Raw model (for completeness)
{
"meta": {
"id": "0200c611-ea7d-4c9c-be00-e6f152001871",
"sha1": "a7abc4f86343c5371ba7a65039c18711597c8b9e",
"sha256": "469534658c97d382fcd83999c36159ab5d7e746fc3c5fd855faaacad3a847971",
"filenames": [
"super_demon_-_legacy_of_kaiser_v0.21b.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021/12/22 11:58:37",
"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": "2021/12/22 11:58:37",
"file": {
"type": "PK3",
"size": 104236489,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a7abc4f86343c5371ba7a65039c18711597c8b9e/a7abc4f86343c5371ba7a65039c18711597c8b9e.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"BOSS24",
"BOSS25",
"BOSS26",
"BOSS27",
"BOSS28",
"BOSS29",
"BOSS30",
"BOSS31",
"BOSS32",
"BOSS33",
"BOSS34",
"BOSS35",
"BOSS39",
"BOSS40",
"BOSS41"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 5930,
"maps": 15,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//===========================================================================\n//\n// Decorate\n//\n//===========================================================================\n\n#Include \"Actors/OperatorC.spd\"\n#Include \"Actors/Rewards.spd\"\n#Include \"Actors/Global.spd\"\n#Include \"Actors/Bullet.spd\"\n#Include \"Actors/Casing.spd\"\n#Include \"Actors/Bonus.spd\"\n#Include \"Actors/Gore.spd\"\n\n// Bosses\n\n#include \"Actors/Bosses/CyberProphet.txt\"\n#include \"Actors/Bosses/Guardian.txt\"\n#include \"Actors/Bosses/Lich.txt\"\n#include \"Actors/Bosses/Argus.txt\"\n#include \"Actors/Bosses/Centaur.txt\"\n#include \"Actors/Bosses/Annihilator.txt\"\n#include \"Actors/Bosses/azazel.txt\"\n#include \"Actors/Bosses/Avatar.txt\"\n#include \"Actors/Bosses/Bruiser.txt\"\n#include \"Actors/Bosses/Thamuz.txt\"\n#include \"Actors/Bosses/DeathKnight.txt\"\n#include \"Actors/Bosses/Belfegart.txt\"\n#include \"Actors/Bosses/Aurelion.txt\"\n#include \"Actors/Bosses/ArachnoShredder.txt\"\n#include \"Actors/Bosses/Commando.txt\"\n#include \"Actors/Bosses/Nosferatu.spd\"\n#include \"Actors/Bosses/Muicifircas.txt\"\n#include \"Actors/Bosses/Junger.txt\"\n#include \"Actors/Bosses/Hierophant.txt\"\n#include \"Actors/Bosses/Gatekeeper.txt\"\n#include \"Actors/Bosses/Bormereth.txt\"\n#include \"Actors/Bosses/Krieger.txt\"\n#include \"Actors/Bosses/Emperor.txt\"\n#Include \"Actors/Bosses/HellSmith.txt\"\n#Include \"Actors/Bosses/OCS.txt\"\n\n// Classes\n\n#Include \"Actors/Classes/Marine.txt\"\n#Include \"Actors/Classes/Renegade.txt\"\n#Include \"Actors/Classes/Avenger.txt\"\n#Include \"Actors/Classes/Android.txt\"\n#Include \"Actors/Classes/Huntsman.txt\"\n\n// Ammo\n\n#Include \"Actors/Ammo/Clips.spd\"\n#Include \"Actors/Ammo/Shells.spd\"\n#Include \"Actors/Ammo/Rockets.spd\"\n#Include \"Actors/Ammo/Cells.spd\"\n#Include \"Actors/Ammo/Others.spd\"\n#Include \"Actors/Ammo/Medieval.spd\"\n#Include \"Actors/Ammo/Pickups.spd\"\n\n// Weapons\n\n#Include \"Actors/Weapons/Axe.spd\"\n#Include \"Actors/Weapons/Katana.spd\"\n#Include \"Actors/Weapons/Chainsaw.spd\"\n#Include \"Actors/Weapons/Electric_Gloves.spd\"\n#Include \"Actors/Weapons/Pistol.spd\"\n#Include \"Actors/Weapons/Revolver.spd\"\n#Include \"Actors/Weapons/Sawed_off.spd\"\n#Include \"Actors/Weapons/Shotgun.spd\"\n#Include \"Actors/Weapons/Super_Shotgun.spd\"\n#Include \"Actors/Weapons/Ultra_Shotgun.spd\"\n#Include \"Actors/Weapons/Quad_Shotgun.spd\"\n#Include \"Actors/Weapons/Riotgun.spd\"\n#Include \"Actors/Weapons/Assault_Rifle.spd\"\n#Include \"Actors/Weapons/Minigun.spd\"\n#Include \"Actors/Weapons/M60.spd\"\n#Include \"Actors/Weapons/Grenades.spd\"\n#Include \"Actors/Weapons/Rocket_Launcher.spd\"\n#Include \"Actors/Weapons/Grenade_Launcher.spd\"\n#Include \"Actors/Weapons/Comet_Launcher.spd\"\n#Include \"Actors/Weapons/Demon_Tech_Rifle.spd\"\n#Include \"Actors/Weapons/Electric_Shock_Rifle.spd\"\n#Include \"Actors/Weapons/Plasma_Rifle.spd\"\n#Include \"Actors/Weapons/Dual_Plasmagun.spd\"\n#Include \"Actors/Weapons/Railgun.spd\"\n#Include \"Actors/Weapons/Vindicator.spd\"\n#Include \"Actors/Weapons/EFG9000.spd\"\n#Include \"Actors/Weapons/Flame_Thrower.spd\"\n#Include \"Actors/Weapons/Flame_Sword.spd\"\n#Include \"Actors/Weapons/Hooks.spd\"\n#Include \"Actors/Weapons/Saw_Thrower.spd\"\n\n#include \"Actors/Effects/FX.txt\"\n\n#Include \"Actors/Weapons/Impaler_Crossbow.spd\"\n#Include \"Actors/Weapons/Etheral_Crossbow.spd\"\n#Include \"Actors/Weapons/Frost_Fang.spd\"\n#Include \"Actors/Weapons/Skull_Staff.spd\"\n#Include \"Actors/Weapons/Hells_Maw.spd\"\n\n// Effects\n\n#include \"Actors/Effects/KXBlood.txt\"\n#include \"Actors/Effects/Thunder.txt\"\n#include \"Actors/Effects/Revamp.txt\"\n\n//===========================================================================\n//\n// Maps\n//\n//===========================================================================\n\n#Include \"Actors/Maps/Decorate.BOSS36.txt\"\n#Include \"Actors/Maps/Decorate.BOSS37.txt\"\n#Include \"Actors/Maps/Decorate.BOSS39.txt\""
},
{
"source": "pk3",
"name": "Language.txt",
"contents": "[Enu Default]\n\nPRESSKEY = \"\\cipress a key.\";\nPRESSYN = \"\\cgpress y or n\";\n\nQUITMSG = \"\\ciare you sure you want to\\n\\ciquit this great game?\";\nQUITMSG1 = \"\\ciplease don't leave, there's more\\n\\cidemons to toast!\";\nQUITMSG2 = \"\\cilet's beat it -- this is turning\\n\\ciinto a bloodbath!\";\nQUITMSG3 = \"\\cii wouldn't leave if i were you.\\n\\cidos is much worse.\";\nQUITMSG4 = \"\\ciyou're trying to say you like dos\\n\\cibetter than me, right?\";\nQUITMSG5 = \"\\cidon't leave yet -- there's a\\n\\cidemon around that corner!\";\nQUITMSG6 = \"\\ciya know, next time you come in here\\n\\cii'm gonna toast ya.\";\nQUITMSG7 = \"\\cigo ahead and leave. see if i care.\";\nQUITMSG8 = \"\\ciyou want to quit?\\n\\cithen, thou hast lost an eighth!\";\nQUITMSG9 = \"\\cidon't go now, there's a \\n\\cidimensional shambler waiting\\n\\ciat the dos prompt!\";\nQUITMSG10 = \"\\ciget outta here and go back\\n\\cito your boring programs.\";\nQUITMSG11 = \"\\ciif i were your boss, i'd \\n \\cideathmatch ya in a minute!\";\nQUITMSG12 = \"\\cilook, bud. you leave now\\n\\ciand you forfeit your body count!\";\nQUITMSG13 = \"\\cijust leave. when you come\\n\\ciback, i'll be waiting with a bat.\";\nQUITMSG14 = \"\\ciyou're lucky i don't smack\\n\\ciyou for thinking about leaving.\";\n\nLOADNET = \"\\ciyou can't do load while in a net game!\\n\\n\\cgpress a key\";\nQLOADNET = \"\\ciyou can't quickload during a netgame!\\n\\n\\cgpress a key\";\nQSAVESPOT = \"\\ciyou haven't picked a quicksave slot yet!\\n\\n\\cgpress a key\";\nSAVEDEAD = \"\\ciyou can't save if you aren't playing!\\n\\n\\cgpress a key\";\nQSPROMPT = \"\\ciquicksave over your game named\\n\\n'%s'\\ci?\\n\\n\\cgpress y or n\";\nQLPROMPT = \"\\cido you want to quickload the game named\\n\\n'%s'\\ci?\\n\\n\\cgpress y or n\";\nNEWGAME = \"\\ciyou can't start a new game\\n\\ciwhile in a network game.\\n\\n\\cgpress a key\";\nNIGHTMARE = \"\\ciare you sure? this skill level\\n\\ciisn't even remotely fair.\\n\\n\\cgpress y or n\";\nSWSTRING = \"\\cithis is the shareware version of Duke Nukem.\\n\\n\\ciyou need to order the entire trilogy.\\n\\n\\cgpress a key\";\nMSGOFF = \"\\cdMessages OFF\";\nMSGON = \"\\cdMessages ON\";\nNETEND = \"\\ciyou can't end a netgame!\\n\\n\\cgpress a key\";\nENDGAME = \"\\ciare you sure you want to end the game?\\n\\n\\cgpress y or n\";\nDOSY = \"\\cgpress y or n\";\nEMPTYSTRING = \"\\cgempty slot\";\nHUSTR_MSGU = \"\\cd[Message unsent]\";\nNEWSAVE = \"\\cd<New Save Game>\";\nGGSAVED = \"\\cd<Game Saved>\";\nSAVENET = \"\\ciyou can't save while in a net game!\\n\\n\\cgpress a key\";\nMNU_DELETESG = \"\\ciDo you really want to delete the savegame\\n\";\n\nPD_BLUEO = \"\\cnYou need a blue key to activate this object\";\nPD_REDO = \"\\cgYou need a red key to activate this object\";\nPD_YELLOWO = \"\\cfYou need a yellow key to activate this object\";\nPD_BLUEK = \"\\cnYou need a blue key to open this door\";\nPD_REDK = \"\\cgYou need a red key to open this door\";\nPD_YELLOWK = \"\\cfYou need a yellow key to open this door\";\nPD_BLUECO = \"\\cnYou need a blue card to activate this object\";\nPD_REDCO = \"\\cgYou need a red card to activate this object\";\nPD_YELLOWCO = \"\\cfYou need a yellow card to activate this object\";\nPD_BLUESO = \"\\cnYou need a blue skull to activate this object\";\nPD_REDSO = \"\\cgYou need a red skull to activate this object\";\nPD_YELLOWSO = \"\\cfYou need a yellow skull to activate this object\";\n\nPD_BLUEC = \"\\cnYou need a blue card to open this door\";\nPD_REDC = \"\\cgYou need a red card to open this door\";\nPD_YELLOWC = \"\\cfYou need a yellow card to open this door\";\nPD_BLUES = \"\\cnYou need a blue skull to open this door\";\nPD_REDS = \"\\cgYou need a red skull to open this door\";\nPD_YELLOWS = \"\\cfYou need a yellow skull to open this door\";\nPD_ANY = \"\\cdAny key will open this door\";\nPD_ANYOBJ = \"\\cdAny key will activate this object\";\nPD_ALL3 = \"\\cdYou need all three keys to open this door\";\nPD_ALL3O = \"\\cdYou need all three keys to activate this object\";\nPD_ALL6 = \"\\cdYou need all six keys to open this door\";\nPD_ALL6O = \"\\cdYou need all six keys to activate this object\";\nPD_ALLKEYS = \"\\cdYou need all the keys\";\n\nAM_MONSTERS\t\t\t= \"\\cgMonsters:\";\nAM_SECRETS\t\t\t= \"\\cvSecrets:\";\nAM_ITEMS\t\t\t= \"\\cfItems:\";"
},
{
"source": "pk3",
"name": "KeyConf.txt",
"contents": "//===========================================================================\n//\n// Key Conf\n//\n//===========================================================================\n\nClearPlayerClasses\n\n// Classes\n\nAddPlayerClass \"Marine\"\nAddPlayerClass \"Renegade\"\nAddPlayerClass \"Avenger\"\nAddPlayerClass \"Android\"\nAddPlayerClass \"Huntsman\""
},
{
"source": "pk3",
"name": "DecalDef.txt",
"contents": "FADER MediumGoAway2\n{\n\tDecayStart \"0.20\"\n DecayTime \"6.0\"\n}\n\n//===========================================================================\n//\n// Bullet Decal\n//\n//===========================================================================\n\nDECAL Bullet1\n{\n\tPic \"BULLETH1\"\n\tShade \"00 00 00\"\n\tX-Scale \"0.1\"\n\tY-Scale \"0.1\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECAL Bullet2\n{\n\tPic \"BULLETH2\"\n\tShade \"00 00 00\"\n\tX-Scale \"0.1\"\n\tY-Scale \"0.1\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECAL Bullet3\n{\n\tPic \"BULLETH2\"\n\tShade \"00 00 00\"\n\tX-Scale \"0.15\"\n\tY-Scale \"0.15\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECAL Bullet4\n{\n\tPic \"BULLETH1\"\n\tShade \"00 00 00\"\n\tX-Scale \"0.12\"\n\tY-Scale \"0.12\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECAL Bullet5\n{\n\tPic \"BULLETH1\"\n\tShade \"00 00 00\"\n\tX-Scale \"0.09\"\n\tY-Scale \"0.09\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECALGROUP SPDBullet\n{\n\tBullet1\t10\n\tBullet2 10\n\tBullet3 10\n\tBullet4 10\n\tBullet5 10\n}\n\n//===========================================================================\n//\n// Omega Cerebral Sentient\n//\n//===========================================================================\n\nDecal CSBall2Lightning1\n{\n\tPic \"BFGLITE1\"\n\tShade \"FF 00 00\"\n\tFullBright\n\tRandomFlipX\n\tAnimator GoAway2\n\tLowerDecal BFGScorch\n}\n\nDecal CSBall2Lightning2\n{\n Pic \"BFGLITE2\"\n\tShade \"FF 00 00\"\n\tFullBright\n\tRandomFlipY\n\tAnimator GoAway2\n\tLowerDecal BFGScorch\n}\n\nDecalGroup CerebralBall2Scorch\n{\n\tCSBall2Lightning1\t1\n\tCSBall2Lightning2\t1\n}\n\nDECAL RailgunBulletScorch1\n{\n\tPic \"BFGLITE1\"\n\tShade \"00 00 00\"\n\tRandomFlipX\n\tRandomFlipY\n\tX-Scale \"0.80\"\n\tY-Scale \"0.80\"\n}\n\nDECAL RailgunBulletScorch2\n{\n\tPic \"BFGLITE2\"\n\tShade \"00 00 00\"\n\tRandomFlipX\n\tRandomFlipY\n\tX-Scale \"0.80\"\n\tY-Scale \"0.80\"\n}\n\nDECAL \"RailgunCerebralLightning1\"\n{\n\tPic \"BFGLITE1\"\n\tShade \"FF 00 00\"\n\tFullBright\n\tRandomFlipX\n\tX-Scale \"0.80\"\n\tY-Scale \"0.80\"\n\tAnimator \"MediumGoAway2\"\n\tLowerDecal \"RailgunCerebralBulletScorch1\"\n}\n\nDECAL \"RailgunCerebralLightning2\"\n{\n\tPic \"BFGLITE2\"\n\tShade \"FF 00 00\"\n\tFullBright\n\tRandomFlipY\n\tX-Scale \"0.80\"\n\tY-Scale \"0.80\"\n\tAnimator \"MediumGoAway2\"\n\tLowerDecal \"RailgunCerebralBulletScorch2\"\n}\n\nDECALGROUP RailgunCerebralDecal\n{\n\tRailgunCerebralLightning1 1\n\tRailgunCerebralLightning2 1\n}\n\n//===========================================================================\n//\n// Ice Decal\n//\n//===========================================================================\n\nDECAL IceHit1\n{\n\tPic \"BSMEAR1\"\n\tShade \"33 33 FF\"\n X-Scale \"0.50\"\n Y-Scale \"0.50\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit2\n{\n\tPic \"BSMEAR2\"\n\tShade \"33 33 FF\"\n X-Scale \"0.50\"\n Y-Scale \"0.50\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit3\n{\n\tPic \"BSPLAT1\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit4\n{\n\tPic \"BSPLAT2\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit5\n{\n\tPic \"BSPLAT3\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit6\n{\n\tPic \"BSPLAT3\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit7\n{\n\tPic \"BSPLAT4\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit8\n{\n\tPic \"BSPLAT5\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit9\n{\n\tPic \"BSPLAT6\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECAL IceHit10\n{\n\tPic \"BSPLAT7\"\n\tShade \"33 33 FF\"\n RandomFlipX\n\tAnimator \"BloodSmearer\"\n}\n\nDECALGROUP IceHit\n{\n IceHit1\t2\n\tIceHit2\t1\n\tIceHit2\t5\n\tIceHit4\t5\n\tIceHit5\t5\n\tIceHit6\t5\n\tIceHit7\t6\n}\n\n//===========================================================================\n//\n// Flame Sword Decal\n//\n//===========================================================================\n\nDECAL FSwordDecal1\n{\n\tPic BFGSCRC1\n\tShade \"00 00 00\"\n\tX-Scale \"0.5\"\n\tY-Scale \"0.5\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECAL FSwordDecal2\n{\n\tPic BFGSCRC2\n\tShade \"00 00 00\"\n\tX-Scale \"0.5\"\n\tY-Scale \"0.5\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECALGROUP FSwordDecal\n{\n\tFSwordDecal1\t1\n\tFSwordDecal2\t1\n}\n\nDECAL FSwordZap1\n{\n\tPic BFGLITE1\n\tTranslucent 1\n\tShade \"FF 00 00\"\n\tX-Scale 0.5\n\tY-Scale 0.5\n\tRandomFlipX\n\tRandomFlipY\n\tFullBright\n\tLowerDecal FSwordDecal1\n\tAnimator GoAway2\n}\n\nDECAL FSwordZap2\n{\n\tPic BFGLITE2\n\tTranslucent 1\n\tShade \"FF 00 00\"\n\tX-Scale 0.5\n\tY-Scale 0.5\n\tRandomFlipX\n\tRandomFlipY\n\tFullBright\n\tLowerDecal FSwordDecal2\n\tAnimator GoAway2\n}\n\nDECALGROUP FlameSwordDecal\n{\n\tFSwordZap1 1\n\tFSwordZap2 1\n}\n\n//===========================================================================\n//\n// Ripper Decal\n//\n//===========================================================================\n\nDECAL RipperBulletScorch\n{\n\tPic \"SCORCH1\"\n\tShade \"00 00 00\"\n\tX-Scale \"0.1\"\n\tY-Scale \"0.1\"\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDECAL RipperBulletLightning1\n{\n\tPic \"CBALSCR1\"\n\tShade \"FF FF 00\"\n\tFullBright\n\tX-Scale \"0.15\"\n\tY-Scale \"0.15\"\n\tAnimator \"MediumGoAway2\"\n\tLowerDecal \"RipperBulletScorch\"\n}\n\nDECAL RipperBulletLightning2\n{\n\tPic \"CBALSCR2\"\n\tShade \"FF FF 00\"\n\tFullBright\n\tX-Scale \"0.15\"\n\tY-Scale \"0.15\"\n\tAnimator \"MediumGoAway2\"\n\tLowerDecal \"RipperBulletScorch\"\n}\n\nDECALGROUP RipperProjectileDecal\n{\n\tRipperBulletLightning1 1\n\tRipperBulletLightning2 1\n}"
},
{
"source": "pk3",
"name": "SbarInfo.txt",
"contents": "InterPolateHealth True, 500;\nInterPolateArmor True, 500;\nCompleteBorder True;\nHeight 0;\n\nStatusBar FullScreen, FullScreenOffSets\n{\n DrawImage \"HUD_BASE\", 70, -59;\n\tDrawImage \"HUD_ITE1\", -40, -38;\n\n\tInventoryBarNotVisible\n\t{\n\t DrawImage \"HUD_ITE1\", 152, -38;\n\t\tDrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, 152, -28, 210, -47, Yellow;\n\t}\n\n\tWeaponAmmo \"Mana\"\n {\n\t DrawImage \"CARNA0\", -40, -22;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n//////// HUMANS\n\n\t\tInInventory MarineToken, 1 // Marine\n\t\t{\n DrawImage \"MARISKIN\", 40, -101;\n\t\t DrawString BigFont, Green, \"Marine\", 190, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory RenegadeToken, 1 // Renegade\n\t\t{\n DrawImage \"RENESKIN\", 40, -101;\n\t\t DrawString BigFont, LightBlue, \"Renegade\", 211, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory AvengerToken, 1 // Avenger\n\t\t{\n DrawImage \"AVENSKIN\", 40, -101;\n\t\t DrawString BigFont, White, \"Avenger\", 200, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory AndroidToken, 1 // Android\n\t\t{\n DrawImage \"ANDRSKIN\", 40, -101;\n\t\t DrawString BigFont, Red, \"Android\", 200, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory HuntsmanToken, 1 // Huntsman\n\t\t{\n DrawImage \"HUNTSKIN\", 40, -101;\n\t\t DrawString BigFont, DarkBrown, \"Huntsman\", 211, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Marine\n\t{\n\t IsSelected \"Chainsaw2\"\n {\n\t DrawImage \"ICSAA0\", -40, -22;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"AssaultRifle2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Renegade\n\t{\n IsSelected \"Katana2\"\n {\n\t DrawImage \"ICSAA0\", -40, -22;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"Revolver\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"BAL3A0\", -40, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"AMRVA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Avenger\n\t{\n\t\tIsSelected \"SawThrower\"\n {\n\t DrawImage \"MEAMA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"Demontechrifle\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"DAMGA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"DAMGB0\", -40, -83;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Android\n\t{\n\t\tIsSelected \"ElectricGloves\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1 , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"ICSAB0\", -41, -23;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"ElectricShockRifle\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\t DrawImage \"HUD_ITE1\", -40, -148;\n\n\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -139;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -158, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -158, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t\t\tDrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Huntsman\n\t{\n\t\tIsSelected \"Axe\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1 , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"ICSAA0\", -40, -22;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"Sawedoff\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LC0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\t DrawImage \"HUD_ITE1\", -40, -148;\n\n\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -135;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -158, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -158, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\t}\n\n//////// BOSSES\n\n\t\tInInventory ArchonWeapon, 1 // Archon\n\t\t{\n DrawImage \"ARCHSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGreen, \"Archon\", 190, -81;\n\t\t}\n\n\t\tInInventory MaulWeapon, 1 // Maulotaur\n\t\t{\n DrawImage \"MAULSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkBrown, \"Maulotaur\", 224, -81;\n\t\t}\n\n\t\tInInventory BruiserWeapon, 1 // Bruiser Demon\n\t\t{\n DrawImage \"BRUISKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Bruiser Demon\", 268, -81;\n\t\t}\n\n\t\tInInventory CommandoWeapon, 1 // Commando\n\t\t{\n DrawImage \"COMMSKIN\", 0, -145;\n\t\t DrawString BigFont, Green, \"Commando\", 211, -81;\n\t\t}\n\n\t\tInInventory ArachnophyteWeapon, 1 // Arachnophyte\n\t\t{\n DrawImage \"ARACSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Arachnophyte\", 256, -81;\n\t\t}\n\n\t\tInInventory DeathKnightWeapon, 1 // Death Knight\n\t\t{\n DrawImage \"DEKNSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkRed, \"Death Knight\", 256, -81;\n\t\t}\n\n\t\tInInventory JuggernautWeapon, 1 // Juggernaut\n\t\t{\n DrawImage \"JUGGSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Juggernaut\", 234, -81;\n\t\t}\n\n\t\tInInventory AvatarWeapon, 1 // Avatar\n\t\t{\n DrawImage \"AVATSKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Avatar\", 190, -81;\n\t\t}\n\n\t\tInInventory AnnihilatorWeapon, 1 // Annihilator\n\t\t{\n DrawImage \"ANNISKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Annihilator\", 244, -81;\n\t\t}\n\n\t\tInInventory TchernobogWeapon, 1 // Tchernobog\n\t\t{\n DrawImage \"TCHESKIN\", 0, -145;\n\t\t DrawString BigFont, White, \"Tchernobog\", 233, -81;\n\t\t}\n\n\t\tInInventory MolochWeapon, 1 // Moloch\n\t\t{\n DrawImage \"MOLOSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkRed, \"Moloch\", 190, -81;\n\t\t}\n\n\t\tInInventory AzazelWeapon, 1 // Azazel\n\t\t{\n DrawImage \"AZAZSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGrey, \"Azazel\", 190, -81;\n\t\t}\n\n\t\tInInventory MephistoWeapon, 1 // Mephisto\n\t\t{\n DrawImage \"MEPHSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGrey, \"Mephisto\", 212, -81;\n\t\t}\n\n\t\tInInventory LichWeapon, 1 // Iron Lich\n\t\t{\n DrawImage \"LICHSKIN\", 0, -145;\n\t\t DrawString BigFont, White, \"Iron Lich\", 220, -81;\n\t\t}\n\n\t\tInInventory ArgusWeapon, 1 // Argus\n\t\t{\n DrawImage \"ARGUSKIN\", 0, -145;\n\t\t DrawString BigFont, Blue, \"Argus\", 178, -81;\n\t\t}\n\n\t\tInInventory AngelWeapon, 1 // Angel of Death\n\t\t{\n DrawImage \"AODSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkRed, \"Angel of Death\", 277, -81;\n\t\t}\n\n\t\tInInventory CommanderWeapon, 1 // Assault Commander\n\t\t{\n DrawImage \"ASCOSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkBrown, \"Assault Commander\", 310, -81;\n\t\t}\n\n\t\tInInventory SumoWeapon, 1 // Sumo\n\t\t{\n DrawImage \"SUMOSKIN\", 0, -145;\n\t\t DrawString BigFont, Tan, \"Sumo\", 167, -81;\n\t\t}\n\n\t\tInInventory CentaurWeapon, 1 // Centaur\n\t\t{\n DrawImage \"CENTSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkBrown, \"Centaur\", 199, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"CENSPECI\", 28, -151;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory NosferatuWeapon, 1 // Nosferatu\n\t\t{\n DrawImage \"NOSFSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Nosferatu\", 223, -81;\n\t\t}\n\n\t\tInInventory RazorWeapon, 1 // Razor\n\t\t{\n DrawImage \"RAZOSKIN\", 0, -145;\n\t\t DrawString BigFont, White, \"Razor\", 178, -81;\n\t\t}\n\n\t\tInInventory BlordWeapon, 1 // Battlelord\n\t\t{\n DrawImage \"BTLDSKIN\", 0, -145;\n\t\t DrawString BigFont, Yellow, \"Battlelord\", 233, -81;\n\t\t}\n\n\t\tInInventory DarknessWeapon, 1 // Darkness\n\t\t{\n DrawImage \"DARKSKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Darkness\", 211, -81;\n\t\t}\n\n\t\tInInventory CyberProphetWeapon, 1 // Cyber Prophet\n\t\t{\n DrawImage \"CYPRSKIN\", 0, -145;\n\t\t DrawString BigFont, LightBlue, \"Cyber Prophet\", 266, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"CYPSPECI\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory GuardianWeapon, 1 // Guardian\n\t\t{\n DrawImage \"GUARSKIN\", 0, -145;\n\t\t DrawString BigFont, Green, \"Guardian\", 211, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"GUARSPEC\", 32, -149;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory ThamuzWeapon, 1 // Thamuz\n\t\t{\n DrawImage \"THAMSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGreen, \"Thamuz\", 189, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"THAMSPEC\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory BelfegartWeapon, 1 // Belfegart\n\t\t{\n DrawImage \"BEFESKIN\", 0, -145;\n\t\t DrawString BigFont, Blue, \"Belfegart\", 222, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"BELSPECI\", 24, -155;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory AurelionWeapon, 1 // Aurelion\n\t\t{\n DrawImage \"AURESKIN\", 0, -145;\n\t\t DrawString BigFont, LightBlue, \"Aurelion\", 211, -81;\n\t\t}\n\n\t\tInInventory ArachnoShredderWeapon, 1 // Arachno Shredder\n\t\t{\n DrawImage \"ARSHSKIN\", 0, -145;\n\t\t DrawString BigFont, Green, \"Arachno Shredder\", 300, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"ARACSPEC\", 29, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory MuicifircasWeapon, 1 // Muicifircas\n\t\t{\n DrawImage \"MUCISKIN\", 0, -145;\n\t\t DrawString BigFont, Gold, \"Muicifircas\", 245, -81;\n\t\t}\n\n\t\tInInventory JungerWeapon, 1 // Junger I\n\t\t{\n DrawImage \"JUN1SKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Junger I\", 211, -81;\n\t\t}\n\n\t\tInInventory JungerTwoWeapon, 1 // Junger II\n\t\t{\n DrawImage \"JUN2SKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Junger II\", 222, -81;\n\t\t}\n\n\t\tInInventory HierophantWeapon, 1 // Hierophant\n\t\t{\n DrawImage \"HIERSKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Hierophant\", 233, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"HIERSPEC\", 28, -151;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory GatekeeperWeapon, 1 // Gatekeeper of Hell\n\t\t{\n DrawImage \"GAKESKIN\", 0, -145;\n\t\t DrawString BigFont, Yellow, \"Gatekeeper of Hell\", 322, -81;\n\n\t\t\tInInventory GatekeeperSwitch, 1\n\t\t {\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"GA2SPECI\", 29, -152;\n\t\t DrawString BigFont, LightBlue, \"Available\", 173, -147;\n\t\t }\n\n\t\t\tInInventory not GatekeeperSwitch, 1\n\t\t {\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"GA1SPECI\", 29, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t }\n\t\t}\n\n\t\tInInventory BormerethWeapon, 1 // Bormereth\n\t\t{\n DrawImage \"BORMSKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Bormereth\", 222, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"MACESPEC\", 28, -160;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory KriegerWeapon, 1 // Krieger\n\t\t{\n DrawImage \"KRGRSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Krieger\", 200, -81;\n\t\t}\n\n\t\tInInventory HellSmithWeapon, 1 // HellSmith\n\t\t{\n DrawImage \"HESMSKIN\", 0, -144;\n\t\t DrawString BigFont, Orange, \"HellSmith\", 223, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"HESMSPEC\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory OCSWeapon, 1 // OCS\n\t\t{\n DrawImage \"OCSSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Omega Cerebral\", 277, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"OCSPECI\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\tDrawNumber 2147483647, HUDFONT_DOOM, DarkGrey, Health, DrawShadow, 135, -113, 0;\n DrawNumber 2147483647, HUDFONT_DOOM, Green, Health, WhenNotZero, DrawShadow, 135, -113, 0, Red, 30, Green, 31;\n}\n\nStatusBar Normal, FullScreenOffSets\n{\n DrawImage \"HUD_BASE\", 70, -59;\n\tDrawImage \"HUD_ITE1\", -40, -38;\n\n\tInventoryBarNotVisible\n\t{\n\t DrawImage \"HUD_ITE1\", 152, -38;\n\t\tDrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, 152, -28, 210, -47, Yellow;\n\t}\n\n\tWeaponAmmo \"Mana\"\n {\n\t DrawImage \"CARNA0\", -40, -22;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n//////// HUMANS\n\n\t\tInInventory MarineToken, 1 // Marine\n\t\t{\n DrawImage \"MARISKIN\", 40, -101;\n\t\t DrawString BigFont, Green, \"Marine\", 190, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory RenegadeToken, 1 // Renegade\n\t\t{\n DrawImage \"RENESKIN\", 40, -101;\n\t\t DrawString BigFont, LightBlue, \"Renegade\", 211, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory AvengerToken, 1 // Avenger\n\t\t{\n DrawImage \"AVENSKIN\", 40, -101;\n\t\t DrawString BigFont, White, \"Avenger\", 200, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory AndroidToken, 1 // Android\n\t\t{\n DrawImage \"ANDRSKIN\", 40, -101;\n\t\t DrawString BigFont, Red, \"Android\", 200, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n\t\tInInventory HuntsmanToken, 1 // Huntsman\n\t\t{\n DrawImage \"HUNTSKIN\", 40, -101;\n\t\t DrawString BigFont, DarkBrown, \"Huntsman\", 211, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage ArmorIcon, 41, -131, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 98, -149, 0, Red, 30, Green, 31;\n\t\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Marine\n\t{\n\t IsSelected \"Chainsaw2\"\n {\n\t DrawImage \"ICSAA0\", -40, -22;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"AssaultRifle2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Renegade\n\t{\n IsSelected \"Katana2\"\n {\n\t DrawImage \"ICSAA0\", -40, -22;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"Revolver\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"BAL3A0\", -40, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"AMRVA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Avenger\n\t{\n\t\tIsSelected \"SawThrower\"\n {\n\t DrawImage \"MEAMA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t IsSelected \"Demontechrifle\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"DAMGA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"DAMGB0\", -40, -83;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Android\n\t{\n\t\tIsSelected \"ElectricGloves\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1 , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"ICSAB0\", -41, -23;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"ElectricShockRifle\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\t DrawImage \"HUD_ITE1\", -40, -148;\n\n\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -139;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -158, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -158, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t\t\tDrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"AMHKA0\", -40, -85;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Hooks\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Hooks\" , DrawShadow, -75, -102, 0;\n }\n\t}\n\n///////////////////////////////////////////////////////////////////////////////\n\n\tPlayerClass Huntsman\n\t{\n\t\tIsSelected \"Axe\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1 , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"ICSAA0\", -40, -22;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n }\n\n\t IsSelected \"FlameSword2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMS2A0\", -41, -27;\n\t\t DrawString HUDFONT_DOOM, White, \"--\", -73, -47;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"Pistol2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t IsSelected \"Sawedoff\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LC0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo2 , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Shotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t DrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SuperShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Minigun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"UltraShotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Riotgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\t DrawImage \"HUD_ITE1\", -40, -148;\n\n\t DrawImage \"SH2LA0\", -40, -88;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Shell2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Shell2\" , DrawShadow, -75, -102, 0;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -135;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -158, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -158, 0;\n }\n\n\t\tIsSelected \"QuadShotgun\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SH2LA0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"M60b\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"RLCLA0\", -41, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RocketLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"GrenadeLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"CometLauncher2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SCINA0\", -39, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RPlasmaRifle2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RDualPlasmaGun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"RRailgun2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Vindicator2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"PCELD0\", -40, -33;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EFG90002\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"MISPC0\", -41, -24;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FlameThrower2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"FREZN0\", -41, -32;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"ImpalerXBow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"CBWAA0\", -41, -28;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"EtheralCrossbow2\"\n {\n\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMC2A0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"FrostFang2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"EICEI0\", -44, -45;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"SkullStaff2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"SKLIA0\", -41, -30;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\n\t\tIsSelected \"Hell's Maw2\"\n {\n\t\t DrawImage \"HUD_ITE1\", -40, -93;\n\n\t DrawImage \"AMM1A0\", -40, -31;\n\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -75, -47, 0;\n DrawNumber 3, HUDFONT_DOOM, White, Ammo1, DrawShadow, -75, -47, 0;\n\n\t\t\tDrawImage \"PGRND0\", -40, -80;\n\t\t DrawNumber 3, HUDFONT_DOOM, DarkGrey, \"Grenade2\", DrawShadow, -75, -102, 0;\n DrawNumber 3, HUDFONT_DOOM, White, \"Grenade2\" , DrawShadow, -75, -102, 0;\n }\n\t}\n\n//////// BOSSES\n\n\t\tInInventory ArchonWeapon, 1 // Archon\n\t\t{\n DrawImage \"ARCHSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGreen, \"Archon\", 190, -81;\n\t\t}\n\n\t\tInInventory MaulWeapon, 1 // Maulotaur\n\t\t{\n DrawImage \"MAULSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkBrown, \"Maulotaur\", 224, -81;\n\t\t}\n\n\t\tInInventory BruiserWeapon, 1 // Bruiser Demon\n\t\t{\n DrawImage \"BRUISKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Bruiser Demon\", 268, -81;\n\t\t}\n\n\t\tInInventory CommandoWeapon, 1 // Commando\n\t\t{\n DrawImage \"COMMSKIN\", 0, -145;\n\t\t DrawString BigFont, Green, \"Commando\", 211, -81;\n\t\t}\n\n\t\tInInventory ArachnophyteWeapon, 1 // Arachnophyte\n\t\t{\n DrawImage \"ARACSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Arachnophyte\", 256, -81;\n\t\t}\n\n\t\tInInventory DeathKnightWeapon, 1 // Death Knight\n\t\t{\n DrawImage \"DEKNSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkRed, \"Death Knight\", 256, -81;\n\t\t}\n\n\t\tInInventory JuggernautWeapon, 1 // Juggernaut\n\t\t{\n DrawImage \"JUGGSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Juggernaut\", 234, -81;\n\t\t}\n\n\t\tInInventory AvatarWeapon, 1 // Avatar\n\t\t{\n DrawImage \"AVATSKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Avatar\", 190, -81;\n\t\t}\n\n\t\tInInventory AnnihilatorWeapon, 1 // Annihilator\n\t\t{\n DrawImage \"ANNISKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Annihilator\", 244, -81;\n\t\t}\n\n\t\tInInventory TchernobogWeapon, 1 // Tchernobog\n\t\t{\n DrawImage \"TCHESKIN\", 0, -145;\n\t\t DrawString BigFont, White, \"Tchernobog\", 233, -81;\n\t\t}\n\n\t\tInInventory MolochWeapon, 1 // Moloch\n\t\t{\n DrawImage \"MOLOSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkRed, \"Moloch\", 190, -81;\n\t\t}\n\n\t\tInInventory AzazelWeapon, 1 // Azazel\n\t\t{\n DrawImage \"AZAZSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGrey, \"Azazel\", 190, -81;\n\t\t}\n\n\t\tInInventory MephistoWeapon, 1 // Mephisto\n\t\t{\n DrawImage \"MEPHSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGrey, \"Mephisto\", 212, -81;\n\t\t}\n\n\t\tInInventory LichWeapon, 1 // Iron Lich\n\t\t{\n DrawImage \"LICHSKIN\", 0, -145;\n\t\t DrawString BigFont, White, \"Iron Lich\", 220, -81;\n\t\t}\n\n\t\tInInventory ArgusWeapon, 1 // Argus\n\t\t{\n DrawImage \"ARGUSKIN\", 0, -145;\n\t\t DrawString BigFont, Blue, \"Argus\", 178, -81;\n\t\t}\n\n\t\tInInventory AngelWeapon, 1 // Angel of Death\n\t\t{\n DrawImage \"AODSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkRed, \"Angel of Death\", 277, -81;\n\t\t}\n\n\t\tInInventory CommanderWeapon, 1 // Assault Commander\n\t\t{\n DrawImage \"ASCOSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkBrown, \"Assault Commander\", 310, -81;\n\t\t}\n\n\t\tInInventory SumoWeapon, 1 // Sumo\n\t\t{\n DrawImage \"SUMOSKIN\", 0, -145;\n\t\t DrawString BigFont, Tan, \"Sumo\", 167, -81;\n\t\t}\n\n\t\tInInventory CentaurWeapon, 1 // Centaur\n\t\t{\n DrawImage \"CENTSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkBrown, \"Centaur\", 199, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"CENSPECI\", 28, -151;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory NosferatuWeapon, 1 // Nosferatu\n\t\t{\n DrawImage \"NOSFSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Nosferatu\", 223, -81;\n\t\t}\n\n\t\tInInventory RazorWeapon, 1 // Razor\n\t\t{\n DrawImage \"RAZOSKIN\", 0, -145;\n\t\t DrawString BigFont, White, \"Razor\", 178, -81;\n\t\t}\n\n\t\tInInventory BlordWeapon, 1 // Battlelord\n\t\t{\n DrawImage \"BTLDSKIN\", 0, -145;\n\t\t DrawString BigFont, Yellow, \"Battlelord\", 233, -81;\n\t\t}\n\n\t\tInInventory DarknessWeapon, 1 // Darkness\n\t\t{\n DrawImage \"DARKSKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Darkness\", 211, -81;\n\t\t}\n\n\t\tInInventory CyberProphetWeapon, 1 // Cyber Prophet\n\t\t{\n DrawImage \"CYPRSKIN\", 0, -145;\n\t\t DrawString BigFont, LightBlue, \"Cyber Prophet\", 266, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"CYPSPECI\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory GuardianWeapon, 1 // Guardian\n\t\t{\n DrawImage \"GUARSKIN\", 0, -145;\n\t\t DrawString BigFont, Green, \"Guardian\", 211, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"GUARSPEC\", 32, -149;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory ThamuzWeapon, 1 // Thamuz\n\t\t{\n DrawImage \"THAMSKIN\", 0, -145;\n\t\t DrawString BigFont, DarkGreen, \"Thamuz\", 189, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"THAMSPEC\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory BelfegartWeapon, 1 // Belfegart\n\t\t{\n DrawImage \"BEFESKIN\", 0, -145;\n\t\t DrawString BigFont, Blue, \"Belfegart\", 222, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"BELSPECI\", 24, -155;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory AurelionWeapon, 1 // Aurelion\n\t\t{\n DrawImage \"AURESKIN\", 0, -145;\n\t\t DrawString BigFont, LightBlue, \"Aurelion\", 211, -81;\n\t\t}\n\n\t\tInInventory ArachnoShredderWeapon, 1 // Arachno Shredder\n\t\t{\n DrawImage \"ARSHSKIN\", 0, -145;\n\t\t DrawString BigFont, Green, \"Arachno Shredder\", 300, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"ARACSPEC\", 29, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory MuicifircasWeapon, 1 // Muicifircas\n\t\t{\n DrawImage \"MUCISKIN\", 0, -145;\n\t\t DrawString BigFont, Gold, \"Muicifircas\", 245, -81;\n\t\t}\n\n\t\tInInventory JungerWeapon, 1 // Junger I\n\t\t{\n DrawImage \"JUN1SKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Junger I\", 211, -81;\n\t\t}\n\n\t\tInInventory JungerTwoWeapon, 1 // Junger II\n\t\t{\n DrawImage \"JUN2SKIN\", 0, -145;\n\t\t DrawString BigFont, Black, \"Junger II\", 222, -81;\n\t\t}\n\n\t\tInInventory HierophantWeapon, 1 // Hierophant\n\t\t{\n DrawImage \"HIERSKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Hierophant\", 233, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"HIERSPEC\", 28, -151;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory GatekeeperWeapon, 1 // Gatekeeper of Hell\n\t\t{\n DrawImage \"GAKESKIN\", 0, -145;\n\t\t DrawString BigFont, Yellow, \"Gatekeeper of Hell\", 322, -81;\n\n\t\t\tInInventory GatekeeperSwitch, 1\n\t\t {\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"GA2SPECI\", 29, -152;\n\t\t DrawString BigFont, LightBlue, \"Available\", 173, -147;\n\t\t }\n\n\t\t\tInInventory not GatekeeperSwitch, 1\n\t\t {\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"GA1SPECI\", 29, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t }\n\t\t}\n\n\t\tInInventory BormerethWeapon, 1 // Bormereth\n\t\t{\n DrawImage \"BORMSKIN\", 0, -145;\n\t\t DrawString BigFont, Orange, \"Bormereth\", 222, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"MACESPEC\", 28, -160;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory KriegerWeapon, 1 // Krieger\n\t\t{\n DrawImage \"KRGRSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Krieger\", 200, -81;\n\t\t}\n\n\t\tInInventory EmperorWeapon, 1 // Emperor\n\t\t{\n DrawImage \"EMPESKIN\", 0, -144;\n\t\t DrawString BigFont, Yellow, \"Emperor\", 199, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"EMPESPEC\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory HellSmithWeapon, 1 // HellSmith\n\t\t{\n DrawImage \"HESMSKIN\", 0, -144;\n\t\t DrawString BigFont, Orange, \"HellSmith\", 223, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"HESMSPEC\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\t\tInInventory OCSWeapon, 1 // OCS\n\t\t{\n DrawImage \"OCSSKIN\", 0, -145;\n\t\t DrawString BigFont, Red, \"Omega Cerebral\", 277, -81;\n\n\t DrawImage \"HUD_ITE1\", 40, -140;\n DrawImage \"OCSPECI\", 28, -152;\n\t\t DrawString BigFont, White, \"Available\", 173, -147;\n\t\t}\n\n\tDrawNumber 2147483647, HUDFONT_DOOM, DarkGrey, Health, DrawShadow, 135, -113, 0;\n DrawNumber 2147483647, HUDFONT_DOOM, Green, Health, WhenNotZero, DrawShadow, 135, -113, 0, Red, 30, Green, 31;\n}\n\nstatusbar inventory, fullscreenoffsets\n{\n\tdrawinventorybar Doom, translucent, 7, INDEXFONT, -503+center, -53;\n}\n\nstatusbar inventoryfullscreen, fullscreenoffsets\n{\n\tdrawinventorybar Doom, translucent, 7, INDEXFONT, -503+center, -53;\n}"
},
{
"source": "pk3",
"name": "FontDefs.txt",
"contents": "SmallFont\n{\n Template NFONT%03d\n}\n\nHexenFont\n{\n base 33\n first 33\n count 59\n template HEXF%03d\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Marine.txt",
"contents": "//===========================================================================\n//\n// Marine\n//\n//===========================================================================\n\nACTOR \"Marine\" : PlayerPawn Replaces rDoomPlayer\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.SoundClass \"Roman\"\n\tPlayer.StartItem \"ClassID\", 1\n\tPlayer.StartItem \"MarineToken\", 1\n\tPlayer.StartItem \"BlueArmor2b\", 1\n\tPlayer.StartItem \"HealthBackpack\", 100\n\tPlayer.StartItem \"AssaultRifle2\", 1\n\tPlayer.StartItem \"Clip2\", 150\n\tPlayer.StartItem \"StartChainsaw\", 1\n\tPlayer.StartItem \"Chainsaw2\", 1\n DamageFactor \"Player\", 0\n\tPlayer.ForwardMove 1.02\n\tPlayer.SideMove 1.02\n Player.WeaponSlot 1, \"Chainsaw2\"\n Player.WeaponSlot 2, \"AssaultRifle2\"\n\tPlayer.ColorRange 112, 127\n\tStates\n\t{\n\tSpawn:\n\t\tMARI A -1\n\t\tLoop\n\tSee:\n\t\tMARI ABCD 5\n\t\tLoop\n\tMissile:\n\t\tMARI E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tMARI F 5 Bright\n\t\tGoto Missile\n\tPain:\n\t\tMARI G 4\n\t\tMARI G 4 A_Pain\n\t\tGoto Spawn\n\tPain.WhirlWind:\n MARI G 2\n TNT1 A 0 ThrustThing(random(0, 360)*256/360, random(-8, 8), 0, 0)\n TNT1 A 0 ThrustThingZ(0, random(0, 4), random(0,1), 1)\n TNT1 A 0 A_SetAngle(angle+random(-1,1)*random(25,50))\n TNT1 A 0 A_SetBlend(\"10 10 10\", 0.6, 24)\n Goto Pain\n Pain.DeathKnightStun:\n MARI G 2\n TNT1 A 0 acs_executealways(616, 0, 30)\n Goto Pain\n Pain.DeathKnightAssassinate:\n MARI G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 a_takeinventory(\"armor\", 200)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t TNT1 A 0 SetPlayerProperty(0, 1, 4)\n\t TNT1 A 0 A_SetGravity(0.75)\n TNT1 A 0 ThrustThingZ(0, 64, 0, 0)\n\t TNT1 A 0 a_spawnitemex(\"deathknightassassinate2\")\n Goto Pain\n Pain.DeathKnightDash:\n MARI G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 acs_execute(618, 0)\n Goto Pain\n\tDeath:\n\t\tMARI H 10 A_PlayerScream\n\t\tTNT1 H 0 A_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 55)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 200)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 150)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n\t\tMARI I 10\n\t\tMARI J 10 A_NoBlocking\n\t\tMARI KLM 10\n\t\tMARI N -1\n\t\tStop\n XDeath:\n\t MARI G 2 A_XScream\n\t TNT1 AAAAAA 0 A_CustomMissile(\"CeilBloodLauncherLong\",0,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath2\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath3\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath4\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath5\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SuperWallRedBlood\",40,0,Random(0,360),2,Random(-5,5))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"Instestin\",32,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBlood\",35,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"SuperGoreSpawner\",32,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 A -1\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Renegade.txt",
"contents": "//===========================================================================\n//\n// Renegade\n//\n//===========================================================================\n\nACTOR \"Renegade\" : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tDamageFactor \"Normal\", 1.10\n\tDamageFactor \"Boss\", 1.10\n\tDamageFactor \"Fire\", 1.10\n\tDamageFactor \"Ice\", 1.10\n\tPlayer.DisplayName \"Renegade\"\n\tPlayer.SoundClass \"Robert\"\n\tPlayer.StartItem \"ClassID\", 2\n\tPlayer.StartItem \"RenegadeToken\", 1\n\tPlayer.StartItem \"Steroids\", 100\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"Revolver\", 1\n\tPlayer.StartItem \"Katana2\", 1\n\tPlayer.StartItem \"Clip3\", 50\n\tPlayer.StartItem \"Cartridges\", 6\n DamageFactor \"Player\", 0\n\tPlayer.ForwardMove 1.04\n\tPlayer.SideMove 1.04\n Player.WeaponSlot 1, \"Katana2\"\n Player.WeaponSlot 2, \"Revolver\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.JumpZ 13\n\tScale 1.01\n\tStates\n\t{\n\tSpawn:\n\t\tRENE A -1\n\t\tLoop\n\tSee:\n\t\tRENE ABCD 5\n\t\tLoop\n\tMissile:\n\t\tRENE E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tRENE F 5 Bright\n\t\tGoto Missile\n\tPain:\n\t\tRENE G 4\n\t\tRENE G 4 A_Pain\n\t\tGoto Spawn\n\tPain.WhirlWind:\n RENE G 2\n TNT1 A 0 ThrustThing(random(0, 360)*256/360, random(-8, 8), 0, 0)\n TNT1 A 0 ThrustThingZ(0, random(0, 4), random(0,1), 1)\n TNT1 A 0 A_SetAngle(angle+random(-1,1)*random(25,50))\n TNT1 A 0 A_SetBlend(\"10 10 10\", 0.6, 24)\n Goto Pain\n Pain.DeathKnightStun:\n RENE G 2\n TNT1 A 0 acs_executealways(616, 0, 30)\n Goto Pain\n Pain.DeathKnightAssassinate:\n RENE G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 a_takeinventory(\"armor\", 200)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t TNT1 A 0 SetPlayerProperty(0, 1, 4)\n\t TNT1 A 0 A_SetGravity(0.75)\n TNT1 A 0 ThrustThingZ(0, 64, 0, 0)\n\t TNT1 A 0 a_spawnitemex(\"deathknightassassinate2\")\n Goto Pain\n Pain.DeathKnightDash:\n RENE G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 acs_execute(618, 0)\n Goto Pain\n\tDeath:\n\t\tRENE H 5 A_PlayerScream\n RENE I 5\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 55)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 200)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 150)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n RENE J 5 A_NoBlocking\n RENE KL 5\n RENE M -1\n Stop\n\tXDeath:\n\t RENE G 2 A_XScream\n\t TNT1 AAAAAA 0 A_CustomMissile(\"CeilBloodLauncherLong\",0,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath2\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath3\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath4\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath5\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SuperWallRedBlood\",40,0,Random(0,360),2,Random(-5,5))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"Instestin\",32,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBlood\",35,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"SuperGoreSpawner\",32,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Avenger.txt",
"contents": "//===========================================================================\n//\n// Avenger\n//\n//===========================================================================\n\nACTOR \"Avenger\" : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tDamageFactor \"Normal\", 1.125\n\tDamageFactor \"Boss\", 1.125\n\tDamageFactor \"Fire\", 1.125\n\tDamageFactor \"Ice\", 1.125\n\tPlayer.DisplayName \"Avenger\"\n\tPlayer.SoundClass \"Jack\"\n\tPlayer.StartItem \"ClassID\", 3\n\tPlayer.StartItem \"AvengerToken\", 1\n\tPlayer.StartItem \"AvengerSpeed\", 1\n\tPlayer.StartItem \"DemonTechRifle\", 1\n\tPlayer.StartItem \"DemonCharge\", 50\n\tPlayer.StartItem \"DemonAmmoBox\", 200\n\tPlayer.StartItem \"SawThrower\", 1\n\tPlayer.StartItem \"SawAmmo\", 50\n DamageFactor \"Player\", 0\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n Player.WeaponSlot 1, \"SawThrower\"\n Player.WeaponSlot 2, \"DemonTechRifle\"\n\tPlayer.ColorRange 112, 127\n\tStates\n\t{\n\tSpawn:\n\t\tAVEN A -1\n\t\tLoop\n\tSee:\n\t\tAVEN ABCD 5\n\t\tLoop\n\tMissile:\n\t\tAVEN E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tAVEN F 5 Bright\n\t\tGoto Missile\n\tPain:\n\t\tAVEN G 4\n\t\tAVEN G 4 A_Pain\n\t\tGoto Spawn\n\tPain.WhirlWind:\n AVEN G 2\n TNT1 A 0 ThrustThing(random(0, 360)*256/360, random(-8, 8), 0, 0)\n TNT1 A 0 ThrustThingZ(0, random(0, 4), random(0,1), 1)\n TNT1 A 0 A_SetAngle(angle+random(-1,1)*random(25,50))\n TNT1 A 0 A_SetBlend(\"10 10 10\", 0.6, 24)\n Goto Pain\n Pain.DeathKnightStun:\n AVEN G 2\n TNT1 A 0 acs_executealways(616, 0, 30)\n Goto Pain\n Pain.DeathKnightAssassinate:\n AVEN G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 a_takeinventory(\"armor\", 200)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t TNT1 A 0 SetPlayerProperty(0, 1, 4)\n\t TNT1 A 0 A_SetGravity(0.75)\n TNT1 A 0 ThrustThingZ(0, 64, 0, 0)\n\t TNT1 A 0 a_spawnitemex(\"deathknightassassinate2\")\n Goto Pain\n Pain.DeathKnightDash:\n AVEN G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 acs_execute(618, 0)\n Goto Pain\n\tDeath:\n\t\tAVEN H 10 A_PlayerScream\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 55)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 200)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 150)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n\t\tAVEN I 10\n\t\tAVEN J 10 A_NoBlocking\n\t\tAVEN KLM 10\n\t\tAVEN N -1\n Stop\n\tXDeath:\n\t AVEN G 2 A_XScream\n\t TNT1 AAAAAA 0 A_CustomMissile(\"CeilBloodLauncherLong\",0,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath2\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath3\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath4\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath5\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SuperWallRedBlood\",40,0,Random(0,360),2,Random(-5,5))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"Instestin\",32,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBlood\",35,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"SuperGoreSpawner\",32,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR AvengerSpeed : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Duration 0x7FFFFFFF\n Powerup.Color \"00 00 00\", 0.0\n Powerup.Type \"Speed\"\n Speed 0.85\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Spawn:\n TNT1 A 6\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Android.txt",
"contents": "//===========================================================================\n//\n// Android\n//\n//===========================================================================\n\nACTOR \"Android\" : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.DisplayName \"Android\"\n\tPlayer.SoundClass \"Arnold\"\n\tPlayer.StartItem \"ClassID\", 4\n\tPlayer.StartItem \"AndroidToken\", 1\n\tPlayer.StartItem \"ElectricShockRifle\", 1\n\tPlayer.StartItem \"Cell2\", 300\n\tPlayer.StartItem \"ElectricGloves\", 1\n\tPlayer.StartItem \"Hooks\", 10\n\tPlayer.StartItem \"RiotMode\", 1\n DamageFactor \"Player\", 0\n\tPlayer.ForwardMove 0.95\n\tPlayer.SideMove 0.95\n Player.WeaponSlot 1, \"ElectricGloves\"\n Player.WeaponSlot 2, \"ElectricShockRifle\"\n\tPlayer.ColorRange 112, 127\n\tScale 0.76\n\tStates\n\t{\n\tSpawn:\n\t\tANDR A -1\n\t\tLoop\n\tSee:\n\t\tANDR ABCDEF 4\n\t\tLoop\n\tMissile:\n\t\tANDR G 12\n\t\tGoto Spawn\n\tMelee:\n\t\tANDR H 5 Bright\n\t\tGoto Missile\n\tPain:\n\t\tANDR I 4\n\t\tANDR I 4 A_Pain\n\t\tGoto Spawn\n\tPain.WhirlWind:\n ANDR I 2\n TNT1 A 0 ThrustThing(random(0, 360)*256/360, random(-8, 8), 0, 0)\n TNT1 A 0 ThrustThingZ(0, random(0, 4), random(0,1), 1)\n TNT1 A 0 A_SetAngle(angle+random(-1,1)*random(25,50))\n TNT1 A 0 A_SetBlend(\"10 10 10\", 0.6, 24)\n Goto Pain\n Pain.DeathKnightStun:\n ANDR I 2\n TNT1 A 0 acs_executealways(616, 0, 30)\n Goto Pain\n Pain.DeathKnightAssassinate:\n ANDR I 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 a_takeinventory(\"armor\", 200)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t TNT1 A 0 SetPlayerProperty(0, 1, 4)\n\t TNT1 A 0 A_SetGravity(0.75)\n TNT1 A 0 ThrustThingZ(0, 64, 0, 0)\n\t TNT1 A 0 a_spawnitemex(\"deathknightassassinate2\")\n Goto Pain\n Pain.DeathKnightDash:\n ANDR I 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 acs_execute(618, 0)\n Goto Pain\n\tDeath:\n\t\tANDR J 10 A_PlayerScream\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 55)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 200)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 150)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n\t\tANDR K 9\n\t\tANDR L 8 A_NoBlocking\n\t\tANDR M 7\n\t\tANDR N -1\n\t\tStop\n\tXDeath:\n\t ANDR I 2 A_XScream\n\t TNT1 AAAAAA 0 A_CustomMissile(\"CeilBloodLauncherLong\",0,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath2\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath3\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath4\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath5\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SuperWallRedBlood\",40,0,Random(0,360),2,Random(-5,5))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"Instestin\",32,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBlood\",35,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"SuperGoreSpawner\",32,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Huntsman.txt",
"contents": "//===========================================================================\n//\n// Huntsman\n//\n//===========================================================================\n\nACTOR \"Huntsman\" : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tDamageFactor \"Normal\", 1.05\n\tDamageFactor \"Boss\", 1.05\n\tDamageFactor \"Fire\", 1.05\n\tDamageFactor \"Ice\", 1.05\n\tPlayer.DisplayName \"Huntsman\"\n\tPlayer.SoundClass \"Jerico\"\n\tPlayer.StartItem \"ClassID\", 5\n\tPlayer.StartItem \"HuntsmanToken\", 1\n\tPlayer.StartItem \"HuntsmanGhost\", 1\n\tPlayer.StartItem \"Sawedoff\", 1\n\tPlayer.StartItem \"Shell3\", 50\n\tPlayer.StartItem \"Axe\", 1\n\tPlayer.StartItem \"Grenade2\", 20\n\tPlayer.StartItem \"RiotMode\", 1\n DamageFactor \"Player\", 0\n\tPlayer.ForwardMove 0.98\n\tPlayer.SideMove 0.98\n Player.WeaponSlot 1, \"Axe\"\n\tPlayer.WeaponSlot 2, \"Sawedoff\"\n\tPlayer.ColorRange 112, 127\n\tScale 0.92\n\tStates\n\t{\n\tSpawn:\n\t\tHUNT A -1\n\t\tLoop\n\tSee:\n\t\tHUNT ABCD 5\n\t\tLoop\n\tMissile:\n\t\tHUNT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tHUNT F 5 Bright\n\t\tGoto Missile\n\tPain:\n\t\tHUNT G 4\n\t\tHUNT G 4 A_Pain\n\t\tGoto Spawn\n\tPain.WhirlWind:\n HUNT G 2\n TNT1 A 0 ThrustThing(random(0, 360)*256/360, random(-8, 8), 0, 0)\n TNT1 A 0 ThrustThingZ(0, random(0, 4), random(0,1), 1)\n TNT1 A 0 A_SetAngle(angle+random(-1,1)*random(25,50))\n TNT1 A 0 A_SetBlend(\"10 10 10\", 0.6, 24)\n Goto Pain\n Pain.DeathKnightStun:\n HUNT G 2\n TNT1 A 0 acs_executealways(616, 0, 30)\n Goto Pain\n Pain.DeathKnightAssassinate:\n HUNT G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 a_takeinventory(\"armor\", 200)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t TNT1 A 0 SetPlayerProperty(0, 1, 4)\n\t TNT1 A 0 A_SetGravity(0.75)\n TNT1 A 0 ThrustThingZ(0, 64, 0, 0)\n\t TNT1 A 0 a_spawnitemex(\"deathknightassassinate2\")\n Goto Pain\n Pain.DeathKnightDash:\n HUNT G 2\n\t TNT1 A 0 acs_terminate(616, 0)\n\t TNT1 A 0 acs_execute(618, 0)\n Goto Pain\n\tDeath:\n\t\tHUNT H 5 A_PlayerScream\n\t\tHUNT I 5\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 55)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 255)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 200)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 150)\n\t\tTNT1 H 0 a_spawnitemex(\"StimPack2C\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n\t\tHUNT J 5 A_NoBlocking\n\t\tHUNT KLM 5\n\t\tHUNT N -1\n\t\tStop\n\tXDeath:\n\t HUNT G 2 A_XScream\n\t TNT1 AAAAAA 0 A_CustomMissile(\"CeilBloodLauncherLong\",0,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath2\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath3\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath4\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath5\",32,0,Random(0,360),2,Random(0,160))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SuperWallRedBlood\",40,0,Random(0,360),2,Random(-5,5))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"Instestin\",32,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBlood\",35,0,Random(0,360),2,Random(0,160))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"SuperGoreSpawner\",32,0,Random(0,360),2,Random(50,130))\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Lich.txt",
"contents": "ACTOR Whirlwind2 : Whirlwind Replaces LichWind\n{\n\tRadius 25\n\tHeight 65\n\tSpeed 25\n\tDamage 3\n\tDamageType \"WhirlWind\"\n\tProjectile\n\t+SEEKERMISSILE\n\t+EXPLOCOUNT\n\t+StepMissile\n\t+RIPPER\n\t+LOOKALLAROUND\n\t+HEXENBOUNCE\n\t+SHOOTABLE\n +NODAMAGE\n +REFLECTIVE\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)\n TNT1 A 0 A_LookEx(0,0,0,0,0,\"Acquired\")\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)\n Goto Idle\n Acquired:\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)\n Goto Idle\n\tIdle:\n\t\tFX07 DEFG 3 A_SeekerMissile(60,85,SMF_PRECISE,256)\n\t\tFX07 ABC 3 A_WhirlwindSeek\n\t\tGoto Idle+4\n\tDeath:\n\t\tFX07 GFED 4\n\t\tStop\n\t}\n}\n\nACTOR LichPlayer : PlayerPawn\n{\n Health 1200\n\tRadius 32\n\tHeight 72\n\tMass 1000\n Player.forwardmove 0.85\n Player.MaxHealth 24000\n Player.sidemove 0.85\n Scale 1.06\n Player.Jumpz 6\n maxStepHeight 44\n Player.ViewHeight 72\n Player.DisplayName \"Lich\"\n Player.SoundClass \"Lich\"\n Player.MorphWeapon \"LichWeapon0\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n limitedtoteam 1\n painchance 128\n\tPainSound \"Lich/Pain\"\n SEESOUND \"Lich/See\"\n\t+NOBLOOD\n\t+NOSKIN\n\t+DONTTRANSLATE\n\t+NOTARGET\n -PICKUP\n states\n{\n\tSpawn:\n\t\tLICH A 8 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tSee:\n\t TNT1 A 0 SetPlayerProperty(0, 1, 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LichActCount\", 64, \"MakeNoise\")\n\t\tLICH A 10\n\t\tTNT1 A 0 A_GiveInventory(\"LichActCount\", 1)\n\t\tLICH A 10\n\t\tTNT1 A 0 A_GiveInventory(\"LichActCount\", 1)\n\t\tLoop\n\tPain:\n\t\tTNT1 A 0 A_Pain\n\t\tLICH A 8\n\tGoto Spawn\n\tMakeNoise:\n\t\tTNT1 A 0 A_TakeInventory(\"LichActCount\", 999)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Lich/See\", 6)\n\t\tLICH A 1\n\tGoto See\n\t Missile:\n\t\tTNT1 A 0 A_GiveInventory(\"LichActCount\", 2)\n\t\tLICH B 10 bright\n\t\tGoto Spawn\n\t Death:\n\t\tTNT1 AA 0 A_PlaySoundEx(\"Lich/Die\", CHAN_BODY)\n\t\tTNT1 A 0 A_Stop\n\t\tLICH A 1 A_SpawnItem(\"LichDeath\")\n\t\tTNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t\tNULL A 0 a_givetotarget(\"reward\", 1)\n\t BLAN A -1\n\t Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Argus.txt",
"contents": "ACTOR ArgusPlayer : PlayerPawn\n{\n Health 20000\n\tRadius 28\n\tHeight 48\n\tMass 800\n Player.forwardmove 0.8\n Player.MaxHealth 20000\n Player.sidemove 0.8\n Scale 1.11\n Player.Jumpz 8\n Player.ViewHeight 56\n Player.DisplayName \"Argus\"\n Player.SoundClass \"Argus\"\n Player.MorphWeapon \"ArgusWeapon0\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n DamageFactor Slime, 0\n limitedtoteam 1\n painchance 144\n\tPainSound \"Argus/Pain\"\n SEESOUND \"Argus/See\"\n DEATHSOUND \"Argus/Die\"\n\t+NOSKIN\n\t+DONTTRANSLATE\n -PICKUP\n +NOTARGET\n states\n{\n\tSpawn:\n\t\tTHOR M 10 SetPlayerProperty(0, 1, 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997, 0, 1)\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArgusActCount\", 64, \"MakeNoise\")\n\t\tTHOR MN 5 SetPlayerProperty(0, 1, 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ArgusActCount\", 1)\n\t\tTHOR OP 5\n\t\tTNT1 A 0 A_GiveInventory(\"ArgusActCount\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"LightningBallC1\",200,0,0,2,0)\n\t\tTNT1 A 0 A_CustomMissile(\"LightningBallC2\",200,0,180,2,0)\n\t\tLoop\n\tPain:\n\t\tTNT1 A 0 A_Pain\n\t\tTHOR Q 8\n\tGoto Spawn\n\tMakeNoise:\n\t\tTNT1 A 0 A_TakeInventory(\"ArgusActCount\", 999)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Argus/Act\", 6)\n\t\tTHOR M 1\n\tGoto See\n\t Missile:\n\t\tTHOR M 1 A_JumpIfInventory(\"UsingHeal\", 1, \"Healing\")\n\t\tGoto Spawn\n\t Melee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingHeal\", 1, \"Healing\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingThunder\", 1, \"Thunder\")\n\t\tTNT1 A 0 A_GiveInventory(\"ArgusActCount\", 2)\n\t\tTHOR R 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingThunder\", 1, \"Thunder\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingHeal\", 1, \"Healing\")\n\t\tTHOR RRRRR 1 Bright A_JumpIfInventory(\"UsingThunder\", 1, \"Thunder\")\n\t\tTHOR ST 5 Bright\n\t\tGoto Spawn\n\t Thunder:\n\t\tTHOR MMM 1 A_JumpIfInventory(\"IsOnCorrectPlace\", 1, \"Continue\")\n\t\tGoto Spawn\n\t Healing:\n\t THOR Z 15\n\t Goto Spawn\n\t Continue:\n\t\tTHOR RS 5 Bright\n\t\tTHOR YZ 4\n\t\tTHOR X 12 Bright\n\t Goto Spawn\n\t Death:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t\tTNT1 A 0 a_givetotarget(\"reward\", 1)\n\t\tTNT1 A 0 A_Stop\n\t\tTHOR M 1 A_SpawnItem(\"ThorDeath\")\n\t BLAN A -1\n\t Stop\n\t}\n}\n\nACTOR GroundLightningTracer\n{\n Radius 4\n Height 6\n Speed 10\n Damage 15\n RENDERSTYLE Add\n Alpha 0.40\n ReactionTime 15//34\n SEESOUND \"thor/attackr2\"\n PROJECTILE\n +FloorHugger\n //+Noclip\n //+Ripper\n +SeekerMissile\n +LOOKALLAROUND\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)\n TNT1 A 0 A_LookEx(0,0,0,0,0,\"Acquired\")\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)\n Goto Idle\n Acquired:\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)\n Goto Idle\n\tIdle:\n\t\tICWS ABCDEFGHI 1 BRIGHT A_SpawnItemEx(\"GroundTrail\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Jump(128, 2)\n \tICWS A 0 BRIGHT A_SeekerMissile(90,90)\n \tTNT1 A 0 A_CountDown\n\t\tLoop\n Death:\n ICWS ABCDEFGHI 5 BRIGHT A_Stop\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Centaur.txt",
"contents": "ACTOR CentaurPlayer : PlayerPawn\n{\n Health 20000\n\tRadius 32\n\tHeight 88\n\tMass 12000\n Player.forwardmove 0.76\n Player.MaxHealth 20000\n Player.sidemove 0.76\n Player.ViewHeight 72\n MaxStepHeight 36\n Player.JumpZ 6\n Player.DisplayName \"Centaur\"\n Player.MorphWeapon \"CentaurWeapon0\"\n Player.SoundClass \"Centaur\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n Bloodtype \"CentaurBlood\"\n limitedtoteam 1\n Scale 1.35\n Species \"Boss\"\n\tPainSound \"Centaur/Pain\"\n DEATHSOUND \"Centaur/Die\"\n\t+NOSKIN\n\t+DONTTRANSLATE\n\t+THRUSPECIES\n -PICKUP\n states\n{\n\tSpawn:\n\t\tCENT AB 10\n\t\tLoop\n\tSee:\n\t TNT1 A 0 A_JumpIfInventory(\"UsingShield\", 1, \"Shield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CentActCount\", 64, \"MakeNoise\")\n\t\tCENT AB 5\n\t\tTNT1 A 0 A_GiveInventory(\"CentActCount\", 2)\n\t\tCENT CD 5\n\t\tTNT1 A 0 A_GiveInventory(\"CentActCount\", 2)\n\t\tLoop\n\tHardPain:\n\t\tCENT G 13\n\tGoto Spawn\n\tMakeNoise:\n\t\tTNT1 A 0 A_TakeInventory(\"CentActCount\", 999)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Centaur/Act\", 6)\n\t\tCENT A 1\n\tGoto See\n\t Missile:\n\t\tCENT A 2\n\t\tGoto Spawn\n\t Melee:\n\t\tTNT1 A 0 A_GiveInventory(\"CentActCount\", 6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingShield\", 1, \"Shield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingBlast\", 1, \"Blast\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingMelee\", 1, \"XMelee\")\n\t\tCENT A 1\n\t\tGoto Spawn\n\t Shield:\n\t\tCENT E 25\n\t\tGoto Spawn\n\t Blast:\n\t CENT F 15 Bright\n\t\tCENT E 15\n\t Goto Spawn\n\t XMelee:\n\t\tCENT H 6\n\t\tCENT IJ 5\n\t\tGoto Spawn\n\t GCDefender:\n\t CENT EEEEEEE 1 A_JumpIf(Health<=0,\"Death\")\n\t\tGoto Spawn\n\t Death:\n\t\tTNT1 A 0 A_Scream\n\t TNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"reward\", 1)\n\t\tSUMO A 1\n\t\tTNT1 A 0 A_SpawnItem(\"CentaurDeath\")\n\t BLAN A -1\n\t Stop\n\t}\n}\n\nACTOR CentaurWeapon : Weapon\n{\n Weapon.SelectionOrder 800\n obituary \"%o did stuff\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n +THRUGHOST\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n\t TNT1 A 0 A_TakeInventory(\"UsingBlast\", 1)\n\t TNT1 A 0 A_TakeInventory(\"UsingShield\", 1)\n\t TNT1 A 0 A_TakeInventory(\"UsingMelee\", 1)\n\t CLA3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n goto ready\n Deselect:\n CLA3 A 1 A_Lower\n Loop\n Select:\n CLA3 A 0 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_jumpIfinventory(\"CentMode1\", 1, \"BlastCheck\")\n TNT1 A 0 A_jumpIfinventory(\"CentMode2\", 1, \"ShieldCheck\")\n\t TNT1 A 0 A_jumpIfinventory(\"CentMode3\", 1, \"NascarCheck\")\n TNT1 A 0 A_jumpIfinventory(\"CentMode4\", 1, \"Melee\")\n\t CLA3 A 1\n\t Goto ready\n AltFire:\n \t CLA3 A 1 ACS_execute(812, 0) //812\n CLA3 A 2\n CLA3 A 12\n goto ready\n Blast:\n\t TNT1 A 0 A_GiveInventory(\"UsingBlast\", 1)\n\t TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 25)\n\t CLA3 BBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t TNT1 A 0 A_PlayWeaponSound(\"Centaur/Blast\")\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", 2, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", 4, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", -2, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", -4, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_N1\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_N2\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_S1\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_S2\", 0, 0, 0, 24)\n\t CLA3 BBBBBBBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24) // 11\n\t CLA3 A 18\n goto ready\n Shield:\n TNT1 A 0 A_GiveInventory(\"UsingShield\", 1)\n\t TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 40)\n\t CLA3 BBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t TNT1 A 0 A_PlayWeaponSound(\"Centaur/FireShoot\")\n\t TNT1 A 0 A_SpawnItem(\"CentaurFireTrailSpawner\")\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurExplosion\")\n\t CLA3 BBBBBBBBBBBBBBBBBBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 48)\n\t CLA3 A 16\n Goto Ready\n Nascar:\n\t TNT1 A 0 A_TakeInventory(\"mana\", 60)\n\t TNT1 A 0 A_GiveInventory(\"CentaurSpeedTrail\", 1)\n\t TNT1 A 0 A_Recoil(-16)\n\t CLA3 BBB 1 Bright A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 96)\n\t TNT1 A 0 A_Recoil(-16)\n\t CLA3 BBB 1 Bright A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 96)\n\t TNT1 A 0 A_Recoil(-16)\n\t CLA3 BBB 1 Bright A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 96)\n\t TNT1 A 0 A_Recoil(-16)\n\t CLA3 BBB 1 Bright A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 96)\n Goto Ready\n Melee:\n\t TNT1 A 0 A_GiveInventory(\"UsingMelee\", 1)\n\t TNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_PlayWeaponSound(\"Centaur/Melee\")\n\t TNT1 A 0 A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 108)\n\t CLA3 BBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t CLA3 B 6 Bright A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 108)\n\t CLA3 B 6 Bright A_CustomPunch(75 , 1 , 0, \"BulletPuffCent\", 108)\n Goto Ready\n Reload:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"True Sprite\",0,GC_Defender)\n CLA3 BBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t CLA3 A 0 A_Refire\n\t Goto Ready\n BlastCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 25, \"Blast\")\n goto ready\n ShieldCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 40, \"Shield\")\n goto ready\n NascarCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"ToroCooldown\", 1, \"Nope\")\n TNT1 A 0 A_jumpIfinventory(\"mana\", 60, \"Nascar\")\n goto ready\n Nope:\n\t CLA3 A 1\n Goto Ready\n Flash:\n SNIF F 35 Bright\n Goto LightDone\n }\n}\n\nACTOR CentaurSpeedTrail : PowerSpeed\n{\n Powerup.Duration 170\n inventory.maxamount 1\n powerup.color \"00 00 00\", 0.0\n Speed 1.5\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Annihilator.txt",
"contents": "ACTOR HomRocket1\n{\n Radius 8\n Height 11\n Speed 30\n Damage 10\n PROJECTILE\n damagetype \"boss\"\n DeathSound \"weapons/hrlexp\"\n ExplosionDamage 64\n ExplosionRadius 96\n +SeekerMissile\n +Rockettrail\n +THRUGHOST\n +LOOKALLAROUND\n SeeSound \"weapons/hrlfir\"\n Decal Scorch\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)\n TNT1 A 0 A_LookEx(0,0,0,0,0,\"Acquired\")\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)\n Goto Idle\n Acquired:\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)\n Goto Idle\n\tIdle:\n\t\tHMIS A 4 Bright A_SeekerMissile (25,35)\n HMIS A 4 Bright\n HMIS A 2 Bright A_SeekerMissile (10,25)\n HMIS A 2 Bright\n goto Idle+2\n Death:\n BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n BAL3 C 8 Bright A_Explode\n BAL3 DE 5 Bright\n stop\n }\n}\n\nACTOR AnnihilatorPlayer : PlayerPawn\n{\n Health 750\n\tRadius 40\n\tHeight 110\n Player.viewheight 100\n Speed 0.8\n mass 2000\n Player.ColorRange 0, 0\n Player.MaxHealth 16000\n Player.ViewHeight 100\n Player.DisplayName \"Annihilator\"\n Player.SoundClass \"Annihilator\"\n Player.MorphWeapon \"AnnihilatorWeapon0\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n limitedtoteam 1\n\tSeeSound \"monster/annsit\"\n\tPainSound \"cyber/pain\"\n\tDeathSound \"monster/anndth\"\n\tActiveSound \"cyber/active\"\n +NOSKIN\n -PICKUP\n +NOTARGET\n states\n{\n See:\n\tSpawn:\n\t\tANNI AB 10 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tSee:\n\t TNT1 A 0 SetPlayerProperty(0, 1, 1)\n ANNI A 3 A_Playsound (\"monster/anhoof\")\n\t ANNI A 0 A_SpawnItemEx(\"UniversalStomp\")\n ANNI ABBCC 3\n ANNI D 3 A_Playsound (\"monster/anhoof\")\n ANNI D 3\n\t ANNI D 0 A_SpawnItemEx(\"UniversalStomp\")\n\t\tLoop\n\tMissile:\n ANNI E 6\n ANNI F 12 Bright\n ANNI E 12\n Goto See\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"bigCyberDeath\")\n\t TNT1 A 0 A_Scream\n\t TNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t TNT1 A 1 a_givetotarget(\"reward\", 1)\n BLAN A -1\n stop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/azazel.txt",
"contents": "ACTOR AzazelPlayer : PlayerPawn\n{\n Health 750\n\tRadius 16\n\tHeight 64\n Player.viewheight 58\n Speed 0.8\n mass 1500\n Player.ColorRange 0, 0\n Player.DisplayName \"Azazel\"\n Player.MorphWeapon \"AzazelWeapon0\"\n Player.SoundClass \"Azazel\"\n Player.StartItem \"Mana\", 100\n Player.Jumpz 12.0\n DamageFactor \"Boss\", 0\n limitedtoteam 1\n SeeSound \"diablo2/goatman/sight\"\n PainSound \"diablo2/goatman/pain\"\n DeathSound \"Goat/death\"\n ActiveSound \"diablo2/goatman/idle\"\n MeleeSound \"baron/melee\"\n +NOTARGET\n +NOSKIN\n -PICKUP\n states\n{\n\tSpawn:\n\t\tAZEW A 5 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tSee:\n\t\tAZEW AABBCCDD 3 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tMissile:\n\t AZEA A 4\n\t AZEA B 4\n\t AZEA C 7\n Goto See\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"AzazelDeath\")\n\t\tTNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t\tTNT1 A 0 a_givetotarget(\"reward\", 1)\n TNT1 A 0 A_Scream\n TNT1 A 1\n BLAN A -1\n stop\n}\n}\n\nActor SatyrLordMissile2\n{\n\tSpeed 14\n\tDamage (15*Random(1,4))\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+LOOKALLAROUND\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates\n\t{\n\tSpawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)\n TNT1 A 0 A_LookEx(0,0,0,0,0,\"Acquired\")\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)\n Goto Idle\n Acquired:\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)\n Goto Idle\n\tIdle:\n\t\tPSMM A 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM A 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\n\t\tPSMM D 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM E 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM F 2 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tGoto Idle+12\n\tDeath:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Avatar.txt",
"contents": "ACTOR AvatarPlayer : PlayerPawn\n{\n Health 750\n Radius 30\n Height 96\n Player.viewheight 88\n Speed 0.8\n mass 2000\n Player.ColorRange 0, 0\n Player.MaxHealth 16000\n Player.ViewHeight 54\n Player.DisplayName \"Avatar\"\n Player.SoundClass \"Avatar\"\n Player.MorphWeapon \"AvatarWeapon0\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n limitedtoteam 1\n SeeSound \"monster/avasit\"\n PainSound \"monster/avapai\"\n DeathSound \"monster/avadth\"\n ActiveSound \"monster/avaact\"\n +NOSKIN\n -PICKUP\n states\n{\n\tSpawn:\n\t\tAVAT AB 10 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tSee:\n\tAVAT AABBCCDD 3 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tMissile:\n AVAT L 1 Bright A_PlaySound (\"monster/avaatk\")\n\tAVAT L 12\n Goto See\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"AvatarDeath\")\n\t TNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t TNT1 A 0 a_givetotarget(\"reward\", 1)\n\t TNT1 A 1\n TNT1 A 0 A_Scream\n BLAN A -1\n stop\n}\n}\n\nActor AvatarDeath\n{\n\t+NOINTERACTION\n\n\tStates\n\t{\n\t\tspawn:\n\t\t AVAT N 7 Bright\n\t\t AVAT O 7 Bright\n\t\t AVAT P 7 Bright\n\t\t AVAT Q 7 Bright A_Fall\n\t\t AVAT RSTU 7 Bright\n\t\t AVAT V -1\n\t\tStop\n\t}\n}\n\nACTOR HolyMissile2\n{\n Radius 3\n Height 3\n Speed 20\n Damage (15*Random(1,4))\n PROJECTILE\n +SEEKERMISSILE\n +LOOKALLAROUND\n RENDERSTYLE ADD\n ALPHA 0.67\n MissileType HolyMissileTrail\n SeeSound \"monster/bomb\"\n DeathSound \"monster/explode\"\n Decal \"Scorch\"\n damagetype \"boss\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)\n TNT1 A 0 A_LookEx(0,0,0,0,0,\"Acquired\")\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)\n Goto Idle\n Acquired:\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)\n Goto Idle\n Idle:\n SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n Loop\n Death:\n SPIR A 0 Bright\n SPIR B 0 Bright\n SPIR K 3 Bright\n SPIR L 3 Bright\n SPIR M 3 Bright\n SPIR N 3 Bright\n SPIR O 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Thamuz.txt",
"contents": "//================================================================\n//================================================================\n//\n// DarkCyberdemon\n//\n//================================================================\n//================================================================\n// Decorate by DBT, sprites by Jimmy91\n//================================================================\n\nActor Thamuz : Cyberdemon 7228\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 25\n Damage 30\n Projectile\n +SeekerMissile\n +ExtremeDeath\n +LookAllAround\n Renderstyle Add\n SeeSound \"q2weapon/bfgball\"\n DeathSound \"q2weapon/bfgballexplo\"\n Decal BFGLightning\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)\n TNT1 A 0 A_LookEx(0,0,0,0,0,\"Acquired\")\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)\n Goto Idle\n Acquired:\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)\n Goto Idle\n Idle:\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(160,160)\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 45\n Damage 20\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 1 BRIGHT A_CustomMissile(\"DCBMiss2Trail\",0,0,0)\n Loop\n Death:\n FSFX DEFGHIJKLM 2 Bright\n Stop\n }\n}\n\nACTOR DCBMiss2Trail\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.25\n +Noclip\n +CLIENTSIDEONLY\n PROJECTILE\n RENDERSTYLE Add\n Alpha 0.4\n states\n {\n Spawn:\n\t\tFSFX DEFGHIJKLM 1 BRIGHT\n\t\tFSFX M 1 Bright A_FadeOut\n Wait\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 BRIGHT 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 Bright 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 DEFGHIJKLM 2 Bright\n Stop\n }\n}\n\nActor DCBMiss3MG\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.8\n +Noclip\n +CLIENTSIDEONLY\n Projectile\n RenderStyle Add\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 4\n FSFX NOPQRST 3 Bright\n\tFSFX NOPQRST 3 Bright A_FadeOut(0.2)\n Stop\n }\n}\n\nACTOR ThamuzMorpher : PowerupGiver\n{\nScale 2\nradius 48\nheight 128\npowerup.type Thamuz\ninventory.pickupmessage \"\"\npowerup.duration 99999999999999\nstates\n{\nSpawn:\nTNT1 A 6\nloop\n }\n}\n\nactor PowerThamuz : PowerMorph\n{\npowerup.duration 99999999999999\nPowerMorph.PlayerClass \"ThamuzPlayer\"\n}\n\nACTOR ThamuzPlayer : PlayerPawn\n{\n Health 20000\n Radius 40\n Height 110\n Mass 800\n Player.forwardmove 0.95\n Player.MaxHealth 20000\n Player.sidemove 0.95\n Scale 1.1\n Player.Jumpz 8\n Player.ViewHeight 100\n Player.DisplayName \"Thamuz\"\n Player.SoundClass \"Thamuz\"\n Player.MorphWeapon \"ThamuzWeapon0\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n DamageFactor \"Thamuz\", 0\n limitedtoteam 1\n painchance 144\n SeeSound \"Thamuz/Idlesight\"\n PainSound \"Thamuz/Pain\"\n DeathSound \"Thamuz/death\"\n ActiveSound \"Thamuz/Idlesight\"\n BloodColor \"Green\"\n +NOTARGET\n\t+NOSKIN\n\t+DONTTRANSLATE\n -PICKUP\n states\n{\n\tSpawn:\n\t\tDCYB A 10 SetPlayerProperty(0, 1, 1)\n\t\tLoop\n\tSee:\n\tDCYB A 0 A_SetTranslucent (1.0, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"ThamuzActCount\", 64, \"MakeNoise\")\n DCYB A 3 SetPlayerProperty(0, 1, 1)\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n DCYB A 3\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n DCYB A 3\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n DCYB B 3\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n DCYB C 3\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n DCYB C 3\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n DCYB D 3\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n DCYB D 3\n\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n Loop\n Pain:\n DCYB G 2\n DCYB G 2 A_Pain\n Goto See\n\tMakeNoise:\n\t\tTNT1 A 0 A_TakeInventory(\"ThamuzActCount\", 999)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Thamuz/Act\", 6)\n\t\tDCYB A 1\n\t Goto See\n\t Melee:\n\t Missile:\n\t\tDCYB F 1 A_JumpIfInventory(\"UsingGreenRing\", 1, \"Ring\")\n\t\tDCYB F 9\n DCYB E 10\n goto Spawn\n\t Ring:\n\t DCYB G 140\n\t Goto Spawn\n\t Death:\n\t\tTNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t\tTNT1 A 0 a_givetotarget(\"reward\", 1)\n\t\tDCYB 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\t}\n}\n\nActor ThamuzAttackMode1 : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor ThamuzAttackMode2 : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor ThamuzAttackMode3 : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor ThamuzAttackMode4 : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor UsingGreenRing : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor ThamuzActCount : Inventory\n{\n\tinventory.maxamount 64\n\t+IGNORESKILL\n}\n\nACTOR ThamuzWeapon0 : Weapon\n{\n Weapon.SelectionOrder 800\n Obituary \"%o was raped by %k\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n TNT1 A 1 A_WeaponReady\n goto AltFire\n Fire:\n TNT1 A 1\n goto AltFire\n Deselect:\n TNT1 A 1 A_Lower\n Loop\n Select:\n TNT1 A 0 A_Raise\n Loop\n AltFire:\n TNT1 A 0 A_GiveInventory(\"ThamuzWeapon\")\n TNT1 A 0 A_SelectWeapon(\"ThamuzWeapon\")\n TNT1 A 0\n goto deselect\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nACTOR ThamuzWeapon : Weapon\n{\n Weapon.SelectionOrder 800\n obituary \"%o had a taste of Thamuz' wrath\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n\t TNT1 A 0 A_TakeInventory(\"UsingGreenRing\", 1)\n \t CLA3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n goto ready\n Deselect:\n \t CLA3 A 1 A_Lower\n Loop\n Select:\n \t CLA3 A 0 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_jumpIfinventory(\"ThamuzAttackMode1\", 1, \"SpiritualCheck\")\n TNT1 A 0 A_jumpIfinventory(\"ThamuzAttackMode2\", 1, \"BfgCheck\")\n TNT1 A 0 A_jumpIfinventory(\"ThamuzAttackMode3\", 1, \"RingCheck\")\n\t TNT1 A 0 A_jumpIfinventory(\"ThamuzAttackMode4\", 1, \"FadedCheck\")\n\t CLA3 A 1\n\t Goto ready\n AltFire:\n \t CLA3 A 1 ACS_execute(812, 0)\n \t CLA3 A 2\n goto ready\n Spiritual:\n\t TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 5)\n\t CLA3 A 4 Bright\n\t CLA3 B 4 Bright A_FireCustomMissile(\"DCBMiss2\")\n goto ready\n Bfg:\n\t TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 50)\n\t CLA3 A 15 Bright\n\t CLA3 B 25 Bright A_FireCustomMissile(\"DCBMiss1\")\n goto ready\n Ring:\n\t TNT1 A 0 A_GiveInventory(\"UsingGreenRing\", 1)\n\t TNT1 A 0 A_GiveInventory(\"GuardianInvulnerability\", 1)\n TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 70)\n\t TNT1 A 0 SetPlayerProperty (0, 1, 0)\n\t CLA3 A 15\n\t CLA3 D 0 A_SetTranslucent (0.5, 1)\n\t CLA3 D 0 A_PlaySound(\"Apocalypse/cast\")\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",0,1,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",20,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",40,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",60,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",80,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",100,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",120,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",140,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",160,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",180,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-20,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-40,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-60,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-80,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-100,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-120,0,0,0,0)\n\t CLA3 D 0 A_FireCustomMissile (\"DCBMiss3\",-140,0,0,0,0)\n\t CLA3 B 10 A_FireCustomMissile (\"DCBMiss3\",-160,0,0,0,0)\n\t CLA3 B 80\n TNT1 A 0 SetPlayerProperty (0, 0, 0)\n\t CLA3 B 10 A_SetTranslucent (1.0, 0)\n\t CLA3 BAA 5\n Goto Ready\n Faded:\n TNT1 A 0 A_Takeinventory(\"mana\", 50)\n\t CLA3 D 0 A_FireCustomMissile (\"TeleportFog\",0,0,0,0,0,0)\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"ThamuzFade\", 0)\n\t CLA3 A 5\n goto ready\n SpiritualCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 5, \"Spiritual\")\n goto ready\n BfgCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 50, \"Bfg\")\n goto ready\n RingCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 70, \"Ring\")\n goto ready\n FadedCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 50, \"Faded\")\n goto ready\n Reload:\n TNT1 A 0 A_GunFlash\n\t CLA3 A 5 Bright\n\t CLA3 B 10 Bright A_FireCustomMissile(\"ThamuzNightmareShot\")\n goto ready\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nactor ThamuzNightmareShot\n{\n Radius 9\n Height 5\n Speed 35\n Damage 1\n RenderStyle Add\n DeathSound \"Darkness/Blind\"\n Projectile\n +RANDOMIZE\n +DONTREFLECT\n states\n {\n\tSpawn:\n\t\tBONE A 0 BRIGHT A_BishopMissileWeave\n\t\tBONE A 2 bright A_SpawnItemEx(\"EMFX\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tBONE A 0 BRIGHT A_SpawnItemEx(\"DarknessExplosion\",0,0,0,0,0,0,0,0)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,0)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,10)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,20)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,30)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,40)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,50)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,60)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,70)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,80)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,90)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,100)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,110)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,120)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,130)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,140)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,150)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,160)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,170)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,180)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,190)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,200)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,210)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,220)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,230)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,240)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,250)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,260)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,270)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,280)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,290)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,300)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,310)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,320)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,330)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,340)\n\t\tBONE A 0 BRIGHT\tA_CustomMissile(\"ThamuzCurse\",1,0,350)\n\t\tBONE BC 5 bright\n\t\tstop\n }\n}\n\nActor ThamuzCurse\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 15\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"BlindSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 2 Bright\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor BlindSphere : CustomInventory\n{\n inventory.maxamount 0\n inventory.pickupmessage \"Nightmares fill your head\"\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.UNDROPPABLE\n radius 64\n height 64\n states\n {\n Spawn:\n\tNULL ABCD 6 bright\n\tstop\n Pickup:\n TNT1 A 7 A_SetBlend (\"0, 0, 0\", 1, 1400)\n stop\n }\n}\n\nACTOR ThamuzWraith\n{\n\tHealth 150\n\tRadius 16\n\tHeight 32\n\tmass 50\n\tSpeed 10\n\tDamage 2\n\tMeleeDamage 2\n\tDamageType \"Thamuz\"\n\tDamageFactor \"Thamuz\", 0.0\n\tRENDERSTYLE ADD\n\tObituary \"%o is now part of the ghosts of Thamuz.\"\n\tHitObituary \"%o is now part of the ghosts of Thamuz.\"\n\tALPHA 0.67\n\tPAINCHANCE 64\n//\tMONSTER\n\tSpecies \"Ghosts\"\n\t+DONTGIB\n\t+NOTARGET\n\t+NOBLOOD\n\t+NOGRAVITY\n\t+SHOOTABLE\n\t+FLOAT\n\t+DONTFALL\n\t+DONTHURTSPECIES\n\t+NOINFIGHTING\n\t+THRUSPECIES\n\tDeathSound \"monster/sprdth\"\n\tStates\n {\n Spawn:\n WRAI AB 10 A_Look\n// Loop\n See:\n WRAI AABB 3 A_Chase\n Loop\n Missile:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"ThamuzWeapon\", 1, \"Clear\")\n WRAI A 10 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monster/sprsit\")\n WRAI B 4 A_SkullAttack\n WRAI AB 4\n Goto Missile+2\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"ThamuzWeapon\", 1, \"Clear\")\n WRAI A 5 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monster/spratk\")\n WRAI B 5 A_MeleeAttack\n Goto See\n Pain:\n WRAI A 6\n Goto See\n Death:\n WRAI E 4 A_Noblocking\n WRAI F 5 A_Scream\n WRAI GHIJ 4\n Stop\n\t Clear:\n\t\tTNT1 A 0 A_ClearTarget\n WRAI ABABAB 5 A_Wander\n\t\tgoto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/DeathKnight.txt",
"contents": "ACTOR DeathKnightPlayer : PlayerPawn\n{\n Health 1250\n Radius 24\n Height 72\n Mass 700\n Speed 1.0\n DamageFactor \"Player\", 0.75\n Player.ColorRange 0, 0\n Player.JumpZ 12\n Player.MaxHealth 16000\n Player.DisplayName \"DeathKnight\"\n Player.MorphWeapon \"DeathKnightWeapon0\"\n Player.SoundClass \"DeathKnight\"\n Player.StartItem \"Mana\", 100\n DamageFactor \"Boss\", 0\n limitedtoteam 1\n MeleeSound \"monster/dknhit\"\n SeeSound \"monster/dknsit\"\n PainSound \"monster/dknpai\"\n DeathSound \"monster/dkndth\"\n ActiveSound \"monster/dknact\"\n +THRUSPECIES\n +NOSKIN\n -PICKUP\n states\n{\n See:\n\tSpawn:\n\t\tDKNT AB 10\n\t\tLoop\n\tSee:\n DKNT AABBCCDD 3\n\t\tLoop\n\tMissile:\n\t DKNT A 1 a_jumpifinventory(\"deathshieldcheck\", 1, \"shield\")\n\t DKNT A 1 a_jumpifinventory(\"deathshieldcheck\", 1, \"shield\")\n DKNT E 5\n DKNT F 1\n DKNT F 6\n DKNT G 6\n Goto See\n\tShield:\n\tDKNT T 3\n\tDKNT U 7 bright\n\n\tGoto See\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"DeathKnightDying\")\n\t\tTNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\t\tTNT1 A 0 a_givetotarget(\"reward\", 1)\n\t\tTNT1 A 1 A_Scream\n\t\tBLAN A -1\n stop\n}\n}\n\nactor deathshieldcheck : Inventory\n{\n\tinventory.maxamount 1\n}\n\nactor DeathKnightattackmode4 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nACTOR DeathKnightWeapon : Weapon\n{\n Weapon.SelectionOrder 800\n Obituary \"%o was vaporized by %k\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n CLA2 A 1 A_WeaponReady\n goto ready\n Deselect:\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_jumpIfinventory(\"DeathKnightattackmode1\", 1, \"StunAttackcheck\")\n TNT1 A 0 A_jumpIfinventory(\"DeathKnightattackmode2\", 1, \"AssassinateAttackcheck\")\n TNT1 A 0 A_jumpIfinventory(\"DeathKnightattackmode3\", 1, \"DragonDashAttackcheck\")\n\t TNT1 A 0 A_jumpIfinventory(\"DeathKnightattackmode4\", 1, \"FlameSwordcheck\")\n\t Goto ready\n AltFire:\n \t CLA2 A 1 ACS_execute(812)\n CLA2 A 1\n CLA2 A 15\n goto ready\n StunAttack:\n\t TNT1 A 0 A_Giveinventory(\"deathshieldcheck\", 1)\n TNT1 A 0 A_Takeinventory(\"mana\", 15)\n TNT1 A 0 A_GunFlash\n CLA2 B 10 bright\n TNT1 A 0 A_FireCustomMissile(\"DeathKnightStun\")\n\t TNT1 A 0 a_takeinventory(\"deathshieldcheck\", 1)\n goto ready\n AssassinateAttack:\n TNT1 A 0 A_Takeinventory(\"mana\", 40)\n\t TNT1 A 0 ACS_EXECUTEALWAYS(617, 0, 10, 50)\n TNT1 A 0 A_PlaySound (\"monster/dknpai\")\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"deathknightassassinate\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DKFIRE\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n CLA2 A 10 bright\n goto ready\n DragonDashAttack:\n TNT1 A 0 A_Takeinventory(\"mana\", 80)\n TNT1 A 0 A_PlaySound (\"DRAGDASH\")\n\t TNT1 A 0 ACS_EXECUTEALWAYS(617, 0, 10, 64)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 B 0 a_firecustommissile(\"DragonDashAttack\")\n\t CLA2 B 1 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n\t CLA2 A 0 Bright a_spawnitemex(\"DeathFireFX2nodmg\", random(-30, 30), random(-30, 30), 0, 0 ,0 , 0 ,0, 0)\n CLA2 A 10 bright\n CLA2 A 6\n goto ready\n FlameSwordAttack:\n TNT1 A 0 A_Takeinventory(\"mana\", 40)\n TNT1 A 0 A_PlaySoundEx(\"FSWRD1\", \"Weapon\")\n\t TNT1 A 0 A_FIRECUSTOMMISSILE(\"DeathFlameSwordProjectile\",0,0,24,12,0)\n\t TNT1 A 0 A_FIRECUSTOMMISSILE(\"DeathFlameSwordProjectile\",0,0,12,6,0)\n\t TNT1 A 0 A_FIRECUSTOMMISSILE(\"DeathFlameSwordProjectile\",0,0,0,0,0)\n\t TNT1 A 0 A_FIRECUSTOMMISSILE(\"DeathFlameSwordProjectile\",0,0,-12,-6,0)\n\t TNT1 A 0 A_FIRECUSTOMMISSILE(\"DeathFlameSwordProjectile\",0,0,-24,-12,0)\n\t CLA2 A 10 bright\n CLA2 A 6\n\t Goto Ready\n StunAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 15, \"StunAttack\")\n goto ready\n AssassinateAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 40, \"AssassinateAttack\")\n goto ready\n DragonDashAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 80, \"DragonDashAttack\")\n goto ready\n FlameSwordcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 40, \"FlameSwordAttack\")\n goto ready\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nACTOR DeathFlameSwordProjectile\n{\n Speed 30\n Radius 16\n Height 8\n Damage (50)\n Projectile\n RenderStyle Add\n DeathSound \"FSWRD2\"\n Obituary \"%o was burned to a crisp by %k.\"\n damagetype \"Boss\"\n States\n {\n Spawn:\n FSPT ABC 3 Bright\n Loop\n Death:\n FSPT D 4 Bright\n FSPT E 3 Bright a_spawnitem(\"FlameSwordProjectileEffect\")\n FSPT F 4 Bright\n FSPT G 3 Bright\n FSPT H 4 Bright\n FSPT I 3 Bright\n FSPT J 4 Bright\n FSPT KLM 3 Bright\n Stop\n }\n}\n\n// Evil Knight\nactor EvilKnight\n{\n Health 250\n Radius 20\n Height 56\n PainChance 100\n Mass 150\n MeleeDamage 10\n MeleeRange 100\n Speed 11\n Scale 0.85\n Monster\n +FLOORCLIP\n SeeSound \"dknight/sight\"\n ActiveSound \"dknight/active\"\n MeleeSound \"dknight/melee\"\n PainSound \"dknight/pain\"\n DeathSound \"dknight/death\"\n HitObituary \"%o was sliced by evil knight.\"\n Obituary \"%o was burned from evil knight's fireballs.\"\n\t\tSpecies \"Boss\"\n +THRUSPECIES\n +MISSILEMORE\n +DONTGIB\n +NOTARGET\n +SHOOTABLE\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n +NOINFIGHTING\n States\n {\n Spawn:\n KNGT E 5 A_Look\n Loop\n See:\n KNGT AABBCCDD 2 A_Chase\n Loop\n\tClear:\n\t\tTNT1 A 0 A_ClearTarget\n KNGT AABBCCDD 2 A_Wander\n\t\tGoto See\n Melee:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"DeathKnightWeapon\", 1, \"Clear\")\n KNGT E 5 A_FaceTarget\n KNGT F 4 A_FaceTarget\n KNGT F 0 A_PlaySound(\"dknight/swing\")\n KNGT FGH 4\n KNGT I 4 A_MeleeAttack\n KNGT J 5\n KNGT E 3\n Goto See\n Missile:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"DeathKnightWeapon\", 1, \"Clear\")\n KNGT E 5 A_FaceTarget\n KNGT F 4 A_FaceTarget\n KNGT FGH 4\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,-6)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,-3)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,0)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,3)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,6)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,9)\n KNGT E 3\n Goto See\n Pain:\n KNGT E 3 A_Pain\n KNGT E 3\n Goto See\n Death:\n KNGT K 6 A_Scream\n KNGT LM 5 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n\t KNGT LL 0 a_spawnitemex(\"StimPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0)\n KNGT NOPQ 5\n KNGT R 1 A_NoBlocking\n KNGT R -1\n Stop\n }\n}\n\nactor KFireBall\n{\n Radius 4\n Height 4\n Speed 16\n Damage 2\n DamageType \"Fire\"\n Alpha 0.65\n\n Projectile\n +ROCKETTRAIL\n RenderStyle Translucent\n SeeSound \"dknight/attack\"\n DeathSound \"imp/shotx\"\n States\n {\n Spawn:\n FDMB A 2 Bright\n Loop\n Death:\n FDMB BCDE 2 Bright\n Stop\n }\n}\n\nactor ArcherKnight 30010\n{\n Health 175\n Radius 20\n Height 56\n Speed 13\n PainChance 200\n\tMass 200\n MONSTER\n +FLOORCLIP\n SeeSound \"archer/sight\"\n AttackSound \"archer/attack\"\n PainSound \"archer/pain\"\n DeathSound \"archer/death\"\n ActiveSound \"archer/growl\"\n Obituary \"%o was pierced by a Knight Archer.\"\n\tSpecies \"Boss\"\n +THRUSPECIES\n +MISSILEMORE\n +DONTGIB\n +NOTARGET\n +SHOOTABLE\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n +NOINFIGHTING\n States\n {\n Spawn:\n KNIG AB 10 A_Look\n Loop\n See:\n KNIG AABBCCDD 3 A_Chase\n Loop\n\tClear:\n\t\tTNT1 A 0 A_ClearTarget\n KNIG AABBCCDD 3 A_Wander\n\t\tGoto See\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"DeathKnightWeapon\", 1, \"Clear\")\n\t\tKNIG E 0 A_Jump(64,\"Missile2\")\n KNIG E 3 A_PlaySound(\"archer/draw\")\n KNIG E 10 A_FaceTarget\n KNIG F 5 bright A_CustomMissile(\"ArcherArrow\",32,5)\n\t\tKNIG E 5\n Goto See\n\tMissile2:\n KNIG E 3 A_PlaySound(\"archer/draw\")\n KNIG E 10 A_FaceTarget\n KNIG G 5 bright A_CustomMissile(\"ArcherArrow2\",32,5)\n\t\tKNIG E 5\n Goto See\n Pain:\n \tKNIG H 3\n KNIG H 3 A_Pain\n \tGoto See\n Death:\n KNIG I 5 A_Scream\n KNIG J 5 A_NoBlocking\n KNIG KLMN 5 a_spawnitemex(\"AmmoPack2\", random(-10, 10), random(-10, 10), random(20, 44), random(1,2), random(1,2), random(3,4), 0, 0, 100)\n KNIG N -1\n Stop\n XDeath:\n KNIG O 5 A_PlaySound(\"archer/gib\")\n KNIG P 5 A_NoBlocking\n KNIG QRSTUVWX 5\n KNIG X -1\n Stop\n Raise:\n KNIT MLKJIH 3\n Goto See\n }\n}\n\nactor ArcherArrow\n{\n Radius 5\n Height 12\n Speed 16\n Damage (15)\n PROJECTILE\n +NOGRAVITY\n renderstyle add\n alpha 0.8\n scale 0.5\n SeeSound \"archer/attack\"\n DeathSound \"archer/hit\"\n damagetype boss\n States\n {\n Spawn:\n VEKF A 1 bright A_SpawnItem(\"ArcherArrowTrail\")\n Loop\n Death:\n VEKF FGHI 3 bright\n\tStop\n }\n}\n\nactor ArcherArrowTrail\n{\n\t+NOCLIP\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\trenderstyle add\n\talpha 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tVEKF AABCDE 3 A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor ArcherArrow2 : ArcherArrow\n{\n Speed 20\n Damage (30)\n SeeSound \"archer/attackboss\"\n States\n {\n Spawn:\n VEKG A 1 bright A_SpawnItem(\"ArcherArrowTrail2\")\n Loop\n Death:\n VEKG FGHI 3 bright\n\tStop\n }\n}\n\nactor ArcherArrowTrail2 : ArcherArrowTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tVEKG AABCDE 3 A_FadeOut(0.1)\n\t\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Bosses/Commando.txt",
"contents": "actor gFastPlasmaBall\n{\n scale 0.9\n Radius 12\n Height 8\n Speed 40\n Damage (13)\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.85\n SeeSound \"weapons/plasmaf\"\n DeathSound \"weapons/plasmax\"\n States\n {\n Spawn:\n COPL AB 2 bright\n\tCOPL A 0 Bright A_CustomMissile(\"gPlasmaTrail\",0,0,0)\n loop\n Death:\n COPX ABCDE 4 bright\n stop\n }\n}\n\nActor gPlasmaTrail\n{\n scale 0.5\n Radius 13\n Height 8\n Speed 1\n Damage 3\n PROJECTILE\n RenderStyle Add\n Alpha 0.65\n States\n {\n Spawn:\n\tCOPL ABABABABABABABAB 2 bright\n\tgoto Death\n Death:\n COPX ABCDE 4 bright\n Stop\n }\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
}
]
}