Counts

endoom0
graphics0
lumps5930
maps15
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "filenames": [
      "super_demon_-_legacy_of_kaiser_v0.21b.pk3"
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    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/12/22 11:58:37",
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      "canDownload": true,
      "adult": false,
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      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "added": "2021/12/22 11:58:37",
    "file": {
      "type": "PK3",
      "size": 104236489,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a7abc4f86343c5371ba7a65039c18711597c8b9e/a7abc4f86343c5371ba7a65039c18711597c8b9e.pk3.gz",
      "corrupt": false
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    "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
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    "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"
      }
    }
  ]
}

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