call_of_doom_2018.pk3

PK3 189 MiB 1 map(s)

Counts

endoom0
graphics0
lumps8410
maps2
palettes14

Totals (across maps)

Things70
Linedefs544
Sectors82
Monsters20
Items34
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"
      ],
      "iwads_guess": null
    },
    "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": []
    }
  ]
}