire\n goto Chaingun+1\n Bolt:\n MMDR EEEE 5 A_facetarget\n MMDR F 0 bright A_custommissile(\"energybolt\",50,30)\n MMDR F 10 bright A_custommissile(\"energybolt\",50,-30)\n MMDR GG 3 bright A_facetarget\n goto See\n Laser:\n MMDR EEEE 5 A_facetarget\n MMDR E 0 A_playsound(\"charge\",CHAN_WEAPON,1,0,0)\n MMDR JKLKJ 5 bright A_facetarget\n MMDR JKLKJ 4 bright A_facetarget\n MMDR JKLKJ 3 bright A_facetarget\n MMDR JKLKJ 2 bright A_facetarget\n MMDR JKLKJ 1 bright A_facetarget\n MMDR JKLKJ 1 bright A_facetarget\n MMDR M 0 A_playsound(\"laser\",Chan_AUTO,1,0,0)\n MMDR M 0 A_givetotarget(\"flash\")\n MMDR MNOOOOOOOOO 1 bright A_custommissile(\"laserbeam\",60,0,0)\n goto see\n Death:\n MMDR P 10 BRIGHT A_Scream\n MMDR QRS 10 BRIGHT\n MMDR T 10 BRIGHT A_NoBlocking\n MMDR U 10 BRIGHT\n MMDR V 10 BRIGHT\n MMDR W -1 A_BossDeath\n stop\n }\n}\n\nactor energybolt\n{\n Radius 6\n Height 16\n Speed 20\n Damage 8\n RenderStyle Add\n Alpha 1\n SeeSound \"bolt\"\n DeathSound \"weapons/rocklx\"\n Decal \"Scorch\"\n Projectile\n states\n {\n Spawn:\n MMDB A 1 bright\n loop\n Death:\n MMDB HIJKL 3 bright\n stop\n }\n}\n\nactor laserbeam\n{\n Radius 20\n Height 20\n Speed 40\n Damage 20\n RenderStyle Add\n Alpha 1\n DeathSound \"weapons/bfgx\"\n Projectile\n +RIPPER\n states\n {\n Spawn:\n KAMS A 1 bright\n loop\n Death:\n KAXP B 3 bright A_Explode\n KAXP CDEFGHIJKLM 3 bright\n stop\n }\n}\n\nactor flash : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n NULL A 1 A_SetBlend(\"white\",1,100)\n stop\n\n }\n}\n\nActor Hellion_\n{\n Obituary \"A Hellion burned %o to a crisp.\"\n Health 70\n Radius 20\n Height 56\n Mass 120\n Speed 10\n PainChance 24\n SeeSound \"monster/hlnsit\"\n PainSound \"monster/hlnpai\"\n DeathSound \"monster/hlndth\"\n ActiveSound \"monster/hlnact\"\n Monster\n +FloorClip\n States\n {\n Spawn:\n HELN AB 10 A_Look\n Loop\n See:\n HELN AABBCCDDEEFF 2 A_Chase\n Loop\n Missile:\n HELN G 0 A_VileStart\n HELN GHIJK 6 Bright A_FaceTarget\n HELN L 6 Bright A_CustomMissile(\"HellionBall\",32,0,0,0,0)\n HELN L 2\n Goto See\n Pain:\n HELN M 2\n HELN M 2 A_Pain\n Goto See\n Death:\n HELN N 6\n HELN O 6 A_Scream\n HELN PQR 6\n HELN S 6 A_NoBlocking\n HELN T -1\n Stop\n XDeath:\n HELN U 5\n HELN V 5 A_XScream\n HELN W 5\n HELN X 5 A_NoBlocking\n HELN YZ 5\n HEL2 \"AB\" 5\n HEL2 C -1\n Stop\n Raise:\n HELN TSRQPON 6\n Goto See\n }\n}\n\nActor HellionBall : CacodemonBall\n{\n Damage 8\n Speed 15\n Alpha 0.80\n DamageType Fire\n +ThruGhost\n +ForceXYBillboard\n SeeSound \"Monster/hlnatk\"\n DeathSound \"Monster/hlnexp\"\n Decal DoomImpScorch\n states\n {\n Spawn:\n HLBL AB 3 Bright A_SpawnItemEx(\"HellionPuff\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n HLBL JKLMN 3 Bright\n Stop\n }\n}\n\nActor HellionPuff\n{\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.67\n +NoGravity\n +NoBlockMap\n +DontSplash\n +ForceXYBillboard\n States\n {\n Spawn:\n TNT1 A 3 Bright\n HLBL CDEFGHI 3 Bright\n Stop\n }\n}\n\nACTOR Choke_\n{\n Health 2000\n Radius 29\n Height 56\n Speed 30\n PainChance 255\n MONSTER\n +FLOORCLIP\n +DROPOFF\n +NODAMAGETHRUST\n +TELESTOMP\n +DONTMORPH\n +DONTBLAST\n +DONTGIB\n +SHOOTABLE\n +SOLID\n MASS 600\n SeeSound choke1\n PainSound choke2\n ActiveSound choke3\n MeleeSound choke4\n DeathSound choke5\n HitObituary \"%o was eaten by the choke\"\n Obituary \"%o was stained by choke's bloodball\"\n States\n {\n Spawn:\n GHOU AB 1 A_Wander\n GHOU A 0 A_Look\n Loop\n See:\n GHOU AB 1 A_Chase\n //GHOU A 0 A_Jump(2,\"Bloodball\")\n Loop\n Pain:\n GHOU H 1\n GHOU H 3 A_Pain\n Goto See\n Melee:\n GHOU E 1 A_CustomMeleeAttack(10,\"none\",\"none\",\"none\",1)\n GHOU FG 1\n Goto See\n Death:\n GHOU H 5\n GHOU I 10 A_Scream\n GHOU J 10 A_Fall\n GHOU K 10\n GHOU L 10\n GHOU M 10\n Stop\n Bloodball:\n GHOU A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n GHOU E 35 A_Playsound(\"Chokeswallow\")\n GHOU G 15\n GHOU F 0 A_Playsound(\"Chokespit\")\n GHOU F 12 A_CustomMissile(\"Chokeball\",0,0,0,0)\n GHOU A 0 A_ChangeFlag(\"SHOOTABLE\",1)\n Goto See\n }\n}\n\nACTOR Deathknight_\n{\nHealth 1250\nRadius 24\nHeight 72\nMass 700\nSpeed 10\nPainChance 20\nMeleeDamage 10\nMONSTER\n+FLOORCLIP\n+NOTARGET\n+NORADIUSDMG\n+MISSILEMORE\n+BOSS\n+DEFLECT\nObituary \"%o got thought he could kill a deathknight.\"\nHitObituary \"A Deathknight hacked %o into pieces.\"\nMeleeSound \"monster/dknhit\"\nSeeSound \"monster/dknsit\"\nPainSound \"monster/dknpai\"\nDeathSound \"monster/dkndth\"\nActiveSound \"monster/dknact\"\nStates\n {\n Spawn:\n DKNT AB 10 A_Look\n Loop\n See:\n DKNT A 0 A_Jump(32,10)\n DKNT A 0 A_UnSetReflectiveInvulnerable\n DKNT AABBCCDD 3 A_Chase\n Goto See\n DKNT P 0 A_SetReflectiveInvulnerable\n DKNT PPQQRRSS 3 A_Chase\n goto see+12\n Melee:\n DKNT E 0 A_UnSetReflectiveInvulnerable\n DKNT E 6 A_FaceTarget\n DKNT F 1 A_Playsound (\"monster/dknswg\")\n DKNT F 6 A_FaceTarget\n DKNT G 6 A_MeleeAttack\n Goto See\n Missile:\n DKNT A 0 A_Jump(88,10)\n DKNT A 0 A_Jump(88,17)\n DKNT E 0 Bright A_UnSetReflectiveInvulnerable\n DKNT E 6 Bright A_FaceTarget\n DKNT F 6 Bright A_Playsound (\"monster/kntswg\")\n DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-3,0)\n DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-1,0)\n DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,1,0)\n DKNT G 5 Bright A_CustomMissile (\"DKDart\",32,0,3,0)\n DKNT A 0 A_Jump(64,9)\n Goto See\n DKNT T 0 Bright A_SetReflectiveInvulnerable\n DKNT T 6 Bright A_FaceTarget\n DKNT U 1 Bright A_FaceTarget\n DKNT U 0 Bright A_CustomMissile(\"FHeadShot\",44,-4,-12,0)\n DKNT U 5 Bright A_CustomMissile(\"FHeadShot\",44,-4,12,0)\n DKNT U 0 Bright A_UnSetReflectiveInvulnerable\n DKNT U 0 A_Jump(64,1)\n Goto See\n DKNT T 0 Bright A_SetReflectiveInvulnerable\n DKNT T 3 Bright A_FaceTarget\n DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n DKNT T 3 Bright A_FaceTarget\n DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n DKNT T 3 Bright A_FaceTarget\n DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n DKNT T 3 Bright A_FaceTarget\n DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n DKNT T 3 Bright A_FaceTarget\n DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n DKNT T 3 Bright A_FaceTarget\n DKNT U 2 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n DKNT U 0 Bright A_UnSetReflectiveInvulnerable\n Goto See\n Pain:\n DKNT H 2\n DKNT H 2 A_Pain\n DKNT T 105 A_SetReflectiveInvulnerable\n DKNT T 0 A_UnSetReflectiveInvulnerable\n DKNT P 0 A_Jump (16,1)\n Goto See+12\n DKNT H 1\n Goto See\n Death:\n DKNT I 0 Bright A_CustomMissile(\"DKSword\",44,32,-90,0)\n DKNT I 8 Bright A_CustomMissile(\"DKShield\",44,-32,90,0)\n DKNT J 8 Bright A_Scream\n DKNT K 8 Bright\n DKNT L 8 Bright A_NoBlocking\n DKNT MN 8 Bright\n DKNT O -1\n Stop\n Raise:\n DKNT ONMLKJI 8 Bright\n Goto See\n }\n}\n\nACTOR DKDart\n{\n Radius 3\n Height 12\n Speed 25\n Damage 5\n ExplosionDamage 64\n ExplosionRadius 64\n RENDERSTYLE ADD\n ALPHA 1.00\n PROJECTILE\n +THRUGHOST\n Seesound \"monster/dkndrt\"\n DeathSound \"weapons/firex2\"\n States\n {\n Spawn:\n DKAT ABC 3 Bright\n loop\n Death:\n DKAT D 0 Bright A_SetTranslucent (0.85,1)\n DKAT D 3 Bright\n DKAT E 3 Bright A_Explode\n DKAT FG 3 Bright\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,45,2)\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,90,2)\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,135,2)\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,180,2)\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,225,2)\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,270,2)\n DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,315,2)\n DKAT H 3 Bright A_CustomMissile(\"DKFire\",0,0,0,2)\n DKAT IJKLM 3 Bright\n stop\n }\n}\n\nACTOR FHeadShot\n{\n Radius 12\n Height 12\n Speed 15\n Damage 10\n RENDERSTYLE ADD\n ALPHA 1.00\n PROJECTILE\n DamageType Fire\n +SEEKERMISSILE\n +THRUGHOST\n Seesound \"monster/dknmsl\"\n DeathSound \"weapons/boom1\"\n States\n {\n Spawn:\n FHED ABCD 3 Bright A_SeekerMissile (5,15)\n loop\n Death:\n RIP1 DEFGH 5 Bright\n stop\n }\n}\n\nACTOR DKbolt\n{\n Radius 8\n Height 8\n Speed 15\n Damage 8\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n DamageType Fire\n +THRUGHOST\n SeeSound \"Weapons/boltfi\"\n DeathSound \"weapons/firex4\"\n States\n {\n Spawn:\n BOLT A 1 Bright A_BishopMissileWeave\n BOLT A 0 A_SpawnItem(\"RedPuff\",0,0)\n loop\n Death:\n HBAL EFHI 2 Bright\n stop\n }\n}\n\nACTOR DKSword\n{\n Radius 8\n Height 8\n Speed 1\n PROJECTILE\n RENDERSTYLE Normal\n -NOGRAVITY\n +LOWGRAVITY\n States\n {\n Spawn:\n SWRD KLMNOPQ 3 BRIGHT\n goto Death\n Death:\n SWRD RS 4 BRIGHT\n SWRD T 4 BRIGHT\n SWRD U 4\n SWRD T 4 BRIGHT\n SWRD U 8\n SWRD T 4 BRIGHT\n SWRD U 16\n SWRD T 4 BRIGHT\n SWRD U -1\n }\n}\n\nACTOR DKShield\n{\n Radius 8\n Height 8\n Speed 1\n PROJECTILE\n RENDERSTYLE Normal\n -NOGRAVITY\n +LOWGRAVITY\n States\n {\n Spawn:\n SHLD ABCDEFGHI 3\n goto death\n Death:\n SHLD H -1\n }\n}\n\nACTOR DKFire\n{\n Radius 2\n Height 6\n Speed 4\n Damage 0\n ExplosionDamage 4\n ExplosionRadius 8\n RENDERSTYLE ADD\n ALPHA 0.95\n PROJECTILE\n +THRUGHOST\n DeathSound \"weapons/scorch\"\n States\n {\n Spawn:\n DKAT NOPQRSTNOPQRSTNOPQRST 3 Bright A_Explode\n goto death\n Death:\n DKAT UVW 3 Bright A_Explode\n stop\n }\n}\n\nACTOR RedPuff\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n States\n {\n Spawn:\n NULL A 3 Bright\n RPUF ABCDE 3 Bright\n Stop\n }\n}\n\nactor ArachnotronMK2_ : Arachnotron\n{\n Obituary \"%o was toasted by an augmented arachnotron.\"\n Health 1000\n Radius 64\n Height 64\n Mass 600\n Speed 14\n Scale 1.2\n PainChance 128\n BloodColor \"bf af 20\"\n SeeSound \"baby/sight\"\n PainSound \"baby/pain\"\n DeathSound \"baby/death\"\n ActiveSound \"baby/active\"\n States\n {\n Spawn:\n BSP2 AB 10 A_Look\n Loop\n See:\n BSP2 A 20\n BSP2 A 3 A_BabyMetal\n BSP2 ABBCC 3 A_Chase\n BSP2 D 3 A_BabyMetal\n BSP2 DEEFF 3 A_Chase\n Goto See+1\n Missile:\n BSP2 A 20 Bright A_FaceTarget\n BSP2 G 2 Bright A_CustomMissile(\"ArachnotronPlasma\",19,-12)\n BSP2 R 2 Bright\n BSP2 H 2 Bright A_CustomMissile(\"ArachnotronPlasma\",19,12)\n BSP2 Q 2 Bright A_SpidRefire\n Goto Missile+1\n Pain:\n BSP2 I 3\n BSP2 I 3 A_Pain\n Goto See+1\n Death:\n BSP2 J 20 A_Scream\n BSP2 K 7 A_NoBlocking\n BSP2 LMNO 7\n BSP2 P -1\n Stop\n Raise:\n BSP2 PONMLKJ 5\n Goto See+1\n }\n}\n\nActor Afrit_\n{\n Health 800\n Speed 6\n Radius 24\n Height 72\n PainChance 50\n Mass 500\n SeeSound \"Baron/Sight\"\n PainSound \"Baron/Pain\"\n DeathSound \"Baron/Death\"\n ActiveSound \"Baron/Active\"\n Monster\n +NoGravity\n +NoBlood\n +Float\n +DontHurtSpecies\n Obituary \"%o was scorched by an Afrit\"\n HitObituary \"%o found the Afrit too hot to handle.\"\n Damagefactor \"HellFire\", 0.0\n States\n {\n Spawn:\n FRIT A 0\n FRIT A 0 A_CustomMissile(\"OrbitComet\", 44, 0, 0, 2, 0)\n FRIT A 0 A_CustomMissile(\"OrbitComet2\", 44, 0, 180, 2, 0)\n FRIT AABB 4 Bright A_Look\n Goto Spawn+3\n Idle:\n FRIT ABCD 4 Bright A_Look\n Loop\n See:\n FRIT AABBCCDD 2 Bright A_Chase\n Loop\n Melee:\n TNT1 A 0 A_Jump(64, \"Melee2\")\n FRIT ST 6 Bright A_FaceTarget\n FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n Goto See\n Melee2:\n FRIT E 6 Bright A_FaceTarget\n FRIT F 6 Bright A_CustomMissile(\"HellFire\", 44)\n FRIT G 6 Bright A_FaceTarget\n Goto See\n Missile:\n TNT1 A 0 A_Jump(64, \"Missile3\")\n TNT1 A 0 A_Jump(128, \"Missile2\")\n FRIT ST 6 Bright A_FaceTarget\n FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n Goto See\n Missile2:\n FRIT EF 6 Bright A_FaceTarget\n FRIT G 6 Bright A_CustomMissile(\"Comet\", 44)\n Goto See\n Missile3:\n FRIT E 6 Bright A_FaceTarget\n FRIT F 6 Bright A_CustomMissile(\"Hellfire\", 44)\n FRIT G 6 Bright A_FaceTarget\n Goto See\n Pain:\n FRIT H 4 Bright\n FRIT H 4 Bright A_Pain\n Goto See\n Death:\n TNT1 A 0 A_NoGravity\n FRIT I 6 Bright A_Scream\n FRIT J 5 Bright A_NoBlocking\n FRIT KLMNOPQR 4 Bright\n Stop\n }\n}\n\nActor AfritBall\n{\n Radius 6\n Height 8\n Speed 15\n Damage 8\n Projectile\n RenderStyle Add\n Alpha 0.8\n SeeSound \"Imp/Attack\"\n DeathSound \"Imp/ShotX\"\n Decal BaronScorch\n States\n {\n Spawn:\n FRTM AB 5 Bright\n Loop\n Death:\n FRTM CDE 6 Bright\n Stop\n }\n}\n\nActor Comet\n{\n Radius 6\n Height 8\n Speed 10\n Damage 5\n SpawnID 250\n Scale 0.55\n Projectile\n SeeSound \"Afrit/CometFire\"\n DeathSound \"Afrit/CometHit\"\n Decal Scorch\n States\n {\n Spawn:\n COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n COMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n COMT E 3 Bright A_Explode(80, 80, 0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor CometTail\n{\n Projectile\n +NoClip\n RenderStyle Add\n Alpha 0.4\n States\n {\n Spawn:\n FRTB ABCDEFGHI 1 Bright\n Stop\n }\n}\n\nActor CometDeathGlow : CometTail\n{\n Scale 2.0\n Alpha 0.6\n States\n {\n Spawn:\n FRTB ABCDEFGHI 3 Bright\n Stop\n }\n}\n\nActor CometDeath\n{\n Projectile\n RenderStyle Add\n +NoClip\n Alpha 0.7\n States\n {\n Spawn:\n COMT FGHI 3 Bright\n Stop\n }\n}\n\nActor OrbitComet : Comet\n{\n SeeSound \"\"\n +NoClip\n Scale 0.28\n Speed 5\n States\n {\n Spawn:\n COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitComet\", 0, 0, 75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitComet2 : OrbitComet\n{\n States\n {\n Spawn:\n COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitComet2\", 0, 0, -75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitCometTail : CometTail\n{\n Scale 0.5\n}\n\nActor HellFire\n{\n +NoBlockMap\n +Painless\n +BloodlessImpact\n +Missile\n +DropOff\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Death:\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 0, -180)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 16, -175)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 32, -170)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -16, -185)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -32, -190)\n TNT1 A 10 Bright A_PlaySound(\"Afrit/Hellfire\")\n Stop\n }\n}\n\nActor HellFire1\n{\n +Ripper\n +NoExplodeFloor\n +Painless\n +BloodlessImpact\n +Missile\n +DropOff\n Speed 2\n States\n {\n Spawn:\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n Stop\n }\n}\n\nActor HellFire2\n{\n +Ripper\n +NoExplodeFloor\n +BloodlessImpact\n +DropOff\n +Randomize\n Scale 1.5\n Speed 1\n RenderStyle Add\n Alpha 0.67\n Damagetype \"HellFire\"\n Obituary \"%o was scorched by an Afrit\"\n States\n {\n Spawn:\n TNT1 A 8\n FRTF A 3 Bright\n FRTF BC 3 Bright A_Explode(3, 64)\n TNT1 A 0 A_Explode(3, 64)\n TNT1 A 0 A_Jump(191, 4)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, -24, 0)\n FRTF DEFGHIJKLMNO 3 Bright\n Stop\n }\n}\n\n//================================================================\n//================================================================\n//\n// DarkCyberdemon\n//\n//================================================================\n//================================================================\n// Decorate by DBT, sprites by Jimmy91\n//================================================================\n\nActor Thamuz_ : Cyberdemon\n{\n Health 4800\n Speed 16\n PainChance 35\n Mass 2000\n Scale 1.1\n Bloodcolor \"00 AA 00\"\n Monster\n +Boss\n +NoRadiusDMG\n +FloorClip\n SeeSound \"Thamuz/Idlesight\"\n PainSound \"Thamuz/Pain\"\n DeathSound \"Thamuz/death\"\n ActiveSound \"Thamuz/Idlesight\"\n Obituary \"%o fell before Thamuz.\"\n DropItem CellPack\n DropItem RocketBox\n DropItem CellPack 128\n DropItem RocketBox 128\n States\n {\n Spawn:\n DCYB A 10 A_Look\n Loop\n See:\n DCYB A 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n DCYB A 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n DCYB A 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n DCYB B 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n DCYB C 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n DCYB C 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n DCYB D 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n DCYB D 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n Loop\n Missile:\n TNT1 A 0 A_Jump(160,6)\n DCYB AE 5 A_FaceTarget\n DCYB E 5 A_FaceTarget\n DCYB F 10 A_CustomMissile(\"DCBMiss1\",56,-25,0)\n DCYB E 15 A_FaceTarget\n Goto See\n TNT1 A 0 A_Jump(160,31)\n TNT1 A 0 A_SetInvulnerable\n DCYB G 20 A_PlaySound(\"Apocalypse/cast\")\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,20)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,40)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,60)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,80)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,100)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,120)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,140)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,160)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-20)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-40)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-60)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-80)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-100)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-120)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-140)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-160)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,180)\n DCYB G 10 A_CustomMissile(\"DCBMiss3\",50,0,0)\n DCYB GGGGGGGG 10\n TNT1 A 0 A_UnsetInvulnerable\n DCYB G 10\n Goto See\n DCYB AE 3 A_FaceTarget\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n Goto See\n Pain:\n DCYB G 2\n DCYB G 2 A_Pain\n Goto See\n Death:\n DCYB H 5\n DCYB I 5 A_Scream\n TNT1 A 0 A_SpawnItemEx(\"BDS\",0,0,0,0,0,0,0,128)\n DCYB JKLMNO 5\n DCYB P -1 A_NoBlocking\n Stop\n }\n}\n\nActor BDS\n{\n Radius 1\n Height 1\n Speed 1\n SeeSound \"Thamuz/death2\"\n Projectile\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor DarkCyberGhostA\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.1\n Projectile\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 3\n DCYB A 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DarkCyberGhostB : DarkCyberGhostA\n{\n States\n {\n Spawn:\n TNT1 A 3\n DCYB B 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DarkCyberGhostC : DarkCyberGhostA\n{\n States\n {\n Spawn:\n TNT1 A 3\n DCYB C 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DarkCyberGhostD : DarkCyberGhostA\n{\n States\n {\n Spawn:\n TNT1 A 3\n DCYB D 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DCBMiss1\n{\n Radius 12\n Height 12\n Speed 16\n Damage 30\n Projectile\n +SeekerMissile\n +ExtremeDeath\n Renderstyle Add\n SeeSound \"q2weapon/bfgball\"\n DeathSound \"q2weapon/bfgballexplo\"\n Decal BFGLightning\n States\n {\n Spawn:\n CBTS A 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS B 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS C 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS D 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS E 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS F 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS G 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS H 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS I 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS J 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n CBTS K 2 Bright A_Explode(140,140)\n CBTS LMNOPQRSTUVW 2 Bright\n Stop\n }\n}\n\nActor DCBM1Trail\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.8\n +Noclip\n Projectile\n RenderStyle Add\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 4\n CBTS LMNOPQRSTUVW 2 A_FadeOut\n Stop\n }\n}\n\nActor DCBMiss2\n{\n Radius 12\n Height 8\n Health 5\n Speed 28\n Damage 15\n RenderStyle Add\n Projectile\n Translation \"160:167=120:127\", \"208:223=120:127\"\n SeeSound \"q2weapon/rocketlauncherfire\"\n DeathSound \"q2weapon/rocketexplo\"\n Decal RevenantScorch\n States\n {\n Spawn:\n THZ4 A 2 Bright\n Loop\n Death:\n FSFX DEFGHIJKLM 2 Bright\n Stop\n }\n}\n\nActor DCBMiss3\n{\n Radius 1\n Height 1\n Health 5\n Speed 8\n Damage 0\n Scale 2\n RenderStyle Add\n +BloodLessImpact\n +Ripper\n +DontSplash\n Projectile\n SeeSound \"h2necromancer/magiccast\"\n States\n {\n Spawn:\n TNT1 A 2 A_Gravity\n Loop\n Death:\n FSFX NOPQRSTNOPQRST 3\n FSFX Z 0 A_CustomMissile(\"DCBMiss3M\",0,0,180)\n Stop\n }\n}\n\nActor DCBMiss3M\n{\n Radius 10\n Height 10\n Speed 28\n Damage 20\n Scale 1.3\n +FloorHugger\n RenderStyle Add\n Projectile\n DeathSound \"comet/explosion\"\n Decal RevenantScorch\n States\n {\n Spawn:\n FSFX NOPQRSTNOPQRST 3 A_SpawnItemEx(\"DCBMiss3MG\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n TNT1 A 0 A_Explode(64,64)\n FSFX UVW 3\n Stop\n }\n}\n\nActor DCBMiss3MG\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.8\n +Noclip\n Projectile\n RenderStyle Add\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 4\n FSFX NOPQRST 3\n Stop\n }\n}\n\nACTOR Cardinal_\n{\n Health 4500\n Speed 6\n Radius 24\n Height 112\n PainChance 50\n Mass 700\n Meleedamage 10\n SeeSound \"cyber/sight\"\n PainSound \"brain/pain\"\n DeathSound \"cyber/death\"\n Missiletype \"Cardinal_Rocket\"\n MissileHeight 72\n MONSTER\n +NORADIUSDMG\n +NOGRAVITY\n +FLOATBOB\n +FLOAT\n bloodcolor green\n Obituary \"%o was blessed by the dark cardinal.\"\n States\n {\n Spawn:\n CARD AB 4 Bright A_Look\n Loop\n See:\n CARD AABBAABBAABB 2 Bright A_Chase\n loop\n Missile:\n CARD A 0 A_jump(10,6)\n CARD A 0 A_jump(100,7)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n Goto See\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"pain_gernade\", 72, -30, 0)\n Goto See\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n Goto See\n Pain:\n CARD A 4 Bright\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,0,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,20,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,40,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,60,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,80,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,100,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,120,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,140,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,160,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,180,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,200,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,220,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,240,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,260,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,280,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,300,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,320,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall2\",72,0,340,2,0)\n Goto See\n Death:\n CARD E 8 Bright\n CARD F 8 Bright A_Scream\n CARD G 8 Bright A_NoBlocking\n CARD H 8 Bright\n CARD I 8 Bright A_Explode\n CARD J 8 Bright\n CARD K 8 Bright\n CARD L 8 Bright\n Stop\n }\n}\n//====================\nACTOR Cardinal_Rocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 24\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tStates\n\t{\n\tSpawn:\n\t\tCROC AB 4 Bright\n\t\tLoop\n\tDeath:\n\t\tCROC C 8 Bright A_Explode\n\t\tCROC D 6 Bright\n\t\tCROC E 4 Bright\n\t\tStop\n\t}\n}\n//====================\nACTOR pain_gernade\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+DoomBounce\n\t-NoGravity\n\tscale .25\n\ttranslation \"168 : 191 = 112 : 127\"\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"caco/death\"\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 2 Bright A_CustomMissile(\"faintGhost1\", 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tHEAD GHIJ 8\n\t\tHEAD K 8 A_SpawnItem(\"Fire\", 0, 0)\n\t\tHEAD L 500\n\t\tTNT1 M -1\n\t\tStop\n\t}\n}\n//====================\nACTOR Fire\n{\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderStyle Add\n Alpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCD 6 Bright\n\t\tFIRE E 6 Bright A_SpawnItem(\"paingasm\", 0, 0)\n\t\tFIRE FGH 6 Bright\n\t\tStop\n\t}\n}\n//====================\nactor paingasm 10004\n{\n\tGame Doom\n\tSpawnID 19\n\tHealth 500\n\tRadius 31\n\tHeight 56\n\tMass 400\n\tSpeed 25\n\tPainChance 128\n\tMonster\n\tbloodcolor blue\n\t+FLOAT +NOGRAVITY\n\tAttackSound \"imp/melee\"\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"you were removed from life by a paingasm\"\n\tHitObituary \"your face got tore off by a paingasm\"\n\ttranslation \"168:191=112:127\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHEAD A 3 A_Chase\n\t\tHEAD A 0 A_CustomMissile(\"faintGhost2\", 0, 0, 0)\n\t\tLoop\n\tMissile:\n\t\tHEAD B 5 A_FaceTarget\n\t\tHEAD C 5 A_FaceTarget\n\t\tHEAD D 5 BRIGHT A_CustomMissile(\"painball\", 24, 0, 0)\n\t\tGoto See\n\tMelee:\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 A_FaceTarget\n\t\tHEAD C 4 A_SargAttack\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD a 4 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n\t\tHEAD F 6\n\t\tGoto See\n\tDeath:\n\t\tHEAD G 8\n\t\tHEAD H 8 A_Scream\n\t\tHEAD I 8\n\t\tHEAD J 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n//====================\nACTOR faintGhost1\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\ttranslation \"168 : 191 = 112 : 127\"\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tPROJECTILE\n\tscale .25\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost2 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost3 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tCARD AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR painball : BaronBall\n{\ntranslation \"112 : 127 = 192 : 207\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL7 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL7 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n//====================\nactor DeathBall2 : BaronBall\n{\n Damage 1\n +SEEKERMISSILE\n scale .8\n States\n {\n Spawn:\n BAL7 A 4 BRIGHT A_Tracer\n BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n BAL7 B 4 BRIGHT A_Tracer\n BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n Loop\n Death:\n BAL7 CDE 6 BRIGHT\n Stop\n }\n}\n//====================\nACTOR BallTail : faintGhost1\n{\n\tscale .6\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t BAL7 AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR CardinalPlasma\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 16\n\tProjectile\n\t+FLOATBOB\n\tSeeSound \"imp/attack\"\n\tDeathSound \"\"\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t CRTA J 1 Bright A_SpawnItem(\"plasmaTail\", 0, 0)\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA J 2 A_fadeout(0.05)\n\t\tStop\n\t}\n}\n//====================\nACTOR plasmaTail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\t+FLOATBOB\n\tPROJECTILE\n\tscale .25\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)\n\tloop\n\t}\n}\nActor CyberArach_\n {\n Obituary \"%o was mowed over by the Cyberarach.\" // <-- won't make any sense but you can edit it.\n mass 800\n height 90\n Radius 100\n Health 5000\n Speed 6\n PainChance 16\n SeeSound \"Monster/Sight\"\n PainSound \"Monster/Pain2\"\n activesound \"Monster/active2\"\n Deathsound \"Monster/Death2\"\n +FLOORCLIP\n +FLOAT\n +NOGRAVITY\n +NORADIUSDMG\n Monster\n States\n {\n Spawn:\n CYAR A 5 A_Look\n Loop\n See:\n CYAR AABB 4 A_Chase\n Loop\n Missile:\n CYAR AAAA 4 Bright A_Facetarget\n CYAR C 0\n CYAR C 0\n CYAR C 0\n CYAR A 0 A_Jump(60,\"Missile1\")\n CYAR E 12 Bright A_Facetarget\n CYAR F 12 Bright A_Cyberattack\n CYAR D 0 Bright A_Cposrefire\n Goto Missile+6\n Missile1:\n CYAR CD 4 Bright A_Sposattack\n CYAR D 1 Bright A_Cposrefire\n Goto Missile1\n Pain:\n CYAR A 3\n CYAR A 3 A_Pain\n Goto See\n Death:\n CYAR G 6 A_Screamandunblock\n CYAR HIJK 8\n CYAR L 8\n Stop\n }\n}\n\nActor BloodBeast_\n{\n Obituary \"%o was pulverized by a Beast.\"\n mass 800\n height 64\n Radius 28\n Health 1500\n Speed 5\n PainChance 60\n SeeSound \"Monster/Beast/Sight\"\n PainSound \"Monster/Beast/Pain\"\n activesound \"Monster/Beast/Attack\"\n Deathsound \"Monster/Beast/Death\"\n Monster\n +FLOORCLIP\n -NOPAIN\n Scale .5\n States\n {\n Spawn:\n BBES G 5\n Loop\n See:\n BBES QQRRSSTTUUVV 2 A_Chase\n Loop\n Missile:\n BBES A 6 A_PlayWeaponSound(\"Monster/Beast/Attack\")\n BBES A 0 A_Facetarget\n BBES B 6 A_Facetarget\n BBES C 6 A_Facetarget\n BBES C 0 Radius_Quake(6,4,0,255,0)\n BBES D 6 A_Custommissile(\"Ball\",32,0,0)\n BBES E 6 A_Facetarget\n Goto See\n Melee:\n BBES G 6 A_PlayWeaponSound(\"Monster/Beast/Attack\")\n BBES GHIJ 6 A_Facetarget\n BBES K 0 A_CustomMeleeAttack (20, 0,0,0,0)\n BBES K 6 A_PlayWeaponSound(\"Monster/Beast/Slash\")\n BBES LMNO 6 A_Facetarget\n BBES P 0 A_CustomMeleeAttack (20, 0,0,0,0)\n BBES P 6 A_PlayWeaponSound(\"Monster/Beast/Slash\")\n Goto See\n Pain:\n BBES F 3 A_Pain\n BBES F 3\n Goto See\n Death:\n BBES W 6\n BBES X 6 A_Scream\n BBES Y 6\n BBES Z 6 A_NoBlocking\n BBES [ 6\n BBES ] 140\n BBES [ 4\n BBES Z 8\n BBES [ 4\n BBES ] -1\n Stop\n }\n}\n\nactor ball\n {\n Speed 150\n Damage (random(10,20))\n Radius 26\n height 10\n Projectile\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR Avatar_\n{\nHealth 4000\nPainChance 10\nSpeed 15\nRadius 30\nHeight 96\nMass 2000\nMONSTER\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+NOTARGET\nObituary \"%o was smoten by the Dark Avatar\"\nSeeSound \"monster/avasit\"\nPainSound \"monster/avapai\"\nDeathSound \"monster/avadth\"\nActiveSound \"monster/avaact\"\nSpawnID 170\nStates\n {\n Spawn:\n AVAT AB 10 A_Look\n Loop\n See:\n AVAT AABBCCDD 3 A_Chase\n Loop\n Missile:\n AVAT B 0 A_Jump(64,4)\n AVAT B 0 A_Jump(152,4)\n AVAT B 0 A_Jump(64,4)\n AVAT B 0\n Goto Missile1\n AVAT B 0\n Goto Missile2\n AVAT B 0\n Goto Missile3\n AVAT B 0\n Goto Missile4\n Missile1: //Red Lightning\n AVAT E 0 Bright A_FaceTarget\n AVAT E 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_FaceTarget\n AVAT F 1 Bright A_PlaySound (\"MageLightningFire\")\n AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,15,2,-45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,15,2,-45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,0,2,45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,0,2,-45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,-15,2,45)\n AVAT F 14 Bright A_CustomMissile (\"RedLiteBot\",0,0,-15,2,-45)\n Goto See\n Missile2: //Blue Ball\n AVAT I 0 Bright A_FaceTarget\n AVAT I 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget\n AVAT J 15 Bright A_CustomMissile (\"AvaBall1\",56,0,0,0,0)\n Goto See\n Missile3:\n AVAT K 0 Bright A_FaceTarget\n AVAT K 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n Goto See\n Missile4:\n AVAT G 0 Bright A_FaceTarget\n AVAT G 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget\n AVAT H 1 Bright A_PlaySound(\"weapons/justfi\")\n AVAT H 14 Bright A_CustomMissile (\"HolyMissile2\",52,0,0,0,0)\n Goto See\n Pain:\n AVAT M 2\n AVAT M 2 A_Pain\n Goto See\n Death:\n AVAT N 7 Bright\n AVAT O 7 Bright A_Scream\n AVAT P 7 Bright\n AVAT Q 7 Bright A_NoBlocking\n AVAT RSTU 7 Bright\n AVAT V -1\n }\n}\n\nactor SupremeFiend_\n{\n //$Category monsters\n Health 3500\n Radius 40\n Height 95\n Speed 8\n PainChance 10\n Mass 1000\n MONSTER\n +BOSS\n +NOGRAVITY\n +FLOAT\n +FLOATBOB\n +NORADIUSDMG\n +DONTMORPH\n +MISSILEMORE\n SeeSound \"fiend/see\"\n DeathSound \"spider/death\"\n Obituary \"%o was mangled by the Supreme Fiend.\"\n States\n {\n Spawn:\n\tSUPR A 4 A_Look\n\tLoop\n See:\n\tSUPR A 0 A_PlaySound(\"fiend/hover\")\n\tSUPR AAAA 2 A_Chase\n\tLoop\n Missile:\n\tSUPR B 0 A_Jump(96, 23)\n\tSUPR B 0 A_Jump(96, 31)\n\tSUPR B 0 A_PlaySound(\"fiend/hover\") //Plasma\n\tSUPR B 8 bright A_FaceTarget\n\tSUPR B 0 A_PlaySound(\"fiend/hover\")\n\tSUPR B 8 bright A_FaceTarget\n\tSUPR F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)\n\tSUPR E 2 bright\n\tSUPR B 1 bright A_SpidRefire\n\tSUPR F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)\n\tSUPR E 2 bright\n\tSUPR B 1 bright A_SpidRefire\n\tSUPR F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)\n\tSUPR E 2 bright\n\tSUPR B 1 bright A_SpidRefire\n\tSUPR F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)\n\tSUPR E 2 bright\n\tSUPR B 1 bright A_SpidRefire\n\tSUPR F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)\n\tSUPR E 2 bright\n\tSUPR B 1 bright A_SpidRefire\n\tSUPR F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)\n\tgoto Missile\n\tSUPR B 0 A_PlaySound(\"fiend/hover\") //BFG\n\tSUPR B 8 bright A_FaceTarget\n\tSUPR B 0 A_PlaySound(\"fiend/hover\")\n\tSUPR B 5 bright A_FaceTarget\n\tSUPR B 10 bright A_PlayWeaponSound (\"fiend/bfg\")\n\tSUPR E 10 bright A_FaceTarget\n\tSUPR F 10 bright A_CustomMissile (\"BFGBall\", 30, 0, 0)\n\tgoto See\n\tSUPR B 10 bright A_FaceTarget\n\tSUPR B 0 A_PlayWeaponSound(\"fiend/bomb\")\n\tSUPR O 20 bright A_FaceTarget\n\tSUPR P 20 bright A_FaceTarget\n\tSUPR Q 20 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 10 bright A_FaceTarget\n\tSUPR Q 0 A_DualPainAttack (\"RemoteBomb\")\n\tSUPR Q 0 A_PlayWeaponSound(\"fiend/bomb\")\n\tSUPR Q 20 bright A_FaceTarget\n\tSUPR P 20 bright A_FaceTarget\n\tSUPR O 20 bright A_FaceTarget\n\tgoto See\n Death:\n\tSUPR G 0 A_ChangeFlag (FLOATBOB, 0)\n\tSUPR G 10 A_Scream\n\tSUPR H 10\n\tSUPR I 10 A_Fall\n\tSUPR JKLM 10\n\tSUPR N -1 A_BossDeath\n\tStop\n }\n}\n\nactor RemoteBomb 22100\n{\n //$Category monsters\n obituary \"%o was destroyed by a remote bomb.\"\n health 5\n radius 20\n height 20\n mass 20\n speed 15\n painchance 20\n seesound \"prox/fire\"\n attacksound \"prox/beep\"\n deathsound \"weapons/rocklx\"\n MONSTER\n +FLOAT\n +FLOATBOB\n +NOTARGETSWITCH\n +NOGRAVITY\n +LOOKALLAROUND\n +NOBLOOD\n states\n {\n Spawn:\n BOMB AABB 10 A_Look\n loop\n See:\n BOMB AABB 2 A_Chase\n BOMB A 0 A_PlaySound(\"bomb/beep\")\n loop\n Melee:\n BOMB A 0 A_Die\n stop\n Pain:\n BOMB A 3\n BOMB A 3 A_Pain\n goto See\n Death:\n MISL B 0 bright A_Explode (50, 128)\n MISL B 5 bright A_PlaySound (\"weapons/rocklx\")\n MISL C 5 A_NoBlocking\n MISL D 5\n stop\n }\n}\n\nactor FiendPlasmaBall : PlasmaBall\n{\n Decal ArachnotronScorch\n States\n {\n Spawn:\n APLS AB 6 Bright\n Loop\n Death:\n APBX ABCDE 4 Bright\n Stop\n }\n}\n\nactor FiendPlasmaBall1 : PlasmaBall\n{\n +SEEKERMISSILE\n Decal ArachnotronScorch\n States\n {\n Spawn:\n APLS ABABABAB 0 Bright A_Seekermissile(9999,9999)\n APLS AB 6 Bright\n APLS AB 6 Bright\n APLS AB 6 Bright\n APLS AB 6 Bright\n APLS AB 6 Bright\n Goto Spawn+14\n Death:\n APBX ABCDE 4 Bright\n Stop\n }\n}\n\nactor RemoteBomb4 22101\n{\n //$Category monsters\n obituary \"%o was destroyed by a remote bomb.\"\n health 5\n radius 20\n height 20\n mass 20\n speed 15\n painchance 20\n seesound \"prox/fire\"\n attacksound \"prox/beep\"\n deathsound \"weapons/rocklx\"\n Projectile\n Monster\n +FLOAT\n +FLOATBOB\n +NOTARGETSWITCH\n +NOGRAVITY\n +LOOKALLAROUND\n +NOBLOOD\n states\n {\n Spawn:\n BOMB AABB 10 A_Look\n loop\n See:\n BOMB AABB 2 A_Chase\n BOMB A 0 A_PlaySound(\"bomb/beep\")\n loop\n Melee:\n BOMB A 0 A_Die\n stop\n Pain:\n BOMB A 3\n BOMB A 3 A_Pain\n goto See\n Death:\n MISL B 0 bright A_Spawnitem(\"remotebomb\")\n stop\n }\n}\n\nActor FusionSpider_\n{\n Obituary \"%o was vaporized by a fusion cannon Arachnotron\"\n Health 600\n Radius 64\n Height 64\n Mass 600\n Speed 12\n PainChance 30\n SeeSound \"baby/sight\"\n PainSound \"baby/pain\"\n DeathSound \"baby/death\"\n ActiveSound \"baby/active\"\n Monster\n +FloorClip\n +MissileMore\n +MissileEvenMore\n States\n {\n Spawn:\n FSPI AB 10 A_Look\n Loop\n See:\n FSPI A 20\n FSPI A 3 A_BabyMetal\n FSPI ABBCC 3 A_Chase\n FSPI D 3 A_BabyMetal\n FSPI DEEFF 3 A_Chase\n Goto See+1\n Missile:\n FSPI A 4 A_FaceTarget\n FSPI A 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,0)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,15)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,-15)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,10)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,-30)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,30)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,-10)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,25)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,5)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,-5)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,0)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,-45)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,40)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,-20)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,10)\n FSPI G 0 A_FaceTarget\n FSPI G 3 Bright A_CustomMissile(\"FusionShot\",24,0,-35)\n FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,50)\n FSPI H 1 Bright\n Goto See+1\n Pain:\n FSPI I 3\n FSPI I 3 A_Pain\n Goto See+1\n Death:\n FSPI J 20 A_Scream\n FSPI K 7 A_NoBlocking\n FSPI LMNO 7\n FSPI P -1 A_BossDeath\n Stop\n Raise:\n FSPI PONMLKJ 5\n Goto See+1\n }\n}\n\nACTOR cyberImp_\n{\n Game Doom\n SpawnID 5\n Health 100\n Radius 20\n Height 56\n Mass 200\n Speed 8\n PainChance 150\n Monster\n +FLOORCLIP\n SeeSound \"CIMPSIT\"\n PainSound \"CIMPPAIN\"\n DeathSound \"CIMPDTH\"\n ActiveSound \"CIMPACT\"\n HitObituary \"%o was torn apart by a cyber imp\"\n Obituary \"%o was fried by a cyber imp\"\n States\n {\n Spawn:\n CIMP AB 10 A_Look\n Loop\n See:\n CIMP AABBCCDD 3 A_Chase\n Loop\n Melee:\n CIMP EF 8 A_FaceTarget\n CIMP F 6 A_Custommeleeattack(3 * random(3, 10), \"imp/melee\")\n Goto See\n Missile:\n CIMP EF 8 A_FaceTarget\n CIMP G 6 A_Custommissile(\"plasmaBall\",36,4)\n Goto See\n Pain:\n CIMP H 2\n CIMP H 2 A_Pain\n Goto See\n Death:\n CIMP I 8\n CIMP J 8 A_Scream\n CIMP K 6\n CIMP L 6 A_NoBlocking\n CIMP M -1\n Stop\n XDeath:\n CIMP N 5 A_CustomMissile(\"cyberArm\",32,-10,270)\n CIMP O 5 A_XScream\n CIMP P 5\n CIMP Q 5 A_NoBlocking\n CIMP RST 5\n CIMP U -1\n Stop\n Raise:\n CIMP MLKJI 8\n Goto See\n }\n}\n\nACTOR CyberArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 4\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n States\n\t{\n\tSpawn:\n CARM ABCDE 3\n Loop\n\tDeath:\n\t CARM F -1\n\t Loop\n\t}\n}\n\nACTOR TorturedSoul_\n{\n\t//$Category \"ZDoom Monster pack\"\n Health 700\n Speed 8\n Radius 31\n Height 56\n PainChance 64\n Mass 400\n REACTIONTIME 8\n MONSTER\n +NOGRAVITY\n +FLOAT\n Explosiondamage 40\n Explosionradius 80\n SeeSound \"torturedsoul/sight\"\n PainSound \"torturedsoul/pain\"\n DeathSound \"torturedsoul/death\"\n ActiveSound \"torturedsoul/active\"\n Missiletype TorturedSoulBall\n Obituary \"%o was tormented by the Tortured Soul.\"\n States\n {\n Spawn:\n TORT AB 10 A_Look\n Loop\n See:\n TORT AABBCC 3 A_Chase\n Loop\n Missile:\n TORT D 10 A_FaceTarget\n TORT D 0 A_Jump(128,4)\n TORT E 4 A_FaceTarget\n TORT E 0 A_PlaySound(\"torturedsoul/attack\")\n TORT F 4 A_CustomMissile(TorturedSoulBall, 40, 0, 0)\n Goto See\n TORT D 0 A_PlaySound(\"torturedsoul/poison\")\n TORT D 4 A_CustomMissile(TorturedSoulPoison, 16, 0, 0)\n Goto See\n Pain:\n TORT G 3\n TORT G 3 A_Pain\n Goto See\n Death:\n TORT H 8\n TORT I 8 A_Scream\n TORT JK 8\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 0)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 45)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 90)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 135)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 180)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 225)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 270)\n TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 315)\n TORT L 8\n TORT M 8 A_NoBlocking\n TORT N 8\n Stop\n }\n}\n\nactor TorturedSoulBall\n{\n Radius 8\n Height 6\n Speed 20\n Damage 5\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n DeathSound \"imp/shotx\"\n States\n {\n Spawn:\n TRBL AB 4\n Loop\n Death:\n TRBL CDE 4\n Stop\n }\n}\n\nactor TorturedSoulPoison\n{\n Radius 24\n Height 6\n Speed 5\n Damage 1\n +STRIFEDAMAGE\n +RIPPER\n PROJECTILE\n RENDERSTYLE Translucent\n ALPHA 0.67\n States\n {\n Spawn:\n TRPS ABCDEFGDEFGDEFGDEFGDEFGDCBA 4\n Stop\n Death:\n TRPS DCBA 4\n Stop\n }\n}\n\nActor PyroDemon_\n{\n Health 2500\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 20\n Monster\n MeleeDamage 10\n Obituary \"%o was burnt to a crisp by a pyro demon\"\n HitObituary \"%o was melted my a pyro demon\"\n Bloodcolor \"75 25 00\"\n +FloorClip\n +MissileMore\n +NoRadiusDmg\n +Boss\n +DontHurtSpecies\n SeeSound \"pyro/see\"\n PainSound \"pyro/pain\"\n DeathSound \"pyro/death\"\n ActiveSound \"pyro/idle\"\n States\n {\n Spawn:\n PYRO AB 10 A_Look\n Loop\n See:\n PYRO AA 3 A_Chase\n PYRO A 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n PYRO BB 3 A_Chase\n PYRO B 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n PYRO CC 3 A_Chase\n PYRO C 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n PYRO DD 3 A_Chase\n PYRO D 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n Loop\n Missile:\n PYRO B 0 A_Jump(32,29)\n PYRO B 0 A_Jump(32,20)\n PYRO B 0 A_Jump(64,\"Missile3\")\n PYRO EF 8 Bright A_FaceTarget\n PYRO G 0 Bright A_CustomMissile (\"FireShot\",32,0,0,0)\n PYRO G 0 Bright A_CustomMissile (\"FireShot\",32,0,-4,0)\n PYRO G 3 Bright A_CustomMissile (\"FireShot\",32,0,4,0)\n PYRO H 3 Bright\n PYRO H 0 A_Jump(32,8)\n PYRO IJ 8 Bright A_FaceTarget\n PYRO K 0 Bright A_CustomMissile (\"FireShot\",32,0,0,0)\n PYRO K 0 Bright A_CustomMissile (\"FireShot\",32,0,-4,0)\n PYRO K 3 Bright A_CustomMissile (\"FireShot\",32,0,4,0)\n PYRO L 3 Bright\n PYRO L 0 A_Jump(32,1)\n Goto See\n PYRO MN 8 Bright A_FaceTarget\n PYRO O 4 Bright A_CustomMissile (\"PyroBlast\",32,0,0,0)\n PYRO P 4 Bright\n Goto See\n PYRO MN 8 Bright A_FaceTarget\n PYRO O 4 Bright A_CustomMissile (\"4wayball\",32,0,0,0)\n PYRO O 4 Bright A_CustomMissile (\"4wayball\",32,0,90,0)\n PYRO O 4 Bright A_CustomMissile (\"4wayball\",32,0,180,0)\n PYRO O 4 Bright A_CustomMissile (\"4wayball\",32,0,270,0)\n PYRO P 4 Bright\n Goto See\n\tMissile3:\n\tPYRO O 1 A_FaceTarget\n PYRO O 0 A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n PYRO O 0 A_Mushroom (\"Pyroball\",16)\n PYRO O 3\n PYRO P 3 Bright\n PYRO A 0 A_UnSetShootable\n PYRO A 1 A_PlaySound(\"pyro/tele\")\n PYRO A 1 A_SetTranslucent(0.90)\n PYRO A 1 A_SetTranslucent(0.80)\n PYRO A 1 A_SetTranslucent(0.70)\n PYRO A 1 A_SetTranslucent(0.60)\n PYRO A 1 A_SetTranslucent(0.50)\n PYRO A 1 A_SetTranslucent(0.40)\n PYRO A 1 A_SetTranslucent(0.30)\n PYRO A 1 A_SetTranslucent(0.20)\n PYRO A 1 A_SetTranslucent(0.10)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 0 A_Jump(128,25)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n PYRO A 1 A_PlaySound(\"pyro/tele\")\n PYRO A 1 A_SetTranslucent(0.10)\n PYRO A 1 A_SetTranslucent(0.20)\n PYRO A 1 A_SetTranslucent(0.30)\n PYRO A 1 A_SetTranslucent(0.40)\n PYRO A 1 A_SetTranslucent(0.50)\n PYRO A 1 A_SetTranslucent(0.60)\n PYRO A 1 A_SetTranslucent(0.70)\n PYRO A 1 A_SetTranslucent(0.80)\n PYRO A 1 A_SetTranslucent(0.90)\n PYRO A 1 A_SetTranslucent(1.0)\n PYRO A 0 A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n PYRO O 0 A_Mushroom (\"Pyroball\",16)\n PYRO A 0 A_SetShootable\n Goto See\n Pain:\n PYRO Q 2\n PYRO Q 2 A_Pain\n Goto See\n Death:\n PYRO R 20 Bright A_Scream\n PYRO S 20 Bright\n PYRO T 20 Bright\n PYRO U 20 Bright A_NoBlocking\n PYRO VW 6 Bright\n PYRO X 6 Bright\n PYRO Y 3 Bright\n PYRO Z -1 Bright\n Stop\n }\n}\n\nActor FireShot\n{\n Radius 3\n Height 3\n Speed 15\n Damage 3\n Projectile\n RenderStyle Add\n Alpha 0.67\n DamageType Fire\n SeeSound \"pyro/flame\"\n DeathSound \"pyro/flamepoof\"\n Decal RevenantScorch\n States\n {\n Spawn:\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n FSHT A 0 Bright A_Explode\n FSHT B 0 Bright\n FSHT B 3 Bright\n FSHT C 3 Bright\n FSHT D 3 Bright\n FSHT E 3 Bright\n Stop\n }\n}\n\nActor FireTail\n{\n Projectile\n RenderStyle Add\n +NoClip\n Alpha 0.4\n States\n {\n Spawn:\n FRTB ABCDEFGHI 1 Bright\n Stop\n }\n}\n\nActor EscapeExplosion\n{\n SeeSound \"pyro/explosion\"\n Radius 8\n Height 56\n Speed 0\n States\n {\n Spawn:\n NKXP B 3 Bright\n NKXP C 3 Bright\n NKXP D 3 Bright A_Explode(50, 192)\n NKXP EFGHIJKLMNOPQRSTUV 3 Bright\n Stop\n }\n}\n\nActor PyroBall\n{\n Radius 10\n Height 8\n Speed 15\n SeeSound \"pyro/bomb\"\n DeathSound \"pyro/bombhit\"\n Projectile\n RenderStyle Add\n Alpha 0.7\n -NoGravity\n +DoomBounce\n +LowGravity\n +FireDamage\n +SeekerMissile\n Decal RevenantScorch\n States\n {\n Spawn:\n RBAL A 0 Bright\n RBAL A 0 Bright A_AlertMonsters\n RBAL AAAABBBB 1 Bright\n Goto Spawn +2\n Death:\n RBAL DEFGHI 4 Bright\n Stop\n }\n}\n\nActor FirebombExplosion1\n{\n Radius 11\n Height 8\n Speed 18\n Damage 6\n +NoBlockMap\n +DropOff\n +Missile\n +ActivateImpact\n +ActivatePCross\n Obituary \"%o was killed by a firebomb explosion.\"\n States\n {\n Spawn:\n FRME A 1 Bright\n Loop\n Death:\n FRME A 0\n FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n FRME A 3 Bright A_Explode(128, 144)\n FRME B 1 Bright A_Mushroom(\"Pyroball\",8)\n FRME B 2 Bright A_CustomMissile(\"FirebombExplosion2\",25,0,180)\n FRME CDEFGHIJKLMNOPQRS 3 Bright\n Stop\n }\n}\n\nActor FirebombExplosion2 : FirebombExplosion1\n{\n States\n {\n Death:\n FRME A 0\n FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n FRME A 3 Bright A_Explode(128, 136)\n FRME B 1 Bright\n FRME B 2 Bright A_CustomMissile(\"FirebombExplosion3\",20,0,180)\n FRME CDEFGHIJKLMNOPQRS 3 Bright\n Stop\n }\n}\n\nActor FirebombExplosion3 : FirebombExplosion1\n{\n Speed 14\n Damage 5\n States\n {\n Death:\n FRME A 0\n FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n FRME A 3 Bright A_Explode(128, 128)\n FRME BCDEFGHIJKLMNOPQRS 3 Bright\n Stop\n }\n}\n\nActor PyroBlast\n{\n Projectile\n +SeekerMissile\n +NoGravity\n RenderStyle Add\n Alpha 0.4\n SeeSound \"pyro/blast\"\n DeathSound \"pyro/flamepoof\"\n Speed 17\n Height 10\n Radius 10\n Decal Scorch\n states\n {\n Spawn:\n SBLL ABCDEFGHIJ 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n SBLL A 0 Bright A_SeekerMissile(0,2)\n Goto Spawn+1\n Death:\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,45)\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,135)\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,225)\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,315)\n SBLL LMNOPQRSTUVW 1 Bright\n Stop\n }\n}\n\nActor WalkFire\n{\n +NoClip\n +Missile\n +DropOff\n +Randomize\n Scale 1.5\n Speed 1\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n TNT1 A 8\n FRTF A 3 Bright\n FRTF A 0\n FRTF B 3 Bright\n FRTF B 0\n FRTF C 3 Bright\n FRTF C 0\n FRTF C 0\n FRTF C 0 A_Jump(191,4)\n FRTF C 0 A_CustomMissile(\"WalkFire\", 0, 24, 0)\n FRTF C 0 A_CustomMissile(\"WalkFire\", 0, 0, 0)\n FRTF C 0 A_CustomMissile(\"WalkFire\", 0, -24, 0)\n FRTF DEFGHIJKLMNO 3 Bright\n Stop\n }\n}\n\nActor 4wayball\n {\n Speed 10\n Damage 0\n Height 5\n radius 5\n projectile\n States\n {\n Spawn:\n TNT1 A 0\n Death:\n TNT1 A 1 A_SpawnItemEx(\"RainCometNull\",0,0,0,8,0,0,0,128)\n Stop\n }\n}\n\nActor RainCometNull\n{\n Radius 3\n Height 3\n Speed 8\n Projectile\n +FloorClip\n +Ripper\n +DoomBounce\n +CeilingHugger\n +DontHurtSpecies\n States\n {\n Spawn:\n ZAP5 A 0 A_Jump(20,8)\n ZAP5 AAAAAA 1 A_Wander\n ZAP5 A 8 A_CustomMissile(\"FallingComet\",-24,random(0,128),random(0,360),2,random(1,90))\n Goto Spawn\n Death:\n ZAP5 A 1\n Stop\n }\n}\n\nActor FallingComet\n{\n Radius 6\n Height 8\n Speed 5\n Damage 5\n ExplosionDamage 40\n ExplosionRadius 80\n Scale 0.55\n Projectile\n SeeSound \"pyro/comet\"\n DeathSound \"pyro/cometdeath\"\n -NoGravity\n -Float\n +FloorClip\n //+DontHurtSpecies\n +SpawnCeiling\n Decal RevenantScorch\n States\n {\n Spawn:\n COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"FireTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n COMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n COMT E 3 Bright A_Explode(20,128,0)\n COMT E 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor CometDeathGlow : FireTail\n{\n Scale 2.0\n Alpha 0.6\n States\n {\n Spawn:\n FRTB ABCDEFGHI 3 Bright\n Stop\n }\n}\n\nActor CometDeath\n{\n Projectile\n RenderStyle Add\n +NoClip\n Alpha 0.7\n States\n {\n Spawn:\n COMT FGHI 3 Bright\n Stop\n }\n}\n\nActor Cybruiser_\n{\n Health 2000\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 20\n Monster\n MeleeDamage 10\n Obituary \"%o was blown away by a Cybruiser.\"\n HitObituary \"%o was smashed by a Cybruiser.\"\n +FloorClip\n +MissileMore\n +Boss\n +DontHurtSpecies\n SeeSound \"monster/brusit\"\n PainSound \"baron/pain\"\n DeathSound \"monster/brudth\"\n MeleeSound \"baron/melee\"\n States\n {\n Spawn:\n 9RUS AB 10 A_Look\n Loop\n See:\n 9RUS A 1 A_Playsound(\"monster/bruwlk\")\n 9RUS A 2 A_Chase\n 9RUS A 3 A_Chase\n 9RUS BB 3 A_Chase\n 9RUS C 1 A_Playsound(\"monster/bruwlk\")\n 9RUS C 2 A_Chase\n 9RUS C 3 A_Chase\n 9RUS DD 3 A_Chase\n Loop\n Missile:\n 9RUS E 8 A_FaceTarget\n 9RUS F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n 9RUS E 12 A_FaceTarget\n 9RUS F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n 9RUS E 12 A_FaceTarget\n 9RUS F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n Goto See\n Melee:\n 9RUS GH 8 A_FaceTarget\n 9RUS I 8 A_MeleeAttack\n Goto See\n Pain:\n 9RUS J 2\n 9RUS J 2 A_Pain\n Goto See\n Death:\n 9RUS K 6 Bright A_Scream\n 9RUS LMN 6 Bright\n 9RUS O 6 Bright A_NoBlocking\n 9RUS QR 6 Bright\n 9RUS S 6\n 9RUS T -1 A_BossDeath\n Stop\n }\n}\n\nActor BruiserMissile\n{\n Radius 8\n Height 12\n Speed 20\n Damage 10\n Scale 1.0\n SpawnID 251\n Projectile\n RenderStyle Normal\n +ThruGhost\n SeeSound \"monster/brufir\"\n DeathSound \"weapons/hellex\"\n DontHurtShooter\n +FireDamage\n Decal Scorch\n States\n {\n Spawn:\n FBRS A 1 Bright\n FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n BAB3 C 0 Bright A_SetTranslucent(0.67,1)\n BAB3 C 6 Bright\n BAB3 D 6 Bright A_Explode(64,64,0)\n BAB3 E 6 Bright\n Stop\n }\n}\n\nActor BruiserTrail\n{\n Radius 3\n Height 3\n RenderStyle Translucent\n Alpha 0.67\n Projectile\n States\n {\n Spawn:\n TNT1 A 3 Bright\n PUFF ABCD 4 BRIGHT\n Stop\n }\n}\n\n// Cyber Baron created by Ben2k9/Virtue\n\nACTOR Cyberbaron_ : Baronofhell 10000\n{\n obituary \"%o was splayed by a cyber baron\"\n hitobituary \"%o was ripped to shreds by a cyber baron\"\n health 1200\n radius 24\n height 64\n mass 1000\n speed 8\n painchance 40\n seesound \"cbaron/sight\"\n painsound \"cbaron/pain\"\n deathsound \"cbaron/death\"\n activesound \"cbaron/active\"\n MONSTER\n +NORADIUSDMG\n +DONTHURTSPECIES\n states\n {\n Spawn:\n CBOS AB 10 A_Look\n loop\n See:\n CBOS A 3 A_chase\n CBOS A 3 A_chase\n CBOS B 0 A_playsound(\"cbaron/metal\")\n CBOS BB 3 A_chase\n CBOS CC 3 A_chase\n CBOS D 3 A_chase\n CBOS D 3 A_hoof\n loop\n Melee:\n CBOS PQ 8 A_FaceTarget\n CBOS R 8 A_BruisAttack\n Goto See\n Missile:\n CBOS E 0 A_jump(80,5)\n CBOS E 10 A_FaceTarget\n CBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_customMissile(cyberattack2,27,16,0)\n CBOS E 10 A_FaceTarget\n goto See\n CBOS PQ 8 A_FaceTarget\n CBOS R 8 A_BruisAttack\n Goto See\n Pain:\n CBOS H 2\n CBOS H 2 A_Pain\n goto See\n Death:\n CBOS I 8\n CBOS J 8 A_Scream\n CBOS K 8 bright A_Playsound(\"world/barrelx\")\n CBOS L 8 bright A_NoBlocking\n CBOS M 8 bright\n CBOS N 8 bright\n CBOS O -1\n stop\n }\n}\n\nACTOR Cyberattack2 : rocket\n{\n}\n\nactor Superdemon_\n{\n spawnid 114\n obituary \"%o was crushed by a superdemon.\"\n health 3500\n radius 40\n height 110\n mass 1000\n speed 15\n painchance 20\n seesound \"cyber/sight\"\n painsound \"cyber/pain\"\n deathsound \"superdemon/death\"\n activesound \"cyber/active\"\n MONSTER\n +BOSS\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +MISSILEMORE\n states\n {\n Spawn:\n 7UPR AB 10 A_Look\n loop\n See:\n 7UPR A 3 A_Hoof\n 7UPR ABBCC 3 A_Chase\n 7UPR D 3 A_Hoof\n 7UPR D 3\n loop\n Missile:\n 7UPR E 6 A_FaceTarget\n 7UPR F 9 A_CustomMissile (\"SuperDemonBall\", 54, -45, 0)\n 7UPR E 9 A_FaceTarget\n 7UPR F 9 A_CustomMissile (\"SuperDemonBall\", 54, -45, 0)\n 7UPR E 9 A_FaceTarget\n 7UPR F 9 A_CustomMissile (\"SuperDemonBall\", 54, -45, 0)\n goto See\n Pain:\n 7UPR G 10 A_Pain\n goto See\n Death:\n 7UPR H 3 A_PlaySound (\"superdemon/snarl\")\n 7UPR H 3 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n 7UPR I 3 A_Scream\n 7UPR I 3 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n 7UPR J 2 A_CustomMissile (\"SuperDemonArm2\", 54, -50, -50)\n 7UPR KL 4 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n 7UPR M 6 A_PlaySound (\"superdemon/crash\")\n 7UPR N 6 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n 7UPR O 6 A_NoBlocking\n 7UPR O -1 A_BossDeath\n //Raise:\n //NONE A 0 A_NoBlocking\n //NONE A 1 A_SpawnItem(\"Cyberdemon\")\n //Stop\n }\n}\n\nactor SuperDemonBall\n{\n TRANSLATION 2\n spawnid 154\n radius 6\n height 16\n speed 16\n damage 15\n scale 1.5\n Decal \"Scorch\"\n renderstyle Add\n seesound \"baron/attack\"\n deathsound \"baron/shotx\"\n PROJECTILE\n +RANDOMIZE\n states\n {\n Spawn:\n BAL9 AB 4 bright\n loop\n Death:\n BAL9 CDE 6 bright\n stop\n }\n}\n\nACTOR SuperDemonArm2\n{\n Radius 10\n Height 8\n Speed 1\n Damage 1\n Scale 1\n PROJECTILE\n -NOGRAVITY\n +LOWGRAVITY\n States\n {\n Spawn:\n SUPH A 5 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n SUPH B 5 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n SUPH C 5 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n Goto Death\n Death:\n SUPH D 5 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n SUPH E -1 A_CustomMissile(\"Blood\",0,0,random(-80,-100),2,random(45,80))\n Stop\n }\n}\n\nACTOR CacoLich1_\n{\n\tHealth 500\n\tSpeed 12\n\tRadius 31\n\tHeight 56\n\tPainChance 96\n\tMass 500\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n\tObituary \"%o was blasted by the Cacolich\"\n\tMONSTER\n +NOGRAVITY\n\t+FLOAT\n\tStates\n\t{\n\tSpawn:\n CALI A 1 A_Look\n\t Loop\n\tSee:\n\t CALI A 4 A_Chase\n Loop\n Missile:\n CALI B 6 A_FaceTarget\n CALI C 6 A_CustomMissile(\"CacoLichBall\", 35, 0, 0)\n CALI D 6 A_FaceTarget\n CALI D 0 A_Jump(16,23)\n CALI EF 5 A_FaceTarget\n CALI GFGFGFGFGFGFGFGFGF 1 A_CustomMissile(\"CacoLichFlameFar\", 24, 0, 0)\n CALI FE 5 A_FaceTarget\n CALI E 0\n Goto See\n Melee:\n CALI EF 5 A_FaceTarget\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 20)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 11)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n CALI G 0 A_SpidRefire\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -20)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -11)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n Goto See\n\tPain:\n CALI H 3\n CALI I 6 A_Pain\n Goto See\n Death:\n CALI J 0\n CALI J 0 A_SetFloorClip\n CALI J 6 A_Scream\n CALI KLMN 6\n Wait\n Crash:\n CALI OP 6\n CALI Q 6 A_NoBlocking\n CALI R 6\n CALI S -1\n Stop\n\t}\n}\n\nACTOR CacoLichBall\n{\n Radius 8\n Height 6\n Speed 12\n Damage 7\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"Imp/attack\"\n\tDeathSound \"Imp/shotx\"\n\tDecal CacoScorch\n\tStates\n\t{\n\tSpawn:\n\t CBAL AB 4 BRIGHT A_SeekerMissile(5,15)\n\t Loop\n\tDeath:\n\t CBAL CDEFG 6 BRIGHT\n\t Stop\n\t}\n}\n\nACTOR CacoLichFlameFar\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 30\n\tDamage 4\n\tPROJECTILE\n\t+STRIFEDAMAGE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates\n\t{\n\tSpawn:\n CFIR ABCDEFGHIJKLMOP 1\n\t Stop\n\tDeath:\n CFIR HIJKLMOP 1\n\t Stop\n\t}\n}\n\nACTOR CacoLichFlame\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 28\n\tDamage 1\n\tPROJECTILE\n\t+STRIFEDAMAGE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates\n\t{\n\tSpawn:\n CFIR ABCDEFGHIJKLMOP 1\n\t Stop\n\tDeath:\n CFIR HIJKLMOP 1\n\t Stop\n\t}\n}\n\nACTOR Cacolich_\n{\n\n Health 500\n Radius 31\n Height 56\n Speed 13\n PainChance 145\n MONSTER\n +NOGRAVITY\n +FLOAT\n Obituary \"%o's spirit was eradicated by a Cacolich!\"\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n States\n {\n Spawn:\n CALI A 10 A_Look\n Loop\n See:\n CALI A 4 A_Chase\n Loop\n Missile:\n CALI B 0 A_Jump (128,4)\n CALI B 5 A_FaceTarget\n CALI C 5 A_Custommissile (\"CacoLichBall\",35,0,0)\n CALI D 5 A_FaceTarget\n Goto See\n CALI E 5 A_FaceTarget\n CALI F 5 A_FaceTarget\n CALI G 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"GasstreamNoDamage\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"GasstreamNoDamage\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"GasstreamNoDamage\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI F 5 A_FaceTarget\n CALI E 5 A_FaceTarget\n Goto See\n Pain:\n CALI H 5\n CALI I 3 A_Pain\n Goto See\n Death:\n CALI J 0\n CALI J 0 A_SetFloorClip\n CALI J 6 A_Scream\n CALI KLMN 6\n Wait\n Crash:\n CALI OP 6\n CALI Q 6 A_NoBlocking\n CALI R 6\n CALI S -1\n Stop\n }\n}\n\nactor Gasstream\n{\n Radius 6\n Height 10\n Speed 5\n Damage 3\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n CFIR ABCDEFGH 3 BRIGHT\n Death:\n CFIR IJKLMNOP 3 BRIGHT\n Stop\n }\n}\n\nactor GasstreamNoDamage : Gasstream\n{\n Damage 0\n}\nACTOR Moloch_\n{\nhealth 7000\nradius 50\nheight 125\nmass 8000\nspeed 20\nscale 1.1\npainchance 15\ndamage 20\nDamagefactor \"Moloch\", 0\nObituary \"%o was sacrificed to Moloch.\"\nHitObituary \"%o got shredded by Moloch's claws.\"\nseesound \"moloch/sight\"\npainsound \"moloch/pain\"\ndeathsound \"moloch/death\"\nactivesound \"moloch/active\"\nbloodcolor orange\nMONSTER\n+BOSS\n+QUICKTORETALIATE\n+FLOORCLIP\n+NORADIUSDMG\n+MISSILEMORE\n+MISSILEEVENMORE\n+DONTMORPH\n+NOICEDEATH\n+DONTHURTSPECIES\n+NOTARGET\n+TELESTOMP\nstates\n\t{\n\tSpawn:\n\t\tMOLO AB 10 A_Look\n\t\tLoop\n\tSee:\n \tMOLO AA 4 A_Chase\n MOLO B 0 A_PlaySound(\"moloch/step\")\n MOLO BB 4 A_Chase\n \tMOLO CC 4 A_Chase\n \tMOLO D 0 A_PlaySound(\"moloch/step\")\n \tMOLO DD 4 A_Chase\n \tLoop\n\tMissile:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Jump (256,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n\tMissile1:\n \tMOLO H 0 Bright A_PlaySound(\"moloch/attack\")\n \tMOLO HH 14 A_FaceTarget\n \tMOLO I 10 A_CustomMissile (\"MolochThunderbolt\",65,0,0,0)\n \tMOLO I 0 A_Jump (70,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"See\")\n \tGoto See\n\tMissile2:\n\t\tTNT1 A 0 A_CheckSight (\"See\")\n \tMOLO F 0 Bright A_PlaySound(\"moloch/attack\")\n \t\tMOLO F 12 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,random(-10,10),2,random(-5,20))\n \tMOLO F 2 A_FaceTarget\n \tMOLO F 0 A_Jump (70,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"See\")\n \tGoto See\n Missile3:\n \tMOLO F 0 A_PlaySound (\"moloch/attack\")\n\t\tMOLO F 25 A_FaceTarget\n\t\tMOLO E 1 A_FaceTarget\n\t\tMOLO G 1 A_CustomMissile (\"MolochNail\", 55,random(-10,10),random(-1,1),0)\n\t\tMOLO G 0 A_PlaySound(\"moloch/nail\")\n\t\tMOLO E 1 A_FaceTarget\n\t\tMOLO G 1 A_CustomMissile (\"MolochNail\", 55,random(-10,10),random(-1,1),0)\n\t\tMOLO G 0 A_PlaySound(\"moloch/nail\")\n\t\tMOLO G 0 A_Jump (10, \"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"See\")\n\t\tMOLO G 1 A_SpidRefire\n\t\tGoto Missile3+5\n Missile4:\n \tMOLO H 0 Bright A_PlaySound(\"moloch/attack\")\n \tMOLO HH 14 A_FaceTarget\n \tTNT1 A 0 A_CheckSight (\"See\")\n \tMOLO I 5 A_FaceTarget\n \tMOLO I 0 A_PainAttack(\"MolochWraith\")\n \tMOLO I 5 A_FaceTarget\n \tMOLO I 0 A_PainAttack(\"MolochWraith\")\n \tMOLO I 5 A_FaceTarget\n \tMOLO I 0 A_PainAttack(\"MolochWraith\")\n \tMOLO I 5 A_FaceTarget\n \tMOLO I 0 A_PainAttack(\"MolochWraith\")\n \tMOLO I 5 A_FaceTarget\n \tMOLO I 0 A_DualPainAttack(\"MolochWraith\")\n \tMOLO I 5 A_FaceTarget\n \tMOLO I 0 A_DualPainAttack(\"MolochWraith\")\n \tMOLO I 5 A_FaceTarget\n MOLO I 0 A_Jump (70,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"See\")\n \tGoto See\n\tPain:\n\t\tMOLO H 0 A_Pain\n\t\tMOLO H 0 Radius_Quake(15,15,0,40,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,30,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,60,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,90,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,120,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,150,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,180,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,210,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,240,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,270,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,300,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,330,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,0,0)\n\t\tMOLO H 10\n\t\tgoto See\n\tDeath:\n\t\tMOLO J 14 A_ScreamAndUnblock\n\t\tMOLO K 14 A_KillChildren\n\t\tMOLO L 14\n\t\tMOLO MNONMNONMNO 7\n\t\tMOLO P 6\n MOLO Q 6\n MOLO Q 0 A_CustomMissile (\"MolochDeathFire\",0,0,0,0)\n MOLO Q 0 Radius_Quake(40,60,0,40,0)\n MOLO Q 0 A_PlaySound (\"moloch/thud\")\n MOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 0)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 10)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 20)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 30)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 40)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 50)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 60)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 70)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 80)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 90)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 100)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 110)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 120)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 130)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 140)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 150)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 160)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 180)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 190)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 200)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 210)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 220)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 230)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 240)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 250)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 260)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 270)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 280)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 290)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 300)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 310)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 320)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 330)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 340)\n \tMOLO Q 0 A_CustomMissile(\"MolochQuake\", 0, -48, 350)\n\t\tMOLO R -1 A_BossDeath\n\t\tstop\n\t}\n}\nactor MolochNail\n{\nradius 2\nheight 2\ndamage 6\nspeed 140\nScale 0.65\nDecal BulletChip\nBouncecount 4\nwallbouncefactor 2\nattacksound \"moloch/nailhitbleed\"\nPROJECTILE\n+RIPPER\n+HEXENBOUNCE\n+SPAWNSOUNDSOURCE\n+EXTREMEDEATH\n+BLOODSPLATTER\n+STRIFEDAMAGE\nstates\n{\nSpawn:\nBLAD A 1 bright\nloop\nXDeath:\nSMK2 A 0 A_PlaySound(\"moloch/nailhitbleed\")\nSMK2 ABCDE 2 A_SetTranslucent (0.10,1)\nStop\nCrash:\n6PUF A 0 A_PlaySound(\"moloch/nailhit\")\n6PUF ABCDEF 2 bright\nStop\nDeath:\n6PUF A 0 A_PlaySound(\"moloch/nailhit\")\n6PUF ABCDEF 2 bright\nStop\n}\n}\n\nactor headmastermind_\n{\n obituary \"%o stood in awe of the spider demon.\"\n Decal bulletchip\n health 10000\n radius 16\n height 56\n mass 100\n speed 18\n painchance 50\n seesound \"DSSPISI2\"\n attacksound \"DSPISTO2\"\n painsound \"DSDMPAI2\"\n deathsound \"DSSPIDT8\"\n MONSTER\n +FLOORCLIP\n -NORADIUSDMG\n +DONTMORPH\n +MISSILEMORE\n +NOBLOCKMONST\n states\n {\n Spawn:\n HPID AB 6 A_Look\n loop\n See:\n HPID A 0 A_playsound (\"DSMETAL2\")\n HPID AABB 2 A_Chase\n HPID C 0 A_playsound (\"DSMETAL2\")\n HPID CCDD 2 A_Chase\n HPID E 0 A_playsound (\"DSMETAL2\")\n HPID EEFF 2 A_Chase\n loop\n Missile:\n HPID A 15 bright A_FaceTarget\n HPID GH 1 bright A_Custombulletattack(22.5, 0, 3, random(1,5)*3, \"BulletPuff\", 9000000, 0)\n HPID H 0 bright A_Jump(10,\"Spos\")\n goto Missile+1\n Spos:\n HPID H 0 bright A_CposRefire\n goto Missile+1\n Pain:\n HPID I 3\n HPID I 3 A_Pain\n goto See\n Death:\n HPID J 10 A_Scream\n HPID K 6 A_NoBlocking\n HPID LMNOPQR 8\n HPID S 10\n HPID S -1 A_BossDeath\n stop\n }\n}\n\nACTOR CreeperGhoul_\n{\nMONSTER\n+NOBLOCKMONST\n+DROPOFF\nBloodColor white\n+SOLID\nSpeed 15\n+DONTSPLASH\n//Renderstyle Fuzzy\nHeight 16\nRadius 13\nxscale 0.8\nyscale 0.1\nHealth 2000\nMeleeDamage 255\npainchance 255\nObituary \"%o was creeped up on by the creeper\"\n+LOOKALLAROUND\nstates\n{\n\tSpawn:\n\tCREE A 0 A_Playsound(\"creeperact\")\n CREE A 0 A_Look\n\tCREE AAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBB 2 A_Wander\n CREE A 0 A_Look\n Loop\n\tSee:\n\tCREE A 0 A_Playsound(\"creeperact\")\n\tCREE AAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBB 2 A_Chase\n\tCREE A 0 A_FaceTarget\n \tCREE A 6 A_CustomMissile(\"Creeperball\",0,0)\n \tgoto See\n\tLoop\n\tMelee:\n\tTNT1 A 0 A_Playsound(\"creeperattack\")\n\tTNT1 A 10 A_GiveToTarget(\"Creeperactivate\", 1)\n\tTNT1 A 0 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\n\tTNT1 A 0 A_FaceTarget\n\tGoto See\n\tPain:\n\tCREE A 0 A_PlaySound(\"Creeperpain\")\n CREE A 0 A_FaceTarget\n \tCREE A 0 A_CustomMissile(\"Creeperball\",0,0)\n\tCREE BABABABABABABABABABABAB 1 A_Chase\n\tCREE ABABABABABAB 2 A_Chase\n\tCREE ABABABABABAB 3 A_Chase\n\tGoto See\n\tDeath:\n\tTNT1 A 20 A_SpawnItem(\"Creeperdeath\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nactor CreeperBall\n{\nspeed 28\ndamage 12\nobituary \"%o soul was sucked out by the creeper.\"\nheight 8\nradius 10\nrenderstyle add\nscale 0.6\nalpha 1.0\nPROJECTILE\nseesound \"RavagerBall\"\ndeathsound \"RavagerBallDeath\"\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 Creeperactivate : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n states\n {\n Spawn:\n TNT1 A -1\n stop\n Pickup:\n TNT1 A 0 ACS_Execute(400, 0)\n stop\n }\n}\n\nACTOR Creeperdeath\n{\nHeight 10\nRadius 10\n- SOLID\nScale 0.06\n//alpha 1.0\nSpeed 4\nrenderstyle translucent\nStates\n{\nSpawn:\nCREE D 0\nCREE D 0 A_Playsound(\"creeperdie\")\nCREE D 1 A_FadeOut(0.01)\nCREE D 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nCREE D 0 A_Wander\nGoto spawn+2\n}\n}\n\nACTOR Creeperdeath\n{\nHeight 10\nRadius 10\n- SOLID\nScale 0.06\n//alpha 1.0\nSpeed 4\nrenderstyle translucent\nStates\n{\nSpawn:\nCREE D 0\nCREE D 0 A_Playsound(\"creeperdie\")\nCREE D 1 A_FadeOut(0.01)\nCREE D 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nCREE D 0 A_Wander\nGoto spawn+2\n}\n}\n\nactor SamaraGhoul\n{\nHealth 800\n+DONTSPLASH\n-SHOOTABLE\n-SOLID\n-COUNTKILL\n+LOOKALLAROUND\nRadius 18\nHeight 50\nScale 0.3\nrenderstyle translucent\nAlpha 0.0\nspeed 320\nHitObituary \"%o felt the wrath of the yurei.\"\nObituary \"%o felt the wrath of the yurei.\"\nMONSTER\nStates\n{\nSpawn:\nSAMA ABC 5 bright A_SetTranslucent(0.25,0)\nSAMA A 0 A_Skullattack\nSAMA D 5 bright A_Wander\nSAMA E 5 bright\nSAMA FGHI 5 bright A_SetTranslucent(0.0,0)\nSAMA A 0 A_Look\nLoop\nSee:\nSAMA ABC 5 bright A_SetTranslucent(0.25,0)\nSAMA D 0 bright A_ChangeFlag(\"SHOOTABLE\", 1)\nSAMA A 0 A_Skullattack\nSAMA D 5 bright A_Chase\nSAMA E 5 bright\nSAMA F 0 bright A_ChangeFlag(\"SHOOTABLE\", 0)\nSAMA FGHI 5 bright A_SetTranslucent(0.0,0)\nLoop\nMelee:\nSAMA A 0 bright A_GiveToTarget(\"SamaraActivate\",1)\nSAMA A 0 bright A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\nSAMA A 0 bright\nGoto See\nPain:\nSAMA A 0 A_Playsound(\"samarahit\")\nGoto See\nDeath:\nSAMA G 0 A_Playsound(\"samarahit\")\nSAMA G 30 A_SpawnItem(\"Bloodshotcreate\",0,35)\nSAMA G 0 A_Playsound(\"samaradie\")\nSAMA G 0 A_RadiusThrust(64, 256, 0)\nSAMA JKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJK 1 bright A_SpawnItem(\"Samaradeathfire\")\nSAMA JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_SpawnItem(\"Samaradeathfire2\")\nTNT1 A 90\nTNT1 A 0 ACS_Execute(60,0)\nStop\n}\n}\n\nACTOR Samaradeathfire\n{\n- SOLID\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAA 0 A_CustomMissile(\"ArchvileFirex4\",0,0,random(0,360),2,0)\nTNT1 AAA 0 A_CustomMissile(\"ArchvileFirex3\",0,0,random(0,360),2,0)\n//TNT1 A 0 A_SpawnItem(\"Bloodshotcreate2\",0,35)\nStop\n}\n}\n\nACTOR Samaradeathfire2\n{\n- SOLID\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAA 0 A_CustomMissile(\"ArchvileFirex5\",0,0,random(0,360),2,random(50,90))\nTNT1 AAA 0 A_CustomMissile(\"ArchvileFirex3\",0,0,random(0,360),2,random(50,90))\nStop\n}\n}\n\nACTOR Incarnate_\n{\nHealth 300\nRadius 20\nHeight 56\nMass 500\nSpeed 12\nMeleeDamage 7\nPainChance 64\nMONSTER\nDamagefactor hitscan, 0\n+FLOORCLIP\n+SHORTMISSILERANGE\n+DONTHURTSPECIES\nObituary \"%o was killed by a Death Incarnate's glare.\"\nHitObituary \"%o was beaten to death by a Death Incarnate.\"\nSeeSound \"monster/incsit\"\nPainSound \"skeleton/pain\"\nDeathSound \"monster/incdth\"\nActiveSound \"monster/incact\"\nAttackSound \"monster/incatk\"\nMeleeSound \"monster/inchit\"\nStates\n {\n Spawn:\n INCA AB 10 A_Look\n Loop\n See:\n INCA AABBCCDDEEFF 2 A_Chase\n Loop\n Melee:\n INCA G 0 A_Jump(128,5)\n INCA G 0 A_FaceTarget\n INCA G 6 A_SkelWhoosh\n INCA H 6 A_FaceTarget\n INCA I 6 A_MeleeAttack\n Goto See\n INCA R 0 A_FaceTarget\n INCA R 5 A_SkelWhoosh\n INCA S 5 A_FaceTarget\n INCA T 5 A_MeleeAttack\n INCA G 0 A_FaceTarget\n INCA G 5 A_SkelWhoosh\n INCA H 5 A_FaceTarget\n INCA I 5 A_MeleeAttack\n Goto See\n Missile:\n INCA J 5 A_FaceTarget\n INCA J 5\n INCA U 10 Bright A_CustomBulletAttack(30,0,5,3,\"DIpuff\",1024)\n INCA K 10\n Goto See\n Pain:\n INCA L 5\n INCA L 5 A_Pain\n Goto See\n Death:\n INCA L 0 A_Jump(192,7)\n INCA LM 7\n INCA N 7 A_Scream\n INCA O 7 A_NoBlocking\n INCA P 7\n INCA Q -1\n Stop\n INCA LM 7\n INCA N 7 A_Scream\n INCA O 7 A_NoBlocking\n INCA P 7\n INCA Q 0 A_Jump(192,4)\n INCA Q 0 A_Jump(128,4)\n INCA Q 0 A_Jump(96,4)\n INCA Q 0 A_Jump(64,4)\n INCA Q 115\n INCA Q 115\n INCA Q 115\n INCA Q 115\n INCA Q 115\n INCA Q -1 Thing_Raise(0)\n Stop\n XDeath:\n INCX A 10 Bright A_Playsound(\"monster/incexp\")\n INCX BC 5 Bright\n INCX D 5 Bright A_NoBlocking\n INCX D 0 Bright A_SpawnItem(\"HS\",0,32)\n INCX EFGHIJ 5 Bright\n INCX K -1\n Raise:\n INCA Q 0 A_KillChildren\n INCA QPONML 5\n Goto See\n }\n}\n\nACTOR DIPuff\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE NONE\n DamageType hitscan\n States\n {\n Spawn:\n TNT1 A 2 Bright\n Stop\n }\n}\n//End of Incarnate\n//Hades Sphere\n\nACTOR HS 30116\n{\nHealth 35\nRadius 16\nHeight 32\nMass 3000\nSpeed 10\nExplosionDamage 128\nExplosionRadius 112\nRENDERSTYLE Normal\nObituary \"%o was blown away by a Hades Sphere.\"\nPAINCHANCE 0\nMONSTER\n+LOOKALLAROUND\n+DONTGIB\n+NOTARGET\n+NOGRAVITY\n+FLOAT\n+DONTFALL\n+DONTHURTSPECIES\n+LONGMELEERANGE\nSeeSound \"monster/hadsit\"\nStates\n {\n Spawn:\n TNT1 A 1 Bright A_Look\n Loop\n See:\n HADE EFGH 4 Bright\n HADE A 2 Bright A_Playsound(\"monster/hadwlk\")\n HADE ABBCCDD 2 Bright A_Chase\n HADE D 0 Bright A_Jump (32,1)\n Goto See+4\n HADE H 0 Bright A_UnSetSolid\n HADE H 0 Bright A_UnSetShootable\n HADE H 5 Bright A_Playsound(\"monster/hadtel\")\n HADE GFEIJKL 4 Bright\n TNT1 AAAAAAAA 2 Bright A_Chase\n TNT1 A 0 Bright A_Jump (96,1)\n Goto See+24\n HADE L 3 Bright A_Playsound(\"monster/hadtel\")\n HADE KJIEFG 4 Bright\n HADE H 0 Bright A_SetShootable\n HADE H 0 Bright A_SetSolid\n Goto See+4\n Melee:\n HADE H 0 A_SetInvulnerable\n HADE HGFE 4 Bright\n HADE E 0 A_UnSetInvulnerable\n HADE E 0 A_Die\n stop\n Death:\n HADE E 0 Bright A_Noblocking\n HADE E 0 Bright A_CustomMissile(\"HSBoom\",0,0,0,0)\n Stop\n XDeath:\n HADE N 0 Bright A_Noblocking\n HADE H 5 Bright A_PlaySound(\"monster/haddth\")\n HADE GFE 4 Bright\n HADE RSTUVWX 4 Bright\n Stop\n }\n}\n\nACTOR HSBoom\n{\n Radius 1\n Height 1\n Speed 0\n Damage 0\n Alpha 0.90\n ExplosionDamage 112\n ExplosionRadius 112\n PROJECTILE\n RENDERSTYLE ADD\n DONTHURTSHOOTER\n SeeSound \"monster/hadexp\"\n States\n {\n Spawn:\n TNT1 A 0 Bright\n Goto Death\n Death:\n HADE M 4 Bright A_Explode\n HADE NOPQ 5 Bright\n Stop\n }\n}\n\nActor HellsFury_\n{\n Health 1000\n Radius 24\n Height 64\n Speed 8\n PainChance 50\n Mass 1000\n MONSTER\n +FLOORCLIP\n SeeSound \"baron/sight\"\n ActiveSound \"baron/active\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n Obituary \"%o felt the wrath of Hell's Fury\"\n HitObituary \"%o got ripped apart by Hell's Fury\"\n MissileType HellsFuryBall\n MeleeDamage 11\n States\n {\n Spawn:\n HFRY AB 10 A_Look\n Loop\n See:\n HFRY AABBCCDD 4 A_Chase\n Loop\n Missile:\n HFRY E 0 A_Jump(96,4)\n HFRY EF 8 A_FaceTarget\n HFRY G 8 A_ComboAttack\n Goto See\n HFRY P 8 A_FaceTarget\n HFRY Q 0 A_CustomMissile(\"SoulHarvesterBall\", 60, 0, -45)\n HFRY Q 0 A_CustomMissile(\"SoulHarvesterBall\", 60, 0, 0)\n HFRY Q 8 A_CustomMissile(\"SoulHarvesterBall\", 60, 0, 45)\n Goto See\n Melee:\n HFRY EF 8 A_FaceTarget\n HFRY G 8 A_ComboAttack\n Goto See\n Pain:\n HFRY H 2\n HFRY H 2 A_Pain\n Goto See\n Death:\n HFRY I 8 A_Scream\n HFRY J 0 A_SpawnItemEx(\"HellsFurySkull\", 0, 0, 60, 5, 0, 0, 20, 128)\n HFRY J 8\n HFRY K 8\n HFRY L 8 A_Fall\n HFRY MN 8\n HFRY O -1\n Stop\n Raise:\n HFRY NMLKJI 8\n Goto See\n }\n}\n\nActor HellsFuryBall\n{\n Radius 6\n Height 8\n Speed 14\n Damage 8\n\t+CLIENTSIDEONLY\n Projectile\n RenderStyle Add\n Alpha 0.7\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal BaronScorch\n States\n {\n Spawn:\n HFBB AB 5 Bright\n Loop\n Death:\n HFBB CDE 5 Bright\n Stop\n }\n}\n\nActor SoulHarvesterBall\n{\n Radius 8\n Height 6\n Scale 0.4\n Speed 9\n Damage 2\n\t+CLIENTSIDEONLY\n +SeekerMissile\n Projectile\n RenderStyle Add\n SeeSound \"harvester/scream\"\n DeathSound \"imp/shotx\"\n Decal DoomImpScorch\n States\n {\n Spawn:\n SHBA A 0 Bright A_SpawnItemEx(\"SoulBallTrail\", 0, 0, 0, 0, 0, 0, 180, 128)\n SHBA AB 2 Bright A_SeekerMissile(10,20)\n Loop\n Death:\n SHBA CDEFGHIJKL 4 Bright\n Stop\n }\n}\n\nActor HellsFurySkull\n{\n Radius 5\n Height 5\n Speed 5\n Mass 5000\n +DropOff\n +DoomBounce\n +Missile\n\t+CLIENTSIDEONLY\n States\n {\n Spawn:\n FSKL ABCDEFGHIJK 2\n Loop\n Death:\n FSKL L -1\n Loop\n }\n}\n\nActor SoulBallTrail\n{\n Radius 1\n Height 1\n Speed 0\n Projectile\n\t+CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.5\n +NoClip\n States\n {\n Spawn:\n Death:\n SBTR H 6\n SBTR ABCDEFG 4 Bright\n Stop\n }\n}\n\nACTOR ZombieTank_\n{\n Health 450\n Painchance 50\n Speed 6\n Radius 27\n +NOBLOOD\n Height 72\n Mass 1000\n SeeSound \"ZTank/see\"\n AttackSound \"ZTank/attack\"\n PainSound \"ZTank/pain\"\n DeathSound \"ZTank/death\"\n DropItem Zombieman\n Obituary \"%o was shot by a zombie in a tank.\"\n MONSTER\n +FLOORCLIP\n Decal Bulletchip\n States\n {\n Spawn:\n ZTNK A 8 A_Look\n Loop\n See:\n ZTNK A 0 A_PlaySound (\"ZTank/Run\")\n ZTNK AABBCC 1 A_Chase\n Loop\n Missile:\n ZTNK A 1 A_FaceTarget\n ZTNK D 3 Bright A_CustomBulletAttack (8, 5, 2, 2, \"BulletPuff\")\n ZTNK A 1 A_FaceTarget\n ZTNK E 3 Bright A_CustomBulletAttack (8, 5, 2, 2, \"BulletPuff\")\n ZTNK A 0 A_Jump(128,1)\n goto See\n ZTNK A 0 A_CPosRefire\n goto Missile\n Pain:\n ZTNK F 4 A_Pain\n ZTNK F 4\n Goto See\n Death:\n ZTNK G 4\n ZTNK G 4 A_Scream\n ZTNK H 8 A_SpawnItemEx(\"ZombieTankGun\", -40, 0, 30, 12, 0, 0, 64, 128)\n ZTNK I 8 A_SpawnItemEx(\"ZombieTankGun\", 40, 0, 30, 12, 0, 0, 192, 128)\n ZTNK J 8 A_CustomMissile (\"ZombieTankExplosion\", 48, 0, 0)\n ZTNK K 8 A_Fall\n ZTNK L 8\n ZTNK M 8 A_SpawnItemEx(\"ZTankSmoke\", 0, 0, 48, 0, 0, 0, 0, 128)\n ZTNK N 8\n ZTNK O -1\n Stop\n }\n}\n\nACTOR ZombieTankGun\n{\nRadius 4\nHeight 4\nMass 5\nSpeed 12\n+NOBLOCKMAP\n+DROPOFF\n+MISSILE\n+NOTELEPORT\n+DOOMBOUNCE\n+NoTarget\nStates\n{\nSpawn:\nZTNG A 3\nZTNG B 3\nZTNG C 3\nZTNG D 3\nZTNG E 3\nZTNG F 3\nZTNG G 3\nLoop\nDeath:\nZTNG G 1\nZTNG G -1\nStop\n}\n}\n\nACTOR ZombieTankExplosion\n{\n RENDERSTYLE ADD\n ALPHA 0.7\n Radius 10\n Height 32\n Speed 0\n SeeSound \"ZTank/explode\"\n PROJECTILE\n +FIREDAMAGE\n +NOCLIP\n States\n {\n Spawn:\n ZTXP ABCD 2 BRIGHT\n ZTXP E 2 BRIGHT A_Explode (32, 128, 0)\n ZTXP FGH 2 BRIGHT\n ZTXP IJKLM 2 BRIGHT\n ZTXP N 2 BRIGHT A_SetTranslucent(.7, 1)\n ZTXP O 2 BRIGHT A_SetTranslucent(.65, 1)\n ZTXP P 2 BRIGHT A_SetTranslucent(.6, 1)\n ZTXP Q 2 BRIGHT A_SetTranslucent(.55, 1)\n ZTXP R 2 BRIGHT A_SetTranslucent(.5, 1)\n ZTXP S 2 BRIGHT A_SetTranslucent(.4, 1)\n ZTXP T 2 BRIGHT A_SetTranslucent(.3, 1)\n Stop\n }\n}\n\nActor ZTankSmoke //Temporary smoke puff\n{\n Height 4\n Radius 4\n +NoGravity\n Mass 5\n States\n {\n Spawn:\n \tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tStop\n }\n}\n\nActor ZTSmokeA\n{\n Projectile\n RenderStyle Translucent\n Mass 5\n speed 1\n Alpha .5\n Scale .7\n +noclip\n +DONTSPLASH\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n States\n {\n Spawn:\n \tTSM1 I 4\n \tTSM1 H 4\n \tTSM1 G 4\n \tTSM1 F 4\n \tTSM1 E 2 A_SetTranslucent(.45, 0)\n \tTSM1 E 2 A_SetTranslucent(.4, 0)\n \tTSM1 D 2 A_SetTranslucent(.35, 0)\n \tTSM1 D 2 A_SetTranslucent(.3, 0)\n \tTSM1 C 2 A_SetTranslucent(.25, 0)\n \tTSM1 C 2 A_SetTranslucent(.2, 0)\n \tTSM1 B 1 A_SetTranslucent(.18, 0)\n \tTSM1 B 1 A_SetTranslucent(.16, 0)\n \tTSM1 B 1 A_SetTranslucent(.14, 0)\n \tTSM1 B 1 A_SetTranslucent(.12, 0)\n \tTSM1 A 1 A_SetTranslucent(.1, 0)\n \tTSM1 A 1 A_SetTranslucent(.08, 0)\n \tTSM1 A 1 A_SetTranslucent(.06, 0)\n \tTSM1 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor ZTSmokeB\n{\n Projectile\n RenderStyle Translucent\n Mass 5\n speed 2\n Alpha .5\n //Scale .35\n Scale .7\n +noclip\n +DONTSPLASH\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n States\n {\n Spawn:\n \tTSM2 I 4\n \tTSM2 H 4\n \tTSM2 G 4\n \tTSM2 F 4\n \tTSM2 E 2 A_SetTranslucent(.45, 0)\n \tTSM2 E 2 A_SetTranslucent(.4, 0)\n \tTSM2 D 2 A_SetTranslucent(.35, 0)\n \tTSM2 D 2 A_SetTranslucent(.3, 0)\n \tTSM2 C 2 A_SetTranslucent(.25, 0)\n \tTSM2 C 2 A_SetTranslucent(.2, 0)\n \tTSM2 B 1 A_SetTranslucent(.18, 0)\n \tTSM2 B 1 A_SetTranslucent(.16, 0)\n \tTSM2 B 1 A_SetTranslucent(.14, 0)\n \tTSM2 B 1 A_SetTranslucent(.12, 0)\n \tTSM2 A 1 A_SetTranslucent(.1, 0)\n \tTSM2 A 1 A_SetTranslucent(.08, 0)\n \tTSM2 A 1 A_SetTranslucent(.06, 0)\n \tTSM2 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor ZTSmokeC\n{\n Projectile\n RenderStyle Translucent\n Mass 5\n speed 3\n Alpha .5\n //Scale .35\n Scale .7\n +noclip\n +DONTSPLASH\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n States\n {\n Spawn:\n \tTSM3 I 4\n \tTSM3 H 4\n \tTSM3 G 4\n \tTSM3 F 4\n \tTSM3 E 2 A_SetTranslucent(.45, 0)\n \tTSM3 E 2 A_SetTranslucent(.4, 0)\n \tTSM3 D 2 A_SetTranslucent(.35, 0)\n \tTSM3 D 2 A_SetTranslucent(.3, 0)\n \tTSM3 C 2 A_SetTranslucent(.25, 0)\n \tTSM3 C 2 A_SetTranslucent(.2, 0)\n \tTSM3 B 1 A_SetTranslucent(.18, 0)\n \tTSM3 B 1 A_SetTranslucent(.16, 0)\n \tTSM3 B 1 A_SetTranslucent(.14, 0)\n \tTSM3 B 1 A_SetTranslucent(.12, 0)\n \tTSM3 A 1 A_SetTranslucent(.1, 0)\n \tTSM3 A 1 A_SetTranslucent(.08, 0)\n \tTSM3 A 1 A_SetTranslucent(.06, 0)\n \tTSM3 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor ZTSmokeD\n{\n Projectile\n RenderStyle Translucent\n Mass 5\n speed 1\n Alpha .5\n //Scale .35\n Scale .7\n +noclip\n +DONTSPLASH\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n States\n {\n Spawn:\n \tTSM4 I 4\n \tTSM4 H 4\n \tTSM4 G 4\n \tTSM4 F 4\n \tTSM4 E 2 A_SetTranslucent(.45, 0)\n \tTSM4 E 2 A_SetTranslucent(.4, 0)\n \tTSM4 D 2 A_SetTranslucent(.35, 0)\n \tTSM4 D 2 A_SetTranslucent(.3, 0)\n \tTSM4 C 2 A_SetTranslucent(.25, 0)\n \tTSM4 C 2 A_SetTranslucent(.2, 0)\n \tTSM4 B 1 A_SetTranslucent(.18, 0)\n \tTSM4 B 1 A_SetTranslucent(.16, 0)\n \tTSM4 B 1 A_SetTranslucent(.14, 0)\n \tTSM4 B 1 A_SetTranslucent(.12, 0)\n \tTSM4 A 1 A_SetTranslucent(.1, 0)\n \tTSM4 A 1 A_SetTranslucent(.08, 0)\n \tTSM4 A 1 A_SetTranslucent(.06, 0)\n \tTSM4 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nACTOR LesserMutant_\n{\n OBITUARY \"%o was mutated by a lesser mutant.\"\n HITOBITUARY \"%o was dismbowled by a lesser mutant.\"\n Health 240\n Radius 20\n Height 56\n Mass 100\n Speed 6\n MeleeDamage 5\n PainChance 200\n Bloodcolor \"00 10 00\"\n SEESOUND \"lessermutant/seer\"\n PAINSOUND \"lessermutant/painr\"\n DEATHSOUND \"lessermutant/deathr\"\n ACTIVESOUND \"lessermutant/activer\"\n ATTACKSOUND \"lessermutant/attackr\"\n MONSTER\n +DontHurtSpecies\n +FloorClip\n +NoRadiusDMG\n states\n {\n Spawn:\n MUTA AB 10 A_Look\n Loop\n See:\n MUTA AABBCCDD 3 A_Chase\n Loop\n Melee:\n MUTA E 6 A_FaceTarget\n MUTA E 0 A_PlaySound(\"lessermutant/meleer\")\n MUTA F 6 A_MeleeAttack\n Goto See\n Missile:\n MUTA H 0 A_Jump(64,4)\n MUTA HI 8 A_FaceTarget\n MUTA J 6 A_CustomMissile(\"AcidBall\",25,5,0,0)\n Goto See\n MUTA EF 8 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(95,-95),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(90,-90),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(85,-85),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(80,-80),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(75,-75),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(70,-70),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(65,-65),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(60,-60),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(55,-55),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(50,-50),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(45,-45),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(40,-40),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(35,-35),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(30,-30),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(25,-25),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(20,-20),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(15,-15),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(10,-10),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(5,-5),0)\n MUTA F 0 A_FaceTarget\n MUTA G 4 A_CustomMissile(\"MiniAcidBall\",30,0,Random(0,0),0)\n MUTA F 0 A_FaceTarget\n Goto See\n Pain:\n MUTA K 2\n MUTA K 2 A_Pain\n Goto See\n Death:\n MUTA L 8 A_Scream\n MUTA M 0 A_FaceTarget\n MUTA M 0 A_SpawnItemEx(\"MutantArm1\", -10, 0, 28, 8, 0, 0 ,random(-135,135), 128)\n MUTA M 0 A_SpawnItemEx(\"MutantArm2\", -10, 0, 28, 8, 0, 0 ,random(-135,135), 128)\n MUTA M 0 A_SpawnItemEx(\"MutantArm1\", 10, 0, 28, 8, 0, 0 ,random(-135,135), 128)\n MUTA M 8 A_SpawnItemEx(\"MutantArm2\", 10, 0, 28, 8, 0, 0 ,random(-135,135), 128)\n MUTA NO 6 A_NoBlocking\n MUTA P 6\n MUTA Q -1\n Stop\n Raise:\n MUTA QPO 8\n MUTA NML 6\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "PROJECT.txt",
"contents": "ACTOR WanderProjectile\n{\nSpeed 10\nRENDERSTYLE None\n+SEEKERMISSILE\n+NOTARGET\nMissileType Wanderprojectile1\nProjectile\nStates\n{\nSpawn:\nPLSB A 30 A_Fire\nPLSB A 1 A_Seekermissile(999,999)\nPLSB A 1 A_MissileAttack\nPLSB A 1\nPLSB AAAAAAA 1 A_Wander\nPLSB A 1 A_MissileAttack\nPLSB AAAAAAA 1 A_Wander\nPLSB A 1 A_MissileAttack\nPLSB AAAAAAA 1 A_Wander\nPLSB A 1 A_MissileAttack\nPLSB AAAAAAA 1 A_Wander\nPLSB A 1 A_MissileAttack\nPLSB AAAAAAA 1 A_Wander\nPLSB A 1 A_MissileAttack\nPLSB AAAAAAA 1 A_Wander\nStop\n\nDeath:\nNULL A 0\nNULL A 1\nNULL A 1\nNULL A 140\nStop\n}\n}\n\nACTOR Wanderprojectile1\n{\nSpeed 0\nRadius 6\nDamage 10\nExplosionDamage 32\nExplosionRadius 128\n//Gravity 20\nPROJECTILE\n+SEEKERMISSILE\n+CeilingHugger\n- NoGravity\nScale 0.15\nStates\n{\nSpawn:\nPLSB AA 0 A_Changeflag(Ceilinghugger,0)\nPLSB A 0 A_Seekermissile(9999,9999)\nPLSB AA 4\nGoto Spawn+3\nDeath:\nTNT1 AA 0 A_SpawnItemEx(\"doomimpball2\", Random(-18,18), Random(-18,18), Random(0,18), Random(-18,18), Random(-18,18), Random(0,18), Random(100,180), 256)\nStop\n}\n}\n\nACTOR DoomImpBall2\n{\n Game Doom\n SpawnID 10\n Radius 6\n Height 8\n Speed 10\n FastSpeed 20\n Damage 3\n Projectile\n +RANDOMIZE\n -NOGRAVITY\n RenderStyle Add\n Alpha 1\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n States\n {\n Spawn:\n BAL1 AB 4 Bright\n Loop\n Death:\n BAL1 CDE 6 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "$playersound spidermastermind \tmale\t*Taunt DSSPISIT\n$Playeralias Cyberdemon Male *Taunt cyber/sight\n$Playeralias Shotgunguy male *Taunt shotguy/sight\n$Playeralias Fatso Male *Taunt fatso/sight\n$Playeralias Chaingunguy Male *Taunt chainguy/sight\n$Playeralias Zombieman Male *Taunt grunt/sight\n$playeralias Arachnotron Male *taunt baby/sight\n$Playeralias Doomimp male *taunt imp/sight\n$playeralias archvile male *taunt vile/sight\n$Playeralias Cacodemon male *Taunt caco/sight\n$playeralias baronofhell male *taunt baron/sight\n$Playeralias Hellknight male *Taunt knight/sight\n$Playeralias Sjas Male *taunt Sjassee\n$Playeralias clown male *Taunt Laugh\n$Playeralias Painelemental Male *taunt Pain/sight\n$Playeralias Chaingunspider Male *taunt CGunspider/sight\n$Playeralias Catharsi Male *taunt catharsi/sit\n$Playeralias Wolf Male *taunt wolfss/sight\n$Playeralias Headmastermind Male *taunt DSSPISI2\n$Playeralias Demolisher Male *taunt monster/demsit\n$Playeralias Hitlerghost Male *taunt hitlerghost/sight\n$Playeralias Giftmacher Male *taunt bos8/sight\n$Playersound inquisitor male *taunt dsinqsee\n$Playersound UACbot male *taunt uacbsee\n$Playeralias Wizard8 male *taunt wizard/sight\n$Playeralias arachnophyte Male *Taunt arachnophyte/sight\n$Playeralias Iron2 Male *Taunt ironlich/sight\n$Playeralias Minotaur10 Male *Taunt minotaur/sight\n$Playeralias Infernodemon Male *Taunt DSSGTSI2\n$Playeralias Beast Male *Taunt beast/sight\n$Playeralias Revenant1 Male *Taunt skeleton/sight\n$Playeralias Infernodemon Male *Taunt demon/sight\n$Playeralias Reaver1 Male *Taunt reaver/sight\n$Playeralias Bruiserdemon Male *Taunt superbaron/scream\n$Playeralias HellSmith Male *Taunt monster/smithw\n$Playeralias avatar Male *Taunt monster/avasit\n$Playeralias Acolyte1 Male *Taunt acolyte/sight\n$Playeralias Hellsbattery Male *taunt hellsbattery\\sight\n$Playeralias Cyber2 male *taunt monster/annsit\n$playeralias diabolist male *Taunt monster/diasit\n$playeralias crusader male *Taunt crusader/sight\n$playeralias ghoul male *Taunt ghoul/sight\n$Playeralias Korax male *Taunt Koraxsight\n$Playeralias Aracnorb Male *Taunt aracnorb/sight\n$Playeralias Archonofhell male *Taunt Monster/ar2sit\n$Playeralias Heresiarch male *Taunt SorcererSight\n$Playeralias Bishop male *Taunt BishopSight\n$Playeralias Maephisto male *Taunt Sight\n$Playeralias Hellion male *Taunt monster/hlnsit\n$playeralias choke male *taunt choke3\n$playeralias Deathknight male *taunt monster/dknsit\n$Playeralias Thamuz male *Taunt Thamuz/Idlesight\n$playeralias knight male *taunt hknight/sight\n$playeralias Cyberarach male *taunt Monster/Sight\n$Playeralias BloodBeast Male *Taunt Monster/Beast/Sight\n$Playeralias Supremefiend Male *Taunt fiend/see\n$Playeralias Cyberimp Male *Taunt CIMPSIT\n$Playeralias Torturedsoul Male *Taunt torturedsoul/sight\n$Playeralias PyroDemon Male *Taunt pyro/see\n$Playeralias Cybruiser Male *Taunt monster/brusit\n$Playeralias Cyberbaron Male *Taunt cbaron/sight\n$Playeralias Cacolich Male *Taunt CacoLich/Sight\n$Playeralias Sorcerer1 Male *Taunt DSparilSerpent/Sight\n$Playeralias Sorcerer2 Male *Taunt DSparil/Sight\n$Playeralias Moloch Male *Taunt Moloch/Sight\n$Playeralias Demon Male *Taunt demon/sight\n$Playeralias Creep Male *Taunt CREEPTAU\n$Playeralias Incarnate Male *Taunt monster/incsit\n$Playeralias Zombietank Male *Taunt ZTank/see\n$Playeralias Lessermutant Male *Taunt lessermutant/seer\n\nlessermutant/painr\t PAIN\nlessermutant/deathr\t DEATH\nlessermutant/activer\t ACTIVE\nlessermutant/seer\t SEE\nlessermutant/attackr\t ATTACK\nlessermutant/projectiler PROJATTK\nMELEE1 MELEE1\nMELEE2 MELEE2\n\n$Random lessermutant/meleer { MELEE1 MELEE2 }\n\nZTank/see DSZTANK1\nZTank/attack DSZTGUN\nZTank/pain DSZTANKP\nZTank/death DSZTANKD\nZTank/Run DSZTANK2\nZTank/explode DSZTANKX\n\nharvester/scream shfbscrm\n\nmonster/incsit dsincsit\nmonster/incdth dsincdth\nmonster/incexp dsincexp\nmonster/incact dsincact\nmonster/incatk dsincatk\nmonster/inchit dsinchit\nmonster/hadsit dshadsit\nmonster/haddth dshaddth\nmonster/hadexp dshadexp\nmonster/hadtel dshadtel\nmonster/hadwlk dshadwlk\n\nDSINCAT1 DSINCAT1\n\nCREEPTAU CREEPTAU\n\ncreeperact creep1\ncreeperattack creep2\ncreeperpain creep3\ncreeperdie creep4\n\nravagerball dscurse\nravagerballdeath dscursed\n\nmoloch/grenade dsmolgrn\nmoloch/grenexp dsgrexpl\nmoloch/scorch dsswoosh\nmoloch/scorchhit dsscrexp\nmoloch/wraith dswrasee\nmoloch/wraithdie dswradth\nmoloch/emberexp dsembexp\nmoloch/thunder dsmobolt\nmoloch/thundercrash dsbolhit\nmoloch/flash dsmolfls\nmoloch/flashhit dsflshit\nmoloch/death dsmoldth\nmoloch/thud dsmothud\nmoloch/step dsmstep1\nmoloch/wraith dsmolwra\nmoloch/wraithdie dswradie\nmoloch/nail dsmonail\nmoloch/nailhitbleed dsnaiimp\nmoloch/wraithattack dswrtchg\nmoloch/wraithmelle dswrtatt\n\nricochet1 dsnailr1\nricochet2 dsnailr2\n$RANDOM moloch/nailhit { ricochet1 ricochet2 }\n\nmsight1 dsmolsi1\nmsight2 dsmolsi2\nmsight3 dsmolsi3\n$RANDOM moloch/sight { msight1 msight2 msight3 }\n\nmact1 dsmolac1\nmact2 dsmolac2\nmact3 dsmolac3\nmact4 dsmolac4\n$RANDOM moloch/active { mact1 mact2 mact3 mact4 }\n\nmpain1 dsmolpa1\nmpain2 dsmolpa2\nmpain3 dsmolpa3\n$RANDOM moloch/pain { mpain1 mpain2 mpain3 }\n\nmattack1 dsmolat1\nmattack2 dsmolat2\nmattack3 dsmolat3\nmattack4 dsmolat4\n$RANDOM moloch/attack { mattack1 mattack2 mattack3 mattack4 }\n\ndsparilserpent/sight\t\tsbtact\ndsparilserpent/attack\t\tbstatk\ndsparilserpent/pain\t\tsbtpai\ndsparilserpent/death\t\tsbtdth\ndsparilserpent/active\t\tsbtact\n\ndsparil/sight\t\t\tsorsit\ndsparil/attack\t\t\tsoratk\ndsparil/pain\t\t\tsorpai\ndsparil/active\t\t\tsoract\ndsparil/rise\t\t\tsorrise\ndsparil/zap\t\t\tsorzap\ndsparil/scream\t\t\tsordsph\ndsparil/explode\t\t\tsordexp\ndsparil/bones\t\t\tsordbon\n\n//cacolich\nCacoLich/Sight INSSIT\nCacoLich/Active DSTRTACT\nCacoLich/Pain NESSPN\nCacoLich/Death DSDMDETH\n\nCacoFlame/Attack LICHFLAM\nCacoFlame/Attack LICHFLAM\nCacoLich/Sight INSSIT\nCacoLich/Active DSTRTACT\nCacoLich/Pain NESSPN\nCacoLich/Death DSDMDETH\n\n//Superdemon\nsuperdemon/death\tDSSUPDTH\nsuperdemon/snarl\tDSSUPSNA\nsuperdemon/crash\tDSSUPLND\n\n//Cyberbaron\ncbaron/sight\tcbarnsit\ncbaron/pain\tcbarnpai\ncbaron/death\tcbarndth\ncbaron/active\tcbarnact\ncbaron/metal\tcmetal\n\n//Cybruiser\nmonster/brusit dsbrusit\n\nmonster/brudth dsbrudth\n\nmonster/bruwlk dsbruwlk\nmonster/brufir dsbrufir\nweapons/hellex dshellex\n\n//pyrodemon\npyro/see BE-SEE\npyro/idle BE-IDLE\npyro/tele BE-TELE\npyro/pain DE_PAIN_\npyro/death BE-DEATH\npyro/blast DP_ATTAC\n\npyro/flame DSFLAMER\npyro/explosion DSPIPEX1\npyro/flamepoof DSHITW\npyro/blastexplosion DSFRBXPL\npyro/comet DSCMTLNC\npyro/cometdeath DSCMTEXP\npyro/bomb DSRDSHOT\npyro/bombhit DSRDHIT\n\n//torturedsoul\ntorturedsoul/sight dstrtsit\ntorturedsoul/pain dstrtpn\ntorturedsoul/death dstrtdth\ntorturedsoul/active dstrtact\ntorturedsoul/attack dstrtatk\ntorturedsoul/poison dstrtpsn\n\n//Cyberimp\n$RANDOM CIMPSIT { CIMPSIT1 CIMPSIT2 }\nCIMPSIT1\tCIMPCIT1\nCIMPSIT2\tCIMPSIT2\n$RANDOM CIMPDTH { CIMPDTH1 CIMPDTH2 }\nCIMPDTH1\tCIMPDTH1\nCIMPDTH2\tCIMPDTH2\nCIMPPAIN\tCIMPPAIN\nCIMPACT\t\tCIMPACT\n\n//SupremeFiend\n//fiend/hover\t\t DSHOVER\nfiend/see\t\t DSFIEND\nfiend/bfg\t\t DSFBFG1\nfiend/bfg2\t\t DSFBFG2\nfiend/bomb\t\t DSFBOMB\n\n//Prox Sounds (from Infernux Grand)\nprox/fire\t\t DSIGPRXF\nprox/beep\t\t DSIGPRXB\n\n//Bomb\nbomb/beep DSBEEEP\n\n//Bloodbeast\n$alias Monster/Beast/Sight Monster/Beast/Attack\n$random Monster/Beast/Attack { Monster/Beast/Attack1 Monster/Beast/Attack2 Monster/Beast/Attack3 Monster/Beast/Attack4 }\nMonster/Beast/Attack1 DSBSTAT1\nMonster/Beast/Attack2 DSBSTAT2\nMonster/Beast/Attack3 DSBSTAT3\nMonster/Beast/Attack4 DSBSTAT4\n$random Monster/Beast/Death { Monster/Beast/Death1 Monster/Beast/Death2 Monster/Beast/Death3 }\nMonster/Beast/Death1 DSBSTDT1\nMonster/Beast/Death2 DSBSTDT2\nMonster/Beast/Death3 DSBSTDT3\n$random Monster/Beast/Pain { Monster/Beast/Pain1 Monster/Beast/Pain2 Monster/Beast/Pain3 }\nMonster/Beast/Pain1 DSBSTPA1\nMonster/Beast/Pain2 DSBSTPA2\nMonster/Beast/Pain3 DSBSTPA3\n$random Monster/Beast/Slash { Monster/Beast/Slash1 Monster/Beast/Slash2 Monster/Beast/Slash3 }\nMonster/Beast/Slash1 DSBSTSL1\nMonster/Beast/Slash2 DSBSTSL2\nMonster/Beast/Slash3 DSBSTSL3\n$random Monster/Beast/Stomp { Monster/Beast/Stomp1 Monster/Beast/Stomp2 Monster/Beast/Stomp3 }\nMonster/Beast/Stomp1 DSBSTST1\nMonster/Beast/Stomp2 DSBSTST2\nMonster/Beast/Stomp3 DSBSTST3\n\nMonster/Sight DSCAPSIT\nMonster/Pain2 DSCAPPAI\nMonster/Active2 DSCAPACT\nMonster/Death2 DSCAPDTH\n\nmonster/dknhit dsdknhit\nmonster/dknsit dsdknsit\nmonster/dknpai dsdknpai\nmonster/dkndth dsdkndth\nmonster/dknact dsdknact\nmonster/dknswg dsdknswg\n\nmonster/dkndrt dsdkndrt\nweapons/firex2 dsfirex2\nmonster/dknmsl dsdknmsl\nweapons/boom1 dsboom1\nweapons/boltfi dsboltfi\nweapons/firex4 dsfirex4\nweapons/scorch dsscorch\n\nchokedeath\t\t\t\t\tdschodth\nchokeattack\t\t\t\t\tdschoatk\nchokeswallow\t\t\t dschoswa\nchokespit\t\t\t\t\tdschospi\nchokevomit\t\t\t\t\tchokesik\n\nchaingn\t\tchaingun\nbolt\t\tbolt\ncharge\t\tcharge\nlaser\t\tlaser\n$random sight { sight1 sight2 }\nsight1\t\tsight1\nsight2\t\tsight2\ndeath\t\tdeath\npain\t\tpain\n$random idle { idle1 idle2 idle3 idle4 idle5 }\nidle1\t\tidle1\nidle2\t\tidle2\nidle3\t\tidle3\nidle4\t\tidle4\nidle5\t\tidle5\n\nchoke1\tghoul1\nchoke4\tghoul4\nchoke3\tghoul3\nchoke2\tghoul2\n\nmonster/hlnsit dshlnsit\nmonster/hlnact dshlnact\nmonster/hlnpai dshlnpai\nmonster/hlndth dshlndth\nmonster/hlnatk dshlnatk\nmonster/hlnexp dshlnexp\n\nSorcererSight sorboss1\nSorcererActive sorboss2\nSorcererPain sorboss3\nSorcererSpellCast woosh3\nSorcererBallWoosh balls1\nSorcererDeathScream sordie2\nSorcererBishopSpawn bishapp\nSorcererBallPop cork\nSorcererBallBounce bounce2\nSorcererBallExplode phohit\nSorcererBigBallExplode sorblexp\nSorcererHeadScream sorblexp\n\nBishopSight syab2d\nBishopActive stb1d\nBishopPain bshpn1\nBishopAttack pop\nBishopDeath bishdth1\nBishopMissileExplode bshhit2\nBishopBlur blur6\n\nmonster/ar2sit dsar2sit\n\nmonster/ar2dth dsar2dth\n\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\n\naracnorb/sight\t\tdsaracst\naracnorb/death\t\tdsaracdt\naracnorb/attack\t\tdsaracfr\naracnorb/melee\t\tdsaracml\n\nFireDemonMissileHit FIREDHIT\nKoraxSight korsit\nKoraxActive koract\nKoraxPain korpn1\nKoraxAttack koratk\nKoraxCommand korcom\nKoraxDeath kordth1\nKoraxStep step\nWraithMissileFire bstatk\nWraithMissileExplode phohit\nDemonMissileFire bstatk\nDemonMissileExplode phohit\nSerpentFXContinuous glbhiss1\nSerpentFXHit hrnhit\nCentaurLeaderAttack cntshld4\nCentaurMissileExplode phohit\nSpiritActive spirt7\nSpiritAttack spirt5\nSpiritDie spirts1\n\nSPIT6 SPIT6\nFireDemonMissileHit FIREDHIT\n\nDSSG DSSG\n\nghoul/sight\t\tDSMONSIT\nghoul/attack\tDSMONATK\nghoul/death\t\tDSMONDTH\n\ncrusader/sight\t\tdsrb2see\ncrusader/pain\t\tdsrb2pn\ncrusader/death\t\tdsrb2dth\ncrusader/active\t\tdsrb2act\ncrusader/misl\t\tdsrb2fir\ncrusader/mislx\t\tdsmislht\nweapons/flamethrower\tdsflburn\nmisc/missileinflight\tdsrflite\n\nmonster/diasit dsdiasit\nmonster/diapai dsdiapai\nmonster/diadth dsdiadth\nmonster/diaact dsdiaact\nweapons/firbfi dsfirbfi\nweapons/firmfi dsfirmfi\nweapons/firex4 dsfirex4\nweapons/diasht dsdiasht\nweapons/firex3 dsfirex3\n\nClericFlameFire dshellfi\nClericFlameExplode dshellex\nClericFlameCircle dsfirex5\n\nmonster/annsit dsannsit\n\nmonster/anndth dsanndth\n\nmonster/anhoof dsanhoof\n\nweapons/hrlexp dshrlexp\nweapons/hrlfir dshrlfir\n\nhellsbattery\\hoof HBSTP\nhellsbattery\\chaos HBCHAOS\nhellsbattery\\nuke HBNUKE\nhellsbattery\\battery HBBATT\nhellsbattery\\fly HBFLY\nhellsbattery\\pain HBPN\nhellsbattery\\sight HBSIT\nhellsbattery\\cannonshell HBCSHELL\nhellsbattery\\mortar HBMORT\nhellsbattery\\incoming HBIN\nhellsbattery\\death HBDTH\nhellsbattyer\\gore HBGORE\n\nmonster/avasit dsavasit\nmonster/avapai dsavapai\nmonster/avadth dsavadth\nmonster/avaact dsavaact\nmonster/avaatk dsavaatk\nMageLightningFire dslight\nweapons/justfi dsjustfi\nweapons/gntini dsgntini\nweapons/devexp dsdevexp\nweapons/bwoosh dsbwoosh\nweapons/firex2 dsfirex2\nweapons/devzap dsdevzap\nweapons/gnthit dsgnthit\nmonster/hadsit dshadsit\nmonster/bomb FIREBALL\nmonster/explode DSCMTEXP\n\nmisc/explode EXPLO\n$RANDOM misc/bloodsplatter {misc/bloodsplatter1 misc/bloodsplatter2 misc/bloodsplatter3}\nmisc/bloodsplatter1 BGIB1\nmisc/bloodsplatter2 BGIB2\nmisc/bloodsplatter3 BGIB3\n\nacolyte/sight\t\tdsagrsee\nacolyte/pain\t\tdsagrdpn\nacolyte/death\t\tdsagrdth\nacolyte/gibbed\t\tdsagslop\nacolyte/rifle\t\tdsrifle\n$random acolyte/active\t{ acolyte/active1 acolyte/active2 acolyte/active3 acolyte/active4 }\nacolyte/active1\t\tdsagrac1\nacolyte/active2\t\tdsagrac2\nacolyte/active3\t\tdsagrac3\nacolyte/active4\t\tdsagrac4\nhuman/imonfire\t\tdsburnme\nmisc/disruptordeath\tdsdsrptr\nmonster/avasit dsavasit\nmonster/avapai dsavapai\nmonster/avadth dsavadth\nmonster/avaact dsavaact\nmonster/avaatk dsavaatk\nMageLightningFire dslight\nweapons/justfi dsjustfi\nweapons/gntini dsgntini\nweapons/devexp dsdevexp\nweapons/bwoosh dsbwoosh\nweapons/firex2 dsfirex2\nweapons/devzap dsdevzap\nweapons/gnthit dsgnthit\nmonster/hadsit dshadsit\nmonster/bomb FIREBALL\nmonster/explode DSCMTEXP\n\nsuperbaron/scream dssbsit\nsuperbaron/pain dssbpain\nsuperbaron/death dssbdth\nsuperbaron/act dssbact\n\n//hells battery\n\nhellsbattery\\hoof HBSTP\nhellsbattery\\chaos HBCHAOS\nhellsbattery\\nuke HBNUKE\nhellsbattery\\battery HBBATT\nhellsbattery\\fly HBFLY\nhellsbattery\\pain HBPN\nhellsbattery\\sight HBSIT\nhellsbattery\\cannonshell HBCSHELL\nhellsbattery\\mortar HBMORT\nhellsbattery\\incoming HBIN\nhellsbattery\\death HBDTH\nhellsbattyer\\gore HBGORE\n\n//End of hells battery\n\nweapons/hellfi\t\t dshellfi\nweapons/hellex\t dshellex\nweapons/firex3 dsfirex3\nweapons/suldth dssuldth\nweapons/diasht dsdiasht\nweapons/bigbrn dsbigbrn\nmonster/smiths dssmiths\nmonster/smitha dssmitha\nmonster/smitht dssmitht\nmonster/smithp dssmithp\nmonster/smithd dssmithd\nmonster/smithr dssmithr\nmonster/smithw dssmithw\nmonster/hamswg dshamswg\nmonster/hamflr dshamflr\nmonster/hamhit dshamhit\nmonster/hamsht dshamsht\nmonster/dash dshdash\n\nweapons/bowshoot\t\tbowsht\nweapons/bowhit\t\t\thrnhit\nreaver/sight\t\tdsrevsee\nreaver/pain\t\tdsreavpn\nreaver/death\t\tdsrevdth\nreaver/active\t\tdsrevact\nreaver/attack\t\tdsreavat\nreaver/blade\t\tdsrevbld\n\nDSSGTSI2 DSSGTSI2\n\n//ironlichs sound\n\nironlich/death HEDDTH1\nIronlich/pain HEDPAI1\nironlich/sight HEDSIT1\n\nHEDSIT1 HEDSIT1\n\n//End of ironlichs sound\nwizard/sight WIZSIT\nwizard/attack WIZATK\nwizard/pain WIZPAI\nwizard/death WIZDTH\nwizard/active WIZACT\nwizard/attack WIZATK\n\nuacbsee uacbsee\nuacbact uacbact\nuacbdth dsbarexp\ngrenpop grenpop\ngrenfire grenfire\ngren gren\ngrenbnce grenbnce\n\nfusionspid/die FUSPDIE\nfusionspid/see FUSPSEE\n\ninquisitor/sight\tdsinqsee\ninquisitor/death\tdsinqdth\ninquisitor/active\tdsinqact\ninquisitor/walk\t\tdsinqact\ninquisitor/attack\tdsphoot\ninquisitor/atkexplode\tdsexplod\ninquisitor/fly\t\tDSINQJMP\nReaver/attack\t\tdsreavat\n\nbos8/sight DSBO8SIT\nbos8/death DSBO8DTH\n\nWolfrocket/attacksound DSMISSF\nWolfrocket/deathsound DSMISSX\n\nhitlerghost/attack DSFLAM1\nhitlerghost/death DSHGTDTH\nhitlerghost/sight DSHGTSIT\n\nHEDAT1 HEDAT1\nHEDAT2 HEDAT2\nHEDAT3 HEDAT3\n\nturret/active\t\t\tdsturr1\n\n$RANDOM turret/fire { turret/fire1 turret/fire2 turret/fire3 turret/fire4 turret/fire5 }\n\nturret/fire1\t\t\tdsturrf1\nturret/fire2\t\t\tdsturrf2\nturret/fire3\t\t\tdsturrf3\nturret/fire4\t\t\tdsturrf4\nturret/fire5\t\t\tdsturrf5\n\nDSSPISI2 DSSPISI2\nDSPISTO2 DSPISTO2\nDSDMPAI2 DSDMPAI2\nDSSPIDT2 DSSPISI2\n\nMisspunch DSSKESWG\nHitpunch DSSKEPCH\n\nDshoo2 DSHOO2\nDSMETA2 DSMETA2\nDSDMAC2 DSDMAC2\n\nDSBSPAC4 DSBSPAC4\nDSBSPWL4 DSBSPWL4\nDSCLA9 DSCLA9\n\n//ghoul sounds\n\nsjasattack\t\tsjasatta\nsjasdeath\t\tsjasdeat\nsjaspain\t\tsjaspain\nsjasact\t\t\tsjasact\nSJASSEE SJASSEE\n\nskull1 skull1\nskull2 skull2\nskull3 skull3\nskull4 skull4\nskullattack skull5\n\n$random Skullact { skull1 skull2 skull3 skull4 }\n\nLaugh Laugh\n\nCGunSpider/Sight\tDSCSPISE\nCGunSpider/Death\tDSCSPIDI\nCGunSpider/Attack\tDSCSPIFI\n\ncatharsi/sit DSSLSIT\ncatharsi/death DSSLDETH\ncatharsi/pain DSSLPAIN\ncatharsi/shotsit DSSLSHOT\ncatharsi/shotdth DSSLSHDT\ncatharsi/thermdth DSSLTHMP\ncatharsi/thermtick DSSLTHTI\n\nmonster/demsit dsdemsit\nmonster/demdth dsdemdth\n\narachnophyte/sight dsaphsit\n$RANDOM arachnophyte/pain { arachnophyte/pain1 arachnophyte/pain2 arachnophyte/pain3 }\narachnophyte/pain1 dsaphpn1\narachnophyte/pain2 dsaphpn2\narachnophyte/pain3 dsaphpn3\n\narachnophyte/death dsaphdth\n\narachnophyte/engine dsapheng\n\n$playeralias minotaur male *Taunt minotaur/sight\n\nminotaur/sight\t\t\tminsit\nminotaur/melee\t\t\tstfhit\nminotaur/attack1\t\tminat1\nminotaur/attack2\t\tminat2\nminotaur/attack3\t\tminat3\nminotaur/pain\t\t\tminpai\nminotaur/death\t\t\tmindth\nminotaur/active\t\t\tminact\nminotaur/fx2hit\t\t\tphohit\nminotaur/fx3hit\t\t\tphohit\n\nbeast/sight\t\t\tbstsit\nbeast/attack\t\t\tbstatk\nbeast/pain\t\t\tbstpai\nbeast/death\t\t\tbstdth\nbeast/active\t\t\tbstact\n\narachnobaron/death dsabrdth\n\n//afrit\n\nAfrit/CometFire FRITCMFR\nAfrit/CometHit\tFRITCMHT\nAfrit/Hellfire\tFRITFIRE\n\n//end of afrit\n\n//Thamuz\nApocalypse/cast\t\t\tapocast\n\nThamuz/Attack\t\t\tnakrula2\nThamuz/death\t\t\tnakruld2\nThamuz/Pain\t\t\t\tnakrulh2\n$random Thamuz/Idlesight\t{ Thamuz/Idle1 Thamuz/Idle2 }\nThamuz/Idle1\t\t\tnakruls1\nThamuz/Idle2\t\t\tnakruls2\nThamuz/death2\t\t\tmegad1\n\nq2weapon/bfgball\t\t\tbfg_fire\nq2weapon/bfgballexplo\t\tbfg__x1b\nq2weapon/rocketlauncherfire\trocklf1a\nq2weapon/rocketexplo\t\tq2roklx1\nh2necromancer/magiccast\t\th2ncmagh\ncomet/explosion\t\t\tcometexp\n//End of Thamuz\n\n//knight\n\nhknight/sight KGTSIT\nhknight/attack KGTATK\nhknight/pain KGTPAI\nhknight/death KGTDTH\nhknight/active KGTSIT\nhknight/axewhoosh KGTATK\nhknight/hit HRNHIT\nhknight/melee KGTAT2\n\n//End of knight"
},
{
"source": "pk3",
"name": "STUFF.txt",
"contents": "ACTOR Fly : PowerupGiver\n{\n powerup.duration 10\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nACTOR FlyNone : PowerupGiver\n{\n powerup.duration 1\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 3\n loop\n }\n}\nACTOR Fly2 : PowerupGiver\n{\n powerup.duration 6\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nACTOR ChargeFly : PowerupGiver\n{\n powerup.duration 70\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nACTOR Fly3 : PowerupGiver\n{\n powerup.duration 18\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\nACTOR Fly4 : PowerupGiver\n{\n powerup.duration 40\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nACTOR Fly5 : PowerupGiver\n{\n powerup.duration 50\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nactor Turret\n{\n obituary \"%o was killed by a turret.\"\n health 800\n radius 8\n height 40\n mass 100000000000\n speed 0\n painchance 0\n seesound \"turret/active\"\n attacksound \"turret/fire\"\n MONSTER\n +FLOORCLIP\n +NOBLOOD\n +DONTBLAST\n +FRIENDLY\n damagefactor normal, 0.5\n damagefactor rocket, 2.0\n damagefactor fire, 0.0\n damagefactor ice, 0.0\n damagefactor disintegrate, 0.0\n +NORADIUSDMG\n states\n {\n Spawn:\n TURR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Look\n TURR A 0 A_Wander\n loop\n See:\n TURR A 1 A_Chase\n loop\n Missile:\n TURR A 0 A_FaceTarget\n TURR B 0 A_CustomMissile(\"TurretLight\")\n TURR B 3 bright A_CustomBulletAttack(2.8,0,1,5,\"BulletPuff\")\n TURR A 0 A_FaceTarget\n TURR C 0 A_CustomMissile(\"TurretLight\")\n TURR C 3 bright A_CustomBulletAttack(2.8,0,1,5,\"BulletPuff\")\n TURR A 0 A_CPosRefire\n goto Missile\n Pain:\n TURR A 2\n TURR A 2 A_Pain\n goto See\n Death:\n TURR D 8\n TURR E 35\n TNT1 A 1 A_SpawnItem(\"Explosion\")\n TURR X -1\n stop\n XDeath:\n TURR D 8\n TURR E 35\n TNT1 A 1 A_SpawnItem(\"Explosion\")\n TURR X -1\n stop\n }\n}\n\nactor InactiveTurret\n{\n Radius 11\n Height 8\n Speed 20\n Damage 0\n Projectile\n -NOGRAVITY\n States\n {\n Spawn:\n TURR E 1\n loop\n Death:\n TURR E 8\n TURR D 8\n TURR D 1 A_SpawnItem(\"TurretSpawner\")\n stop\n }\n}\n\nactor TurretSpawner\n{\n Radius 11\n Height 8\n Speed 0\n Damage 0\n Projectile\n +NOCLIP\n -SOLID\n DeathSound \"turret/active\"\n States\n {\n Spawn:\n TNT1 A 0\n goto Death\n Death:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 1 A_SpawnItem(\"Turret\")\n stop\n }\n}\n\nACTOR afritFly : PowerupGiver\n{\n powerup.duration 15\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nACTOR Cardinalfly : PowerupGiver\n{\n powerup.duration 15\n powerup.type \"Flight\"\n inventory.maxamount 0\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n PLSG A 1\n loop\n }\n}\n\nACTOR spectresphere : PowerupGiver\n{\n Game Doom\n SpawnID 135\n powerup.duration 50\n +COUNTITEM\n +VISIBILITYPULSE\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n Inventory.MaxAmount 0\n Powerup.Type \"Invisibility\"\n RenderStyle Translucent\n Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n States\n {\n Spawn:\n PINS ABCD 6 Bright\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Turret.txt",
"contents": "actor turret20\n {\n Speed 0\n damage 0\n health 1800\n radius 8\n height 40\n Mass 6000000\n //Attacksound \"CGunSpider/Attack\"\n seesound \"turret/active\"\n attacksound \"turret/fire\"\n +FLOORCLIP\n +NOBLOOD\n +DONTBLAST\n +FRIENDLY\n +QUICKTORETALIATE\n +ALWAYSFAST\n Monster\n damagefactor normal, 0.5\n damagefactor rocket, 2.0\n damagefactor fire, 0.0\n damagefactor ice, 0.0\n damagefactor disintegrate, 0.0\n +NORADIUSDMG\n States\n {\n Spawn:\n TURR A 10 A_Look\n Loop\n See:\n TURR A 2 A_Chase\n Loop\n Missile:\n TURR A 10 A_Facetarget\n TURR BC 3 Bright A_CustomBulletAttack(12.5, 0, 2, random(1,5), \"BulletPuff\")\n TURR C 0 A_Spidrefire\n Goto Missile+1\n Death:\n TNT1 A 0 A_Fadeout(0.2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 2 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n TNT1 A 0 A_CustomMissile(\"ArchvileFirex\", 2, 0, random(0,360), 2)\n Stop\n }\n}"
}
]
},
"maps": []
}