Raw model (for completeness)
{
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"id": "0208438e-ef69-4955-be46-bb04c8153771",
"sha1": "b3e396bbef70c75f40f4a0106290e1fed5402bf8",
"sha256": "61c6df9023c6fcbac6a9f2baba6db3e7b6f2d1357d6870251c1d9373694f608b",
"title": null,
"authors": null,
"filenames": [
"call_of_doom_2018.pk3"
],
"filename": null,
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-04-02 17:46:41",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2018-04-02 17:46:41",
"file": {
"type": "PK3",
"size": 197744173,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b3e396bbef70c75f40f4a0106290e1fed5402bf8/b3e396bbef70c75f40f4a0106290e1fed5402bf8.pk3.gz",
"corrupt": false,
"corruptMessage": null
},
"content": {
"maps": [
"E5M8",
"E3M10"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 8410,
"maps": 2,
"palettes": 14
},
"engines_guess": [
"ZDOOM"
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"text_files": [
{
"source": "pk3",
"name": "Decorate.Purist.txt",
"contents": "Actor IsPlayingAsPurist : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Purist : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Classic\"\n\tPlayer.StartItem \"ClassicPistol\"\n\tPlayer.StartItem \"ClassicFist\"\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsPlayingAsPurist\", 1\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\tPlayer.JumpZ 7.4\n\tPlayer.CrouchSprite \"PLYC\"\n}"
},
{
"source": "pk3",
"name": "backupplayer2.txt",
"contents": "actor ChaseCam2\n{\n height 0\n radius 0\n +NOGRAVITY\n states\n {\n Spawn:\n NULL A -1\n stop\n }\n}\n\nACTOR FootStep\n{\n Radius 10\n Height 10\n Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n +NOTELEPORT\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n DamageType Trample\n Damage 2\n\t+NODAMAGETHRUST\n\n\tgravity 40\n\tmass 1000\n Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n Death:\n NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n }\n}\n\nActor Footstep5: FootStep\n{\n Damage 0\n -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n Death:\n NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n }\n}\n\nActor FootstepStrong: FootStep\n{\nSpeed 0\nRadius 16\n Damage 16\n -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 6\n\t\t\tstop\n }\n}\n\nActor HeavyFootSteps: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type PowerNearDeath\n Powerup.Duration 24\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nActor IsPlayer : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotMeatShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PVPFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKChaingunguy: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZManShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasSGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKNazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LostSoulFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PEFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BaronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Taunting : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Enraged : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Curbstomp_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Fatality_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGAlt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsDown : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\n//===========================================================================\n//\n// Player\n//\n//===========================================================================\n\n// ACS Script Constants\nconst int acsFatality = 312;\n\nACTOR Doomer : PlayerPawn Replaces DoomPlayer\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n player.viewheight\t44\n player.attackzoffset 18\n\t//player.attackzoffset 16\n\t//Mass 80\n GibHealth 20\n\tPainChance 255\n\t+SOLID\n\t+THRUGHOST\n\t+THRUSPECIES\n\tSpecies \"Marines\"\n BloodType \"Player_Blood\"//, \"SawBlood\"\n damagefactor \"Trample\", 8.0\n damagefactor \"Head\", 0.0\n\tdamagefactor \"FriendBullet\", 0.0\n damagefactor \"Taunt\", 0.0\n damagefactor \"KillMe\", 0.0\n damagefactor \"SSG\", 5.0\n damagefactor \"Shrapnel\", 0.0\n damagefactor \"Blood\", 0.5\n damagefactor \"BlueBlood\", 0.5\n damagefactor \"GreenBlood\", 0.5\n damagefactor \"MinorHead\", 0.0\n damagefactor \"Decaptate\", 0.0\n\tdamagefactor \"MonsterKnocked\", 0.0\n\tdamagefactor \"Kick\", 3.0\n\tdamagefactor \"Fatality\", 5.0\n\tdamagefactor \"BHFTOnBarrel\", 0.0\n\tdamagefactor \"SuperPunch\", 5.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"Clip\", 60\n\tPlayer.StartItem \"RifleAmmo\", 30\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\tPlayer.JumpZ 7.4\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tStates\n\t{\n\n Spawn:\n\t\tMARN A 0\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonStand\")\n\t\t//NULL A 0 ACS_Execute(620, 0, 0, 0, 0)\n MARN D 3\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN D 2\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n MARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n MARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tLoop\n\n\tSee:\n\t\tMARN A 0\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 4\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tGoto See\n\n Kick:\n NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n PKIK ABCB 3\n NULL A 0 A_TakeInventory(\"Kicking\",1)\n Goto Spawn\n RifleKick:\n NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n PKI1 ABCB 3\n NULL A 0 A_TakeInventory(\"Kicking\",1)\n Goto Spawn\n\n\tAirKick:\n\t AKIK A 10\n\t\tNULL A 0 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Spawn\n\n Punch:\n PLA1 H 1\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t NULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tPLA1 H 1\n\t\tPLA1 E 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tGoto Spawn\n\n\tSayOneLiner:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"ONELIN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"oneliner\", 1)\n\t\tGoto Spawn\n\n\tAdvancedTaunt:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"TAUNT0\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tFistTaunt:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound(\"MTAUN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tRollRight:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right\n\t\tPROL EDCBA 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tRollLeft:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left\n\t\tPROL ABCDE 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tPump:\n\t PLAY ABCD 4\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\tNoMovePump:\n\t PLAY B 12\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\n HeavyWounds:\n\t \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\t//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)\n NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto See+4\n\n\t HeavyWoundsSpawn:\n\t \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\tNULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen\n NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto Spawn+4\n\n\tFistsStand:\n\n\t\tNULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"FistTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tGoto Spawn\n\n\tFistsMove:\n\t\tNULL A 0\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldCheckerMoving\")\n\n\t\tPLA1 B 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 C 5\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 D 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\n\t\tGoto See\n\n\tSawStand:\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tGoto Spawn\n\n\tSawMove:\n\t\tMAR1 A 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tMAR1 B 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR1 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tADSStand:\n\t\tMAR2 A 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR2 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tGoto Spawn\n\n\tADSMove:\n\t\tMAR2 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR2 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tShotgunStand:\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tGoto Spawn\n\n\tShotgunMove:\n\t\tMAR3 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIfHealthLower(31, \"HeavyWounds\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR3 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t\tShotgunPain:\n\t\tMAR3 E 5\n\t\tMAR3 A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n SSGStand:\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tGoto Spawn\n\n\tSSGMove:\n\t\tMSSG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMSSG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tSSGPain:\n\t\tMSSG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tMinigunStand:\n\t NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tGoto Spawn\n\n MinigunMove:\n\t\tMAR4 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR4 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tMinigunPain:\n\t\tMAR4 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRLStand:\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tGoto Spawn\n\n\t RLMove:\n\t\tMAR5 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR5 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tRLPain:\n\t\tMAR5 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tGrenadeLauncherStand:\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t Goto Spawn\n\n\tGrenadeLauncherMove:\n\t\tMRGL AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRGL CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n GrenadeLauncherPain:\n\t\tMRGL E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tPlasmaGunStand:\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tGoto Spawn\n\n\t PlasmaGunMove:\n\t\tMAR6 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR6 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t PlasmaGunPain:\n\t\tMAR6 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tRailGunStand:\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tGoto Spawn\n\n\t RailGunMove:\n\t\tMRRG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRRG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t RailGunPain:\n\t\tMRRG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tBFGStand:\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tGoto Spawn\n\n\t BFGMove:\n\t\tMAR7 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR7 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tBFGPain:\n\t\tMAR7 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tBFG10KStand:\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tGoto Spawn\n\n\tBFG10KMove:\n\t\tM10K AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tM10K CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tBFG10KPain:\n\t\tM10K E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRevenantLauncherStand:\n\t\tMHML A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RevenantLauncherMove\")\n\t\tGoto Spawn\n\n\tRevenantLauncherMove:\n\t\tMHML AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMHML CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tRevenantLauncherPain:\n\t\tMHML E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tFlameCannonStand:\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tGoto Spawn\n\n\tFlameCannonMove:\n\t\tMMFC AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMMFC CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tFlameCannonPain:\n\t\tMMFC E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tSubMachineGunStand:\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tGoto Spawn\n\n\t SubMachinegunMove:\n\t\tMRMP AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRMP CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n SubMachinegunPain:\n\t\tMRMP E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\t BarrelMove:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"BarrelStand\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"BarrelStand\")\n\t\tPBAR A 8\n\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tPBAR C 8\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n\t\tGoto See\n\n\t BarrelStand:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tPBAR A 1\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), \"BarrelMove\")\n\t\tPLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), \"BarrelMove\")\n\t\tGoto Spawn\n\n\tPain:\n NULL A 0 A_Giveinventory(\"Bad\",1)\n NULL A 0 A_Pain\n NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n\t NULL A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"PainWfist\")\n\t\tNULL A 0 A_JumpIfInventory(\"SawSelected\", 1, \"PainWsaw\")\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonPain\")\n\n NULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tPLAY G 5\n\t\tGoto See\n\n\tPainWfist:\n\t NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\t\tPLA1 G 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tPainWSaw:\n\t\tMAR1 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n Pain.Blast:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n NULL A 0 ACS_Execute(531, 0, 0, 0, 0)\n\t\tGoto Pain\n\n\tPain.Bullet:\n\tPain.SSG:\n\tPain.CutLess:\n\t\tNULL A 0 A_Jump(255,\"PBUL1\",\"PBUL2\",\"PBUL3\",\"PBUL4\",\"PBUL5\",\"PBUL6\")\n Goto Pain\n //Scripts 611 to 616 are responsible for making the bullet damage effect on screen\n PBUL1:\n NULL A 0 ACS_Execute(611, 0, 0, 0, 0)\n Goto Pain\n PBUL2:\n NULL A 0 ACS_Execute(612, 0, 0, 0, 0)\n Goto Pain\n PBUL3:\n NULL A 0 ACS_Execute(613, 0, 0, 0, 0)\n Goto Pain\n PBUL4:\n NULL A 0 ACS_Execute(614, 0, 0, 0, 0)\n Goto Pain\n PBUL5:\n NULL A 0 ACS_Execute(615, 0, 0, 0, 0)\n Goto Pain\n PBUL6:\n NULL A 0 ACS_Execute(616, 0, 0, 0, 0)\n Goto Pain\n\n\tPain.ImpFatalityMarine:\n\tPain.Rip:\n NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(617, 0, 0, 0, 0)\n Goto Pain\n\n\tDeath:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n Goto Death.Arm\n NULL AAA 0\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPPOD A 0 A_SpawnItemEx(\"MarineEattenByDemon\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A -1\n //XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n NULL A 0 A_PlaySound(\"BIGSCREA\")\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n NULL A 0 A_NoBlocking\n NULL A -1\n Stop\n\n Death.CutLess:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t NULL A 0 A_Scream\n\t\t NULL A 0 A_Stop\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A 0 A_PlaySound(\"DSFDTHE\")\n\t\t PLAY H 5\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t PPOD A 0 A_SpawnItemEx(\"PlayerChaingunguyVictim\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\t NULL A 200\n\t\t NULL A 0 A_NoBlocking\n\t\t NULL A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A -1\n\t\t Stop\n\n Death.Rip:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n NULL AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\n Death.Explosives:\n\tXDeath:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 ThrustThingZ(0,60,0,1)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n MHEA A 0 A_XScream\n MHEA B 0 A_NoBlocking\n MHEA CD 0\n //MHEA E -1\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXDMG E 1\n\t\tNULL AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t NULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tXDMG E -1\n\t\tStop\n\n\tDeath.SuperPunch:\n Death.Blast:\n\tDeath.SSG:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t POSS Q 2 A_FaceTarget\n //NULL A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n NULL A 0 A_XScream\n\t\tNULL A 0 A_NoBlocking\n POSS RSTUVW 8\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n Death.Rape:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n Goto Death.Arm\n NULL AAA 0\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 A 20 A_XScream\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n\tDeath.Arm:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_Scream\n XPL5 A 10\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"DSFDTHE\")\n XPL5 BCBCBCBC 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n XPL5 DE 7 A_CustomMissile (\"MuchBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL5 E -1\n Stop\n\n\tDeath.ExtremePunches:\n\tDeath.ExplosiveImpact:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n\tDeath.GreenFire:\n NULL A 0\n NULL A 0 A_XScream\n NULL A 0 A_NoBlocking\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tNULL AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n NULL A 1\n NULL A -1\n Stop\n\nDeath.Plasma: Death.Plasma2:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBR1 A 6 A_Scream\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 H -1\n\t\tStop\n\n Death.superplasma:\n NULL A 0\n NULL A 0 A_XScream\n NULL A 0 A_NoBlocking\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n NULL A 1\n NULL A -1\n Stop\n\n Death.burn:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBUR A 1\n\t\tPBUR A 1 A_PlayerScream\n\t\tPBUR A 1 A_NoBlocking\n\t\tPBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n\tDeath.Fire:\n Death.flames:\n NULL A 0\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 A_Scream\n NULL A 0 A_NoBlocking\n NULL A 0 A_SpawnItem(\"GenericBurningGuy\")\n NULL A 1\n NULL A -1\n\t\tStop\n\n Death.Desintegrate:\n\t NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 A_Scream\n NULL A 0 A_NoBlocking\n NULL A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tNULL A 1\n NULL A -1\n Stop\n\n Death.Stomp:\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tNULL A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 1 A_XScream\n\t\tNULL A 1 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\n Crush:\n NULL A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n// FATALITIES\n\n FatalityZMan:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYZ AB 4\n\n NULL A 0 A_PlaySound(\"grunt/pain\")\n FTYZ BC 3\n FTYZ DEF 3\n\n NULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ F 2\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n FTYZ H 4\n NULL AA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FTYZ I 4\n NULL AAAA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t NULL A 0 A_PlaySound (\"misc/xdeath\", 3)\n\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 60, 0, 270, 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 60, 0, 90, 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t FTYZ K 2\n FTYZ L 15\n //////////////////////////////////////////////////////\n //NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t NULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityZMan2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FPZ2 AB 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n FPZ2 C 10\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n FPZ2 D 10\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tFPZ2 EF 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tFPZ2 G 6\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ZombieManFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n //NULL A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tNULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tNULL A 0 A_CustomMissile (\"Instestin\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalityZMan3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FPZ3 A 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tFPZ3 BCDE 3\n XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tFPZ3 FGGGG 2\n\n\t\tFPZ3 HHHIIIIIIIIHJJJ 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 KKKLLLLLLKJJJ 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 30, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\n FPZ3 PPPQQQQQQQPRRR 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 PPPQQQQQQPRRR 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 RP 3\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\nFatalityZMan4:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FPZ4 AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFPZ4 CDEEE 3\n\t\tFPZ4 FGH 2\n\n\t\tFPZ4 HHI 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"Bloodmist\", 5, 0, random (0, 360), 2, random (0, 90))\n\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 P 7\n\t\tFPZ4 L 6\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality4\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityImp:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYI ABB 4\n FTYI CDEFG 2\n NULL A 0 A_PlaySound(\"imp/pain\")\n NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n NULL A 0 A_PlaySound(\"CLAP\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1\n FTYI K 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n TNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTYI LLLL 1\n FTYI LMNNN 3\n\t\tFTYI N 9\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"StompedImp\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityImp2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tFTBI BC 2\n\t\tNULL A 0 A_PlaySound(\"imp/die\")\n\t\tFTBI D 25\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n FTBI EF 3\n\t\tFTBI G 25\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"ImpMessyCorpse\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityImp3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTCI AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFTCI CDE 2\n\t\tFTCI E 6\n\n\t\tFTCI FGG 4\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTCI L 10\n\t\tFTCI J 10\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"impfacesorapedomgthisiscruel\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalitySergeant:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYS A 6 A_PlaySound(\"grunt/pain\")\n FTYS BC 6\n\t\tNULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n NULL A 0 A_PlaySound(\"misc/xdeath\")\n FTYS DE 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 3\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DEE 2\n\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMist\", 30, 0, random (0, 360), 2, random (20, 90))\n FTYS FGHIIPPP 2 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\n FTYS QR 5\n NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n FTYS R 15\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunguyHead\", 1)\n ///////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"BeheadedSergeantZombie\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n FatalitySergeant2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYS J 3\n FTYS J 1 A_PlaySound(\"BURNZOM\")\n\t\tFTYS JJJJ 3\n\t\tFTYS J 1 A_PlaySound(\"grunt/death\")\n\t\tFTYS K 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n FTYS LMNO 3\n FTYS O 10\n ///////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n NULL A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalitySergeant3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FSP3 A 4\n\n\t\tFSP3 B 4 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSP3 CDE 2\n\t\tFSP3 E 6\n\n\t\tFSP3 FG 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 30, 0, random (0, 360), 2, random (20, 90))\n\n FSP3 HIIIIII 3\n\n\t NULL A 0 A_PlaySound(\"weapons/sg\")\n\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"XDeath1\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 70, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 80, 0, random (0, 360), 2, random (20, 90))\n NULL A 0 A_CustomMissile (\"FlyingImpaledSergeant\", 50, 0, random (0, 360), 2, random (70, 110))\n\n\t\tFSP3 L 3 BRIGHT\n\t\tFSP3 K 3\n\t\tFSP3 J 10\n\t\t///////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityComando:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CFTA AAABCDE 2\n NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"CLAP\")\n CFTA EFF 7\n CFTA GHIJK 2\n NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n CFTA L 7\n\n CFTA M 15\n CFTA OPQR 4\n NULL A 0 A_PlaySound(\"grunt/pain\")\n NULL A 0 A_PlaySound(\"grunt/death\")\n CFTA R 15\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n NULL A 0 A_PlaySound(\"BURNZOM\")\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n CFTA S 25\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ComandoFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DyingComando\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, -15, 0, 2, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, 15, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t FatalityComando2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CFTC A 1\n CFTC A 1 A_PlaySound(\"BURNZOM\")\n\t\tCFTC AAAA 5\n\t\tCFTC B 1 A_PlaySound(\"grunt/death\")\n\t\tCFTC B 6\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainArm\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainLeg\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n CFTC CDEF 4\n CFTC F 15\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ComandoFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_Half\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityDemon:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FDEM A 4\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n FDEM B 4 A_PlaySound(\"demon/melee\")\n FDEM C 8\n FDEM C 1 A_PlaySound(\"demon/pain\")\n FDEM CDCDCD 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FDEM EFGHI 3 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathDemonHead\", 32, 0, 90, 2, random (0, 90))\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"DemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DyingDemon\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityDemon2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tFDEM J 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n FDEM J 5 A_PlaySound(\"demon/pain\")\n FDEM J 9\n FDEM K 7\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n FDEM LMN 6\n\t\tFDEM OO 3\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"DemonFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadDemonHalf\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalityDemon3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tFD2M A 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n FDEM J 0 A_PlaySound(\"demon/pain\")\n FD2M A 10\n\n FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M AD 3\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 5)\n\n\t\t FD2M E 4\n\t\t FD2M F 15\n\t\t FD2M GHHH 4\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL AAA 0 A_SpawnItem(\"Blood\", 0, 5)\nNULL A 0 A_SpawnItem(\"MeatDeath\", 0, 1)\n\t\t FD2M IJJJJ 5\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"DemonFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadDemonStomped\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityCacoDemon:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CACF ABC 4\n CACF D 4 A_PlaySound(\"misc/xdeath4\")\n CACF E 4 A_PlaySound(\"demon/pain\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n NULL AAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 360), 2, random (0, 360))\n NULL AAA 0 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n CACF EFGHII 4 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n CACF J 4 A_PlaySound(\"misc/xdeath2\")\n CACF KLMMM 4 A_CustomMissile (\"Blue_Blood\", 15, 0, random (0, 360), 2, random (0, 160))\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadCacoDemon\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityCacoDemon2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CA2F AB 4\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n CA2F BCDEE 4\n CA2F F 2\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F F 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath2\")\n\t\tCA2F FFFF 2 A_CustomMissile (\"Blue_Blood\", 25, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 25, 0, random (0, 360), 2, random (0, 160))\n CA2F GH 4\n\t\tNULL A 0 A_CustomMissile (\"RipCaco\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F I 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityRevenant:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FREV ABABAB 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n FREV C 4 A_PlaySound(\"skeleton/pain\")\n FREV D 4\n FREV EFGHIJJJKL 4\n FREV M 5 A_PlaySound(\"skeleton/sight\")\n FREV M 10\n FREV N 2\n FREV O 2\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathRevenantHeadKicked2\", 40, 0, 0, 2, 0)\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n FREV PQR 2\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_SpawnItemEx(\"DyingRevenant\", 0, 35, 35, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityRevenant2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FRE2 A 5\n\t\tFRE2 A 5 A_PlaySound(\"skeleton/pain\")\n\t\tFRE2 A 5\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FRE2 BCDEFGGGGG 6\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_SpawnItem(\"VeryFuckedUpRevenant\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityFatso:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FATF A 6\nNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n NULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n FATF A 6 A_PlaySound(\"misc/xdeath4\")\n\t\tNULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n FATF A 6 A_PlaySound(\"fatso/pain\")\n FATF AA 6 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n FATF BCD 8\n\t\tNULL A 0 A_PlaySound(\"fatso/pain\")\n\t\tFATF D 50\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_SpawnItemEx(\"FatalizedFatso\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityBaron:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n BHF1 AAABCDEF 2\n BHF1 G 3 A_PlaySound(\"weapons/gswing\")\n BHF1 HIJKLLLMN 2\n BHF1 O 3 A_PlaySound(\"demon/pain\")\n NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 180), 2, random (0, 180))\n NULL A 0 A_PlaySound(\"misc/xdeath4\")\n BHF1 PQR 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\n NULL A 0 A_PlaySound(\"misc/xdeath4\")\n NULL A 0 A_PlaySound(\"misc/xdeath3\")\n NULL A 0 A_PlaySound(\"misc/xdeath2\")\n NULL A 0 A_PlaySound(\"misc/xdeath1\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n BHF1 STUV 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_SpawnItem (\"MeatDeath\", 30)\n\n BHF1 WXYZZZZZZZZZZZZZZ 3\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"BaronFatality\",1)\n\t\tNULL AAAA 0 A_GiveInventory(\"Medikit\",1)\n NULL A 0 A_SpawnItemEx(\"DeadBaronNoHead\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityHK:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n HKF1 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF1 AB 6\n\t\tNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n HKF1 C 6 A_PlaySound(\"PSXDPN\")\n\t\tNULL AAA 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF1 C 5\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n\t\tHKF1 C 5\n NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n HKF1 CDE 6 A_SpawnItem (\"Brutal_Blood\", 30)\n\t\tHKF1 FG 6 A_SpawnItem (\"Brutal_Blood\", 15)\n\t\tHKF1 HHH 6\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"HKFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"RapedHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalityHK3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n NULL A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF3 ABC 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\", 2)\n\t\tHKF3 D 15\n NULL A 0 A_PlaySound(\"knight/death\")\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightArm\", 40, 0, 90, 2, random (0, 20))\n HKF3 EFGG 7 A_CustomMissile (\"Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 H 15\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Blood\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 40, 0, 270, 2, random (0, 20))\n\t\t HKF3 I 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"HKFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"NoArmNoHeadFatalizedHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\nFatalityHK2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF2 AAB 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tHKF2 DEFFGH 8\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"PSXDPN\")\n\t\t HKF2 IJIJIJ 4\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n HKF2 KL 6\n\t\tNULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 64, 0, random (0, 360), 2, random (60, 120))\n\t\tHKF2 MNNNNN 6\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"HKFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"OmgSoDeadHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityArachnotron:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n ARF1 ABABABABABABAB 2\n\t\tNULL A 0 A_SpawnItem(\"Spark_UpOnce\",0,60)\n\t\tARF1 CD 3\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tARF1 EFFFF 3\n\t\tARF1 GGHHI 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tARF1 JKLMNNNNNNNNNNNNNNNN 3\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ArachnotronFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n NULL A 0 A_SpawnItemEx(\"RapedArachnotron\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityArachnotron2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tARF2 A 6\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\")\n\t\tARF2 B 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n ARF2 BIBIBI 2\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\tARF2 CDE 3\n NULL A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\n\t\t//////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ArachnotronFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n NULL A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityArchVile:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n AVF1 A 1\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n AVF1 A 1 A_PlaySound(\"vile/pain\")\n AVF1 A 20\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n AVF1 A 1 A_PlaySound(\"vile/Death\")\n AVF1 BCDEEEFGHHH 5 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 IJKLM 2\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL A 0 A_PlaySound(\"CLAP\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 N 30\n\t\tAVF1 OPQQR 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t\tAVF1 STUUUUVVVV 2\n\t\tNULL A 0 A_PlaySound(\"TAUNT\")\n\t\tAVF1 V 10\n\t\tAVF1 WXWX 10\n\t\tAVF1 V 10\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ArchVileFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n NULL A 0 A_SpawnItem(\"FatalizedArchvile1\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\nFatalityPE:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n PA1F A 3\n\t\tFATF E 0 A_PlaySound(\"demon/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F A 9\n\n NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n NULL AAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n NULL AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F BCDEEEEEFGHI 3\n\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F JKKKK 3\n\n\t\tPA1F L 4\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t PA1F MNNNNNNN 3\n\n\t\t PA1F OPQR 3\n\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t PA1F RQPQR 3\n\n\t\t NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F S 30\n\t\tPA1F STSTST 6 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F S 9\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"PEFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_SpawnItemEx(\"FatalizedPE\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n CurbstompZombieman:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n 01CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t01CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t01CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"ZombiemanHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n 01CB E 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"IsCurbstompingZombieman\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t NULL A 0 A_CustomMissile (\"StompedZombieman\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n\t\tNULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tCurbstompSergeant:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n 02CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t02CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t02CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n 02CB E 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"IsCurbstompingSergeant\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",5)\n\t\t NULL A 0 A_CustomMissile (\"StompedSergeant\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n Death.Fatality:\n NULL A 0 A_NoBlocking\n\t\tNULL A 0 A_Scream\n\t\tNULL A 0 A_GiveToTarget(\"GoFatality\", 1)\n NULL A 0 A_GiveToTarget(\"PVPFatality\", 1)\n\t\tNULL A 1\n\t\tNULL A -1\n Stop\n FatalityPVP:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n PVPF ABB 10\n PVPF C 4\n\t\tPVPF D 4\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPVPF E 4\n NULL A 0 A_CustomMissile (\"MeatDeath\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 50)\n\t\tNULL AA 0 A_CustomMissile (\"XDeathArm1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t PVPF EFGGGG 4\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"PVPFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"Megasphere\",1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n// STEALTH KILLS\n\n StealthKillZombieman:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFZM D 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKZombieMan\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillShotgunGuy:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFSZ A 8\nSFSZ B 8\nSFSZ C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFSZ D 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKShotgunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadShotgunGuy\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillChaingunGuy:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFCG A 8\nSFCG B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFCG C 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKChaingunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_KilledByMinorHead\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillImp:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFIM A 8\nSFIM B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFIM C 16\nSFIM D 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKImp\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadImp1\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillNazi:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFNZ A 8\nSFNZ B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFNZ C 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKNAzi\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadNazi\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n// Failed attemp to able a player to be saved\n// by other player before getting executed in an enemy's\n// fatality (the following lines were an idea of making the\n// Hell Knight be shootable before he could headstomp the player).\n// This idea was canceled due the current limits on Zdoom engine\n// (Or maybe I'm just doing it wrong).\n// Maybe I will work on this in a future version.\n\n//\tDeath.UnusedHKF:\n // NULL A 0 A_CustomMissile (\"HellKnightSpawner\", 1, 0, random (0, 360), 2, random (0, 160))\n// XXXX A -1\n// Stop\n\n//\tPain.HKF:\n// NULL A 0 A_GiveToTarget(\"Vanish\", 1)\n// NULL A 0 A_GiveInventory(\"BeginCurbstomped\", 1)\n// NULL A 0 SetPlayerProperty(0,1,0)\n// NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n// KTFP AAAAAAAAAA 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // KTFP BCDE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // Goto Curbstomped\n//\n // Curbstomped:\n // KTFP EEEEE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 10,0)\n // KTFP FFFFF 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // KTFP GGG 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // KTFP GGGG 1 A_SpawnItem (\"CurbStomp\", 0, 0)\n // Goto Death.HKFAT\n//\n//\tPain.FreeHellKnight:\n // KTFP E 50 SetPlayerProperty(0,0,0)\n // NULL A 1 SetPlayerProperty(0,0,0)\n//NULL A 1 A_SpawnItem (\"HellKnight\", 0, 0)\n//Goto See\n//\n // Death.HKFAT:\n // KTFP HIJKLLLLLLLLL 5\n // NULL A 0 A_SpawnItem (\"HellKnight\", 0, 0)\n // XXXX A -1\n // Stop\n\n// Monsters that can perform fatality on player:\n\n// Baron and Hell Knight:\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n NULL A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tNULL A -1\n Stop\n\n//Imp:\n Death.ImpFatalityMarine:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n NULL A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tNULL A 500\n\t\tNULL A -1\n Stop\n\n// This section is responsable for calling scripts to make blood\n// drip on the screen when the player is affected by one of the actors\n// in the BLOODSPLASH lump.\n\n\tPain.Blood:\n\t NULL A 0 A_TakeInventory(\"BloodSplasherz\", 1)\n NULL A 0 A_Giveinventory(\"BloodOnVisor\",1)\n //NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\tNULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n NULL A 0 A_Jump(255,\"Bled1\",\"Bled2\",\"Bled3\",\"Bled4\",\"Bled5\",\"Bled6\")\n Goto Bled1\n\n Bled1:\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n Goto spawn\n Bled2:\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n Goto spawn\n Bled3:\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n Goto spawn\n Bled4:\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n Goto spawn\n Bled5:\n NULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n Goto spawn\n Bled6:\n NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n Goto spawn\n\n\tPain.BlueBlood:\n NULL A 0 A_Giveinventory(\"BlueBloodOnVisor\",1)\n NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n NULL A 0 A_Jump(255,\"BBled1\",\"BBled2\",\"BBled3\",\"BBled4\",\"BBled5\",\"BBled6\")\n Goto BBled1\n BBled1:\n NULL A 0 ACS_Execute(570, 0, 0, 0, 0)\n Goto spawn\n BBled2:\n NULL A 0 ACS_Execute(571, 0, 0, 0, 0)\n Goto spawn\n BBled3:\n NULL A 0 ACS_Execute(572, 0, 0, 0, 0)\n Goto spawn\n BBled4:\n NULL A 0 ACS_Execute(573, 0, 0, 0, 0)\n Goto spawn\n BBled5:\n NULL A 0 ACS_Execute(574, 0, 0, 0, 0)\n Goto spawn\n BBled6:\n NULL A 0 ACS_Execute(575, 0, 0, 0, 0)\n Goto spawn\n\n\tPain.GreenBlood:\n NULL A 0 A_Giveinventory(\"GreenBloodOnVisor\",1)\n NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n NULL A 0 A_Jump(255,\"GBled1\",\"GBled2\",\"GBled3\",\"GBled4\",\"GBled5\",\"GBled6\")\n Goto Bled1\n\n GBled1:\n NULL A 0 ACS_Execute(560, 0, 0, 0, 0)\n Goto spawn\n GBled2:\n NULL A 0 ACS_Execute(561, 0, 0, 0, 0)\n Goto spawn\n GBled3:\n NULL A 0 ACS_Execute(562, 0, 0, 0, 0)\n Goto spawn\n GBled4:\n NULL A 0 ACS_Execute(563, 0, 0, 0, 0)\n Goto spawn\n GBled5:\n NULL A 0 ACS_Execute(564, 0, 0, 0, 0)\n Goto spawn\n GBled6:\n NULL A 0 ACS_Execute(565, 0, 0, 0, 0)\n Goto spawn\n\n\t\t//When you get MeatShields\n\n\t\tGotImpShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ImpShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ImpShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeImpShield\n\n\t\tSeeImpShield:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAIS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAIS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\t \t\tGotZmanShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ZmanShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ZmanShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeZmanShield\n\n\t\tSeeZmanShield:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAZS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAZS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\tGotSguyShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"SguyShield\")\n\t\tNULL A 0 A_SelectWeapon(\"SguyShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeSGuyShield\n\n\t\tSeeSGuyShield:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMASS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMASS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n Salutes1:\n\t NULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n MWAV BCDEFEFDCB 7\n\t\tNULL A 0 A_TakeInventory(\"Salute1\",1)\n Goto Spawn\n\n Salutes2:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n MWAV GHGHG 10\n\t\tNULL A 0 A_TakeInventory(\"Salute2\",1)\n Goto Spawn\n\n\t//Special Checkers\n\n\t\tSpecialChecker:\n NULL A 1\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"NoMovePump\")\n NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto Spawn\n\n SpecialCheckerMoving:\n NULL A 1\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"Pump\")\n NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSMove\")\n NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto See\n\n FatalityChecker:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_JumpIfInventory(\"PVPFatality\", 1, \"FatalityPVP\")\n NULL A 0 A_JumpIfInventory(\"IsCurbstompingZombieman\", 1, \"CurbstompZombieman\")\n\t NULL A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n NULL A 0 A_JumpIfInventory(\"SKZombieman\", 1, \"StealthKilLZombieMan\")\n\t NULL A 0 A_JumpIfInventory(\"SKShotgunGuy\", 1, \"StealthKilLShotgunGuy\")\n\t NULL A 0 A_JumpIfInventory(\"SKImp\", 1, \"StealthKilLImp\")\n\t NULL A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")\n\t NULL A 0 A_JumpIfInventory(\"SKChaingunguy\", 1, \"StealthKilLChaingunguy\")\n NULL A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n NULL A 0 A_JumpIfInventory(\"ImpFatality2\", 1, \"FatalityImp2\")\n\t\tNULL A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp3\")\n NULL A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZMan\")\n\t NULL A 0 A_JumpIfInventory(\"ZombieManFatality2\", 1, \"FatalityZMan2\")\n\t NULL A 0 A_JumpIfInventory(\"ZombieManFatality3\", 1, \"FatalityZMan3\")\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieManFatality4\", 1, \"FatalityZMan4\")\n NULL A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n NULL A 0 A_JumpIfInventory(\"SergeantFatality2\", 1, \"FatalitySergeant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"SergeantFatality3\", 1, \"FatalitySergeant3\")\n NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t NULL A 0 A_JumpIfInventory(\"ComandoFatality2\", 1, \"FatalityComando2\")\n NULL A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t NULL A 0 A_JumpIfInventory(\"DemonFatality2\", 1, \"FatalityDemon2\")\n\t NULL A 0 A_JumpIfInventory(\"DemonFatality3\", 1, \"FatalityDemon3\")\n NULL A 0 A_JumpIfInventory(\"CacoDemonFatality\", 1, \"FatalityCacoDemon\")\n\t NULL A 0 A_JumpIfInventory(\"CacoDemonFatality2\", 1, \"FatalityCacoDemon2\")\n NULL A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n NULL A 0 A_JumpIfInventory(\"RevenantFatality2\", 1, \"FatalityRevenant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFatality\", 1, \"FatalityFatso\")\n NULL A 0 A_JumpIfInventory(\"BaronFatality\", 1, \"FatalityBaron\")\n\t NULL A 0 A_JumpIfInventory(\"HKFatality\", 1, \"FatalityHK\")\n\t NULL A 0 A_JumpIfInventory(\"HKFatality2\", 1, \"FatalityHK2\")\n\t NULL A 0 A_JumpIfInventory(\"HKFatality3\", 1, \"FatalityHK3\")\n\t NULL A 0 A_JumpIfInventory(\"ArachnotronFatality\", 1, \"FatalityArachnotron\")\n\t\tNULL A 0 A_JumpIfInventory(\"ArachnotronFatality2\", 1, \"FatalityArachnotron2\")\n\t NULL A 0 A_JumpIfInventory(\"ArchVileFatality\", 1, \"FatalityArchVile\")\n\t NULL A 0 A_JumpIfInventory(\"PEFatality\", 1, \"FatalityPE\")\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\n\t\tMeatShieldChecker:\n NULL A 1\n //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto See\n\n\t\tMeatShieldCheckerMoving:\n NULL A 1\n //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto Spawn\n\n\t\tSpawnFriends: //This spawn any friendly marines that survived on the previous level\n\t\tNULL A 0 A_TakeInventory(\"CheckMarines\", 1)\n\t\tPLAY A 1\n\t\t//NULL A 0 Thing_ChangeTID (0, 567)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tSpawnFriends2:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto Spawn\n\n\t\tSummonMarines:\n\t\tPLAY A 1 A_SpawnItem(\"Marine1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tGoto RecalculateMarines\n\n\t\tRecalculateMarines:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesDispenser\", 1, \"RecalculateMarines\")\n\t\tGoto SpawnFriends2\n\n\t\tSummonChaingunners:\n\t\tPLAY A 1 A_SpawnItem(\"Marine_Chaingun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto RecalculateChaingunners\n\n\t\tRecalculateChaingunners:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesChaingunDispenser\", 1, \"RecalculateChaingunners\")\n\t\tGoto Spawn\n\n\t}\n}\n\nACTOR PowerNearDeath : PowerUp\n{\n\tPowerup.Duration -45\n\tSpeed 0.4\n\t//Inventory.Icon \"DANGER\"\n\tPowerup.Color 70,0,0,0.2\n}\n\nactor Player_Blood : Brutal_Blood\n {\n states\n {\n Spawn:\n //NULL AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //NULL AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n NULL A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n \t NULL A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n\t\tNULL AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\n }\n}\n\nACTOR PlayerFlyingBlood\n{\n game Doom\n scale 0.75\n speed 7\n health 1\n radius 8\n height 1\n\tDecal BloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +EXPLODEONWATER\n States\n {\n Spawn:\n NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XDT1 ABCD 4 A_SpawnItem(\"Brutal_FlyingBloodTrail\",0,0,0,1)\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n NULL A 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 3\n stop\n }\n}\n\nACTOR BloodOnVisor : PowerupGiver 2408\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type BloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nACTOR PowerBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR BlueBloodOnVisor : PowerupGiver\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type BlueBloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nACTOR PowerBlueBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR GreenBloodOnVisor : PowerupGiver\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type GreenBloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nACTOR PowerGreenBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nActor ChainguyguyContinue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComeEatMeDemon : Inventory\n{\ninventory.maxamount 1\n}\n\nactor MarineEattenByDemon: CurbstompedMarine\n{\nHealth 100\nHeight 16\nRadius 8\nMONSTER\n-GHOST\n+THRUACTORS\n+FRIENDLY\n States\n\n {\n Spawn:\nNULL A 0\nNULL A 0 A_CHangeFlag(\"THRUACTORS\", 0)\nNULL A 0 A_GiveInventory(\"ComeEatMeDemon\")\nNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\nXPL1 EEE 6 A_SpawnItem(\"KillMe\")\nXPL1 E -1\n Loop }}"
},
{
"source": "pk3",
"name": "backupplayer.txt",
"contents": "actor ChaseCam2\n{\n height 0\n radius 0\n +NOGRAVITY\n states\n {\n Spawn:\n NULL A -1\n stop\n }\n}\n\nACTOR FootStep\n{\n Radius 10\n Height 10\n Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n +NOTELEPORT\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n DamageType Trample\n Damage 2\n\t+NODAMAGETHRUST\n\n\tgravity 40\n\tmass 1000\n Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n Death:\n NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n }\n}\n\nActor Footstep5: FootStep\n{\n Damage 0\n -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n Death:\n NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n }\n}\n\nActor FootstepStrong: FootStep\n{\nSpeed 0\nRadius 16\n Damage 16\n -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 6\n\t\t\tstop\n }\n}\n\nActor HeavyFootSteps: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type PowerNearDeath\n Powerup.Duration 24\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nActor IsPlayer : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotMeatShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PVPFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKChaingunguy: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZManShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasSGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKNazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LostSoulFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PEFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BaronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Taunting : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Enraged : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Curbstomp_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Fatality_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGAlt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsDown : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\n//===========================================================================\n//\n// Player\n//\n//===========================================================================\n\n// ACS Script Constants\nconst int acsFatality = 312;\n\nACTOR Doomer : PlayerPawn Replaces DoomPlayer\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n player.viewheight\t44\n player.attackzoffset 18\n\t//player.attackzoffset 16\n\t//Mass 80\n GibHealth 20\n\tPainChance 255\n\t+SOLID\n\t+THRUGHOST\n\t+THRUSPECIES\n\tSpecies \"Marines\"\n BloodType \"Player_Blood\"//, \"SawBlood\"\n damagefactor \"Trample\", 8.0\n damagefactor \"Head\", 0.0\n\tdamagefactor \"FriendBullet\", 0.0\n damagefactor \"Taunt\", 0.0\n damagefactor \"KillMe\", 0.0\n damagefactor \"SSG\", 5.0\n damagefactor \"Shrapnel\", 0.0\n damagefactor \"Blood\", 0.5\n damagefactor \"BlueBlood\", 0.5\n damagefactor \"GreenBlood\", 0.5\n damagefactor \"MinorHead\", 0.0\n damagefactor \"Decaptate\", 0.0\n\tdamagefactor \"MonsterKnocked\", 0.0\n\tdamagefactor \"Kick\", 3.0\n\tdamagefactor \"Fatality\", 5.0\n\tdamagefactor \"BHFTOnBarrel\", 0.0\n\tdamagefactor \"SuperPunch\", 5.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"Clip\", 60\n\tPlayer.StartItem \"RifleAmmo\", 30\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\tPlayer.JumpZ 7.4\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tStates\n\t{\n\n Spawn:\n\t\tMARN A 0\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tMARN A 0 ACS_Execute(171, 0, 0, 0, 0)//Stop Camera\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonStand\")\n\t\t//NULL A 0 ACS_Execute(620, 0, 0, 0, 0)\n MARN D 3\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN D 2\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n MARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n MARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tLoop\n\n\tSee:\n\t\tMARN A 0\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n MARN A 0 ACS_Execute(171, 0, 0, 0, 0)//Stop Camera\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 4\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tGoto See\n\n Kick:\n NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n PKIK ABCB 3\n NULL A 0 A_TakeInventory(\"Kicking\",1)\n Goto Spawn\n RifleKick:\n NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n PKI1 ABCB 3\n NULL A 0 A_TakeInventory(\"Kicking\",1)\n Goto Spawn\n\n\tAirKick:\n\t AKIK A 10\n\t\tNULL A 0 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Spawn\n\n Punch:\n PLA1 H 1\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t NULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tPLA1 H 1\n\t\tPLA1 E 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tGoto Spawn\n\n\tSayOneLiner:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"ONELIN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"oneliner\", 1)\n\t\tGoto Spawn\n\n\tAdvancedTaunt:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"TAUNT0\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tFistTaunt:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound(\"MTAUN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tRollRight:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right\n\t\tPROL EDCBA 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tRollLeft:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left\n\t\tPROL ABCDE 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tPump:\n\t PLAY ABCD 4\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\tNoMovePump:\n\t PLAY B 12\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\n HeavyWounds:\n\t \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\t//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)\n NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto See+4\n\n\t HeavyWoundsSpawn:\n\t \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\tNULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen\n NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto Spawn+4\n\n\tFistsStand:\n\n\t\tNULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"FistTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tGoto Spawn\n\n\tFistsMove:\n\t\tNULL A 0\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldCheckerMoving\")\n\n\t\tPLA1 B 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 C 5\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 D 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\n\t\tGoto See\n\n\tSawStand:\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tGoto Spawn\n\n\tSawMove:\n\t\tMAR1 A 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tMAR1 B 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR1 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tADSStand:\n\t\tMAR2 A 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR2 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tGoto Spawn\n\n\tADSMove:\n\t\tMAR2 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR2 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tShotgunStand:\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tGoto Spawn\n\n\tShotgunMove:\n\t\tMAR3 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIfHealthLower(31, \"HeavyWounds\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR3 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t\tShotgunPain:\n\t\tMAR3 E 5\n\t\tMAR3 A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n SSGStand:\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tGoto Spawn\n\n\tSSGMove:\n\t\tMSSG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMSSG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tSSGPain:\n\t\tMSSG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tMinigunStand:\n\t NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tGoto Spawn\n\n MinigunMove:\n\t\tMAR4 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR4 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tMinigunPain:\n\t\tMAR4 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRLStand:\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tGoto Spawn\n\n\t RLMove:\n\t\tMAR5 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR5 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tRLPain:\n\t\tMAR5 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tGrenadeLauncherStand:\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t Goto Spawn\n\n\tGrenadeLauncherMove:\n\t\tMRGL AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRGL CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n GrenadeLauncherPain:\n\t\tMRGL E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tPlasmaGunStand:\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tGoto Spawn\n\n\t PlasmaGunMove:\n\t\tMAR6 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR6 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t PlasmaGunPain:\n\t\tMAR6 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tRailGunStand:\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tGoto Spawn\n\n\t RailGunMove:\n\t\tMRRG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRRG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t RailGunPain:\n\t\tMRRG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tBFGStand:\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tGoto Spawn\n\n\t BFGMove:\n\t\tMAR7 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR7 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tBFGPain:\n\t\tMAR7 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tBFG10KStand:\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tGoto Spawn\n\n\tBFG10KMove:\n\t\tM10K AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tM10K CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tBFG10KPain:\n\t\tM10K E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRevenantLauncherStand:\n\t\tMHML A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RevenantLauncherMove\")\n\t\tGoto Spawn\n\n\tRevenantLauncherMove:\n\t\tMHML AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMHML CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tRevenantLauncherPain:\n\t\tMHML E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tFlameCannonStand:\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tGoto Spawn\n\n\tFlameCannonMove:\n\t\tMMFC AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMMFC CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tFlameCannonPain:\n\t\tMMFC E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tSubMachineGunStand:\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tGoto Spawn\n\n\t SubMachinegunMove:\n\t\tMRMP AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRMP CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n SubMachinegunPain:\n\t\tMRMP E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\t BarrelMove:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"BarrelStand\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"BarrelStand\")\n\t\tPBAR A 8\n\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tPBAR C 8\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n\t\tGoto See\n\n\t BarrelStand:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tPBAR A 1\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), \"BarrelMove\")\n\t\tPLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), \"BarrelMove\")\n\t\tGoto Spawn\n\n\tPain:\n NULL A 0 A_Giveinventory(\"Bad\",1)\n NULL A 0 A_Pain\n NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n\t NULL A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"PainWfist\")\n\t\tNULL A 0 A_JumpIfInventory(\"SawSelected\", 1, \"PainWsaw\")\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonPain\")\n\n NULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tPLAY G 5\n\t\tGoto See\n\n\tPainWfist:\n\t NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\t\tPLA1 G 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tPainWSaw:\n\t\tMAR1 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n Pain.Blast:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n NULL A 0 ACS_Execute(531, 0, 0, 0, 0)\n\t\tGoto Pain\n\n\tPain.Bullet:\n\tPain.SSG:\n\tPain.CutLess:\n\t\tNULL A 0 A_Jump(255,\"PBUL1\",\"PBUL2\",\"PBUL3\",\"PBUL4\",\"PBUL5\",\"PBUL6\")\n Goto Pain\n //Scripts 611 to 616 are responsible for making the bullet damage effect on screen\n PBUL1:\n NULL A 0 ACS_Execute(611, 0, 0, 0, 0)\n Goto Pain\n PBUL2:\n NULL A 0 ACS_Execute(612, 0, 0, 0, 0)\n Goto Pain\n PBUL3:\n NULL A 0 ACS_Execute(613, 0, 0, 0, 0)\n Goto Pain\n PBUL4:\n NULL A 0 ACS_Execute(614, 0, 0, 0, 0)\n Goto Pain\n PBUL5:\n NULL A 0 ACS_Execute(615, 0, 0, 0, 0)\n Goto Pain\n PBUL6:\n NULL A 0 ACS_Execute(616, 0, 0, 0, 0)\n Goto Pain\n\n\tPain.ImpFatalityMarine:\n\tPain.Rip:\n NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(617, 0, 0, 0, 0)\n Goto Pain\n\n\tDeath:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n Goto Death.Arm\n NULL AAA 0\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPPOD A 0 A_SpawnItemEx(\"MarineEattenByDemon\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A -1\n //XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n NULL A 0 A_PlaySound(\"BIGSCREA\")\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n NULL A 0 A_NoBlocking\n NULL A -1\n Stop\n\n Death.CutLess:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t NULL A 0 A_Scream\n\t\t NULL A 0 A_Stop\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A 0 A_PlaySound(\"DSFDTHE\")\n\t\t PLAY H 5\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t PPOD A 0 A_SpawnItemEx(\"PlayerChaingunguyVictim\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\t NULL A 200\n\t\t NULL A 0 A_NoBlocking\n\t\t NULL A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A -1\n\t\t Stop\n\n Death.Rip:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n NULL AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\n Death.Explosives:\n\tXDeath:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 ThrustThingZ(0,60,0,1)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n MHEA A 0 A_XScream\n MHEA B 0 A_NoBlocking\n MHEA CD 0\n //MHEA E -1\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXDMG E 1\n\t\tNULL AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t NULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tXDMG E -1\n\t\tStop\n\n\tDeath.SuperPunch:\n Death.Blast:\n\tDeath.SSG:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t POSS Q 2 A_FaceTarget\n //NULL A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n NULL A 0 A_XScream\n\t\tNULL A 0 A_NoBlocking\n POSS RSTUVW 8\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n Death.Rape:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n Goto Death.Arm\n NULL AAA 0\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 A 20 A_XScream\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n\tDeath.Arm:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_Scream\n XPL5 A 10\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"DSFDTHE\")\n XPL5 BCBCBCBC 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n XPL5 DE 7 A_CustomMissile (\"MuchBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL5 E -1\n Stop\n\n\tDeath.ExtremePunches:\n\tDeath.ExplosiveImpact:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n\tDeath.GreenFire:\n NULL A 0\n NULL A 0 A_XScream\n NULL A 0 A_NoBlocking\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tNULL AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n NULL A 1\n NULL A -1\n Stop\n\nDeath.Plasma: Death.Plasma2:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBR1 A 6 A_Scream\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 H -1\n\t\tStop\n\n Death.superplasma:\n NULL A 0\n NULL A 0 A_XScream\n NULL A 0 A_NoBlocking\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n NULL A 1\n NULL A -1\n Stop\n\n Death.burn:\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBUR A 1\n\t\tPBUR A 1 A_PlayerScream\n\t\tPBUR A 1 A_NoBlocking\n\t\tPBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n\tDeath.Fire:\n Death.flames:\n NULL A 0\n NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 A_Scream\n NULL A 0 A_NoBlocking\n NULL A 0 A_SpawnItem(\"GenericBurningGuy\")\n NULL A 1\n NULL A -1\n\t\tStop\n\n Death.Desintegrate:\n\t NULL A 0 A_Takeinventory(\"Kicking\",1)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 A_Scream\n NULL A 0 A_NoBlocking\n NULL A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tNULL A 1\n NULL A -1\n Stop\n\n Death.Stomp:\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tNULL A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 1 A_XScream\n\t\tNULL A 1 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\n Crush:\n NULL A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n// FATALITIES\n\n FatalityZMan:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYZ AB 4\n\n NULL A 0 A_PlaySound(\"grunt/pain\")\n FTYZ BC 3\n FTYZ DEF 3\n\n NULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ F 2\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n FTYZ H 4\n NULL AA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FTYZ I 4\n NULL AAAA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t NULL A 0 A_PlaySound (\"misc/xdeath\", 3)\n\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 60, 0, 270, 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 60, 0, 90, 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t FTYZ K 2\n FTYZ L 15\n //////////////////////////////////////////////////////\n //NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t NULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityZMan2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FPZ2 AB 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n FPZ2 C 10\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n FPZ2 D 10\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tFPZ2 EF 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tFPZ2 G 6\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ZombieManFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n //NULL A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tNULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tNULL A 0 A_CustomMissile (\"Instestin\", 30, 0, 0, 2, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalityZMan3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FPZ3 A 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tFPZ3 BCDE 3\n XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tFPZ3 FGGGG 2\n\n\t\tFPZ3 HHHIIIIIIIIHJJJ 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 KKKLLLLLLKJJJ 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 30, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\n FPZ3 PPPQQQQQQQPRRR 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 PPPQQQQQQPRRR 1\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 RP 3\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\nFatalityZMan4:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FPZ4 AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFPZ4 CDEEE 3\n\t\tFPZ4 FGH 2\n\n\t\tFPZ4 HHI 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"Bloodmist\", 5, 0, random (0, 360), 2, random (0, 90))\n\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 P 7\n\t\tFPZ4 L 6\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality4\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityImp:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYI ABB 4\n FTYI CDEFG 2\n NULL A 0 A_PlaySound(\"imp/pain\")\n NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n NULL A 0 A_PlaySound(\"CLAP\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1\n FTYI K 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n TNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTYI LLLL 1\n FTYI LMNNN 3\n\t\tFTYI N 9\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"StompedImp\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityImp2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tFTBI BC 2\n\t\tNULL A 0 A_PlaySound(\"imp/die\")\n\t\tFTBI D 25\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n FTBI EF 3\n\t\tFTBI G 25\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"ImpMessyCorpse\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityImp3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTCI AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFTCI CDE 2\n\t\tFTCI E 6\n\n\t\tFTCI FGG 4\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTCI L 10\n\t\tFTCI J 10\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"impfacesorapedomgthisiscruel\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalitySergeant:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYS A 6 A_PlaySound(\"grunt/pain\")\n FTYS BC 6\n\t\tNULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n NULL A 0 A_PlaySound(\"misc/xdeath\")\n FTYS DE 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 3\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DEE 2\n\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMist\", 30, 0, random (0, 360), 2, random (20, 90))\n FTYS FGHIIPPP 2 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\n FTYS QR 5\n NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n FTYS R 15\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunguyHead\", 1)\n ///////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"BeheadedSergeantZombie\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n FatalitySergeant2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FTYS J 3\n FTYS J 1 A_PlaySound(\"BURNZOM\")\n\t\tFTYS JJJJ 3\n\t\tFTYS J 1 A_PlaySound(\"grunt/death\")\n\t\tFTYS K 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n FTYS LMNO 3\n FTYS O 10\n ///////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n NULL A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalitySergeant3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FSP3 A 4\n\n\t\tFSP3 B 4 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSP3 CDE 2\n\t\tFSP3 E 6\n\n\t\tFSP3 FG 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 30, 0, random (0, 360), 2, random (20, 90))\n\n FSP3 HIIIIII 3\n\n\t NULL A 0 A_PlaySound(\"weapons/sg\")\n\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"XDeath1\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 70, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 80, 0, random (0, 360), 2, random (20, 90))\n NULL A 0 A_CustomMissile (\"FlyingImpaledSergeant\", 50, 0, random (0, 360), 2, random (70, 110))\n\n\t\tFSP3 L 3 BRIGHT\n\t\tFSP3 K 3\n\t\tFSP3 J 10\n\t\t///////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityComando:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CFTA AAABCDE 2\n NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"CLAP\")\n CFTA EFF 7\n CFTA GHIJK 2\n NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n CFTA L 7\n\n CFTA M 15\n CFTA OPQR 4\n NULL A 0 A_PlaySound(\"grunt/pain\")\n NULL A 0 A_PlaySound(\"grunt/death\")\n CFTA R 15\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n NULL A 0 A_PlaySound(\"BURNZOM\")\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n CFTA S 25\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ComandoFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DyingComando\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, -15, 0, 2, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, 15, 0, 2, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t FatalityComando2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CFTC A 1\n CFTC A 1 A_PlaySound(\"BURNZOM\")\n\t\tCFTC AAAA 5\n\t\tCFTC B 1 A_PlaySound(\"grunt/death\")\n\t\tCFTC B 6\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainArm\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainLeg\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n CFTC CDEF 4\n CFTC F 15\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ComandoFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_Half\", 0, 0, 40, 0, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityDemon:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FDEM A 4\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n FDEM B 4 A_PlaySound(\"demon/melee\")\n FDEM C 8\n FDEM C 1 A_PlaySound(\"demon/pain\")\n FDEM CDCDCD 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FDEM EFGHI 3 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathDemonHead\", 32, 0, 90, 2, random (0, 90))\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"DemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DyingDemon\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityDemon2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tFDEM J 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n FDEM J 5 A_PlaySound(\"demon/pain\")\n FDEM J 9\n FDEM K 7\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n FDEM LMN 6\n\t\tFDEM OO 3\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"DemonFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadDemonHalf\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalityDemon3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tFD2M A 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n FDEM J 0 A_PlaySound(\"demon/pain\")\n FD2M A 10\n\n FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M AD 3\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 5)\n\n\t\t FD2M E 4\n\t\t FD2M F 15\n\t\t FD2M GHHH 4\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL AAA 0 A_SpawnItem(\"Blood\", 0, 5)\nNULL A 0 A_SpawnItem(\"MeatDeath\", 0, 1)\n\t\t FD2M IJJJJ 5\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"DemonFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadDemonStomped\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityCacoDemon:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CACF ABC 4\n CACF D 4 A_PlaySound(\"misc/xdeath4\")\n CACF E 4 A_PlaySound(\"demon/pain\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n NULL AAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 360), 2, random (0, 360))\n NULL AAA 0 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n CACF EFGHII 4 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n CACF J 4 A_PlaySound(\"misc/xdeath2\")\n CACF KLMMM 4 A_CustomMissile (\"Blue_Blood\", 15, 0, random (0, 360), 2, random (0, 160))\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"DeadCacoDemon\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityCacoDemon2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n CA2F AB 4\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n CA2F BCDEE 4\n CA2F F 2\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F F 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath2\")\n\t\tCA2F FFFF 2 A_CustomMissile (\"Blue_Blood\", 25, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 25, 0, random (0, 360), 2, random (0, 160))\n CA2F GH 4\n\t\tNULL A 0 A_CustomMissile (\"RipCaco\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F I 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityRevenant:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FREV ABABAB 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n FREV C 4 A_PlaySound(\"skeleton/pain\")\n FREV D 4\n FREV EFGHIJJJKL 4\n FREV M 5 A_PlaySound(\"skeleton/sight\")\n FREV M 10\n FREV N 2\n FREV O 2\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathRevenantHeadKicked2\", 40, 0, 0, 2, 0)\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n FREV PQR 2\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_SpawnItemEx(\"DyingRevenant\", 0, 35, 35, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityRevenant2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FRE2 A 5\n\t\tFRE2 A 5 A_PlaySound(\"skeleton/pain\")\n\t\tFRE2 A 5\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FRE2 BCDEFGGGGG 6\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_SpawnItem(\"VeryFuckedUpRevenant\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityFatso:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n FATF A 6\nNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n NULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n FATF A 6 A_PlaySound(\"misc/xdeath4\")\n\t\tNULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n FATF A 6 A_PlaySound(\"fatso/pain\")\n FATF AA 6 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n FATF BCD 8\n\t\tNULL A 0 A_PlaySound(\"fatso/pain\")\n\t\tFATF D 50\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_SpawnItemEx(\"FatalizedFatso\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityBaron:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n BHF1 AAABCDEF 2\n BHF1 G 3 A_PlaySound(\"weapons/gswing\")\n BHF1 HIJKLLLMN 2\n BHF1 O 3 A_PlaySound(\"demon/pain\")\n NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 180), 2, random (0, 180))\n NULL A 0 A_PlaySound(\"misc/xdeath4\")\n BHF1 PQR 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\n NULL A 0 A_PlaySound(\"misc/xdeath4\")\n NULL A 0 A_PlaySound(\"misc/xdeath3\")\n NULL A 0 A_PlaySound(\"misc/xdeath2\")\n NULL A 0 A_PlaySound(\"misc/xdeath1\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n BHF1 STUV 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_SpawnItem (\"MeatDeath\", 30)\n\n BHF1 WXYZZZZZZZZZZZZZZ 3\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"BaronFatality\",1)\n\t\tNULL AAAA 0 A_GiveInventory(\"Medikit\",1)\n NULL A 0 A_SpawnItemEx(\"DeadBaronNoHead\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityHK:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n HKF1 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF1 AB 6\n\t\tNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n HKF1 C 6 A_PlaySound(\"PSXDPN\")\n\t\tNULL AAA 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF1 C 5\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n\t\tHKF1 C 5\n NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n HKF1 CDE 6 A_SpawnItem (\"Brutal_Blood\", 30)\n\t\tHKF1 FG 6 A_SpawnItem (\"Brutal_Blood\", 15)\n\t\tHKF1 HHH 6\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"HKFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"RapedHK\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\tFatalityHK3:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n NULL A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF3 ABC 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\", 2)\n\t\tHKF3 D 15\n NULL A 0 A_PlaySound(\"knight/death\")\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightArm\", 40, 0, 90, 2, random (0, 20))\n HKF3 EFGG 7 A_CustomMissile (\"Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 H 15\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Blood\", 60, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 40, 0, 270, 2, random (0, 20))\n\t\t HKF3 I 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"HKFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"NoArmNoHeadFatalizedHK\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\nFatalityHK2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF2 AAB 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tHKF2 DEFFGH 8\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"PSXDPN\")\n\t\t HKF2 IJIJIJ 4\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n HKF2 KL 6\n\t\tNULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 64, 0, random (0, 360), 2, random (60, 120))\n\t\tHKF2 MNNNNN 6\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"HKFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n NULL A 0 A_SpawnItemEx(\"OmgSoDeadHK\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n FatalityArachnotron:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n ARF1 ABABABABABABAB 2\n\t\tNULL A 0 A_SpawnItem(\"Spark_UpOnce\",0,60)\n\t\tARF1 CD 3\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tARF1 EFFFF 3\n\t\tARF1 GGHHI 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tARF1 JKLMNNNNNNNNNNNNNNNN 3\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ArachnotronFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n NULL A 0 A_SpawnItemEx(\"RapedArachnotron\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityArachnotron2:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n\t\tARF2 A 6\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\")\n\t\tARF2 B 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n ARF2 BIBIBI 2\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\tARF2 CDE 3\n NULL A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\n\t\t//////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ArachnotronFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n NULL A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tFatalityArchVile:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n AVF1 A 1\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n AVF1 A 1 A_PlaySound(\"vile/pain\")\n AVF1 A 20\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n AVF1 A 1 A_PlaySound(\"vile/Death\")\n AVF1 BCDEEEFGHHH 5 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 IJKLM 2\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL A 0 A_PlaySound(\"CLAP\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 N 30\n\t\tAVF1 OPQQR 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t\tAVF1 STUUUUVVVV 2\n\t\tNULL A 0 A_PlaySound(\"TAUNT\")\n\t\tAVF1 V 10\n\t\tAVF1 WXWX 10\n\t\tAVF1 V 10\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"ArchVileFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n NULL A 0 A_SpawnItem(\"FatalizedArchvile1\")\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\nFatalityPE:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n PA1F A 3\n\t\tFATF E 0 A_PlaySound(\"demon/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F A 9\n\n NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n NULL AAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n NULL AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F BCDEEEEEFGHI 3\n\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F JKKKK 3\n\n\t\tPA1F L 4\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t PA1F MNNNNNNN 3\n\n\t\t PA1F OPQR 3\n\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t PA1F RQPQR 3\n\n\t\t NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F S 30\n\t\tPA1F STSTST 6 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F S 9\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"PEFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_SpawnItemEx(\"FatalizedPE\", 0, 1, 1, 1, 1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n CurbstompZombieman:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n 01CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t01CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t01CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"ZombiemanHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n 01CB E 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"IsCurbstompingZombieman\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t NULL A 0 A_CustomMissile (\"StompedZombieman\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n\t\tCurbstompSergeant:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n 02CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t02CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t02CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n 02CB E 20\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"IsCurbstompingSergeant\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",5)\n\t\t NULL A 0 A_CustomMissile (\"StompedSergeant\", 1, 0, random (0, 360), 2, random (0, 160))\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n Death.Fatality:\n NULL A 0 A_NoBlocking\n\t\tNULL A 0 A_Scream\n\t\tNULL A 0 A_GiveToTarget(\"GoFatality\", 1)\n NULL A 0 A_GiveToTarget(\"PVPFatality\", 1)\n\t\tNULL A 1\n\t\tNULL A -1\n Stop\n FatalityPVP:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\n PVPF ABB 10\n PVPF C 4\n\t\tPVPF D 4\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPVPF E 4\n NULL A 0 A_CustomMissile (\"MeatDeath\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 50)\n\t\tNULL AA 0 A_CustomMissile (\"XDeathArm1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t PVPF EFGGGG 4\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"PVPFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"Megasphere\",1)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n// STEALTH KILLS\n\n StealthKillZombieman:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFZM D 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKZombieMan\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillShotgunGuy:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFSZ A 8\nSFSZ B 8\nSFSZ C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFSZ D 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKShotgunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadShotgunGuy\", 0, 0, 40, 0, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillChaingunGuy:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFCG A 8\nSFCG B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFCG C 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKChaingunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_KilledByMinorHead\", 0, 0, 40, 0, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillImp:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFIM A 8\nSFIM B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFIM C 16\nSFIM D 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKImp\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadImp1\", 0, 0, 40, 0, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n StealthKillNazi:\n NULL A 0 SetPlayerProperty(0,1,0)\n NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n NULL A 0 ACS_Execute(acsFatality, 0)\n //////////////////////////////////////////////////////\nSFNZ A 8\nSFNZ B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFNZ C 16\n\n //////////////////////////////////////////////////////\n NULL A 0 A_TakeInventory(\"SKNAzi\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n NULL A 0 A_SpawnItemEx(\"DeadNazi\", 0, 0, 40, 0, 0)\n NULL A 0 SetPlayerProperty(0,0,0)\n Goto Spawn\n\n// Failed attemp to able a player to be saved\n// by other player before getting executed in an enemy's\n// fatality (the following lines were an idea of making the\n// Hell Knight be shootable before he could headstomp the player).\n// This idea was canceled due the current limits on Zdoom engine\n// (Or maybe I'm just doing it wrong).\n// Maybe I will work on this in a future version.\n\n//\tDeath.UnusedHKF:\n // NULL A 0 A_CustomMissile (\"HellKnightSpawner\", 1, 0, random (0, 360), 2, random (0, 160))\n// XXXX A -1\n// Stop\n\n//\tPain.HKF:\n// NULL A 0 A_GiveToTarget(\"Vanish\", 1)\n// NULL A 0 A_GiveInventory(\"BeginCurbstomped\", 1)\n// NULL A 0 SetPlayerProperty(0,1,0)\n// NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n// KTFP AAAAAAAAAA 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // KTFP BCDE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // Goto Curbstomped\n//\n // Curbstomped:\n // KTFP EEEEE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 10,0)\n // KTFP FFFFF 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // KTFP GGG 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n // KTFP GGGG 1 A_SpawnItem (\"CurbStomp\", 0, 0)\n // Goto Death.HKFAT\n//\n//\tPain.FreeHellKnight:\n // KTFP E 50 SetPlayerProperty(0,0,0)\n // NULL A 1 SetPlayerProperty(0,0,0)\n//NULL A 1 A_SpawnItem (\"HellKnight\", 0, 0)\n//Goto See\n//\n // Death.HKFAT:\n // KTFP HIJKLLLLLLLLL 5\n // NULL A 0 A_SpawnItem (\"HellKnight\", 0, 0)\n // XXXX A -1\n // Stop\n\n// Monsters that can perform fatality on player:\n\n// Baron and Hell Knight:\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n NULL A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tNULL A -1\n Stop\n\n//Imp:\n Death.ImpFatalityMarine:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n NULL A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tNULL A 500\n\t\tNULL A -1\n Stop\n\n// This section is responsable for calling scripts to make blood\n// drip on the screen when the player is affected by one of the actors\n// in the BLOODSPLASH lump.\n\n\tPain.Blood:\n\t NULL A 0 A_TakeInventory(\"BloodSplasherz\", 1)\n NULL A 0 A_Giveinventory(\"BloodOnVisor\",1)\n //NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\tNULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n NULL A 0 A_Jump(255,\"Bled1\",\"Bled2\",\"Bled3\",\"Bled4\",\"Bled5\",\"Bled6\")\n Goto Bled1\n\n Bled1:\n NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n Goto spawn\n Bled2:\n NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n Goto spawn\n Bled3:\n NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n Goto spawn\n Bled4:\n NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n Goto spawn\n Bled5:\n NULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n Goto spawn\n Bled6:\n NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n Goto spawn\n\n\tPain.BlueBlood:\n NULL A 0 A_Giveinventory(\"BlueBloodOnVisor\",1)\n NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n NULL A 0 A_Jump(255,\"BBled1\",\"BBled2\",\"BBled3\",\"BBled4\",\"BBled5\",\"BBled6\")\n Goto BBled1\n BBled1:\n NULL A 0 ACS_Execute(570, 0, 0, 0, 0)\n Goto spawn\n BBled2:\n NULL A 0 ACS_Execute(571, 0, 0, 0, 0)\n Goto spawn\n BBled3:\n NULL A 0 ACS_Execute(572, 0, 0, 0, 0)\n Goto spawn\n BBled4:\n NULL A 0 ACS_Execute(573, 0, 0, 0, 0)\n Goto spawn\n BBled5:\n NULL A 0 ACS_Execute(574, 0, 0, 0, 0)\n Goto spawn\n BBled6:\n NULL A 0 ACS_Execute(575, 0, 0, 0, 0)\n Goto spawn\n\n\tPain.GreenBlood:\n NULL A 0 A_Giveinventory(\"GreenBloodOnVisor\",1)\n NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n NULL A 0 A_Jump(255,\"GBled1\",\"GBled2\",\"GBled3\",\"GBled4\",\"GBled5\",\"GBled6\")\n Goto Bled1\n\n GBled1:\n NULL A 0 ACS_Execute(560, 0, 0, 0, 0)\n Goto spawn\n GBled2:\n NULL A 0 ACS_Execute(561, 0, 0, 0, 0)\n Goto spawn\n GBled3:\n NULL A 0 ACS_Execute(562, 0, 0, 0, 0)\n Goto spawn\n GBled4:\n NULL A 0 ACS_Execute(563, 0, 0, 0, 0)\n Goto spawn\n GBled5:\n NULL A 0 ACS_Execute(564, 0, 0, 0, 0)\n Goto spawn\n GBled6:\n NULL A 0 ACS_Execute(565, 0, 0, 0, 0)\n Goto spawn\n\n\t\t//When you get MeatShields\n\n\t\tGotImpShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ImpShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ImpShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeImpShield\n\n\t\tSeeImpShield:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAIS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAIS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\t \t\tGotZmanShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ZmanShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ZmanShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeZmanShield\n\n\t\tSeeZmanShield:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAZS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAZS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\tGotSguyShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"SguyShield\")\n\t\tNULL A 0 A_SelectWeapon(\"SguyShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeSGuyShield\n\n\t\tSeeSGuyShield:\n\t NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMASS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMASS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n Salutes1:\n\t NULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n MWAV BCDEFEFDCB 7\n\t\tNULL A 0 A_TakeInventory(\"Salute1\",1)\n Goto Spawn\n\n Salutes2:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n MWAV GHGHG 10\n\t\tNULL A 0 A_TakeInventory(\"Salute2\",1)\n Goto Spawn\n\n\t//Special Checkers\n\n\t\tSpecialChecker:\n NULL A 1\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"NoMovePump\")\n NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto Spawn\n\n SpecialCheckerMoving:\n NULL A 1\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"Pump\")\n NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSMove\")\n NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto See\n\n FatalityChecker:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_JumpIfInventory(\"PVPFatality\", 1, \"FatalityPVP\")\n NULL A 0 A_JumpIfInventory(\"IsCurbstompingZombieman\", 1, \"CurbstompZombieman\")\n\t NULL A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n NULL A 0 A_JumpIfInventory(\"SKZombieman\", 1, \"StealthKilLZombieMan\")\n\t NULL A 0 A_JumpIfInventory(\"SKShotgunGuy\", 1, \"StealthKilLShotgunGuy\")\n\t NULL A 0 A_JumpIfInventory(\"SKImp\", 1, \"StealthKilLImp\")\n\t NULL A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")\n\t NULL A 0 A_JumpIfInventory(\"SKChaingunguy\", 1, \"StealthKilLChaingunguy\")\n NULL A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n NULL A 0 A_JumpIfInventory(\"ImpFatality2\", 1, \"FatalityImp2\")\n\t\tNULL A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp3\")\n NULL A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZMan\")\n\t NULL A 0 A_JumpIfInventory(\"ZombieManFatality2\", 1, \"FatalityZMan2\")\n\t NULL A 0 A_JumpIfInventory(\"ZombieManFatality3\", 1, \"FatalityZMan3\")\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieManFatality4\", 1, \"FatalityZMan4\")\n NULL A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n NULL A 0 A_JumpIfInventory(\"SergeantFatality2\", 1, \"FatalitySergeant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"SergeantFatality3\", 1, \"FatalitySergeant3\")\n NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t NULL A 0 A_JumpIfInventory(\"ComandoFatality2\", 1, \"FatalityComando2\")\n NULL A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t NULL A 0 A_JumpIfInventory(\"DemonFatality2\", 1, \"FatalityDemon2\")\n\t NULL A 0 A_JumpIfInventory(\"DemonFatality3\", 1, \"FatalityDemon3\")\n NULL A 0 A_JumpIfInventory(\"CacoDemonFatality\", 1, \"FatalityCacoDemon\")\n\t NULL A 0 A_JumpIfInventory(\"CacoDemonFatality2\", 1, \"FatalityCacoDemon2\")\n NULL A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n NULL A 0 A_JumpIfInventory(\"RevenantFatality2\", 1, \"FatalityRevenant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFatality\", 1, \"FatalityFatso\")\n NULL A 0 A_JumpIfInventory(\"BaronFatality\", 1, \"FatalityBaron\")\n\t NULL A 0 A_JumpIfInventory(\"HKFatality\", 1, \"FatalityHK\")\n\t NULL A 0 A_JumpIfInventory(\"HKFatality2\", 1, \"FatalityHK2\")\n\t NULL A 0 A_JumpIfInventory(\"HKFatality3\", 1, \"FatalityHK3\")\n\t NULL A 0 A_JumpIfInventory(\"ArachnotronFatality\", 1, \"FatalityArachnotron\")\n\t\tNULL A 0 A_JumpIfInventory(\"ArachnotronFatality2\", 1, \"FatalityArachnotron2\")\n\t NULL A 0 A_JumpIfInventory(\"ArchVileFatality\", 1, \"FatalityArchVile\")\n\t NULL A 0 A_JumpIfInventory(\"PEFatality\", 1, \"FatalityPE\")\n NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\n\t\tMeatShieldChecker:\n NULL A 1\n //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto See\n\n\t\tMeatShieldCheckerMoving:\n NULL A 1\n //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto Spawn\n\n\t\tSpawnFriends: //This spawn any friendly marines that survived on the previous level\n\t\tNULL A 0 A_TakeInventory(\"CheckMarines\", 1)\n\t\tPLAY A 1\n\t\t//NULL A 0 Thing_ChangeTID (0, 567)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tSpawnFriends2:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto Spawn\n\n\t\tSummonMarines:\n\t\tPLAY A 1 A_SpawnItem(\"Marine1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tGoto RecalculateMarines\n\n\t\tRecalculateMarines:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesDispenser\", 1, \"RecalculateMarines\")\n\t\tGoto SpawnFriends2\n\n\t\tSummonChaingunners:\n\t\tPLAY A 1 A_SpawnItem(\"Marine_Chaingun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto RecalculateChaingunners\n\n\t\tRecalculateChaingunners:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesChaingunDispenser\", 1, \"RecalculateChaingunners\")\n\t\tGoto Spawn\n\n\t}\n}\n\nACTOR PowerNearDeath : PowerUp\n{\n\tPowerup.Duration -45\n\tSpeed 0.4\n\t//Inventory.Icon \"DANGER\"\n\tPowerup.Color 70,0,0,0.2\n}\n\nactor Player_Blood : Brutal_Blood\n {\n states\n {\n Spawn:\n //NULL AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //NULL AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n NULL A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n \t NULL A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n\t\tNULL AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\n }\n}\n\nACTOR PlayerFlyingBlood\n{\n game Doom\n scale 0.75\n speed 7\n health 1\n radius 8\n height 1\n\tDecal BloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +EXPLODEONWATER\n States\n {\n Spawn:\n NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XDT1 ABCD 4 A_SpawnItem(\"Brutal_FlyingBloodTrail\",0,0,0,1)\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n NULL A 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 3\n stop\n }\n}\n\nACTOR BloodOnVisor : PowerupGiver 2408\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type BloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nACTOR PowerBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR BlueBloodOnVisor : PowerupGiver\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type BlueBloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nACTOR PowerBlueBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR GreenBloodOnVisor : PowerupGiver\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type GreenBloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nACTOR PowerGreenBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nActor ChainguyguyContinue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComeEatMeDemon : Inventory\n{\ninventory.maxamount 1\n}\n\nactor MarineEattenByDemon: CurbstompedMarine\n{\nHealth 100\nHeight 16\nRadius 8\nMONSTER\n-GHOST\n+THRUACTORS\n+FRIENDLY\n States\n\n {\n Spawn:\nNULL A 0\nNULL A 0 A_CHangeFlag(\"THRUACTORS\", 0)\nNULL A 0 A_GiveInventory(\"ComeEatMeDemon\")\nNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\nXPL1 EEE 6 A_SpawnItem(\"KillMe\")\nXPL1 E -1\n Loop }}"
},
{
"source": "pk3",
"name": "DECORATE.ClassicWeapons.txt",
"contents": "ACTOR ClassicFist : Weapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 4\n\tWeapon.Kickback 100\n\tObituary \"$OB_MPFIST\"\n\tTag \"$TAG_FIST\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tPKFS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"Fire2\")\n\t\tPKFS B 1 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tPKFS CD 1\n\t\tPKFS E 2 A_FireCustomMissile(\"MeleeStrike2\", 0, 0, 0, -5)\n\t\tPKFS FGHIJKL 2\n\t\tGoto Ready\n\tFire2:\n\t\tPKFS B 1 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPKFS CD 1\n\t\tPKFS E 2 A_FireCustomMissile(\"MeleeStrike2Smash\", 0, 0, 0, -5)\n\t\tPKFS FGHIJK 2\n\t\tGoto Ready\n\t}\n}\n\nACTOR ClassicSaw : Weapon\n{\n\tGame Doom\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 2\n\tWeapon.UpSound \"weapons/sawup\"\n\tWeapon.ReadySound \"none\"\n\tInventory.PickupMessage \"$GOTCHAINSAW\"\n\tObituary \"$OB_MPCHAINSAW\"\n\tTag \"$TAG_CHAINSAW\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.AXEBLOOD\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sawidle\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n\n\t\tVSAW ABAB 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Chain_saw\")\n\t\tLoop\n\n\tReady.Blood:\n\t\tVSRW ABAB 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Chain_saw\")\n\t\tGoto Ready\n\n\tReady.BlueBlood:\n\t\tVSBW ABAB 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Chain_saw\")\n\t\tGoto Ready\n\n\tReady.GreenBlood:\n\t\tVSGW ABAB 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Chain_saw\")\n\t\tGoto Ready\n\n\tDeselect:\n\t\tVSAW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tVSAW A 1 A_Raise\n\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tVSAW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 3, \"SSawPuff\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.Blood:\n\t\tVSRW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 3, \"SSawPuff\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.BlueBlood:\n\t\tVSBW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 3, \"SSawPuff\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.GreenBlood:\n\t\tVSGW CD 2 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 3, \"SSawPuff\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPistol : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip2\"\n\tObituary \"$OB_MPPISTOL\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tTag \"$TAG_PISTOL\"\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tPKPI A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKPI A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t\tPKPI A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireBullets (3, 1, 1, 10, \"HitPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tRIFF A 0 A_FireCustomMissile(\"Tracer\", random(-2,2), 0, -1, 0)\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n PKPI F 1 BRIGHT\n\t\tPKPI CDE 1 A_SetPitch(0.25 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\t\tPKPI D 1\n\t\tPKPI C 1 A_WeaponReady(1)\n\t\tPKPI B 0 A_WeaponReady(1)\n\t\tPKPI A 5 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicShotgun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tObituary \"$OB_MPSHOTGUN\"\n\tTag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tPKSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tPKSG A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t\tPKSG A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tLoop\n\tFire:\n\t\tPKSG A 1\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,-1,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (5.0, 1.0, 7, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tPKSG B 2 BRIGHT A_SetPitch(-4.0 + pitch)\n\t\tPKSG C 1\n\t\tPKSG CDDE 1 A_SetPitch(1.0 + pitch)\n\t\tPKSG A 4\n\t\tPKSG FGHI 1\n\t\tTNT1 A 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, -4, -4)\n\t\tSHTG A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tPKSG JKKLLMMMLLKKJIHGF 1\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_Refire\n\t\tPKSG A 10 A_WeaponReady\n\t\tGoto Ready\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicSSG : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell\"\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n\tTag \"$TAG_SUPERSHOTGUN\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"SSG\")\n\t\tPKSS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"SSG\")\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKSS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKSS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t PKSS A 1\n\t\tTNT1 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,180)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-10,10),0,-1,-12,0,random(-3,3))\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, 14, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tTNT1 A 0 A_playsound(\"SSHFIRE\", 3)\n\t\tPKSS B 2 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tPKSS C 1\n\t\tPKSS DEFAAA 1 A_SetPitch(1.0 + pitch)\n\t\tPKSS A 5\n\t\tTNT1 A 0 A_CheckReload\n\t\tPKSS GHIJKL 1\n\t\tTNT1 A 0 A_OpenShotgun2\n\t\tPKSS MNOPQR 1\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tPKES S 4\n\t\tPKSS STUV 2\n\t\tTNT1 A 0 A_LoadShotgun2\n\t\tPKSS XWYZ 1\n\t\t//TNT1 A 10\n\t\tPKS2 ABCD 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tPKS2 EFG 2\n\t\tPKSS A 5\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicChaingun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip2\"\n\tInventory.PickupMessage \"$GOTCHAINGUN\"\n\tObituary \"$OB_MPCHAINGUN\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tTag \"$TAG_CHAINGUN\"\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"Minigun\")\n\t\tPKCG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Minigun\")\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKCG A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Minigun\")\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_TakeInventory(\"Minigun\")\n\t\tPKCG A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"Minigun\")\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 9, \"MachineGunBulletPuff\")\n TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-6)\n\t\tPKCG F 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tPKCG B 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tPKCG CD 1 A_SetPitch(0.5 + pitch)\n\n\t\tTNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 9, \"MachineGunBulletPuff\")\n TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-6)\n\t\tPKCG E 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tPKCG B 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tPKCG CD 1 A_SetPitch(0.5 + pitch)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tPKCG ABCDAABBCCCDDDD 1 A_WeaponReady(1)\n\t\tGoto Ready\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicRocketLauncher : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\tTag \"$TAG_ROCKETLAUNCHER\"\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tPKRL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKRL A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t\tPKRL A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tLoop\n\tFire:\n\t\tPKRL BC 2 BRIGHT\n\t\tTNT1 A 0 A_PlaySound (\"DSRFIRE\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"WeakRocket\", 0, 1, 0, -10)\n\t\tTNT1 A 0 A_SetPitch(-2.0 + pitch)\n\t\tPKRL D 2 BRIGHT\n\t\tPKRL EFGHIJ 2 A_SetPitch(0.25 + pitch)\n\t\tPKRL AA 1 A_SetPitch(0.25 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaRifle : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"$GOTPLASMA\"\n\tTag \"$TAG_PLASMARIFLE\"\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\t3LSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\t3LSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\t3LSG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ClassicPlasmaBall\", 0, 1, 0, -10)\n\t\t3LSF EF 1 BRIGHT\n\t\t3KPL A 1\n\t\tTNT1 A 0 A_Refire\n\t\t3KPL ABCDEFF 1\n\t\t3KPL G 6\n\t\t3KPL FFEDCBA 1\n\t\tGoto Ready\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaBall\n{\n\tGame Doom\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDamage 7\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tdamagetype Plasma\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n\t TNT1 A 1\n\t\tGoto Spawn2\n\tSpawn2:\n\t\tPLSS ABAB 1 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tLoop\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tPLSE ABC 2 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tPLSE DE 2 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tStop\n\t}\n}\n\nACTOR VanillaBFG9000 : DoomWeapon\n{\n\tGame Doom\n\tHeight 20\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\tInventory.PickupMessage \"$GOTBFG9000\"\n\tTag \"$TAG_BFG9000\"\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"BIG_FUCKING_GUN\", 1)\n\t\tBFGG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"BIG_FUCKING_GUN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tBFGG A 1 A_Raise\n\t\tLoop\n\tFire:\n TNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABABABABABABABAB 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n BFGF A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_Recoil(8)\n //TNT1 A 0 A_ZoomFactor(1.3)\n TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_FireBFG\n\t\tBFGF B 2 BRIGHT// A_FireCustomMissile(\"SuperBFGBall\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n BFGF CDEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n //TNT1 A 0 A_ZoomFactor(1.0)\n BFGG A 1 BRIGHT\n\t\tBFGG A 4\n TNT1 A 0 A_Refire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "MELEE.txt",
"contents": "Actor Kicking : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Punching : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Berserker : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KickAttackLow\n{\n+NOGRAVITY\n}\n\nActor NoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KickHasHit : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunguyHead: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeavyStrikeRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeavyStrikeLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeavyStrikeUpWard : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PSeq1 : Inventory\n{\ninventory.maxamount 2\n}\n\nActor PSeq2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PSeq3 : Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n//\n// Melee Weapons\n//\n// --------------------------------------------------------------------------\n\nACTOR Melee_Attacks : Fist Replaces Fist\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3700\n\tWeapon.Kickback 100\n\tObituary \"%o was Ripped and Teared by \t%k\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tGoto Ready\n\n\tReload:\n\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SelectFatalityModes\")\n\t PUNS BCD 1\n\t\tPUNS E 7 A_PlaySound(\"Knuckled\")\n\t\tPUNS FGFE 3\n\t\tPUNS DCB 1 A_TakeInventory(\"Reloading\", 1)\n\t\tGoto Ready+8\n\n\tSelectFatalityModes:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoFatality\", 1, \"FatalityOn\")\n\t\tGoto FatalityOff\n\tFatalityOn:\n\t TNT1 A 0 A_Print(\"RIP AND TEAR! Mode\")\n\t PUNS BCD 1\n\t\tPUNS E 7 A_PlaySound(\"Knuckled\")\n\t\tPUNS FGFE 3 A_TakeInventory(\"Reloading\", 1)\n\t\tPUNS DCB 1 A_TakeInventory(\"NoFatality\", 1)\n\t\tGoto Ready+8\n\n\tFatalityOff:\n\t\tTNT1 A 0 A_Print(\"SMASH Mode\")\n\t PUNS BCD 1\n\t\tPUNS E 7 A_PlaySound(\"Knuckled\")\n\t\tPUNS FGFE 3 A_TakeInventory(\"Reloading\", 1)\n\t\tPUNS DCB 1 A_GiveInventory(\"NoFatality\", 1)\n\t\tGoto Ready+8\n\tDoingFatality:\n\tPUNG A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tGoto Ready+7\n\n\tReady:\n PUNS ABCDCBA 1\n ////////////////// Check if player is performing a fatality\\\\\\\\\n\t\tTNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"ReadySoul\")\n TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n ////////////////////\n TNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunguyHead\",1,\"ReadyShotgunguyHead\")\n TNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"ReadyBarrel\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n PUNG A 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tGoto Ready+8\n\tReadySoul:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"KillLS\")\n THEA A 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA B 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA A 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA B 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA C 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA D 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA C 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n THEA D 7 BRIGHT A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n\t\tGoto Ready+8\n\n\tReadyBarrel:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tMARN A 0 ACS_ExecuteAlways(294, 0, 0, 0, 0)//Makes player slower.\n THRG A 2 A_WeaponReady\n\t\tGoto Ready+8\n\n\tReadyShotgunguyHEad:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PTG1 B 2 A_WeaponReady\n\t\tGoto Ready+8\n\n Deselect:\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n //TNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"KillLS\")\n\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"FireBarrel\")\n\t\tTNT1 A 1\n\t\tWait\n\n KillLS:\n THEA E 8\n TNT1 A 0 A_FireCustomMissile(\"LSOHK\",40,0,0,5)\n TNT1 A 0 A_Takeinventory(\"LostSoulFatality\",1)\n THEA F 8\n\t\tTHEA F 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n ////////////////// Check if player is performing a fatality\\\\\\\\\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"ReadySoul\")\n ////////////////////\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n\t////////////////////////////////////////////// Normal Attacks\n\n\tFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunguyHead\",1,\"ShotgunguyHeadFire\")\n\t\tTNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"LSFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"FireBarrel\")\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"FatalityFire\")\n\t\tTNT1 A 0 A_Jump(128, \"PunchRight\")\n\n\tPunchLeft:\n\t\tPUNG BCD 1\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrikeNormal\", 0, 0, 0, -9)\n\n\t\tPUNG E 2\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq1\", 1)\n\t\tPUNG DCB 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n PUNG AA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\t PunchRight:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"AltFireBarrel\")\n\n\t PUP2 B 1\n\t\tPUP2 C 1\n\t\tPUN2 AC 1\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrikeNormal\", 0, 0, 0, -9)\n\t\t//PUN2 A 0 A_Custompunch(25,1,1,\"MeleePuff\")\n\t\tPUN2 DE 2\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq2\", 1)\n\t\tPUN2 FFGH 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tPUNG AA 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_Refire\n\t\t//TNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\tAltFire:\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAltFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq1\", 1, \"AltFireQUick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq2\", 1, \"AltFire2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_Jump(256, \"AltFireQuick\", \"AltFire2\", \"AltFire3\")\n\n\tAltFireQuick:\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN3 ABCDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -9)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN3 JK 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n TNT1 AAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUN5 BA 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_REfire\n\t\tGoto Ready+8\n\n\tAltFire3:\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN4 ABCDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUN4 F 1\n\t\tRIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -9)\n\t\tPUN4 GHI 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN4 JK 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n TNT1 AAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUN5 BA 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_REfire\n\t\tGoto Ready+8\n\n\tAltFire2:\n\t\tTNT1 A 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN5 CDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUN5 F 1\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeUpward\", 1)\n\t\tRIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tPUN5 GHIJ 1\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeUpward\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN5 KLM 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n TNT1 AAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUN5 BA 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_REfire\n\t\tGoto Ready+8\n\n\t/////////////////////////////////////////////// Fatalities\n\n\tFatalityFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoFatality\", 1, \"PunchBerserkNoFatality\")\n\t\tTNT1 A 0 A_Jump(128, \"PunchRightFatality\")\n\n\tPunchLeftFatality:\n\t\tPUNG BCD 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1Fatality\", 0, 0, 0, -9)\n\n\t\tPUNG E 4\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq1\", 1)\n\t\tPUNG DCB 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n PUNG AA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\t PunchRightFatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"AltFireBarrel\")\n\n\t PUP2 B 1\n\t\tPUP2 C 1\n\t\tPUN2 AC 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1Fatality\", 0, 0, 0, -9)\n\t\t//PUN2 A 0 A_Custompunch(25,1,1,\"MeleePuff\")\n\t\tPUN2 DD 2\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq2\", 1)\n\t\tPUN2 EFGH 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tPUNG AA 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_Refire\n\t\t//TNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\tSuperAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq1\", 1, \"AltFireQUickFatality\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq2\", 1, \"AltFire2Fatality\")\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_Jump(256, \"AltFireQuickFatality\", \"AltFire2Fatality\", \"AltFire3Fatality\")\n\n\t\tAltFireQuickFatality:\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN3 ABCDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUN3 F 1\n\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeLeft\", 1)\n\t\tRIFF AAA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -9)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeLeft\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN3 JK 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n TNT1 AAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUN5 BA 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_REfire\n\t\tGoto Ready+8\n\n\tAltFire2Fatality:\n\t\tTNT1 A 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN5 CDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUN5 F 1\n\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeUpward\", 1)\n\t\tRIFF AAA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, 0)\n\t\tPUN5 GHIJ 1\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeUpward\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN5 KLM 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n TNT1 AAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUN5 BA 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_REfire\n\t\tGoto Ready+8\n\n\tAltFire3Fatality:\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN4 ABCDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUN4 F 1\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikerIGHT\", 1)\n\t\tRIFF AAA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -9)\n\t\tPUN4 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeRight\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN4 JK 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n TNT1 AAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUN5 BA 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_REfire\n\t\tGoto Ready+8\n\t//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\n\tKickRight:\n\t\tKIK2 ABC 1\n TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tPUN2 A 0 A_Custompunch(35,0,1,\"MeleePuff\")\n\t\tKIK2 DD 1\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready+8\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tPUN2 A 0 A_Custompunch(35,0,1,\"MeleePuff\")\n\t\tKIK1 DD 1\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready+8\n\n\tLSFire:\n\t\tTHEF A 4\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n THEF B 4 A_FireCustomMissile(\"PoorLostSoul\", 0, 1, 0, 0)\n THEF CD 4\n TNT1 A 0 A_TakeInventory(\"LostSoulFatality\",1)\n\t\tGoto Ready+8\n\n\tShotgunguyHeadFire:\n\t\tPTG1 CDEFGHIJ 1\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n PTG1 K 1 A_FireCustomMissile(\"SergeantHeadThrown\", 0, 0, 0, 0)\n PTG1 LMNOP 1\n TNT1 A 0 A_TakeInventory(\"ShotgunguyHead\",1)\n\t\tGoto Ready+8\n\n\tFireBarrel:\n\t\tTHRF A 3 A_FireCustomMissile(\"ThrowedBarrel\", 0, 1, 0, 0)\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tMARN A 0 ACS_ExecuteAlways(295, 0, 0, 0, 0)//Makes player have normal speed.\n THRF ABCDEF 3\n\t\tGoto Ready+8\n\tAltFireBarrel:\n\tPUNG A 1\n\t\tTHRF A 0 A_SpawnItemEx (\"ExplosiveBarrel\",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tMARN A 0 ACS_ExecuteAlways(295, 0, 0, 0, 0)//Makes player have normal speed.\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tPUNG A 5\n\t\tGoto Ready+8\n\n\tPunchBerserkNoFatality:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"PunchRightBerserkNoFatality\")\n\n\tPunchLeftBerserkNoFatality:\n\t\tPUNG BCD 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1Berserked\", 0, 0, 0, -9)\n\n\t\tPUNG E 4\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq1\", 1)\n\t\tPUNG DCB 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n PUNG AA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\t PunchRightBerserkNoFatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"AltFireBarrel\")\n\n\t PUP2 B 1\n\t\tPUP2 C 1\n\t\tPUN2 AC 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1Berserked\", 0, 0, 0, -9)\n\t\t//PUN2 A 0 A_Custompunch(25,1,1,\"MeleePuff\")\n\t\tPUN2 DD 2\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq2\", 1)\n\t\tPUN2 EFGH 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tPUNG AA 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_Refire\n\t\t//TNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\tFlash:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FlashlightAction\", 1, \"CheckFlashlight\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"FlashOn\")\n\tGoto Flash\n\tFlashOn:\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightSource\", 0, 0, 0, 0, 0, 0)\n\tGoto Flash\n\tCheckFlashLight:\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"FlashlightAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"TurnOffFlashlight\")\n\tTNT1 A 0 A_GiveInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\tTurnOffFlashlight:\n\tTNT1 A 0 A_TakeInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\n\tDoKick:\n TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK K 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK L 1 A_PlaySound(\"FUCK\", 2)\n FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n FUCK NMLK 1\n\t\tGoto Ready+8\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto Ready+8\n\t}\n}\n\nACTOR PoorLostSoul\n{\n\tRadius 16\n\tHeight 8\n\tSpeed 22\n Fastspeed 26\n\tDamage 15\n\tProjectile\n Scale 1.0\n\t+FORCEXYBILLBOARD\n DamageType Fire\nExplosionRadius 70\nExplosionDamage 50\n\tAlpha 1\n\tSeeSound \"skull/melee\"\n\tDeathSound \"fatso/shotx\"\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0 A_CustomMissile (\"FlameTrails\", 24, 0, 0, 0, 0)\n LSOL B 2 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n\t\tLoop\n\tDeath:\n\n\t\tLSOL F 2 BRIGHT\n\t\tLSOL G 2 BRIGHT\n\t\tTNT1 A 0 A_Explode\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"FlameTrails\", 6, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 0)\n TNT1 AAA 0 A_CustomMissile (\"LSpart1\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"LSpart3\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"LSpart2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0\n LSOL HI 6\n\t\tStop\n\t\tStop\n\t}\n}\n\nACTOR ThrowedBarrel\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 32\n Fastspeed 32\n\tDamage 55\n\t+MISSILE\n\tGravity 0.6\n Scale 1.0\n\t+FORCEXYBILLBOARD\n\tDamageType Explosive\n\tAlpha 1\n\tDeathSound \"Explosion\"\n\tStates\n\t{\n\tSpawn:\n TBRA A 2\n\t\tLoop\n\n Death:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\t//TNT1 AAAAAAA 0 A_CustomMissile (\"BarrelParticle\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\t}\n}\n\nACTOR KickAttack: FastProjectile\n{\n\tRadius 18\n\tHeight 6\n\tDamageType Kick\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n Damage (random(28,32))\n Speed 30\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\tXDEath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckFloor(\"DeathOnGround\")\n\t\t PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\n\t\t\tTNT1 A 10\n\t\tStop\n\n\tDeathOnGround:\n\t\t\tTNT1 A 0\n\t\t PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 0 A_Explode(10, 40, 0)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR KickAttackDetectDowned: KickAttack\n{\n\tRadius 4\n\tHeight 4\n\tDamageType LowKick\n\tDamage (random(2, 3))\n\tSpeed 40\n\t+NOBLOOD\n\t+BLOODLESSIMPACT\n\t-ACTIVATEIMPACT\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR SuperKickAttack: KickAttack\n{\n Damage (random(54,60))\n\t-NOEXTREMEDEATH\n\tDamageType Extremepunches\n}\n\nACTOR StompAttack: KickAttack\n{\n Damage (random(150,200))\n\tspeed 100\n\tDamageType Trample\n\tStates\n\t{\n\tDeath:\n\t\t PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(150, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR SuperStompAttack: KickAttack\n{\n Damage (random(300,500))\n\tSpeed 100\n\tDamageType HeavyTrample\n\t\tStates\n\t{\n\tDeath:\n\t\t PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(300, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR HookAttack: KickAttack\n{\n Speed 30\n}\n\nACTOR AirKickAttack: KickAttack\n{\n\tRadius 20\n\tHeight 32\n Damage (random(54,62))\n}\n\nACTOR SuperAirKickAttack: KickAttack\n{\n\tRadius 20\n\tHeight 32\n\t-NOEXTREMEDEATH\n\tDamageType Extremepunches\n Damage (random(92,110))\n\t\tStates\n\t{\n\tDeath:\n\t\t PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR MeleeStrike1: KickAttack\n{\nDamageType Melee\nDamage (random(10,15))\nSpeed 30\nStates\n{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\tDeath:\n\t TNT1 A 0\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n}\n}\n\nACTOR MeleeStrike2: MeleeStrike1\n{\nDamage (random(24,32))\nSpeed 40\n}\n\nACTOR MeleeStrikeNormal: MeleeStrike1\n{\nDamage (random(19,20))\nSpeed 40\n}\n\nACTOR MeleeStrike1Fatality: MeleeStrike1\n{\nDamage (random(38,40))\nDamageType Fatality\n}\n\nACTOR MeleeStrike1Berserked: MeleeStrike1\n{\nDamage (random(38,40))\nDamageType ExtremePunches\n}\n\nACTOR MeleeStrike1FatalityGrab: MeleeStrike1\n{\nDamage (random(42,45))\nDamageType Fatality\n}\n\nACTOR MeleeStrike1FatalityNoDamage: MeleeStrike1\n{\nDamage (random(1,1))\nDamageType Fatality\nStates\n{\n\tDeath:\n\t TNT1 A 0\n\t\tStop\n}\n}\n\nACTOR MeleeStrike1Smash: MeleeStrike1\n{\nDamage (random(24,32))\nDamageType Extremepunches\n}\n\nACTOR MeleeStrike2Fatality: MeleeStrike1\n{\nDamage (random(58,64))\nSpeed 40\nDamageType Fatality\n}\n\nACTOR MeleeStrike2Smash: MeleeStrike1\n{\nDamage (random(58,64))\nSpeed 40\nDamageType Extremepunches\n}\n\nACTOR MeleeStrikeSuperHook: MeleeStrike1\n{\nDamage (random(72,80))\nDamageType Extreme\n}\n\nactor PLOFT\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType MonsterKnocked\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(25,150, 0)\nStop\n }\n}\n\nactor PLOFT2\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Kick\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n // TNT1 A 0 A_Explode(20,30, 0)\nStop\n }\n}\n\nactor PLOFT3\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(20,30, 0)\nStop\n }\n}\n\nactor PLOFT4\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nDamageType Kick\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(20,30, 0)\nStop\n }\n}\n\nactor PLOFT5\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nDamageType Kick\nStates\n{\nSpawn:\nTNT1 A 2\n TNT1 A 0 A_Explode(10,30, 0)\nStop\n }\n}"
},
{
"source": "pk3",
"name": "PISTOL.txt",
"contents": "ACTOR BrutalPistol : Weapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 15\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip\"\n\tWeapon.AmmoType2 \"BDPistolAmmo\"\n\tObituary \"%o was shot down by %k's pistol.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the Pistol!\"\n\t+WEAPON.WIMPY_WEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tStates\n\t{\n\tPickUp:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"PICKUPONELINER\")\n\tTNT1 A 0\n\tStop\n\n\tFlash:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FlashlightAction\", 1, \"CheckFlashlight\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"FlashOn\")\n\tGoto Flash\n\tFlashOn:\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightSource\", 0, 0, 0, 0, 0, 0)\n\tGoto Flash\n\tCheckFlashLight:\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"FlashlightAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"TurnOffFlashlight\")\n\tTNT1 A 0 A_GiveInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\tTurnOffFlashlight:\n\tTNT1 A 0 A_TakeInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\n\tReady:\n TNT1 A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"CLIPIN\")\n PISS AB 1\n TNT1 AAAAAAAA 0\n TNT1 A 0 //A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n //Goto Reload\n TNT1 AAAA 0\n\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPISG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto Ready+9\n\tDeselect:\n PISS BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tPISF A 1 BRIGHT A_FireBullets (2, 2, -1, 11, \"HitPuff\")\n RIFF A 0 A_FireCustomMissile(\"Tracer\", random(-2,2), 0, -1, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n PISF B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\t\tPISF C 1 A_WeaponReady(1)\n\t\tPISG A 7 A_WeaponReady(1)\n\t\tGoto Ready+6\n\n\tNoAmmo:\n\tPISG A 1\n\tGoto Ready+10\n\n Reload:\n\t\tPISG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",15,26)\n\n TNT1 A 0 A_JumpIfInventory(\"Clip\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n PISR A 6\n PISR BCDEFG 3\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",15,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\t\tGoto Reload+28\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\t\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\tInitializeNormalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSTMP ABCDEF 1\n\t\t//TNT1 A 0 A_Custompunch(4,0,1,\"KickPuff\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n STMP G 4\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSTMP HIJK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\tLowKickChecker1:\n\t TNT1 A 1\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tGoto LowKick\n\n\tLowKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT5\",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tKICK UVW 1 A_SetPitch(-8.0 + pitch)\n\t\tKICK X 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackLow\", 0, 0, 0, 0)\n\t\tKICK Y 1\n KICK Z 4\n\t\tKICK YX 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK WVU 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK ABCDEFG 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -8)\n KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -8)\n KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+6\n\t}\n}\n\nACTOR BDPistolAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 15\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 15\n Inventory.Icon TNT1A0\n}"
},
{
"source": "pk3",
"name": "RIFLE.txt",
"contents": "Actor Reloading : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Unloading : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasUnloaded : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsInvisible : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Clip2 : Ammo Replaces Clip\n{\n\tGame Doom\n\tSpawnID 11\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CLIPA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR ClipBox2 : Clip2 Replaces Clipbox\n{\n\tGame Doom\n\tSpawnID 139\n\tInventory.PickupMessage \"Picked up a box of rifle ammunition.\"\n\tInventory.Amount 100\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A -1\n\t\tStop\n\t}\n}\n\nActor IsFiring : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiringAltFireOnFullAuto : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ADSMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TurningLeft123 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor UsedStamina : Inventory\n{\ninventory.maxamount 510\n}\n\nActor RifleSpread : Inventory\n{\ninventory.maxamount 6\n}\n\n//// --------------------------------------------------------------------------\n//\n// Rifle\n//\n// --------------------------------------------------------------------------\n\nACTOR Rifle : Weapon Replaces Pistol\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 10\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tYScale 0.6\n\tXScale 0.8\n\tWeapon.SelectionOrder 4500\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoType2 \"RifleAmmo\"\n\tObituary \"%o was shot down by %k's assault rifle.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the Assault Rifle!\"\n\t+WEAPON.WIMPY_WEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOALERT\n +WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n Scale 0.8\n\tStates\n\t{\n\tPickUp:\n\tTNT1 A 0 A_Playsound(\"PICKUPONELINER\")\n\tTNT1 A 0\n\tStop\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tWarmUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"JustStartedGame\", 1)\n\t\tTNT1 A 5 A_WeaponReady\n\t\tPUNS ABCD 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"Knuckled\")\n\t\tPUNS E 7 A_WeaponReady\n\t\tPUNS FGFE 3 A_WeaponReady\n\t\tPUNS DCB 1 A_WeaponReady\n\t\tTNT1 A 5 A_WeaponReady\n\t\tR2RL ABCDE 1 A_WeaponReady\n R2RL EEEEEEE 2 A_WeaponReady\n\t\tRIFR HIKL 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tRIFR MMM 1 A_WeaponReady\n\t\tRIFR NOPQRST 1 A_WeaponReady\n\t\tGoto Ready+9\n\n\tReady:\n TNT1 A 2 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"JustStartedGame\",1,\"WarmUp\")\n TNT1 A 0 A_PlaySound(\"CLIPIN\")\n RIFS ABC 1\n TNT1 AAAAAAAA 0\n TNT1 A 0 //A_JumpIfInventory(\"RifleAmmo\",1,2)\n //Goto Reload\n TNT1 AAAA 0\n\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSpread\", 5)\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"JustStartedGame\",1,\"WarmUp\")\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\n Goto Ready+9\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\n\t\tRI2G A 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tRIFS CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\n\t\tGoto Ready\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RifleSpread\", 5, \"FireHighSpread\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRIFF A 1 BRIGHT A_AlertMonsters\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tRIFF B 1 BRIGHT A_FireBullets (2, 2, 1, 9, \"HitPuff\")\n RIFF A 0 A_FireCustomMissile(\"Tracer\", random(-1,1), 0, -1, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", 0, 0, -1, 0, 0, 0)\n\t\tTNT1 A 0\n TNT1 A 0 A_SetPitch(-1.8 + pitch)\n\t\t//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(+0.9 + pitch)\n\t\tRIFF C 1 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n RIFG A 1 A_SetPitch(+0.9 + pitch)\n\t\tTNT1 A 0 A_SpawnItem(\"DistantRifleFireSound\")\n\t\tRIFG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_Refire\n\t\tRIFG A 5 A_WeaponReady(1)\n\t\tGoto Ready+6\n\n Fire2:\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiringAltFireOnFullAuto\", 1, \"Fire2FullAuto\")\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 4, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tRI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, \"HitPuff\")\n RI2F A 0 BRIGHT A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", 0, 0, -1, -12, 0, 0)\n\t\tTNT1 A 0\n //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-0.8 + pitch)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"DistantRifleFireSound\")\n\t\tRI2F B 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_SetPitch(+0.4 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",1,0,8,0)\n RI2F C 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_SetPitch(+0.4 + pitch)\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringAltFireOnFullAuto\", 1)\n\t\tRI2G A 2 A_WeaponReady(1)\n RI2F B 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringAltFireOnFullAuto\", 1)\n\t\tRI2G A 10 A_WeaponReady(1)\n RI2G A 0\n\t\tGoto Ready2\n\n\tFire2FullAuto:\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 4, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tRI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, \"HitPuff\")\n RI2F A 0 BRIGHT A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tRI2F B 1\n\t\tTNT1 A 0 A_SetPitch(+0.4 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",1,0,8,0)\n RI2F C 1\n\t\tTNT1 A 0 A_SetPitch(+0.4 + pitch)\n\t\tRI2G A 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n RI2F B 0\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringAltFireOnFullAuto\", 1)\n\t\tRI2G A 10 A_WeaponReady(1)\n RI2G A 0\n\t\tGoto Ready2\n\n AltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n RIFZ ABC 1\n Goto Ready2\n NoAim:\n RIFZ CBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n Goto Ready+6\n\n\tNoAmmo:\n\tRIFG A 1 A_PlaySound(\"weapons/empty\")\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tGoto Ready+12\n\n Reload:\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",31,64)\n TNT1 A 0 A_JumpIfInventory(\"Clip2\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n RIFR ABCDE 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n RIFR F 1 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n RIFR GGGGGGGG 1\n\t\tRIFR HIKL 1\n\t\tRIFR MMM 1\n\t\tRIFR NOPQRST 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",30,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n Goto Ready+6\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",31,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Refire\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n Goto Ready+6\n\n\tUnload:\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFR TSRQPO 1\n TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Clip2\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tRIFR NMLKIGHGFEDCBA 1\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\n\tDoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tRIKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n RIKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRIKI I 1\n\t\tRIKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tRIKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n RIKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRIKI I 1\n\t\tRIKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+6\n\t}\n}\n\nActor Zoomed : Inventory\n{\ninventory.maxamount 1\n}\n\n//Actor RifleAmmo : Inventory\n//{\n//inventory.maxamount 30\n//}\n\nACTOR RifleAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 31\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 31\n Inventory.Icon \"RIFLA0\"\n}\n\nACTOR MeatshieldGunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 30\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 30\n}\n\nACTOR MeatAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 100\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n}\n\nACTOR FlashlightProjectile: FastProjectile\n{\n\tRadius 32\n\tHeight 32\n\tSpeed 300\n\tDamage 0\n\tStates\n\t{\n\tSpawn:\n TNT1 A 2\n\t\tStop\n\n Death:\n\tXDeath:\n\t TNT2 A 3\n\t\tStop\n\t}\n}\n\nACTOR FlashlightProjectile2: FlashlightProjectile\n{\n\tRadius 22\n\tHeight 2\n}\n\nACTOR FlashlightProjectile3: FlashlightProjectile\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 600\n}\n\nACTOR FlashlightSource: FlashlightProjectile\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 2\n\tStop\n\tDeath:\n\tXdeath:\n\tStop\n\t}\n}\n\nActor IsFlashlightOn : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FLashlightAction : Inventory\n{\ninventory.maxamount 1\n}"
},
{
"source": "pk3",
"name": "DUALRIFLE.txt",
"contents": "//ASSAULT RIFLES (c) 2015 SGT MARK IV tm\n\nActor FiredSecondary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FiredPrimary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor StopDualWield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiringSecondary : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR DualRifles: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 5100\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip2\" //Reserve ammo type\n\tWeapon.AmmoType2 \"DoubleRifleAmmo\" //Magazine ammo type\n\tObituary \"%o was drilled by %k's Double Rifles.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 100//Pickup sprite\n\tLoop\n\n\tReady:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CLIPIN\", 1)\n\t\tP2SS AB 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"CLIPIN\", 3)\n\t\tP2SS CDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tRemoveDual:\n\t TNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"DualRifles\", 1)\n\t\t Goto Ready\n\n\tFire:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\tP2W2 A 1 //A_WeaponReady(WRF_NOFIRE)\n\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\tTNT1 A 0 A_Refire\n\tGoto ReadyToFire\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tP2W2 A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\t//TNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload2\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t P2W2 A 0 A_PlaySound(\"DRYFIRE\", 1)\n\t\tP2W2 A 10\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t P2W2 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 1)//First of all, checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 1, 1)//Checks if there is ammo inside the left Rifle\n\t\tGoto DryFire//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoubleRifleAmmo\", 1)//Removes 1 ammo from magazine\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-4,4), 0, -6, -2, 0, random(-2,2))\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -5, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle\", 1)//Play gun fire sound\n\t P2W2 B 1 BRIGHT A_FireBullets(12,3,-1,10,\"MachineGunBulletPuff\",1)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_SetPitch(+0.6 + pitch)//Vertical recoil up\n\t\tP2W2 C 1 A_FireCustomMissile(\"RifleCaseSpawn\",0,0,-20,-10) //Ejetts empty brass\n\t\tP2W2 C 0 A_SetPitch(-0.6 + pitch)//Vertical recoil down\n\t\tP2W2 D 1 A_TakeInventory(\"LeftRifleAmmo\", 1)//Remove the fake ammo\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload.\n\t\tP2W2 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 1, 1)//Checks if there is ammo inside the left Rifle\n\t\tGoto DryFire//Couldn't find any ammo. Don't fire.\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player still is firing left gun\n\t\tP2W2 A 0\n\t\tGoto Fire//No need to reload. Get back to Ready state.\n\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tP2W1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\t//P2W1 A 1\n\t\tLoop\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 2)//First of all, checks if there is ammo inside the gun\n\t\tTNT1 A 0 //A_GiveInventory(\"Reloading\", 1)//Couldn't find any ammo. Reload\n\t\tGoto Flash//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, 1)//Checks if there is ammo inside the left Rifle\n\t\tGoto DryFire2//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoubleRifleAmmo\", 1)//Removes 1 ammo from magazine\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-4,4), 0, 6, -2, 0, random(-2,2))\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 5, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle\", 1)//Play gun fire sound\n\t P2W1 B 1 BRIGHT A_FireBullets(12,3,-1,10,\"MachineGunBulletPuff\",1)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_SetPitch(+0.6 + pitch)//Vertical recoil up\n\t\tP2W1 C 1 A_FireCustomMissile(\"RifleCaseSpawn\",0,0,20,-10) //Ejetts empty brass\n\t\tP2W1 C 0 A_SetPitch(-0.6 + pitch)//Vertical recoil down\n\t\tP2W1 D 1 A_TakeInventory(\"RifleAmmo\", 1)//Remove the fake ammo\n\t\tP2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 3)//Checks if there is ammo inside the gun\n\t\tTNT1 A 0 //A_GiveInventory(\"Reloading\", 1)//Couldn't find any ammo. Reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, 1)//Checks if there is ammo inside the right Rifle\n\t\tGoto DryFire2//Couldn't find any ammo. Don't fire.\n\t\tP2W1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t P2W1 A 1 A_PlaySound(\"DRYFIRE\", 1)\n\t\tP2W1 AAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tReload:\n\n\t P2SG A 1 //Always leave one free line before the reload animation to prevent bugs\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 62, \"ReadytoFire\")//Checks if the weapon is not fully reloaded, if yes, cancel reload.\n\t\tTNT1 A 0 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 1, 1)//Checks if you have spare ammo\n\t\tGoto DryFire//Identified that you have no spare ammo. Get back to Ready animation\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\n\tRefill:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 1, 1)//Check if you have spare ammo again. This line is necessary in case you don't have enough ammo to fill an entire clip.\n\t\tGoto FinishReload//Gun is fully loaded. Go to finish animation\n\t TNT1 A 0 A_TakeInventorY(\"Clip2\", 1)//Removes one spare bullet\n\t\tTNT1 A 0 A_GiveInventory(\"DoubleRifleAmmo\", 1)//Puts one bullet inside the clip\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 60, \"FinishReload\")//Checks if weapons is full\n\t\tLoop\n\n\t FinishReload:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 31, \"FinishReloadRightOnly\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 31, \"FinishReloadLeftOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 30)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RR ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RL ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto ReadyToFire\n\n\t\t//Reload 2 is for manual reload, leaves one more bullet inside the gun.\n\n\tReload2:\n\t P2SG A 1 //Always leave one free line before the reload animation to prevent bugs\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 62, \"ReadytoFire\")//Checks if the weapon is not fully reloaded, if yes, cancel reload.\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 1, 1)//Checks if you have spare ammo\n\t\tGoto ReadyToFire//The game identified that you have no spare ammo. Get back to Ready animation\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\n\tRefill2:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 1, 1)//Check if you have spare ammo again. This line is necessary in case you don't have enough ammo to fill an entire clip.\n\t\tGoto FinishReload//Gun is fully loaded. Go to finish animation\n\t TNT1 A 0 A_TakeInventorY(\"Clip2\", 1)//Removes one spare bullet\n\t\tTNT1 A 0 A_GiveInventory(\"DoubleRifleAmmo\", 1)//Puts one bullet inside the clip\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 62, \"FinishReload2\")//Checks if weapons is full\n\t\tLoop\n\n\tFinishReload2:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 31, \"FinishReloadRightOnly\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 31, \"FinishReloadLeftOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 62)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 62)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RR ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RL ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto ReadyToFire\n\n\tFinishReloadLeftOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 62)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 62)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RR ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto ReadyToFire\n\n\tFinishReloadRightOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 62)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 62)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RL ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto ReadyToFire\n\n\t DoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIN1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIN1 D 6\n\t\tKIN1 EECBA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIN1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIN1 D 6\n\t\tKIN1 EECBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tUnload:\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,3)\n Goto Ready\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LeftRifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Clip2\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\")\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tR2RL ONMLKJIHGFEDCBA 1\n\t\tR2RR ONMLKJIHGFEDCBA 1\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\")\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n\t}\n}\n\nACTOR DoubleRifleAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 62 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 62\n Inventory.Icon \"RIFLA0\"\n}\n\nACTOR LeftRifleAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 31 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 31\n Inventory.Icon SMGPA0\n}\n\n//ACTOR Right/Rifle/Ammo : Ammo //Your weapon's magazine ammo.\n//{\n //Inventory.Amount 0\n //Inventory.MaxAmount 31 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n //Ammo.BackpackAmount 0\n //Ammo.BackpackMaxAmount 31\n //Inventory.Icon SMGPA0\n//}"
},
{
"source": "pk3",
"name": "SHOTGUN.txt",
"contents": "Actor Pumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpactMovesSling : Inventory\n{\ninventory.maxamount 1\n}\n\nActor UseShotgunStrap : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunWasEmpty : Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n//\n// Shotgun\n//\n// --------------------------------------------------------------------------\n\nACTOR Shot_Gun : Shotgun Replaces Shotgun\n{\n\tGame Doom\n\tSpawnID 27\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoType2 \"ShotgunAmmo\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n Inventory.PickupSound \"weapons/sgpump\"\n\tObituary \"$OB_MPSHOTGUN\"\n AttackSound \"None\"\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\tScale 0.9\n\tStates\n\t{\n\n ShakeLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ImpactMovesSling\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UseShotgunStrap\", 1, 2)\n\t\tGoto OkToFire\n\t\tTNT1 A 0\n\t\tSHTI GH 2 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTI IJK 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"ImpactMovesSling\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tShakeRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ImpactMovesSling\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UseShotgunStrap\", 1, 2)\n\t\tGoto OkToFire\n\t\tTNT1 A 0\n\t\tSHTI ABC 2 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ShakeLeft\")\n\t\tSHTI DEF 2 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ShakeLeft\")\n\t SHTI GHK 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t SHTI ABEF 2 A_WeaponReady\n\t\tGoto Ready+14\n\n\tShakeAiming:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ImpactMovesSling\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UseShotgunStrap\", 1, 2)\n\t\tGoto Ready2\n\t\tTNT1 A 0\n\t\tST81 ABCBA 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"ImpactMovesSling\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tST81 DEFED 2 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t ST81 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t ST81 DE 2 A_WeaponReady\n\t\tGoto Ready2\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tReady:\n TNT1 AAAA 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NeverSelectedShotgun\",1,\"WarmUp\")\n TNT1 A 4 A_PlaySound(\"weapons/sgpump\")\n\t\tSHTG CBA 0\n SHSS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ShakeRight\n TNT1 AAAAAAAAAAAAAAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ShakeLeft\")\n\tOkToFire:\n\t\tSHTG A 1 A_WeaponReady\n\n\t\tGoto Ready+14\n\n\tReady2:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ShakeAiming\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHT8 A 1 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"UseShotgunStrap\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHSS DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tGoto Ready\n\n Fire:\n TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n //TNT1 AA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\t//TNT1 A 0 A_SetAngle(random(2, -2) + angle)\n\t\t//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\t//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-15,15), 0, -1, 0, 0, random(-10,10))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, -1, -12, 0, random(-5,5))\n\t\t//RIFF AAAAAA 0 A_FireCustomMissile(\"WallPenetrationHitscan\", random(-3,3), 0, -1, 0, 0, random(-3,3))\n //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTG A 0 A_FireBullets (2.7, 2.7, 10, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n SHTF B 1 BRIGHT\n\n\t\tSHTF C 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTF DE 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTG A 1 A_SetPitch(+3.0 + pitch)\n\t\tSHTG AA 1 A_SetPitch(+1.0 + pitch)\n\n\t\t//TNT1 A 0 A_Jump(128, \"Pump1\")\n\t\tGoto Pump1\n\n Pump1:\n TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\n SHTG BCDEFG 1\n TNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n SHTG H 1 A_PlaySound(\"weapons/sgpump\", 3)\n //TNT1 A 0 A_SetPitch(+1 + pitch)\n SHTG IJ 1\n //TNT1 A 0 A_SetPitch(-1 + pitch)\n SHTG KL 1\n SHTG KJIH 1\n TNT1 A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n SHTG GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n Goto ReadyToFireAgain\n\n Pump2:\n TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n SHTG FG 1\n SHTG H 1 A_PlaySound(\"weapons/sgpump\", 3)\n //TNT1 A 0 A_SetPitch(+1 + pitch)\n SHTG IJ 1\n //TNT1 A 0 A_SetPitch(-1 + pitch)\n SHTG KL 1\n SHTG KJIH 1\n TNT1 A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n SHTG GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n Goto ReadyToFireAgain\n\n\tReadyToFireAgain:\n //SHTG A 6 <-- Old frame\n SHTG A 1 Offset(10,36) // <-- New frames\n SHTG A 1 Offset(9,40) //\n SHTG A 1 Offset(4,40) //\n SHTG A 1 Offset(0,32) //\n SHTG A 0 A_Refire\n SHTG A 0 //A_Refire\n\t\tGoto ShakeLeft\n\n\tFire2:\n TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n //TNT1 AA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n TNT1 A 0 A_AlertMonsters\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 2, 0, 0)\n TNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tSHTG A 0 A_FireBullets (1.7, 1.7, 10, 8, \"ShotgunPuff\")\n\t\t//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-15,15), 0, -1, 0, 0, random(-10,10))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5), 0, -1, 0, 0, random(-5,5))\n\t\tTNT1 A 0 A_SetPitch(-12.0 + pitch)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n SHT8 FF 1 BRIGHT A_SetPitch(+2.0 + pitch)\n\t\tSHT8 GGAA 1 A_SetPitch(+2.0 + pitch)\nTNT1 A 0 A_ZoomFactor(1.0)\n SHT8 ADE 2\n TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n SHTG BCDEFG 1\n TNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n SHTG H 1 A_PlaySound(\"weapons/sgpump\")\n SHTG IJKL 1\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTG KJIHGFEDCB 1\nTNT1 A 0 A_ZoomFactor(1.2)\nSHT8 ED 1\nTNT1 A 0 A_Refire\n\t\tGoto ShakeAiming\n\n\tAltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,8)\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.2)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n SHT8 E 1\n Goto ShakeAiming\n TNT1 AAAAAA 0\n SHT8 D 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n Goto Ready+12\n\n\tWarmUp:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory (\"NeverSelectedShotgun\", 1)\n TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\tSHSS EFGHIJKLM 1\n SHTG FG 1\n SHTG H 1 A_PlaySound(\"weapons/sgpump\", 3)\n //TNT1 A 0 A_SetPitch(+1 + pitch)\n SHTG IJ 1\n //TNT1 A 0 A_SetPitch(-1 + pitch)\n SHTG KL 1\n SHTG KJIH 1\n TNT1 A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n SHTG GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n Goto ReadyToFireAgain\n\n\tSpawn:\n\t\tSHTC A -1\n\t\tStop\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tshki BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n shki H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tshki I 1\n\t\tshki GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+14\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tshki BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n shki H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tshki I 1\n\t\tshki GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+14\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+14\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+14\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+14\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+14\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+14\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n ReloadWithNoAmmoLeft:\n Reload:\n\t TNT1 A 0\n\t TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHTG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",8,\"OkToFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, \"ReloadNormally\")\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)\n\tReloadNormally:\n TNT1 A 0 A_JumpIfInventory(\"Shell\",1,3)\n Goto Ready+14\n TNT1 AAA 0\n\t\tSHTG B 1 //A_PlaySound(\"weapons/sgpump\")\n\t\t\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTG CDE 1\n\n TNT1 AAAA 0\n TNT1 A 0 A_JumpIfInventory(\"Shell\",1,2)\n Goto Reload+53\n TNT1 AAAAA 0\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",8,23)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Shell\",0,23)\n TNT1 A 0\n TNT1 A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Shell\",1)\n\n SSHR ABC 1\n SSHR D 1 A_PlaySound(\"insertshell\")\n SSHR EFG 1\n SSHR A 1 A_Refire\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n Goto Reload+18\n TNT1 AAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n\t\tSHTG FEDCBA 1 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 //A_Giveinventory(\"SGFullReloaded\",1)\n\t\tGoto ShakeLeft\n\n\t//AltFire: Slam Fire Mode. Never used\n\t TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n //TNT1 AA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_SetAngle(random(3, -3) + angle)\n\t\tTNT1 A 0 A_SetPitch(random(3, -3) + pitch)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\t//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-15,15), 0, -1, 0, 0, random(-10,10))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5), 0, -1, -12, 0, random(-5,5))\n //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTG A 0 A_FireBullets (2.0, 2.0, 8, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n SHTF B 1 BRIGHT\n\n\t\tSHTF C 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTF DE 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTG A 1 A_SetPitch(+3.0 + pitch)\n\t\tSHTG AA 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHSL A 1\n TNT1 A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tSHSL BC 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n\t\tSHSL DEDCBA 1\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltFire\n\n PuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_Gun\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready2\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto OkToFire\n\n\tUnload:\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)\n TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n Goto OkToFire\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTG ABCDEF 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Shell\",1)\n\n\t\tSHTG G 1\n\t SHTG H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t //TNT1 A 0 A_SetPitch(+1 + pitch)\n\t SHTG IJ 1\n\t //TNT1 A 0 A_SetPitch(-1 + pitch)\n\t SHTG KL 1\n\t SHTG KJIH 1\n\t TNT1 A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t SHTG GF 1\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHTG EDCBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto OkToFire\n\t}\n}\n\nACTOR ShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 8\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 8\n Inventory.Icon \"SHTCA0\"\n}"
},
{
"source": "pk3",
"name": "SSG.txt",
"contents": "ACTOR SSGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 2\n Inventory.Icon \"SGN2A0\"\n}\n\n// --------------------------------------------------------------------------\n//\n// Super Shotgun\n//\n// --------------------------------------------------------------------------\nACTOR SSG : Doomweapon Replaces SuperShotgun\n{\n\tGame Doom\n\tSpawnID 33\n Weapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoType2 \"SSGAmmo\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n Inventory.PickupSound \"CLIPINSS\"\n\tScale 0.9\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n SHT5 ABCD 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\n TNT1 AAA 0\n\t\tSHT2 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tGoto Ready+7\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHT5 DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\n\t\tSHT2 U 1 Offset(20,46)\n\t\tSHT2 V 1 Offset(1,33)\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n SHT2 WX 1\n\t\tSHT2 YZ 1\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n SHO9 DE 1\n\t\tSHO9 FG 1\n\t\tGoto Ready\n\n NoAmmo:\n SHT2 A 4 A_PlaySound(\"weapons/empty\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, \"Reload\")\n Goto Ready+6\n\t Fire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\t\t//TNT1 A 0 A_JumpIfInventory(\"SSGAmmo\", 2, 1)\n\t\t//Goto AltFire\n\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmo\", 2)\n\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tSHO9 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,180)\n SHO9 A 1 BRIGHT A_playsound(\"SSHFIRE\", 5)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-10,10), 0, -1, -12, 0, random(-5,5))\n\n\t\t TNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",15,0,0,0)\n\t\t TNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",-15,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tSHO9 B 1 BRIGHT\n\t\tTNT1 A 0 A_FireBullets (12, 6, 10, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_FireBullets (12, 6, 10, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SetPitch(-16.0 + pitch)\n TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n SHO9 B 1 BRIGHT A_SetPitch(+2.0 + pitch)\n SHO8 C 1 Offset(0,62)\n\t TNT1 A 0 A_SetPitch(+2.0 + pitch)\n SHO8 D 1 Offset(0,61)\n\t TNT1 A 0 A_SetPitch(+2.0 + pitch)\n SHO8 E 1 Offset(0,60)\n\t TNT1 A 0 A_SetPitch(+2.0 + pitch)\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmokE\", 0, 0, 2, 0, 0, 0)\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n TNT1 A 0 A_TakeInventory(\"SSGAlt\",1)\n TNT1 A 0 A_TakeInventory(\"Reloading\",1)\n //TNT1 A 0 A_JumpIfInventory(\"Shell\",0,\"NoAmmo\")\n SHO8 E 2 Offset(0,56) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_SetPitch(+2.0 + pitch)\n SHO8 C 2 Offset(0,42) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_SetPitch(+2.0 + pitch)\n SHT2 A 3 A_SetPitch(+2.0 + pitch)\n\t\tTNT1 A 0 A_SetPitch(+2.0 + pitch)\n\t\tGoto Reload\n\n\tReload:\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAlt\", 1, \"Reload2\")//Check if still has a shell on left barrel\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmo\", 2, \"Ready\")//Check if still has a shell on left barrel\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1)//Check if has any ammo left to reload\n\t\tGoto Ready\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 2, 1)//Check if has ammo to reload 2 shells\n\t\tGoto Reload2\n\n\t\t//Reload 2 barrels\n\t\tSHT2 B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n SHT2 B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHT2 BCDEF 1\n\t\tSHT2 GH 1\n\t\tSHT2 IJ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n SHT2 K 2\n\t\tSHT2 L 10\n\t\tSHT2 MMNNOO 1\n TNT1 A 0 A_playsound(\"weapons/sshotl\")\n\t\t SHT2 P 1 Offset(10,36)\n\t\t SHT2 P 1 Offset(20,46)\n\t\t SHT2 Q 1 Offset(30,56)\n\t\t SHT2 Q 1 Offset(40,66)\n\t\t SHT2 R 1 Offset(50,76)\n\t\t SHT2 S 2\n\t\t TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHT2 T 1 Offset(30,56)\n\t\tSHT2 U 1 Offset(20,46)\n\t\tSHT2 V 1 Offset(1,33)\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\n\t\t\tSHT2 WX 1\n\t\t\tSHT2 YZ 1\n\t\t TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\t\tSHO9 DE 1\n\t\t\tSHO9 FG 1\n\t\t TNT1 A 0 A_ReFire\n\t\t SHT2 A 2\n Goto Ready+7\n\nAltFire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire2\")\n\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAlt\",1)\n TNT1 A 0 A_Recoil(2)\n TNT1 A 0 A_ALertMonsters\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 2, 0, 0, 0)\n SHTA A 1 BRIGHT A_PlaySound(\"weapons/sg\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n SHTA A 2 BRIGHT A_FireBullets (9, 6, 10, 7, \"ShotgunPuff\")\n TNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5), 0, -1, -12, 0, random(-5,5))\n\tTNT1 A 0 A_SetPitch(-4.0 + pitch)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tSHO8 EE 1 A_SetPitch(+1.0 + pitch)\n SHT2 AA 1 A_SetPitch(+1.0 + pitch)\n TNT1 A 0\n Goto Ready+6\n\nAltFire2:\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmo\", 1)\n TNT1 A 0 A_Recoil(2)\n TNT1 A 0 A_ALertMonsters\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n SHTA B 1 BRIGHT A_PlaySound(\"weapons/sg\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n SHTA B 2 BRIGHT A_FireBullets (9, 6, 10, 7, \"ShotgunPuff\")\n TNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5), 0, -1, -12, 0, random(-5,5))\n\t\t TNT1 A 0 A_SetPitch(-4.0 + pitch)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n SHT2 AA 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tSHO8 EE 1 A_SetPitch(+1.0 + pitch)\n\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAlt\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,1)\n\t\tTNT1 A 0 A_GiveInventory(\"Reloading\", 1)\n\t\tGoto Ready\n\n\tReload2:\n\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAlt\",1)\n\n\t\tSHT2 B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0\n\t TNT1 A 0\n SHT2 B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0\n\t TNT1 A 0\n\t\tSHT2 BCDEF 1\n\t\tTNT1 A 0\n\t TNT1 A 0\n\t\tSHT2 GH 1\n\t\tTNT1 A 0\n\t TNT1 A 0\n\t\tSHT2 IJ 1\n\t\tTNT1 A 0\n\t TNT1 A 0\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n SHT2 K 2\n\t\tSHT7 L 10\n\t\tSHT7 MMNNOO 1\n TNT1 A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHT7 P 1 Offset(10,36)\n\t\tSHT7 P 1 Offset(20,46)\n\t\tSHT2 Q 1 Offset(30,56)\n\t\tSHT2 Q 1 Offset(40,66)\n\t\tSHT2 R 1 Offset(50,76)\n\t\tTNT1 A 0\n\t\tSHT2 S 2\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHT2 T 1 Offset(30,56)\n\t\tSHT2 U 1 Offset(20,46)\n\t\tSHT2 V 1 Offset(1,33)\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmo\", 1)\n SHT2 WX 1\n\t\tSHT2 YZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tTNT1 A 0 A_ReFire\n\t\tSHT2 A 2\n\n\t Goto Ready+7\n\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSSKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n SSKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSSKI I 1\n\t\tSSKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSSKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n SSKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSSKI I 1\n\t\tSSKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSG\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+6\n\n\tUnload:\n\t\tSHT5 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"SSGAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Shell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHT2 B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n SHT2 B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHT2 BCDEF 1\n\t\tSHT2 GH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHT2 IJ 1\n SHT2 K 2\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHT2 U 1 Offset(20,46)\n\t\tSHT2 V 1 Offset(1,33)\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n SHT2 WX 1\n\t\tSHT2 YZ 1\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n SHO9 DE 1\n\t\tSHO9 FG 1\n\t\tGoto Ready\n\t\tGoto Ready\n\n\t}\n}"
},
{
"source": "pk3",
"name": "MINIGUN.txt",
"contents": "Actor Spin: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RandomHeadExploder: Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n//\n// Minigun\n//\n// --------------------------------------------------------------------------\n\nACTOR MiniGun : Chaingun Replaces Chaingun\n{\nGame Doom\nSpawnID 28\nWeapon.SelectionOrder 700\nWeapon.AmmoType1 \"Clip2\"\n//Weapon.AmmoType2 \"Clip2\"\nWeapon.AmmoGive 30\nWeapon.AmmoUse1 1\n//Weapon.AmmoUse2 1\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\nInventory.PickupSound \"CBOXPKUP\"\nInventory.PickupMessage \"You got the Minigun!\"\nObituary \"%o was mowed down by %k's Minigun.\"\nAttackSound \"none\"\nScale 0.9\nStates\n{\nSteady:\n\tTNT1 A 1\n\tGoto Ready\n\nFlash:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FlashlightAction\", 1, \"CheckFlashlight\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"FlashOn\")\n\tGoto Flash\n\tFlashOn:\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightSource\", 0, 0, 0, 0, 0, 0)\n\tGoto Flash\n\tCheckFlashLight:\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"FlashlightAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"TurnOffFlashlight\")\n\tTNT1 A 0 A_GiveInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\tTurnOffFlashlight:\n\tTNT1 A 0 A_TakeInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\nReady:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n TNT1 A 10\n\t TNT1 A 0 A_GunFlash\n CHGS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"CHGNPKUP\")\n TNT1 AAAAAAAAAAA 0\n\t Idle:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t \t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n CHAG A 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n TNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\t TNT1 A 0 A_JumpIfInventory(\"Clip2\",1,\"Idle\")\n Goto IdleNoAmmo\n\n\t IdleNoAmmo:\n\t CHAE A 1 A_WeaponReady\n\t TNT1 A 0 A_TakeInventory (\"Spin\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"Clip2\",1,\"Idle\")\n\t Loop\n\nReady2:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n CHAG ABCD 1 A_WeaponReady\n\t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySound(\"CHAINSPI\")\n Loop\n\n\tDeselect:\n\tTNT1 A 0 A_TakeInventory (\"Spin\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t TNT1 A 0 A_Takeinventory(\"RandomHeadExploder\",1)\n\t TNT1 A 0 SetPlayerProperty(0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n Select:\n\t\tTNT1 A 0 A_Giveinventory(\"RandomHeadExploder\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tMARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_Raise\n\t\tGoto Ready\n\n NoAmmo:\n CHAE A 10 A_PlaySound(\"weapons/empty\")\n Goto IdleNoAmmo\n\n\tFire:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Fire2\")\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSTA\", 3)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, 0, 0)\n\t\tCHAG BC 2\n\t\tCHAG D 2\n\t\tCHAG BC 1\n\t\tCHAG D 1\n\t\tCHAG BC 1\n\t\tCHAG D 1\n TNT1 A 0\n Hold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Fire2\")\n\n TNT1 A 0 A_Recoil(0.1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\n\t\t//TNT1 A 0 A_CustomMissile (\"Rocket\", 0, 0, 15, 2)\n\n\t TNT1 A 0 A_PlaySound(\"CHAINSPI\", 3)\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\t TNT1 A 0 A_SpawnItem(\"DistantMinigunFireSound\", 0, 0, 0)\n TNT1 A 0 A_Recoil(0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\t////TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n CHAF A 1 BRIGHT A_FireBullets(4, 4, 1, 9, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", random(-3,3), 0, -1, 0, 0, random(-3,3))\n\t\tTNT1 A 0\n TNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n CHAF B 1\n\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"DistantMinigunFireSound\", 0, 0, 0)\n\t\t////TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\n CHAF J 1 BRIGHT A_FireBullets(4, 4, 1, 9, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", random(-3,3), 0, -1, 0, 0, random(-3,3))\n\t\tTNT1 A 0\n TNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n\t CHAF H 1 A_SetAngle(random(1, -1) + angle)\n MNGG B 0 A_ReFire\n\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t CHAG A 1 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG B 1 A_WeaponReady\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG C 1 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG D 1 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t TNT1 A 0 A_PlaySound(\"CHAINSTO\", 3)\n\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t CHAG A 1 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG B 1 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG C 2 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG D 2 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\n\t TNT1 A 0 A_TakeInventory(\"Spin\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\n\t CHAG A 2\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG B 2\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG C 2 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG D 2 A_WeaponReady\n\t TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t CHAG ABCD 2 A_WeaponReady\n\t CHAG ABCD 3 A_WeaponReady\n\n goto Ready+13\n\nFire2:\n\t\t TNT1 A 0 A_PlaySound(\"CHGNSHOT\")\n TNT1 A 0 A_Recoil(0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\t////TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\n CHAF A 1 BRIGHT A_FireBullets(4, 4, 1, 9, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tTNT1 A 0 A_SpawnItem(\"DistantMinigunFireSound\", 0, 0, 0)\n CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", random(-3,3), 0, -1, 0, 0, random(-3,3))\n\t\tTNT1 A 0\n TNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n CHAF B 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\")\n\t\t////TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\n CHAF J 1 BRIGHT A_FireBullets(4, 4, 1, 9, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tTNT1 A 0 A_SpawnItem(\"DistantMinigunFireSound\", 0, 0, 0)\n CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", random(-3,3), 0, -1, 0, 0, random(-3,3))\n\t\tTNT1 A 0\n TNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tCHAF B 1\n\n MNGG B 0 A_ReFire\n\n CHAG A 1 A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n CHAG B 1 A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n CHAG C 1 A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n CHAG D 1 A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n goto Ready2\n\n AltFire:\n\n TNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"StopAlt\")\n TNT1 A 0 A_GiveInventory (\"Spin\",1)\n //TNT1 A 0 SetPlayerProperty(0,1,0)\n TNT1 A 0 A_PlaySound(\"CHAINSTA\")\n\t TNT1 A 0 A_JumpIfInventory(\"Clip2\",1,1)\n\t Goto IdleNoAmmo\n CHAG ABCD 2\n TNT1 A 0\n Goto Ready2\n\n StopAlt:\n\tTNT1 A 0\n TNT1 A 0 A_TakeInventory (\"Spin\",1)\n TNT1 A 0 A_PlaySound(\"CHAINSTO\")\n //TNT1 A 0 SetPlayerProperty(0,0,0)\n\t CHAG ABCD 1\n CHAG ABCDABCD 2 A_WeaponReady\n\t CHAG ABCD 3 A_WeaponReady\n TNT1 A 0\n Goto Ready+13\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tMGKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n MGKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tMGKI I 1\n\t\tMGKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tMGKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n MGKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tMGKI I 1\n\t\tMGKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniGun\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+12\n\t}\n}"
},
{
"source": "pk3",
"name": "ROCKETLAUNCHER.txt",
"contents": "// --------------------------------------------------------------------------\n//\n// Rocket launcher\n//\n// --------------------------------------------------------------------------\n\nACTOR Rocket_Launcher : RocketLauncher Replaces RocketLauncher\n{\n\tGame Doom\n\tSpawnID 29\n\tSpeed 20\n\tDamage 20\n\tWeapon.SelectionOrder 9500\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoGive1 6\n\tWeapon.AmmoType1 \"RocketAmmo\"\n\tWeapon.AmmoType2 \"RocketRounds\"\n Inventory.PickupSound \"ROCKPKUP\"\n +WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.NO_AUTO_SWITCH\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\tStates\n\t{\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n TNT1 A 8 A_PlaySound(\"RLANDRAW\")\n MISS ABCDEFG 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 AAAAA 0\n //TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n //Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMISG A 1 A_WeaponReady\n Goto Ready+11\n\tDeselect:\n MISS GFEDCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\tSelect:\n\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t//TNT1 A 0 A_Giveinventory(\"RocketLauncherSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\n\t\tMISG A 0 A_Raise\n\t\tWait\n\tFire:\n TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n Goto Reload\n TNT1 AAAA 0\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n TNT1 A 0 A_PlaySound (\"DSRFIRE\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tMISF A 1 BRIGHT A_FireCustomMissile(\"Rocket\", 0, 1, 0, -10)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketRounds\",1)\n //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)\n\t\tMISF BCD 1 BRIGHT\n MISF E 1 A_SetPitch(-6.0 + pitch)\n MISG BCD 2 A_SetPitch(2.0 + pitch)\n\t\tMISG EF 2\n MISG A 0\n TNT1 A 0 A_Refire\n Goto Ready+11\n\n Reload:\n\t\tMISG A 1 A_WeaponReady\n\t\tMISG A 6\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",6,\"NoNeedToReload\")\n TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,3)\n Goto Ready+18\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n TNT1 A 0 A_SetPitch(+2 + pitch)\n MISR ABCDDE 1\n TNT1 A 0 A_FireCustomMissile(\"RocketCaseSpawn\",-30,0,-4,-4)\n MISR EFFGG 1\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n TNT1 A 0 A_SetPitch(-2 + pitch)\n\t\tMISR HHIIJJKLM 1\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n MISR MMMNOP 1\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tMISR Q 3\n\t\tMISR PR 1\n\t\tMISG DEF 2\n\t\tMISG A 6\n\t\tGoto FinishReload\n\n\t\tFinishReload:\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",6,\"NoNeedToReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"RocketRounds\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketAmmo\",1)\n\t\tGoto FinishReload\n\n\t\tTNT1 AAAAAAAAAA 0\n\n\t\tNoNeedToReload:\n MISG A 1 A_Refire\n Goto Ready+11\n\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tRLKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n RLKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRLKI I 1\n\t\tRLKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+11\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tRLKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n RLKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRLKI I 1\n\t\tRLKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+11\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+11\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+11\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicRocketLauncher\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+11\n\t}\n}\n\n//Actor RocketRounds: Inventory\n//{\n//inventory.maxamount 6\n//}\n\nACTOR RocketRounds : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 6\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 6\n Inventory.Icon \"LAUNA0\"\n}\n\nActor TimeFreezer2 : PowerupGiver\n{\n Inventory.Pickupmessage \"Time Freezer!\"\n Inventory.Icon \"MEGAA0\"\n Inventory.MaxAmount 0\n Inventory.UseSound \"pickups/slowmo\"\n Powerup.Type \"TimeFreezer\"\n Powerup.Duration 50\n Translation \"128:143=48:63\"\n +AUTOACTIVATE\n +INVENTORY.FANCYPICKUPSOUND\n States\n {\n Spawn:\n MEGA ABCD 4 bright\n Loop\n }\n}\n\nACTOR PowerTimeFreezer2 : PowerTimeFreezer\n{\n Powerup.Duration 2\n}"
},
{
"source": "pk3",
"name": "PLASMA.txt",
"contents": "ACTOR PlasmaAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 50\n Inventory.Icon \"PLASA0\"\n}\n\nActor HasPlasmaWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n//\n// Plasma rifle\n//\n// --------------------------------------------------------------------------\n\nACTOR Plasma_Gun : PlasmaRifle\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n Inventory.PickupSound \"PLSDRAW\"\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoType2 \"PlasmaAmmo\"\n +WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\tInventory.PickupMessage \"Plasma Gun\"\n\tStates\n\t{\n\n\tFlash:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FlashlightAction\", 1, \"CheckFlashlight\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"FlashOn\")\n\tGoto Flash\n\tFlashOn:\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightSource\", 0, 0, 0, 0, 0, 0)\n\tGoto Flash\n\tCheckFlashLight:\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"FlashlightAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"TurnOffFlashlight\")\n\tTNT1 A 0 A_GiveInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\tTurnOffFlashlight:\n\tTNT1 A 0 A_TakeInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tTNT1 A 0 A_GunFlash\n PLS9 ABC 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"PLSDRAW\")\n TNT1 AA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPLSG A 1 A_WeaponReady\n\t\tGoto Ready+6\n\n\tDontNeedToReload:\n\tGoto Ready+6\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n PLS9 CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\tSelect:\n\t TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t TNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\tTNT1 A 0 A_CheckReload\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"PLSM9\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tPLSF A 1 BRIGHT A_FireCustomMissile(\"PlasmaBall\", 0, 1, 0, 0)\n\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"Shakeyourassminor\", 0, 0, 0, 0)\n\t\tPLSA C 1 BRIGHT\n\t\tPLSF B 1 BRIGHT\n\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_ReFire\n TNT1 A 0 A_PlaySound(\"PLSCOOL\", 0)\n PLSG BCD 1\n\t\tPLSG EEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,10,2)\n\t\tPLSG DCB 1\n TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready+6\n\n// Charging up secondary ------------------------------------------------------------\n\n\tAltFire:\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",10,2)\n Goto Reload\n TNT1 AAA 0\n\n\tTNT1 A 0 A_PlaySound(\"PLSCHARG\")\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\n\tTNT1 A 0 A_PlaySound(\"PLSFULL\", 6, 0.8, 1)\n\tTNT1 A 0 A_ReFire\n\n// Holding Charge ------------------------------------------------------------\n\nAltHold:\n\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA A 1 BRIGHT offset (0, 32)\n\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA C 1 BRIGHT offset (0, 33)\n\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA A 1 BRIGHT offset (1, 32)\n\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA C 1 BRIGHT offset (-1, 32)\n\n\tTNT1 A 0 A_ReFire\n\n// Let Fly --------------------------------------------------------------------------\n\n\tTNT1 A 0 A_StopSound(6)\n\tPLSF A 1 A_PlaySound(\"PLSALTFR\")\n\tPLSF B 2 BRIGHT A_Recoil(3)\n\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"GunFireSmoke\", random(-6,6), 0, -1, 0, 0, random(-4,4))\n\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"PlasmaBall75\", random(-6,6), 0, -1, 0, 0, random(-4,4))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",-5,0,0,0)\n PLSG J 1 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n PLSG KLKJ 1\n\tTNT1 A 0 A_SetPitch(pitch - 8.0)\n PLSG BCD 1\n\t\tPLSG EEEEEEEEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,10,5)\n\t\tPLSG DCB 1\n TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready+6\n\n// Cancel Charge --------------------------------------------------------------------------------------------\n\n\tCancel:\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\t\tTNT1 A 0 A_StopSound(6)\n\t\t\tTNT1 A 0 A_PlaySound(\"decharg\", 5)\n\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT A_PlaySound(\"plscool\", 7)\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\t\tTNT1 A 0 A_PlaySound(\"BEPBEP\", 5, 1.2)\n\t\t\tTNT1 A 0 A_ClearReFire\n\n\t\tGoto Ready+6\n\n// ------------------------------------------------------------------------------\n\n\tFlash:\n\t\tTNT1 A 4\n Goto LightDone\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUACTORS\", 1)\n\t\tPLAS A 20\n\t\tTNT1 A 0 A_SpawnItem(\"DropedPlasmaGun\")\n\t\tStop\n\n Reload:\n\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_ClearReFire\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,\"DontNeedToReload\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,7)\n\n\tTNT1 A 0 A_PlaySound(\"BEP\")\n\tPLSR A 4 A_WeaponReady(WRF_NOFIRE)\n\tTNT1 A 0 A_PlaySound(\"BEP\")\n\tPLSR A 4 A_WeaponReady(WRF_NOFIRE)\n\tTNT1 A 0 A_CheckReload\n Goto Ready+6\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"PLREADY\")\n\n PLSR AB 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tPLSR CDEEEEEEEEEEEEEEEF 1\n PLSR GHHIIIJJJJJJJJIKLBAAAAA 1\n\n\t\tReloadingSequence:\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\t\tGoto ReloadingSequence\n\t\tTNT1 AAAAAAAA 0\n\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\n \tDoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tPLKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n PLKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tPLKI I 1\n\t\tPLKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tPLKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n PLKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tPLKI I 1\n\t\tPLKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualPlasmaRifles\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+6\n\t}\n}\n\nACTOR Plasma_Ball: FastProjectile Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage 8\n DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale 1.0\n\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tTNT1 A 0 A_CheckFloor(\"Death\")\n\t\tLoop\n\nXdeath:\n //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 B 1 A_Explode(6,50,0)\n\tTNT1 B 4\n\tTNT2 AA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(6,50,1)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n TNT2 AAAAAAAAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaBall75: Plasma_Ball\n{\n\tDamage 9\n\tSeeSound \"PLSM9\"\n}\nACTOR PlasmaBall99: Plasma_Ball\n{\n\tDamage 20\n\tSeeSound \"PLSM9\"\n}\n\nACTOR PlasmagunOnTheFloor: CustomInventory Replaces PlasmaRifle\n{\n scale 1.0\n radius 16\n height 4\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Plasma Rifle!\"\n States\n {\n\n\t Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"InvisiblePlasmaAmmo\")\n\t\tPLAS A -1\n\t\tStop\n\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Plasma_Gun\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"Plasma_Gun\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualPlasmaRifles\", 1)\n\t\tStop\n }\n}\n\nACTOR DropedPlasmaGun: PlasmagunOnTheFloor\n{\n States\n {\n\n\t Spawn:\n\t TNT1 A 0\n\t\tPLAS A -1\n\t\tStop\n }\n}\n\nACTOR InvisiblePLasmaAmmo: CustomInventory\n{\n scale 1.0\n radius 16\n height 4\n damage 0\n Mass 1\n Inventory.PickupMessage \"Plasma Cells.\"\n States\n {\n\n\t Spawn:\n\t\tCELL D -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"Cell\", 50)\n\t\tStop\n}}"
},
{
"source": "pk3",
"name": "DUALPLASMA.txt",
"contents": "//ASSAULT RIFLES (c) 2014 SGT MARK IV tm\n\nACTOR DualPlasmaRifles: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Cell\" //Reserve ammo type\n\tWeapon.AmmoType2 \"DoublePlasmagunAmmo\" //Magazine ammo type\n\tObituary \"%o was drilled by %k's Double Plasmaguns.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n Scale 0.6 //Weapon's pickup sprite size\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUACTORS\", 1)\n\t\tPLAS A 20\n\t\tTNT1 A 0 A_SpawnItem(\"DropedPlasmaGun\")\n\t\tStop\n\n\tReady:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Plasma_Gun\", 1, 1)\n\t\tGoto RemoveDual\n\t\tTNT1 A 0 A_PlaySound(\"PLSDRAW\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tPLRS AB 1\n\t\tTNT1 A 0 A_PlaySound(\"PLSDRAW\", 3)\n\t\tPLRS CDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFire:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\tDPR2 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\tTNT1 A 0 A_Refire\n\tGoto ReadyToFire\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tDPR2 A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\t//TNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload2\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tRemoveDual:\n\t TNT1 A 0 A_GiveInventory(\"Plasma_gun\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"DualPlasmaRifles\", 1)\n\t\t Goto Ready\n\n\tDryFire:\n\t DPR2 A 1 A_PlaySound(\"DRYFIRE\", 1)\n\t\tDPR2 A 10\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t P2W2 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 1)//First of all, checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftPlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the left Plasmagun\n\t\tGoto DryFire//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)//Removes 1 ammo from magazine\n\t\tTNT1 A 0 A_AlertMonsters\n\t DPR2 B 1 BRIGHT A_FireCustomMissile(\"PlasmaBall\", random(-10,4), 0, -6, -4, 0, random(-2,2))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_FireCustomMissile(\"Shakeyourassminor\", 0, 0, 0, 0)//Shakes the camera to simulate recoil.\n\t\tTNT1 A 0 A_PlaySound(\"PLSM9\", 1)//Play gun fire sound\n\t\tTNT1 A 0 A_SetPitch(+0.6 + pitch)//Vertical recoil up\n\t\tDPR2 C 1 BRIGHT\n\t\tDPR2 C 0 A_SetPitch(-0.6 + pitch)//Vertical recoil down\n\t\tDPR2 D 1 A_TakeInventory(\"LeftPlasmagunAmmo\", 1)//Remove the fake ammo\n\t\tDPR2 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload.\n\t\tP2W2 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player still is firing left gun\n\t\tGoto Fire//No need to reload. Get back to Ready state.\n\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tDPR1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\t//P2W1 A 1\n\t\tLoop\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 2)//First of all, checks if there is ammo inside the gun\n\t\tTNT1 A 0 //A_GiveInventory(\"Reloading\", 1)//Couldn't find any ammo. Reload\n\t\tGoto Flash//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"RightPlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the left Plasmagun\n\t\tGoto DryFire2//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)//Removes 1 ammo from magazine\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t DPR1 B 1 BRIGHT A_FireCustomMissile(\"PlasmaBall\", random(-4,10), 0, 6, -4, 0, random(-2,2))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_PlaySound(\"PLSM9\", 3)//Play gun fire sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"Shakeyourassminor\", 0, 0, 0, 0)//Shakes the camera to simulate recoil.\n\t\tTNT1 A 0 A_SetPitch(+0.6 + pitch)//Vertical recoil up\n\t\tDPR1 C 1 BRIGHT\n\t\tP2W1 C 0 A_SetPitch(-0.6 + pitch)//Vertical recoil down\n\t\tDPR1 D 1 A_TakeInventory(\"RightPlasmagunAmmo\", 1)//Remove the fake ammo\n\t\tDPR1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tTNT1 A 0 //A_GiveInventory(\"Reloading\", 1)//Couldn't find any ammo. Reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t PLRS G 1 A_PlaySound(\"DRYFIRE\", 1)\n\t\tPLRS GGGGG 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tReload:\n\tReload2:\n\n\t PLRS G 1 //Always leave one free line before the reload animation to prevent bugs\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 100, \"ReadytoFire\")//Checks if the weapon is not fully reloaded, if yes, cancel reload.\n\t\tTNT1 A 0 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)//Checks if you have spare ammo\n\t\tGoto DryFire//Identified that you have no spare ammo. Get back to Ready animation\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\n\tRefill:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)//Check if you have spare ammo again. This line is necessary in case you don't have enough ammo to fill an entire clip.\n\t\tGoto FinishReload//Gun is fully loaded. Go to finish animation\n\t TNT1 A 0 A_TakeInventorY(\"Cell\", 1)//Removes one spare bullet\n\t\tTNT1 A 0 A_GiveInventory(\"DoublePlasmagunAmmo\", 1)//Puts one bullet inside the clip\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 100, \"FinishReload\")//Checks if weapons is full\n\t\tLoop\n\n\t FinishReload:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftPlasmagunAmmo\", 50, \"FinishReloadRightOnly\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RightPlasmagunAmmo\", 50, \"FinishReloadLeftOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"LeftPlasmagunAmmo\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"RightPlasmagunAmmo\", 50)\n\t\tPLRS FEDCBA 1\n\t\tTNT1 A 5\n\t\tPLSR B 1\n\t\tTNT1 A 0 A_PlaySound(\"PLREADY\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tPLSR CDEEEEEEEEEEEEEEEF 1\n PLSR GHHIIIJJJJJJJJIKLB 1\n\t\tTNT1 A 10\n\t\tP2SR B 1\n\t\tTNT1 A 0 A_PlaySound(\"PLREADY\", 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tP2SR CDEEEEEEEEEEEEEEEF 1\n P2SR GHHIIIJJJJJJJJIKLB 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tPLRS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFinishReloadLeftOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftPlasmagunAmmo\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"RightPlasmagunAmmo\", 50)\n\t\tPLRS FEDCBA 1\n\t\tTNT1 A 5\n\n\t\tP2SR B 1\n\t\tTNT1 A 0 A_PlaySound(\"PLREADY\", 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tP2SR CDEEEEEEEEEEEEEEEF 1\n P2SR GHHIIIJJJJJJJJIKLB 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\n\t\tPLRS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFinishReloadRightOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftPlasmagunAmmo\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"RightPlasmagunAmmo\", 50)\n\t\tPLRS FEDCBA 1\n\n\t\tTNT1 A 5\n\t\tPLSR B 1\n\t\tTNT1 A 0 A_PlaySound(\"PLREADY\", 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tPLSR CDEEEEEEEEEEEEEEEF 1\n PLSR GHHIIIJJJJJJJJIKLB 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\n\t\tPLRS ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\t DoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIN2 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIN2 D 6\n\t\tKIN2 EECBA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIN2 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIN2 D 6\n\t\tKIN2 EECBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualPlasmaRifles\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\t}\n}\n\nACTOR DoublePlasmagunAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"PLASA0\"\n}\n\nACTOR LeftPlasmagunAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 50\n Inventory.Icon SMGPA0\n}\n\nACTOR RightPlasmagunAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 50\n Inventory.Icon SMGPA0\n}"
},
{
"source": "pk3",
"name": "BFG.txt",
"contents": "// --------------------------------------------------------------------------\n//\n// BFG 9000\n//\n// --------------------------------------------------------------------------\n\nACTOR BIG_FUCKING_GUN : BFG9000 Replaces BFG9000\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n Inventory.PickupSound \"BFGREADY\"\n\t//DamageType Desintegrate\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n Inventory.PickupMessage \"You got the BFG-9000! FUCK YEAH!\"\n\tStates\n\t{\n\n\tFlash:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FlashlightAction\", 1, \"CheckFlashlight\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"FlashOn\")\n\tGoto Flash\n\tFlashOn:\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightSource\", 0, 0, 0, 0, 0, 0)\n\tGoto Flash\n\tCheckFlashLight:\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"FlashlightAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"TurnOffFlashlight\")\n\tTNT1 A 0 A_GiveInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\tTurnOffFlashlight:\n\tTNT1 A 0 A_TakeInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_GunFlash\n TNT1 A 0 A_PlaySound(\"BFGREADY\")\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBFGG A 4 A_WeaponReady\n\t\tGoto Ready+5\n\tDeselect:\n\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\n\t\tBFGG A 1 A_Raise\n\t\twait\n\tFire:\n TNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABABABABABABABAB 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n BFGF A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_Recoil(8)\n //TNT1 A 0 A_ZoomFactor(1.3)\n TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"BFGBall\")\n\t\tBFGF B 2 BRIGHT// A_FireCustomMissile(\"SuperBFGBall\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n BFGF CDEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n //TNT1 A 0 A_ZoomFactor(1.0)\n BFGG A 1 BRIGHT\n\t\tBFGG A 4\n TNT1 A 0 A_Refire\n\t\tGoto Ready+5\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tBFKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n BFKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tBFKI I 1\n\t\tBFKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tBFKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n BFKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tBFKI I 1\n\t\tBFKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+6\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BIG_FUCKING_GUN\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tSpawn:\n\t\tTRE2 A 0\n\t\tBFUG A 0 Thing_ChangeTID(0,748)\n\t\tBFUG A 3\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziVerification1\", 1, \"VerificateNazi\")\n\t\tGoto Spawn2\n\n\tVerificateNazi:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziVerification2\", 1, \"IsANazi\")\n\t\tGoto Spawn2\n\n\tISANazi:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HitlersBuzzsaw\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)\n\t\tStop\n\n\tSpawn2:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n +EXTREMEDEATH\n\tDamage 100\n Decal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n DamageType Desintegrate\n\tScale 0.7\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n States\n {\n DM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n BFS1 A 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n BFS1 A 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n BFS1 B 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n BFS1 B 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n Loop\n\n Death:\n TNT1 A 0\n //TNT1 A 0 Radius_Quake(4,34,0,12,0)\n\n\tTNT1 A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_SpawnItem(\"MegaGibRemoving\")\n\tTNT1 A 0 A_Explode(80,300,0)\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n BFGB F 1 Bright A_BFGSpray(\"SuperBFGExtra\", 40, 1)\n\tTNT1 A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nActor FriendlyBFGBAll : SuperBFGBall\n{\n Damagetype \"FriendBullet\"\n\t+EXTREMEDEATH\n States\n {\n Death:\n TNT1 A 0\n //TNT1 A 0 Radius_Quake(4,34,0,12,0)\n\n\tTNT1 A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_SpawnItem(\"MegaGibRemoving\")\n\tTNT1 A 0 A_Explode(120,350,0)\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n\tTNT1 A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nActor BFGTrailParticle\n{\n Height 0\n Radius 0\n Mass 0\n Speed 3\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n RenderStyle Add\n Scale 0.05\n States\n {\n Spawn:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n -NoGravity\n +LowGravity\n +DontSplash\n +DoomBounce\n BounceFactor 0.5\n RenderStyle Add\n Scale 0.04\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticleFast: BFGDeathParticle\n{\n Speed 10\n Scale 0.1\n States\n {\n Spawn:\n Death:\n\tSPKG A 11 BRIGHT\n SPKG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nActor BFGDeathParticleSuperFast: BFGDeathParticleFast\n{\n Speed 20\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n +NoBlockMap\n +NoGravity\n RenderStyle Add\n +FORCERADIUSDMG\n +THRUGHOST\n Alpha 0.75\n Damage 0\n Scale 0.6\n Radius 1\n Height 1\n DamageType \"Desintegrate\"\n States\n {\n Spawn:\n BFE2 A 0\n\tTNT1 A 0 A_Explode(40, 3)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFGB ABCDEFGHIJK 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n stop\n }\n}\n\nActor SuperBFGExtraGiant : SuperBFGExtra\n{\n Scale 2.9\n States\n {\n Spawn:\n BFE2 A 0\n BFGB ABCDEFGHIJK 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n\tStop\n}}\n\nActor BFGExtraParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +DontSplash\n +NoInteraction\n RenderStyle Add\n Scale 0.035\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR GreenShockWave\n{\n Speed 0\n Height 64\n Radius 32\n Scale 2.25\n RenderStyle add\n Alpha 0.9\n +DROPOFF\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SHOK A 1 BRIGHT\n Goto Death\n Death:\n SHOK BCDEFGHIJKLMNOPQR 1 BRIGHT A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR WhiteShockWave: GreenShockwave\n{\nScale 2.0\nAlpha 0.12\n States\n {\n Spawn:\n SHWK A 1\n SHWK CEGIKMOQ 1 A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR WhiteShockWaveBig: WhiteShockWave\n{\nScale 3.0\n}\n\nACTOR WhiteShockWaveSmall: WhiteShockWave\n{\nScale 1.0\n}\n\nACTOR BFGFOG\n{\n Radius 1\n Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n BFOG ABCDEF 6 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n Goto Death\n\tDeath:\n\t BFOG G 3 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n\t\tStop\n }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 0.5\n}\n\nActor BFGDeathParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NOGRAVITY\n +DontSplash\n +FORCEXYBILLBOARD\n RenderStyle Add\n Scale 0.04\n Speed 24\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "SAW.txt",
"contents": "Actor SawSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasCutingWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasClassicSaw: Inventory\n{\ninventory.maxamount 1\n}\n\nActor Chain_saw : Chainsaw replaces Chainsaw\n{\nweapon.selectionorder 240\ninventory.pickupsound \"weapons/chainsaw/draw\"\n//inventory.pickupsound \"none\"\n\tWeapon.UpSound \"none\"\nweapon.readysound \"weapons/chainsaw/idle\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.AXEBLOOD\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\t//Weapon.AmmoType \"Gas\"\n\t//Weapon.AmmoGive 400\nstates\n\t{\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicSaw\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Chain_Saw\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tClassicSawMode:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicModernSaw\", 1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Chain_Saw\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 AAAAAAAAAAA 0 A_Raise\n\t\twait\n\n\tDeselect:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Lower\n\t\tSAWN A 1 A_Lower\n\t\tgoto deselect+1\n\n Steady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n CSWS AB 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"DSSAWZIP\", 1)\n CSWS BCDEFEDCB 1\n\t\tCSWS A 17 A_playsound(\"weapons/chainsaw/draw\", 1)\n\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySound(\"DSSAWUP\", 4)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tCSWG A 2 A_weaponready\n CSWG B 2 A_weaponready\n\t\tCSWG A 2 A_weaponready\n CSWG B 2 A_weaponready\n\t\tgoto ready+35\n\tFire:\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSWG ABCD 1\n\tHold:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//CSWF A 1 A_CustomPunch(5,1,1,\"SSawPuff\")\n\t\tCSWF A 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 2, \"SSawPuff\")\n\t\tCSWF B 1\n\t\t//CSWF C 1 A_custompunch(5,1,1,\"SSawPuff\")\n\t\tCSWF C 1 A_Saw(\"\", \"\", 3, \"SSawPuff\")\n\t\tCSWF D 1\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSWG DC 1\n\t\tgoto ready+35\n\n\tReady.Blood:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tCSW2 A 2 A_weaponready\n CSW2 B 2 A_weaponready\n\t\tCSW2 A 2 A_weaponready\n CSW2 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.Blood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSW2 ABCD 1\n\tHold.Blood:\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSW2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 2, \"SSawPuff\")\n\t\tCSW2 F 1\n\t\tCSW2 G 1 A_Saw(\"\", \"\", 5, \"SSawPuff\")\n\t\tCSW2 H 1\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSW2 DC 1\n\t\tgoto ready.blood\n\n\tReady.BlueBlood:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tCSW3 A 2 A_weaponready\n CSW3 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.BlueBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSW3 CD 1\n\tHold.BlueBlood:\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSW3 E 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 2, \"SSawPuff\")\n\t\tCSW3 F 1\n\t\tCSW3 G 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 2, \"SSawPuff\")\n\t\tCSW3 H 1\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSW3 DC 1\n\t\tgoto ready+35\n\n\tReady.GreenBlood:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tCSW4 A 2 A_weaponready\n CSW4 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSW4 CD 1\n\tHold.GreenBlood:\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",1)\n\t\tCSW4 E 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 2, \"SSawPuff\")\n\t\tCSW4 F 1\n\t\tCSW4 G 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 2, \"SSawPuff\")\n\t\tCSW4 H 1\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSW4 DC 1\n\t\tgoto ready+35\n\n\tAltContinue:\n\t\tCSA1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSA1 QI 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltContinueRed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltContinueGreen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltContinueBlue\")\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 JKL 1\n\t\tTNT1 A 5\n\t\tCSA1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltFireLeft:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSA1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleft\")\n\t\tCSA1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSA1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltContinueLeft:\n\t\tCSA1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSA1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleft\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSA1 DCBA 1\n\t\tgoto ready+35\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFireRed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFireGreen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFireBlue\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeft\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSA1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSA1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue\")\n\t\tCSA1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSA1 MNO 1\n\t\tgoto ready+35\n\n\tAltFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFire2Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFire2Green\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFire2Blue\")\n\t\tCSA2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 GHI 1 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSA2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tCSA2 MNO 1 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tgoto ready+35\n\n\tAltContinue2:\n\t\tCSA2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSA2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSA2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 MNO 1\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tgoto ready+35\n\n\tAltFireRed:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftRed\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSR1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSR1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueRed\")\n\t\tCSR1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSR1 MNO 1\n\t\tgoto ready+35\n\n\tAltContinueRed:\n\t\tCSR1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSR1 QI 1\n\t\tCSR1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueRed\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 JKL 1\n\t\tTNT1 A 5\n\t\tCSR1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltFireLeftRed:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSR1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftred\")\n\t\tCSR1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSR1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltContinueLeftRed:\n\t\tCSR1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSR1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftred\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSR1 DCBA 1\n\t\tgoto ready+35\n\n\tAltFire2Red:\n\t\tTNT1 A 0\n\t\tCSR2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSR2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tCSR2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 5\n\t\tCSR2 PQ 1\n\t\tgoto ready+35\n\n\tAltContinue2Red:\n\t\tCSR2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSR2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSR2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 MNO 1\n\t\tTNT1 A 5\n\t\tCSR2 PQ 1\n\t\tgoto ready+35\n\n\tAltFireBlue:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftBlue\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSB1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSB1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueBlue\")\n\t\tCSB1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSB1 MNO 1\n\t\tgoto ready+35\n\n\tAltContinueBlue:\n\t\tCSB1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSB1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueBlue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 JKL 1\n\t\tTNT1 A 5\n\t\tCSB1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltFireLeftBlue:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSB1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftBlue\")\n\t\tCSB1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSB1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltContinueLeftBlue:\n\t\tCSB1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSB1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftBlue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSB1 DCBA 1\n\t\tgoto ready+35\n\n\tAltFire2Blue:\n\t\tTNT1 A 0\n\t\tCSB2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSB2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tCSB2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 5\n\t\tCSB2 PQ 1\n\t\tgoto ready+35\n\n\tAltContinue2Blue:\n\t\tCSB2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSB2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSB2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 MNO 1\n\t\tTNT1 A 5\n\t\tCSB2 PQ 1\n\t\tgoto ready+35\n\n\tAltFireGreen:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftGreen\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSG1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSG1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueGreen\")\n\t\tCSG1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSG1 MNO 1\n\t\tgoto ready+35\n\n\tAltContinueGreen:\n\t\tCSG1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSG1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueGreen\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 JKL 1\n\t\tTNT1 A 5\n\t\tCSG1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltFireLeftGreen:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSG1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftGreen\")\n\t\tCSG1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSG1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tgoto ready+35\n\n\tAltContinueLeftGreen:\n\t\tCSG1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSG1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftGreen\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSG1 DCBA 1\n\t\tgoto ready+35\n\n\tAltFire2Green:\n\t\tTNT1 A 0\n\t\tCSG2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSG2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tCSG2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tgoto ready+35\n\n\tAltContinue2Green:\n\t\tCSG2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSG2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSG2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 MNO 1\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tgoto ready+35\n\n DoKick:\n TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tgoto ready+35\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tgoto ready+35\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tgoto ready+35\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tgoto ready+35\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK K 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK L 1 A_PlaySound(\"FUCK\", 2)\n FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n FUCK NMLK 1\n\t\tgoto ready+35\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tgoto ready+35\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tgoto ready+35\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tgoto ready+35\n\t}\n}"
},
{
"source": "pk3",
"name": "SAW2.txt",
"contents": "Actor SawFireSeq1: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SawFireSeq2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ClassicModernSaw : Chainsaw\n{\n\tweapon.selectionorder 220\n\tinventory.pickupsound \"weapons/chainsaw/draw\"\n\t//inventory.pickupsound \"none\"\n\tWeapon.UpSound \"none\"\n\tweapon.readysound \"weapons/chainsaw/idle\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.CHEATNOTWEAPON\n\t//+WEAPON.NOAUTOFIRE\n\tstates\n\t{\n\n\tNevermindGoBackToModernMode:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"ChainSaw\", 1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"ClassicModernSaw\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClassicSaw\", 1, 2)\n\t\tGoto NevermindGoBackToModernMode\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Lower\n\t\tSAWN A 1 A_Lower\n\t\tgoto deselect+1\n\n Steady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n CSWS AB 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"DSSAWZIP\", 1)\n CSWS BCDEFEDCB 1\n\t\tCSWS A 17 A_playsound(\"weapons/chainsaw/draw\", 1)\n\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySound(\"DSSAWUP\", 4)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tCSWG A 2 A_weaponready\n CSWG B 2 A_weaponready\n\t\tCSWG A 2 A_weaponready\n CSWG B 2 A_weaponready\n\t\tgoto ready+35\n\tFire:\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSWG ABCD 1\n\tHold:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//CSWF A 1 A_CustomPunch(5,1,1,\"SSawPuff\")\n\t\tCSWF A 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 5, \"SSawPuff\")\n\t\tCSWF B 1\n\t\t//CSWF C 1 A_custompunch(5,1,1,\"SSawPuff\")\n\t\tCSWF C 1 A_Saw(\"\", \"\", 3, \"SSawPuff\")\n\t\tCSWF D 1\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSWG DC 1\n\t\tgoto ready+35\n\n\tReady.Blood:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tCSW2 A 2 A_weaponready\n CSW2 B 2 A_weaponready\n\t\tCSW2 A 2 A_weaponready\n CSW2 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.Blood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSW2 ABCD 1\n\tHold.Blood:\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSW2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 5, \"SSawPuff\")\n\t\tCSW2 F 1\n\t\tCSW2 G 1 A_Saw(\"\", \"\", 5, \"SSawPuff\")\n\t\tCSW2 H 1\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSW2 DC 1\n\t\tgoto ready.blood\n\n\tReady.BlueBlood:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tCSW3 A 2 A_weaponready\n CSW3 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.BlueBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSW3 CD 1\n\tHold.BlueBlood:\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSW3 E 1 A_custompunch(7,1,1,\"SSawPuff\")\n\t\tCSW3 F 1\n\t\tCSW3 G 1 A_custompunch(7,1,1,\"SSawPuff\")\n\t\tCSW3 H 1\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSW3 DC 1\n\t\tgoto ready+35\n\n\tReady.GreenBlood:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tCSW4 A 2 A_weaponready\n CSW4 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tCSW4 CD 1\n\tHold.GreenBlood:\n //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",1)\n\t\tCSW4 E 1 A_custompunch(7,1,1,\"SSawPuff\")\n\t\tCSW4 F 1\n\t\tCSW4 G 1 A_custompunch(7,1,1,\"SSawPuff\")\n\t\tCSW4 H 1\n TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tCSW4 DC 1\n\t\tgoto ready+35\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFireRed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFireGreen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFireBlue\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeft\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSA1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSA1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue\")\n\t\tCSA1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSA1 MNO 1\n\t\tGoto Ready+35\n\n\tAltContinue:\n\t\tCSA1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSA1 QI 1\n\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 JKL 1\n\t\tTNT1 A 5\n\t\tCSA1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltFireLeft:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSA1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleft\")\n\t\tCSA1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSA1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltContinueLeft:\n\t\tCSA1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSA1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleft\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSA1 DCBA 1\n\t\tGoto Ready+35\n\n\tAltFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFire2Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFire2Green\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFire2Blue\")\n\t\tCSA2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 GHI 1 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSA2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tCSA2 MNO 1 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tGoto Ready+35\n\n\tAltContinue2:\n\t\tCSA2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSA2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSA2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 MNO 1\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tGoto Ready+35\n\n\tAltFireRed:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftRed\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSR1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSR1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueRed\")\n\t\tCSR1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSR1 MNO 1\n\t\tGoto Ready+35\n\n\tAltContinueRed:\n\t\tCSR1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSR1 QI 1\n\t\tCSA1 QI 1\n\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueRed\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 JKL 1\n\t\tTNT1 A 5\n\t\tCSR1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltFireLeftRed:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSR1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftred\")\n\t\tCSR1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSR1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltContinueLeftRed:\n\t\tCSR1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSR1 QI 1\n\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftred\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSR1 DCBA 1\n\t\tGoto Ready+35\n\n\tAltFire2Red:\n\t\tTNT1 A 0\n\t\tCSR2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSR2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tCSR2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 5\n\t\tCSR2 PQ 1\n\t\tGoto Ready+35\n\n\tAltContinue2Red:\n\t\tCSR2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSR2 KL 1\n\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSR2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 MNO 1\n\t\tTNT1 A 5\n\t\tCSR2 PQ 1\n\t\tGoto Ready+35\n\n\tAltFireBlue:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftBlue\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSB1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSB1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueBlue\")\n\t\tCSB1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSB1 MNO 1\n\t\tGoto Ready+35\n\n\tAltContinueBlue:\n\t\tCSB1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSB1 QI 1\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltContinueRed\")\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueBlue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 JKL 1\n\t\tTNT1 A 5\n\t\tCSB1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltFireLeftBlue:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSB1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftBlue\")\n\t\tCSB1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSB1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltContinueLeftBlue:\n\t\tCSB1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSB1 QI 1\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltContinueRed\")\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftBlue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSB1 DCBA 1\n\t\tGoto Ready+35\n\n\tAltFire2Blue:\n\t\tTNT1 A 0\n\t\tCSB2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSB2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tCSB2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 5\n\t\tCSB2 PQ 1\n\t\tGoto Ready+35\n\n\tAltContinue2Blue:\n\t\tCSB2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSB2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSB2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 MNO 1\n\t\tTNT1 A 5\n\t\tCSB2 PQ 1\n\t\tGoto Ready+35\n\n\tAltFireGreen:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"DSSAWHIT\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftGreen\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSG1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSG1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueGreen\")\n\t\tCSG1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSG1 MNO 1\n\t\tGoto Ready+35\n\n\tAltContinueGreen:\n\t\tCSG1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSG1 QI 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltContinueBlue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltContinueRed\")\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueGreen\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 JKL 1\n\t\tTNT1 A 5\n\t\tCSG1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltFireLeftGreen:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSG1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftGreen\")\n\t\tCSG1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSG1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tGoto Ready+35\n\n\tAltContinueLeftGreen:\n\t\tCSG1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSG1 QI 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltContinueBlue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltContinueRed\")\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftGreen\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSG1 DCBA 1\n\t\tGoto Ready+35\n\n\tAltFire2Green:\n\t\tTNT1 A 0\n\t\tCSG2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSG2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tCSG2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tGoto Ready+35\n\n\tAltContinue2Green:\n\t\tCSG2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSG2 KL 1\n\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 8, \"SSawPuff\", 0, 120)\n\t\tCSG2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 MNO 1\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tGoto Ready+35\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\tInitializeNormalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSTMP ABCDEF 1\n\t\t//TNT1 A 0 A_Custompunch(4,0,1,\"KickPuff\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n STMP G 4\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSTMP HIJK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tgoto ready+35\n\tLowKickChecker1:\n\t TNT1 A 1\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tGoto LowKick\n\n\tLowKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT5\",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tKICK UVW 1 A_SetPitch(-8.0 + pitch)\n\t\tKICK X 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackLow\", 0, 0, 0, 0)\n\t\tKICK Y 1\n KICK Z 4\n\t\tKICK YX 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK WVU 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tgoto ready+35\n\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK ABCDEFG 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tgoto ready+35\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -8)\n KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tgoto ready+35\n\n\tSuperAirKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -8)\n KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tgoto ready+35\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tgoto ready+35\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tgoto ready+35\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tgoto ready+35\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tgoto ready+35\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tgoto ready+35\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tgoto ready+35\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tgoto ready+35\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tgoto ready+35\n\t}\n}"
},
{
"source": "pk3",
"name": "EXTRA.txt",
"contents": "ACTOR FlameCannon : Weapon\n{\n\tHeight 20\n\tWeapon.SelectionOrder 5550\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"Gas\"\n Inventory.PickupSound \"BFGREADY\"\n +WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"You got the Mancubus Flame Cannon (Slot 9)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t TNT1 A 0\n TNT1 A 0 A_PlaySound(\"BFGREADY\")\n TNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tFLMG A 1 A_WeaponReady\n\t\tGoto Ready+6\n\n\tDryFire:\n\t FLMG A 10 A_PlaySound(\"weapons/empty\")\n\t\tGoto Ready+6\n\n\tDeselect:\n\t TNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tFLMG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\n\t\tFLMG A 1 A_Raise\n\t\twait\n Spawn:\n MANA H 1\n Loop\n\tAltFire:\n\t FLMG A 0\n TNT1 A 0 A_JumpIfInventory(\"Gas\", 15, \"Fireball\")\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto DryFire\n\n\tFireball:\n FLMF A 1 BRIGHT A_FireCustomMissile(\"BigFireBallWithGravity\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-4.0 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n FLMF BC 1 BRIGHT\n FLMF CD 1 A_SetPitch(+2.0 + pitch)\n\t\tFLMG A 10\n\t\tGoto Ready+2\n\n Fire:\n FLMG A 0\n TNT1 A 0 A_JumpIfInventory(\"Gas\", 4, \"Flamethrower\")\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto DryFire\n\n\tFlamethrower:\n TNT1 A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissile\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 4)\n\t\tFLMF F 1 BRIGHT A_SetAngle(random(1, -1) + angle)\n\t\tFLMF G 1 BRIGHT A_SetPitch(random(1, -1) + pitch)\n\t\tFLMF F 1 BRIGHT A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_PlaySound(\"FLAMSTOP\", CHAN_WEAPON)\n\t\tGoto Ready+6\n\n\tDoKick:\n TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK K 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK L 1 A_PlaySound(\"FUCK\", 2)\n FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n FUCK NMLK 1\n\t\tGoto Ready+8\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto Ready+8\n\t}\n}\n\nACTOR BigFireBallWithGravity: BigFireBall\n{\nDamage 14\nGravity 0.2\n+NOGRAVITY\nSpeed 30\nStates\n{\n\tDeath:\n\tTNT1 A 0\n TNT1 A 0 A_Explode (90, 150)\n\tGoto ExplosionEffect\n}\n}\n\nACTOR Gas : Ammo\n{\n Inventory.Amount 500\n Inventory.MaxAmount 999\n Ammo.BackpackAmount 500\n Ammo.BackpackMaxAmount 999\n Inventory.Icon \"GSLNA0\"\n Inventory.PickupMessage \"You got Gasoline.\"\n}\n\nACTOR Flames\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 30\n\tDamage 1\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +RIPPER\n +BLOODLESSIMPACT\n\tRenderStyle Add\n DamageType Flames\n Scale 2.0\n\tAlpha 1\n\tSeeSound \"fatso/attack\"\n\tDeathSound \"fatso/shotx\"\n Decal \"BigScorch\"\n\tStates\n\t{\n Spawn:\n TNT1 C 6\n Goto See\n\tSee:\n TNT1 A 0 A_Explode (15, 40)\n FRFX C 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n TNT1 A 0 A_Explode (15, 40)\n FRFX C 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n TNT1 A 0 A_Explode (15, 40)\n\t EXPL AA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_Explode (15, 40)\n FRFX FGHIJKLMNOPG 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n\t\tGoto Death\n\tDeath:\n\t EXPL AA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_SpawnItem(\"RedFlareMedium\",0,0)\n\t\tStop\n\t}\n}\n\nACTOR HellishMissileLauncher : Weapon\n{\n\tHeight 20\n\tWeapon.SelectionOrder 6800\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoType1 \"MiniHellRocketAmmo\"\n Inventory.PickupSound \"BFGREADY\"\n //+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"You got the Revenant's Hellish Missile Launcher (Slot 8)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"BFGREADY\")\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRVCG A 4 A_WeaponReady\n\t\tGoto Ready+6\n\tDeselect:\n\t\tRVCG A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tRVCG A 1 A_Raise\n\t\twait\n Spawn:\n FATB D 1\n Loop\n\n\tFire:\n\t TNT1 A 0\n\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"OpenFire\", 0, 0, 12000)\n\t\tRVCG J 1\n\t Goto Ready+6\n\n\tOpenFire:\n\n\t TNT1 A 0\n\t\t//TNT1 A 0 A_TakeInventory(\"MiniHellRocketAmmo\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevenantRocketFire1823\", 1, \"OpenFire2\")\n\t TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n RVCG B 2 BRIGHT A_FireCustomMissile(\"RevenantBalls66\", random(4,-4), 1, -10, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tRVCG CDE 2\n\t\tRVCG A 4\n\t\tTNT1 A 0 A_GiveInventory(\"RevenantRocketFire1823\", 1)\n\t\tGoto Ready+6\n\n\tOpenFire2:\n\t //TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t RVCG F 2 BRIGHT A_FireCustomMissile(\"RevenantBalls66\", random(4,-4), 1, 10, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tRVCG GHI 2\n\t\tRVCG A 4\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantRocketFire1823\", 1)\n\t\tGoto Ready+6\n\n\tDoKick:\n TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK K 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK L 1 A_PlaySound(\"FUCK\", 2)\n FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n FUCK NMLK 1\n\t\tGoto Ready+8\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto Ready+8\n\t}\n}\n\nACTOR RevenantBalls66: RevenantBalls\n{\n\tDamage 10\n\tSpeed 20\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,random(20, 0),0,1)\n\tGoto Spawn1\n\t}\n}\n\nACTOR RevenantMissileFriendAttackSummon\n{\n Radius 1\n Height 1\n Speed 0\n\tMass 999999999999999999\n Health 1\n gravity 0.5\n\tDecal BloodSuper\n\t+NOCLIP\n\tMONSTER\n\t+FRIENDLY\n\t+LOOKALLAROUND\n\t-SHOOTABLE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n States\n {\n Spawn:\n\t TNT1 A 0 A_Look\n\t TNT1 AAA 0 A_Chase\n\t TNT1 AAAAAA 1 A_Chase\n\t\tStop\n\tMissile:\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"RevenantBalls66\")\n Stop\n }\n}\n\nACTOR MiniHellRocketAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n}\n\nActor RevenantRocketFire1823 : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR HitlersBuzzsaw : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 600\n\tWeapon.AmmoType \"BuzzsawAmmo\"\n\tInventory.PickupMessage \"You got the Super Secret Weapon: Hitler's Buzzsaw\"\n\tObituary \"%o was cut in half by %k's MG42\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tScale 0.4\n\tStates\n\t{\n\tReady:\n\t\tHBUS A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHBUS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHBUS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 BRIGHT A_FireBullets (1, 1, 1, 25, \"ExtremeBulletPuff2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1), 0, -1, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_PlaySound(\"MP40\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-6)\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tHBUS B 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tTNT1 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\n\t\tTNT1 A 0 BRIGHT A_FireBullets (1, 1, 1, 25, \"ExtremeBulletPuff\")\n TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1), 0, -1, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_PlaySound(\"MP40\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-6)\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tHBUS C 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tTNT1 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tGoto Ready\n\tSpawn:\n\t\tHBUS D -1\n\t\tStop\n\t}\n}\n\nACTOR BuzzSawAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 600\n Ammo.BackpackAmount 20\n Ammo.BackpackMaxAmount 600\n}"
},
{
"source": "pk3",
"name": "MP40.txt",
"contents": "ACTOR MP40Ammo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 33\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 33\n Inventory.Icon \"MP40I0\"\n\n}\n\n// --------------------------------------------------------------------------\n//\n// MP40\n//\n// --------------------------------------------------------------------------\nACTOR MP40 : Weapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 20\n\tWeapon.AmmoType2 \"MP40Ammo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip2\"\n\tObituary \"%o was shot down by %k's MP40.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the MP40 (Slot 2)!\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.CHEATNOTWEAPON\n\tWeapon.SelectionOrder 5500\n Scale 1.0\n\tStates\n\t{\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tNoAmmo:\n\t\tMP40 A 1\n\t\tTNT1 A 0 A_PlaySound(\"DRYFIRE\")\n\t\tGoto StandBy\n\n\tReady:\n TNT1 A 1\n TNT1 A 0 A_PlaySound(\"CLIPIN\")\n MP4S AB 1\n TNT1 AAAAAAAA 0\n\tStandBy:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 1 A_WeaponReady\n\t\tGoto StandBy\n\n\tReady2:\n TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP41 A 1 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n MP4S BA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t \tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n Fire:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_Takeinventory(\"MP40Ammo\",1)\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP40 B 1 BRIGHT A_AlertMonsters\n\t\tMP40 C 1 A_FireBullets (4, 3, -1, 12, \"HitPuff\")\n\t\tTNT1 A 0 A_SetPitch(-1.2 + pitch)\n //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)\n\t\tMP40 D 1 A_FireCustomMissile(\"RifleCaseSpawn\",-5,0,8,-4)\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n MP40 E 1\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n TNT1 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tFire2:\n TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_Takeinventory(\"MP40Ammo\",1)\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP41 F 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireBullets (1.5, 1.5, -1, 12, \"HitPuff\")\n\t\tMP41 C 1 A_SetPitch(-1.2 + pitch)\n //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)\n\t\tMP41 G 1 A_FireCustomMissile(\"RifleCaseSpawn\",-5,0,8,-4)\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n MP41 H 1\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n TNT1 A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,8)\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.3)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n MP4D CB 1\n Goto Ready2\n TNT1 AAAAAA 0\n MP4D AB 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n Goto Ready+6\n\n\tReload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",33,64)\n TNT1 A 0 A_JumpIfInventory(\"Clip2\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n\n\t\tMP4R ABCDEF 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",33,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\n\tUnload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Reload\")\n\t\tMP4R ABCDEEFFFGGGG 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\t//TNT1 A 0 A_Takeinventory(\"DoubleMP40Ammo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Clip2\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tMP4U ABC 2\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n \tSpawn:\n\t\tMP40 I -1\n\t\tStop\n\nDoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 1\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tMPKI BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n MPKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tMPKI I 1\n\t\tMPKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tMPKI BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n MPKI H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tMPKI I 1\n\t\tMPKI GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto REady+6\n\t}\n}"
},
{
"source": "pk3",
"name": "DROPABLES.txt",
"contents": "actor RifleDrop\n{\nRadius 0\nHeight 0\n+THRUACTORS\n states\n {\n Spawn:\n\t TRII A 0\n\t TNT1 A 0 A_Jump(128, \"Spawn2\")\n\t Goto Spawn1\n\n SPawn1:\n TNT1 A 0 A_CustomMissile (\"DropedRifle\", 20, 0, 0, 2, random (30, 50))\n stop\n\n SPawn2:\n TNT1 A 0 A_CustomMissile (\"DropedRifle2\", 20, 0, 180, 2, random (30, 50))\n stop\n}\n}\n\nACTOR DropedRifle\n{\n scale 1.0\n speed 6\n health 1\n radius 16\n height 4\n Gravity 0.9\n damage 0\n XScale 0.7\n YScale 0.4\n +THRUACTORS\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n -DONTSPLASH\n Mass 1\n States\n {\n\n\t Spawn:\n\t TRII A 4\n\t TNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t TRII BCDEFGH 4\n\t Loop\n\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SPawnItem(\"Rifle\")\n\t TNT1 A 0 A_SPawnItem(\"DualRIfles\")\n\t Stop\n }\n}\n\nACTOR DropedRifle2: DropedRifle\n{\n States\n {\n\n\t Spawn:\n\t TRII G 4\n\t TNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t TRII FEDCBA 4\n\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SPawnItem(\"Rifle\")\n\t Stop\n }\n}\n\n//I was using this lump for another thing, but now, I'm using it\n//to store old green gib deaths in case if I ever need to use it again\n\nactor GreenBloodTrails\n{\nDecal None\ntranslation \"168:191=112:127\",\"16:47=120:127\"\n game Doom\n\tAlpha 0.5\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.1\n+NOCLIP\n+DONTSPLASH\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n-NOGRAVITY\nScale 1.2\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_Jump(192,\"Spawn2\")\n BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 BRIGHT A_FadeOut(0.01)\n //TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBloodFast\", 0, 0, random (0, 360), 2, random (0, 180))\n BLOD BCD 0\n stop\n Spawn2:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_Jump(128,\"Spawn3\")\n BLER HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 BRIGHT A_FadeOut(0.01)\n //TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBloodFast\", 0, 0, random (0, 360), 2, random (0, 180))\n BLOD BCD 0\n stop\n Spawn3:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_Jump(96,\"Spawn4\")\n BLER IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 BRIGHT A_FadeOut(0.01)\n //TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBloodFast\", 0, 0, random (0, 360), 2, random (0, 180))\n BLOD BCD 0\n stop\n Spawn4:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLER JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 BRIGHT A_FadeOut(0.01)\n //TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBloodFast\", 0, 0, random (0, 360), 2, random (0, 180))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GreenXDeath1\n{\n Radius 8\n Height 8\n Speed 12\n Scale 1.0\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n GORA D 2 A_CustomMissile(\"GreenBloodTrails\",0,0,180,2)\n Loop\n Death:\n GORA D 2\n GORA D -1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GreenXDeath2: GreenXDeath1\n{\n DeathSound \"misc/xdeath2\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n GORA F 2 A_CustomMissile(\"GreenBloodTrails\",0,0,180,2)\n Loop\n Death:\n GORA F 2\n GORA F -1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR GreenXDeath3: GreenXDeath1\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n GORA G 2 A_CustomMissile(\"GreenBloodTrails\",0,0,180,2)\n Loop\n Death:\n GORA G 2\n GORA G -1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR XDeathKnightArm\n{\n Radius 8\n Height 8\n Speed 8\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal GreenBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n GORA B 8 A_CustomMissile(\"GreenBloodTrail\",0,0,180,2)\n Loop\n Death:\n GORA B -1\n Stop\n }\n}\n\nACTOR XDeathBaronArm: XDeathKnightArm\n{\n Radius 8\n Height 8\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n GORB A 8 A_CustomMissile(\"GreenBloodTrail\",0,0,180,2)\n Loop\n Death:\n GORB A -1\n Stop\n }\n}\n\nACTOR XDeathKnightLeg\n{\n Radius 8\n Height 8\n Speed 8\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal GreenBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n GORA A 8 A_CustomMissile(\"GreenBloodTrail\",0,0,180,2)\n Loop\n Death:\n GORA A -1\n Stop\n }\n}"
}
]
},
"maps": [
{
"map": "E5M8",
"format": "doom",
"stats": {
"things": 70,
"linedefs": 544,
"sidedefs": 920,
"vertices": 525,
"sectors": 82,
"segs": 1015,
"ssectors": 335,
"nodes": 334,
"textures": [
"DEM1_5",
"DEM1_6",
"DOORTRAK",
"FLAT23",
"F_SKY1",
"GSTONE1",
"MARBFAC2",
"MARBFAC3",
"MARBFACE",
"MARBLE1",
"MARBLE2",
"METAL",
"MFLR8_4",
"SP_DUDE6",
"STEP6",
"SUPPORT3",
"SW1EXIT"
]
},
"monsters": {
"total": 20,
"by_type": {
"lost_soul": 20
}
},
"items": {
"total": 34,
"by_type": {
"blue_armor": 1,
"rocket_box": 30,
"rocket_launcher": 1,
"soulsphere": 2
}
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 20,
"hmp_monsters": 4,
"htr_monsters": 0,
"uv_items": 34,
"hmp_items": 34,
"htr_items": 34
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
"images": []
}
]
}